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JumpKing.py
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444 lines (304 loc) · 11 KB
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#!/usr/env/bin python
#
# Game Screen
#
import pygame
import sys
import os
import inspect
import pickle
import numpy as np
from environment import Environment
from spritesheet import SpriteSheet
from Background import Backgrounds
from King import King
from Babe import Babe
from Level import Levels
from Menu import Menus
from Start import Start
import torch
import torch.nn as nn
import torch.nn.functional as F
import torch.optim as optim
import random
import time
class NETWORK(torch.nn.Module):
def __init__(self, input_dim: int, output_dim: int, hidden_dim: int) -> None:
"""DQN Network example
Args:
input_dim (int): `state` dimension.
`state` is 2-D tensor of shape (n, input_dim)
output_dim (int): Number of actions.
Q_value is 2-D tensor of shape (n, output_dim)
hidden_dim (int): Hidden dimension in fc layer
"""
super(NETWORK, self).__init__()
self.layer1 = torch.nn.Sequential(
torch.nn.Linear(input_dim, hidden_dim),
torch.nn.ReLU()
)
self.layer2 = torch.nn.Sequential(
torch.nn.Linear(hidden_dim, hidden_dim),
torch.nn.ReLU()
)
self.final = torch.nn.Linear(hidden_dim, output_dim)
def forward(self, x: torch.Tensor) -> torch.Tensor:
"""Returns a Q_value
Args:
x (torch.Tensor): `State` 2-D tensor of shape (n, input_dim)
Returns:
torch.Tensor: Q_value, 2-D tensor of shape (n, output_dim)
"""
x = self.layer1(x)
x = self.layer2(x)
x = self.final(x)
return x
class DDQN(object):
def __init__(
self
):
self.target_net = NETWORK(4, 4, 32)
self.eval_net = NETWORK(4, 4, 32)
self.optimizer = torch.optim.Adam(self.eval_net.parameters(), lr=0.001)
self.criterion = nn.MSELoss()
self.memory_counter = 0
self.memory_size = 50000
self.memory = np.zeros((self.memory_size, 11))
self.epsilon = 1.0
self.epsilon_decay = 0.95
self.alpha = 0.99
self.batch_size = 64
self.episode_counter = 0
self.target_net.load_state_dict(self.eval_net.state_dict())
def memory_store(self, s0, a0, r, s1, sign):
transition = np.concatenate((s0, [a0, r], s1, [sign]))
index = self.memory_counter % self.memory_size
self.memory[index, :] = transition
self.memory_counter += 1
def select_action(self, states: np.ndarray) -> int:
state = torch.unsqueeze(torch.tensor(states).float(), 0)
if np.random.uniform() > self.epsilon:
logit = self.eval_net(state)
action = torch.argmax(logit, 1).item()
else:
action = int(np.random.choice(4, 1))
return action
def policy(self, states: np.ndarray) -> int:
state = torch.unsqueeze(torch.tensor(states).float(), 0)
logit = self.eval_net(state)
action = torch.argmax(logit, 1).item()
return action
def train(self, s0, a0, r, s1, sign):
if sign == 1:
if self.episode_counter % 2 == 0:
self.target_net.load_state_dict(self.eval_net.state_dict())
self.episode_counter += 1
self.memory_store(s0, a0, r, s1, sign)
self.epsilon = np.clip(self.epsilon * self.epsilon_decay, a_min=0.01, a_max=None)
# select batch sample
if self.memory_counter > self.memory_size:
batch_index = np.random.choice(self.memory_size, size=self.batch_size)
else:
batch_index = np.random.choice(self.memory_counter, size=self.batch_size)
batch_memory = self.memory[batch_index]
batch_s0 = torch.tensor(batch_memory[:, :4]).float()
batch_a0 = torch.tensor(batch_memory[:, 4:5]).long()
batch_r = torch.tensor(batch_memory[:, 5:6]).float()
batch_s1 = torch.tensor(batch_memory[:, 6:10]).float()
batch_sign = torch.tensor(batch_memory[:, 10:11]).long()
q_eval = self.eval_net(batch_s0).gather(1, batch_a0)
with torch.no_grad():
maxAction = torch.argmax(self.eval_net(batch_s1), 1, keepdim=True)
q_target = batch_r + (1 - batch_sign) * self.alpha * self.target_net(batch_s1).gather(1, maxAction)
loss = self.criterion(q_eval, q_target)
# backward
self.optimizer.zero_grad()
loss.backward()
self.optimizer.step()
class JKGame:
""" Overall class to manga game aspects """
def __init__(self, max_step=float('inf')):
pygame.init()
self.environment = Environment()
self.clock = pygame.time.Clock()
self.fps = int(os.environ.get("fps"))
self.bg_color = (0, 0, 0)
self.screen = pygame.display.set_mode((int(os.environ.get("screen_width")) * int(os.environ.get("window_scale")), int(os.environ.get("screen_height")) * int(os.environ.get("window_scale"))), pygame.HWSURFACE|pygame.DOUBLEBUF)#|pygame.SRCALPHA)
self.game_screen = pygame.Surface((int(os.environ.get("screen_width")), int(os.environ.get("screen_height"))), pygame.HWSURFACE|pygame.DOUBLEBUF)#|pygame.SRCALPHA)
self.game_screen_x = 0
pygame.display.set_icon(pygame.image.load("images\\sheets\\JumpKingIcon.ico"))
self.levels = Levels(self.game_screen)
self.king = King(self.game_screen, self.levels)
self.babe = Babe(self.game_screen, self.levels)
self.menus = Menus(self.game_screen, self.levels, self.king)
self.start = Start(self.game_screen, self.menus)
self.step_counter = 0
self.max_step = max_step
self.visited = {}
pygame.display.set_caption('Jump King At Home XD')
def reset(self):
self.king.reset()
self.levels.reset()
os.environ["start"] = "1"
os.environ["gaming"] = "1"
os.environ["pause"] = ""
os.environ["active"] = "1"
os.environ["attempt"] = str(int(os.environ.get("attempt")) + 1)
