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game.py
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game.py
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import pygame
import random
from enum import Enum
from collections import namedtuple
import numpy as np
pygame.init()
font = pygame.font.Font('arial.ttf', 25)
#font = pygame.font.SysFont('arial', 25)
class Direction(Enum):
RIGHT = 1
LEFT = 2
UP = 3
DOWN = 4
Point = namedtuple('Point', 'x, y')
# rgb colors
WHITE = (255, 255, 255)
RED = (200,0,0)
BLUE1 = (0, 0, 255)
BLUE2 = (0, 100, 255)
BLACK = (0,0,0)
BLOCK_SIZE = 20
SPEED = 40
class SnakeGameAI:
def __init__(self, w=640, h=480):
self.w = w
self.h = h
# init display
self.display = pygame.display.set_mode((self.w, self.h))
pygame.display.set_caption('Snake')
self.clock = pygame.time.Clock()
self.reset()
def reset(self):
# init game state
self.direction = Direction.RIGHT
self.head = Point(self.w/2, self.h/2)
self.snake = [self.head,
Point(self.head.x-BLOCK_SIZE, self.head.y),
Point(self.head.x-(2*BLOCK_SIZE), self.head.y)]
self.score = 0
self.reward = 20
self.total_reward = 0
self.food = None
self._place_food()
self.frame_iteration = 0
def _place_food(self):
x = random.randint(0, (self.w-BLOCK_SIZE )//BLOCK_SIZE )*BLOCK_SIZE
y = random.randint(0, (self.h-BLOCK_SIZE )//BLOCK_SIZE )*BLOCK_SIZE
self.food = Point(x, y)
if self.food in self.snake:
self._place_food()
def play_step(self, action):
self.frame_iteration += 1
# collect user input
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
# calculate distance to food before move
dist_before = np.linalg.norm(np.array(self.head) - np.array(self.food))
# move
self._move(action) # update the head
self.snake.insert(0, self.head)
self.reward = 0
# calculate distance to food after move
dist_after = np.linalg.norm(np.array(self.head) - np.array(self.food))
# check if game over
game_over = False
if self.is_collision() or self.frame_iteration > 150:
game_over = True
self.reward += -20
# 保证reward是整数
self.reward = round(self.reward, 2)
self.total_reward += self.reward
return self.reward, game_over, self.score, self.total_reward
# check if snake is closer to food
if dist_after < dist_before:
raw_reward = 0.5 + (self.frame_iteration * 0.005)
self.reward += raw_reward # 鼓励靠近食物
else:
raw_reward = 0.5 + (self.frame_iteration * 0.007)
self.reward += - raw_reward # 惩罚远离食物
# if self.frame_iteration % random.randint(30, 50) == 0:
# self.reward += -1 # 给予额外惩罚以防止原地踏步
# place new food or just move
if self.head == self.food:
self.score += 1
self.reward += 10
self._place_food()
self.frame_iteration = 0
else:
self.snake.pop()
# 保证reward是整数
self.reward = round(self.reward, 2)
self.total_reward += self.reward
self.total_reward = round(self.total_reward, 2)
# update ui and clock
self._update_ui()
self.clock.tick(SPEED)
# return game over and score
return self.reward, game_over, self.score, self.total_reward
def is_collision(self, pt=None):
if pt is None:
pt = self.head
# hits boundary
if pt.x > self.w - BLOCK_SIZE or pt.x < 0 or pt.y > self.h - BLOCK_SIZE or pt.y < 0:
return True
# hits itself
if pt in self.snake[1:]:
return True
return False
def _update_ui(self):
self.display.fill(BLACK)
for pt in self.snake:
pygame.draw.rect(self.display, BLUE1, pygame.Rect(pt.x, pt.y, BLOCK_SIZE, BLOCK_SIZE))
pygame.draw.rect(self.display, BLUE2, pygame.Rect(pt.x+4, pt.y+4, 12, 12))
pygame.draw.rect(self.display, RED, pygame.Rect(self.food.x, self.food.y, BLOCK_SIZE, BLOCK_SIZE))
score_text = font.render("Score: " + str(self.score), True, WHITE)
self.display.blit(score_text, [0, 0])
reward_text = font.render("Reward: " + str(self.reward), True, WHITE)
self.display.blit(reward_text, [score_text.get_width() + 10, 0])
iteration_text = font.render("Iteration: " + str(self.frame_iteration), True, WHITE)
self.display.blit(iteration_text, [score_text.get_width() + reward_text.get_width() + 20, 0])
pygame.display.flip()
def _move(self, action):
# [straight, right, left]
clock_wise = [Direction.RIGHT, Direction.DOWN, Direction.LEFT, Direction.UP]
idx = clock_wise.index(self.direction)
if np.array_equal(action, [1, 0, 0]):
new_dir = clock_wise[idx] # no change
elif np.array_equal(action, [0, 1, 0]):
next_idx = (idx + 1) % 4
new_dir = clock_wise[next_idx] # right turn r -> d -> l -> u
else: # [0, 0, 1]
next_idx = (idx - 1) % 4
new_dir = clock_wise[next_idx] # left turn r -> u -> l -> d
self.direction = new_dir
x = self.head.x
y = self.head.y
if self.direction == Direction.RIGHT:
x += BLOCK_SIZE
elif self.direction == Direction.LEFT:
x -= BLOCK_SIZE
elif self.direction == Direction.DOWN:
y += BLOCK_SIZE
elif self.direction == Direction.UP:
y -= BLOCK_SIZE
self.head = Point(x, y)