Update rewared structure (fixed major bugs)
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ce4a90ac43
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1a6ed25673
11 changed files with 106 additions and 58 deletions
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assets/graphics/icon.png
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assets/graphics/icon.png
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@ -6,7 +6,7 @@ asset_path = os.path.join(
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script_dir, '../..', 'assets')
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monster_data = {
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'squid': {'id': 1, 'health': 100, 'exp': 100, 'attack': 20, 'attack_type': 'slash', 'attack_sound': f'{asset_path}/audio/attack/slash.wav', 'speed': 3, 'knockback': 20, 'attack_radius': 80, 'notice_radius': 360},
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'raccoon': {'id': 2, 'health': 300, 'exp': 250, 'attack': 40, 'attack_type': 'claw', 'attack_sound': f'{asset_path}/audio/attack/claw.wav', 'speed': 2, 'knockback': 20, 'attack_radius': 120, 'notice_radius': 400},
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'spirit': {'id': 3, 'health': 100, 'exp': 110, 'attack': 8, 'attack_type': 'thunder', 'attack_sound': f'{asset_path}/audio/attack/fireball.wav', 'speed': 4, 'knockback': 20, 'attack_radius': 60, 'notice_radius': 350},
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'bamboo': {'id': 4, 'health': 70, 'exp': 120, 'attack': 6, 'attack_type': 'leaf_attack', 'attack_sound': f'{asset_path}/audio/attack/slash.wav', 'speed': 3, 'knockback': 20, 'attack_radius': 50, 'notice_radius': 300}}
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'squid': {'id': 1, 'health': .1, 'exp': 1, 'attack': .5, 'attack_type': 'slash', 'speed': 3, 'knockback': 20, 'attack_radius': 80, 'notice_radius': 360},
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'raccoon': {'id': 2, 'health': .3, 'exp': 2.5, 'attack': .8, 'attack_type': 'claw', 'speed': 2, 'knockback': 20, 'attack_radius': 120, 'notice_radius': 400},
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'spirit': {'id': 3, 'health': .1, 'exp': 1.1, 'attack': .6, 'attack_type': 'thunder', 'speed': 4, 'knockback': 20, 'attack_radius': 60, 'notice_radius': 350},
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'bamboo': {'id': 4, 'health': .07, 'exp': 1.2, 'attack': .4, 'attack_type': 'leaf_attack', 'speed': 3, 'knockback': 20, 'attack_radius': 50, 'notice_radius': 300}}
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@ -1,9 +1,9 @@
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tank_stats = {
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'role_id': 1,
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'health': 150,
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'energy': 40,
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'attack': 7,
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'magic': 3,
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'health': 1.5,
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'energy': .4,
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'attack': .7,
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'magic': .3,
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'speed': 3
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}
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@ -5,5 +5,5 @@ asset_path = os.path.join(
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script_dir, '../..', 'assets')
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magic_data = {
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'flame': {'strength': 5, 'cost': 20, 'graphic': f"{asset_path}/graphics/particles/flame/fire.png"},
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'heal': {'strength': 20, 'cost': 10, 'graphic': f"{asset_path}/graphics/particles/heal/heal.png"}}
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'flame': {'strength': 5, 'cost': .020, 'graphic': f"{asset_path}/graphics/particles/flame/fire.png"},
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'heal': {'strength': 20, 'cost': .010, 'graphic': f"{asset_path}/graphics/particles/heal/heal.png"}}
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@ -42,6 +42,12 @@ class StatsHandler:
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else:
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self.energy = self.stats['energy']
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def health_recovery(self):
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if self.energy < self.stats['health']:
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self.energy += 0.15
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else:
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self.energy = self.stats['energy']
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def get_value_by_index(self, index):
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return list(self.stats.values())[index]
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@ -16,7 +16,16 @@ from agents.ppo.agent import Agent
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class Player(pygame.sprite.Sprite):
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def __init__(self, position, groups, obstacle_sprites, visible_sprites, attack_sprites, attackable_sprites, role, player_id):
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def __init__(self,
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position,
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groups,
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obstacle_sprites,
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visible_sprites,
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attack_sprites,
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attackable_sprites,
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role,
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player_id):
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super().__init__(groups)
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# Setup Sprites
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@ -79,7 +88,9 @@ class Player(pygame.sprite.Sprite):
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offset = pygame.math.Vector2(0, 75)
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for leaf in range(randint(3, 6)):
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self.animation_player.create_grass_particles(
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position=pos - offset, groups=[self.visible_sprites])
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position=pos - offset,
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groups=[self.visible_sprites])
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target_sprite.kill()
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else:
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target_sprite.get_damaged(
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@ -109,13 +120,12 @@ class Player(pygame.sprite.Sprite):
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self.reward_features = [
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self.stats.exp,
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# nearest_dist,
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-nearest_enemy.stats.health,
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self.stats.health
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np.exp(-nearest_dist**2),
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np.exp(-nearest_enemy.stats.health**2),
