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main.py
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146 lines (108 loc) · 4.53 KB
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from game import SnakeBasic, SnakeWindowed, Direction
import numpy as np
from collections import deque
from console_colors import colors
from model import Linear_QNet, QTrainer
from helper import plot
import random
import torch
import pygame
MAX_MEMORY = 100_000
BATCH_SIZE = 1000
LR = 0.001
SNAKE_DIMENSIONS = (23, 23)
class Agent:
def __init__(self):
self.n_games = 0
self.epsilon = 0 # randomness
self.gamma = .9 # discount rate
self.memory = deque(maxlen = MAX_MEMORY) # popleft
# load model - self.model = Linear_QNet.load()
self.model = Linear_QNet((24, 256, 128, 4))
self.trainer = QTrainer(self.model, lr = LR, gamma = self.gamma)
def get_state(self, game: SnakeBasic):
return np.array(game._get_basic_input_bin(), dtype = np.int)
def remember(self, state, action, reward, next_state, done):
self.memory.append((state, action, reward, next_state, done)) # popleft if MAX_MEMORY is reached
def train_long_memory(self):
if len(self.memory) > BATCH_SIZE:
mini_sample = random.sample(self.memory, BATCH_SIZE) # list of tuples
else:
mini_sample = self.memory
states, actions, rewards, next_states, dones = zip(*mini_sample)
self.trainer.train_step(states, actions, rewards, next_states, dones)
def train_short_memory(self, state, action, reward, next_state, done):
self.trainer.train_step(state, action, reward, next_state, done)
def get_action(self, state, game: SnakeBasic):
# random moves tradeoff exploratation /exploitation
self.epsilon = 80 - self.n_games
move = 0
if random.randint(0, 200) < self.epsilon:
move = random.randint(0, 3)
# get nice moves from game
#move = Direction.directions.index(random.choice(game._get_nice_moves()))
else:
state0 = torch.tensor(state, dtype=torch.float)
prediction = self.model(state0)
move = torch.argmax(prediction).item()
return move
def train():
#
plot_scores = []
plot_mean_scores = []
total_score = 0
record = 0
# setup pygame
display = pygame.display.set_mode((720, 720))
pygame.display.set_caption('Snake')
clock = pygame.time.Clock()
# some weird stuff
agent = Agent()
game = SnakeWindowed(SNAKE_DIMENSIONS, 30)
TICK_INTERVAL = 0
timer = 500
while 1:
# handling events
for event in pygame.event.get():
# quiting from an app
if event.type == pygame.QUIT:
exit(0)
if timer > TICK_INTERVAL:
timer -= TICK_INTERVAL
# get old state
state_old = agent.get_state(game)
# get_move
move = agent.get_action(state_old, game)
move_vector = [0, 0, 0, 0]
move_vector[move] = 1
# perform a move and get new state
reward, done, score = game.tick(move)
# draw game
display.fill((10, 10, 10))
game.draw(display, (0, 0))
state_new = agent.get_state(game)
# train short memory
agent.train_short_memory(state_old, move_vector, reward, state_new, done)
agent.remember(state_old, move_vector, reward, state_new, done)
if done:
# train long memory(replay), plot result
game.reset()
agent.n_games += 1
agent.train_long_memory()
if score > record:
record = score
agent.model.save()
print(f'{colors.GREEN}»»»»{colors.ENDC}Game no.{agent.n_games}{colors.GREEN}««««{colors.ENDC}')
print(f'\t->score = {score}')
print(f'\t->record = {record}')
plot_scores.append(score)
total_score += score
mean_score = total_score / agent.n_games
plot_mean_scores.append(mean_score)
plot(plot_scores, plot_mean_scores)
# update the screen
pygame.display.update()
# control fps and get the interval
timer += clock.tick(120)
if __name__ == '__main__':
train()