os.environ["session"] = "0"
self.step_counter = 0
done = False
state = [self.king.levels.current_level, self.king.x, self.king.y, self.king.jumpCount]
self.visited = {}
self.visited[(self.king.levels.current_level, self.king.y)] = 1
return done, state
def move_available(self):
available = not self.king.isFalling \
and not self.king.levels.ending \
and (not self.king.isSplat or self.king.splatCount > self.king.splatDuration)
return available
def step(self, action):
old_level = self.king.levels.current_level
old_y = self.king.y
#old_y = (self.king.levels.max_level - self.king.levels.current_level) * 360 + self.king.y
while True:
self.clock.tick(self.fps)
self._check_events()
if not os.environ["pause"]:
if not self.move_available():
action = None
self._update_gamestuff(action=action)
self._update_gamescreen()
self._update_guistuff()
self._update_audio()
pygame.display.update()
if self.move_available():
self.step_counter += 1
state = [self.king.levels.current_level, self.king.x, self.king.y, self.king.jumpCount]
##################################################################################################
# Define the reward from environment #
##################################################################################################
if self.king.levels.current_level > old_level or (self.king.levels.current_level == old_level and self.king.y < old_y):
reward = 0
else:
self.visited[(self.king.levels.current_level, self.king.y)] = self.visited.get((self.king.levels.current_level, self.king.y), 0) + 1
if self.visited[(self.king.levels.current_level, self.king.y)] < self.visited[(old_level, old_y)]:
self.visited[(self.king.levels.current_level, self.king.y)] = self.visited[(old_level, old_y)] + 1
reward = -self.visited[(self.king.levels.current_level, self.king.y)]
####################################################################################################
done = True if self.step_counter > self.max_step else False
return state, reward, done
def running(self):
"""
play game with keyboard
:return:
"""
self.reset()
while True:
#state = [self.king.levels.current_level, self.king.x, self.king.y, self.king.jumpCount]
#print(state)
self.clock.tick(self.fps)
self._check_events()
if not os.environ["pause"]:
self._update_gamestuff()
self._update_gamescreen()
self._update_guistuff()
self._update_audio()
pygame.display.update()
def _check_events(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.environment.save()
self.menus.save()
sys.exit()
if event.type == pygame.KEYDOWN:
self.menus.check_events(event)
if event.key == pygame.K_c:
if os.environ["mode"] == "creative":
os.environ["mode"] = "normal"
else:
os.environ["mode"] = "creative"
if event.type == pygame.VIDEORESIZE:
self._resize_screen(event.w, event.h)
def _update_gamestuff(self, action=None):
self.levels.update_levels(self.king, self.babe, agentCommand=action)
def _update_guistuff(self):
if self.menus.current_menu:
self.menus.update()
if not os.environ["gaming"]:
self.start.update()
def _update_gamescreen(self):
pygame.display.set_caption(f"Jump King At Home XD - {self.clock.get_fps():.2f} FPS")
self.game_screen.fill(self.bg_color)
if os.environ["gaming"]:
self.levels.blit1()
if os.environ["active"]:
self.king.blitme()
if os.environ["gaming"]:
self.babe.blitme()
if os.environ["gaming"]:
self.levels.blit2()
if os.environ["gaming"]:
self._shake_screen()
if not os.environ["gaming"]:
self.start.blitme()
self.menus.blitme()
self.screen.blit(pygame.transform.scale(self.game_screen, self.screen.get_size()), (self.game_screen_x, 0))
def _resize_screen(self, w, h):
self.screen = pygame.display.set_mode((w, h), pygame.HWSURFACE|pygame.DOUBLEBUF|pygame.SRCALPHA)
def _shake_screen(self):
try:
if self.levels.levels[self.levels.current_level].shake:
if self.levels.shake_var <= 150:
self.game_screen_x = 0
elif self.levels.shake_var // 8 % 2 == 1:
self.game_screen_x = -1
elif self.levels.shake_var // 8 % 2 == 0:
self.game_screen_x = 1
if self.levels.shake_var > 260:
self.levels.shake_var = 0
self.levels.shake_var += 1
except Exception as e:
print("SHAKE ERROR: ", e)
def _update_audio(self):
for channel in range(pygame.mixer.get_num_channels()):
if not os.environ["music"]:
if channel in range(0, 2):
pygame.mixer.Channel(channel).set_volume(0)
continue
if not os.environ["ambience"]:
if channel in range(2, 7):
pygame.mixer.Channel(channel).set_volume(0)
continue
if not os.environ["sfx"]:
if channel in range(7, 16):
pygame.mixer.Channel(channel).set_volume(0)
continue
pygame.mixer.Channel(channel).set_volume(float(os.environ.get("volume")))
def train():
action_dict = {
0: 'right',
1: 'left',
2: 'right+space',
3: 'left+space',
# 4: 'idle',
# 5: 'space',
}
agent = DDQN()
env = JKGame(max_step=1000)
num_episode = 100000
for i in range(num_episode):
done, state = env.reset()
running_reward = 0
while not done:
action = agent.select_action(state)
#print(action_dict[action])
next_state, reward, done = env.step(action)
running_reward += reward
sign = 1 if done else 0
agent.train(state, action, reward, next_state, sign)
state = next_state
print (f'episode: {i}, reward: {running_reward}')
if __name__ == "__main__":
#Game = JKGame()
#Game.running()
train()