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-np.exp(-self.stats.health)
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]
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self.state_features = [
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# TODO: Find a way to not use magic numbers
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np.exp(-self.rect.center[0]),
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np.exp(-self.rect.center[1]),
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self._input.movement.direction.x,
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@ -127,7 +137,6 @@ class Player(pygame.sprite.Sprite):
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enemy_states = []
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for distance, direction, enemy in sorted_distances[:5]:
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# TODO: Find a way to not use magic numbers
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enemy_states.extend([
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np.exp(-distance),
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direction[0],
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@ -156,12 +165,13 @@ class Player(pygame.sprite.Sprite):
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n_epochs=4)
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try:
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self.agent.load_models()
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except FileNotFoundError as e:
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print(f"{e}. Skipping loading...")
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except FileNotFoundError:
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print("FileNotFoundError for agent.load_model().\
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Skipping loading...")
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def is_dead(self):
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if self.stats.health == 0:
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self.stats.exp = -100
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if self.stats.health <= 0:
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self.stats.exp = max(0, self.stats.exp - .5)
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return True
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else:
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return False
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@ -182,11 +192,9 @@ class Player(pygame.sprite.Sprite):
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self.animation.rect,
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self)
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self.done = self.is_dead()
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self.score = self.stats.exp
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self.agent.remember(self.state_features, action,
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probs, value, self.stats.exp, self.done)
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probs, value, self.stats.exp, self.is_dead())
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if self.n_steps % self.N == 0:
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self.agent.learn()
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@ -194,7 +202,7 @@ class Player(pygame.sprite.Sprite):
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self.get_current_state()
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if self.done:
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if self.is_dead():
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self.agent.learn()
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# Refresh objects based on input
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@ -207,5 +215,6 @@ class Player(pygame.sprite.Sprite):
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self.rect = self.animation.rect
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# Cooldowns and Regen
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self.stats.health_recovery()
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self.stats.energy_recovery()
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self._input.cooldowns(self._input.combat.vulnerable)
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17
game.py
17
game.py
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@ -13,17 +13,26 @@ class Game:
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self.screen = pygame.display.set_mode(
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(WIDTH, HEIGHT))
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pygame.display.set_caption('Pneuma')
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img = pygame.image.load('assets/graphics/icon.png')
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pygame.display.set_icon(img)
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self.clock = pygame.time.Clock()
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self.level = Level()
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def calc_score(self):
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self.scores = [0 for _ in range(len(self.level.player_sprites))]
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for player in self.level.player_sprites:
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self.scores[player.player_id] = player.stats.exp
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def run(self):
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit()
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sys.exit()
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self.quit()
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_m:
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self.level.toggle_menu()
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@ -34,3 +43,7 @@ class Game:
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pygame.display.update()
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self.clock.tick(FPS)
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def quit(self):
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pygame.quit()
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sys.exit()
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@ -1,5 +1,6 @@
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import os
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import pygame
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import numpy as np
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from random import choice
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@ -46,6 +47,7 @@ class Level:
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else:
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for player in self.player_sprites:
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player.get_max_num_states()
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self.dead_players = np.zeros(len(self.player_sprites))
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# UI setup
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self.ui = UI()
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@ -174,11 +176,13 @@ class Level:
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self.visible_sprites.custom_draw(self.player)
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self.ui.display(self.player)
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debug('v0.6')
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debug('v0.8')
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for player in self.player_sprites:
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if player.is_dead():
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self.done = True
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self.dead_players[player.player_id] = True
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self.done = True if self.dead_players.all() == 1 else False
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if not self.game_paused:
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# Update the game
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72
main.py
72
main.py
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@ -1,3 +1,6 @@
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import numpy as np
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import matplotlib.pyplot as plt
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from game import Game
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from tqdm import tqdm
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@ -6,54 +9,67 @@ environ['PYGAME_HIDE_SUPPORT_PROMPT'] = '1'
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if __name__ == '__main__':
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n_episodes = 3000
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n_episodes = 1000
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game_len = 10000
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figure_file = 'plots/score.png'
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score_history = []
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best_score = 0
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avg_score = 0
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agent_list = []
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game_len = 5000
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game = Game()
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agent_list = []
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exp_points_list = []
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score_history = np.zeros(
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shape=(len(game.level.player_sprites), n_episodes, ))
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best_score = np.zeros(len(game.level.player_sprites))
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avg_score = np.zeros(len(game.level.player_sprites))
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for i in tqdm(range(n_episodes)):
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# TODO: Make game.level.reset_map() so we don't __init__ everything all the time (such a waste)
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if i != 0:
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game.level.__init__(reset=True)
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# TODO: Make game.level.reset_map() so we don't pull out and load the agent every time (There is -definitevly- a better way)
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for player in game.level.player_sprites:
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for player_id, agent in agent_list:
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if player.player_id == player_id:
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player.agent = agent
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for agent in agent_list:
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player.agent = agent_list[player.player_id]
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player.stats.exp = score_history[player.player_id][i-1]
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agent_list = []
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done = False
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score = 0
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for _ in tqdm(range(game_len)):
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if not game.level.done:
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game.run()
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else:
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break
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for player in game.level.player_sprites:
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agent_list.append((player.player_id, player.agent))
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if i == n_episodes-1 and game.level.enemy_sprites != []:
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for j in range(game_len):
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if not game.level.done:
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game.run()
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game.calc_score()
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if (j == game_len-1 or game.level.done) and game.level.enemy_sprites != []:
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for player in game.level.player_sprites:
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for enemy in game.level.enemy_sprites:
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player.stats.exp -= 5
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player.update()
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player.stats.exp *= .95
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else:
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break
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for player in game.level.player_sprites:
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agent_list.append(player.agent)
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exp_points = player.stats.exp
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score_history[player.player_id][i] = exp_points
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avg_score[player.player_id] = np.mean(
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score_history[player.player_id])
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if avg_score[player.player_id] >= best_score[player.player_id]:
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player.agent.save_models()
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best_score[player.player_id] = avg_score[player.player_id]
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# TODO: Make it so that scores appear here for each player
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# score_history.append(game.level.player.score)
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# print(score)
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# avg_score = np.mean(score_history[-100:])
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print(
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f"\nCumulative score for player {player.player_id}:\
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{score_history[0][i]}\
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\nAverage score for player {player.player_id}:\
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{avg_score[player.player_id]}\
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\nBest score for player {player.player_id}:\
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{best_score[player.player_id]}")
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# if avg_score > best_score:
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# best_score = avg_score
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# game.level.player.agent.save_models()
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plt.plot(score_history[0])
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game.quit()
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plt.show()
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