218 lines
6.8 KiB
Python
218 lines
6.8 KiB
Python
import pygame
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import random
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import math
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import reinforcement_learning as rl
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import time
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# Initialize pygame
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pygame.init()
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# Define constants
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SCREEN_WIDTH = 400
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SCREEN_HEIGHT = 400
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CELL_SIZE = 40
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# Define colors
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YELLOW = (255, 255, 0)
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RED = (255, 0, 0)
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WHITE = (255, 255, 255)
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BLUE = (0, 0, 255)
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BLACK = (0, 0, 0)
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# Labyrinth as a string
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labyrinth = [
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"##########",
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"#........#",
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"#.##..##.#",
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"#........#",
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"##########"
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]
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# Get labyrinth dimensions
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ROWS = len(labyrinth)
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COLS = len(labyrinth[0])
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# Q-Learning Constants
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GAMMA = 0.90
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ALPHA = 0.2
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# Initialize game screen
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screen = pygame.display.set_mode((COLS * CELL_SIZE, ROWS * CELL_SIZE))
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pygame.display.set_caption("Micro-Pacman")
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# Pacman class
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class Pacman:
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def __init__(self, x, y):
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self.x = x
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self.y = y
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self.count = 0
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def move(self, dx, dy):
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new_x, new_y = self.x + dx, self.y + dy
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if labyrinth[new_y][new_x] != "#":
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self.x = new_x
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self.y = new_y
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def draw(self):
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radius = CELL_SIZE // 2 - 4
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start_angle = math.pi / 6
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end_angle = -math.pi / 6
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pygame.draw.circle(screen, YELLOW, (self.x * CELL_SIZE + CELL_SIZE // 2, self.y * CELL_SIZE + CELL_SIZE // 2), CELL_SIZE // 2 - 4)
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# Calculate the points for the mouth
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start_pos = (self.x* CELL_SIZE + CELL_SIZE // 2 + int(radius*1.3 * math.cos(start_angle)),
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self.y* CELL_SIZE + CELL_SIZE // 2 - int(radius*1.3 * math.sin(start_angle)))
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end_pos = (self.x* CELL_SIZE + CELL_SIZE // 2 + int(radius*1.3 * math.cos(end_angle)),
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self.y* CELL_SIZE + CELL_SIZE // 2 - int(radius*1.3 * math.sin(end_angle)))
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self.count += 1
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if self.count%2==0:
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# Draw the mouth by filling a polygon
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pygame.draw.polygon(screen, BLACK, [(self.x* CELL_SIZE + CELL_SIZE // 2, self.y* CELL_SIZE + CELL_SIZE // 2), start_pos, end_pos])
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# Ghost class with pixel art
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class Ghost:
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# Define the pixel art for the ghost using strings
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ghost_pixels = [
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" #### ",
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"######",
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"## # #",
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"######",
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"######",
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"# # # "
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]
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def __init__(self, x, y):
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self.x = x
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self.y = y
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def move_towards_pacman(self, pacman):
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if self.x < pacman.x and labyrinth[self.y][self.x + 1] != "#":
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self.x += 1
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elif self.x > pacman.x and labyrinth[self.y][self.x - 1] != "#":
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self.x -= 1
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elif self.y < pacman.y and labyrinth[self.y + 1][self.x] != "#":
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self.y += 1
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elif self.y > pacman.y and labyrinth[self.y - 1][self.x] != "#":
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self.y -= 1
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def draw(self):
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pixel_size = CELL_SIZE // len(self.ghost_pixels) # Size of each pixel in the ghost art
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for row_idx, row in enumerate(self.ghost_pixels):
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for col_idx, pixel in enumerate(row):
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if pixel == "#":
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pixel_x = self.x * CELL_SIZE + col_idx * pixel_size
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pixel_y = self.y * CELL_SIZE + row_idx * pixel_size
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pygame.draw.rect(screen, RED, (pixel_x, pixel_y, pixel_size, pixel_size))
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# Draw walls and cookies
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def draw_labyrinth():
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for y, row in enumerate(labyrinth):
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for x, cell in enumerate(row):
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if cell == "#":
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pygame.draw.rect(screen, BLUE, (x * CELL_SIZE, y * CELL_SIZE, CELL_SIZE, CELL_SIZE))
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elif cell == ".":
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pygame.draw.circle(screen, WHITE, (x * CELL_SIZE + CELL_SIZE // 2, y * CELL_SIZE + CELL_SIZE // 2), 5)
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def move_pacman(pacman, a):
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if a == 0: # left
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pacman.move(-1, 0)
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if a == 1: # right
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pacman.move(1, 0)
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if a == 2: # up
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pacman.move(0, -1)
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if a == 3: # down
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pacman.move(0, 1)
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# Main game function
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def main():
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global labyrinth
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clock = pygame.time.Clock()
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# Initialize Pacman and Ghost positions
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pacman = Pacman(1, 1)
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ghost = Ghost(COLS - 2, ROWS - 2)
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s = (pacman.x, pacman.y, ghost.x, ghost.y) # as a tuple so the state becomes hashable
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q = rl.q_init()
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# Game loop
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running = True
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iter = 0
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while running:
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screen.fill(BLACK)
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iter = iter + 1
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# Handle events
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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running = False
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# Check for collisions (game over if ghost catches pacman)
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if pacman.x == ghost.x and pacman.y == ghost.y:
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print("Game Over! The ghost caught Pacman.")
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running = False
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# Eat cookies
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if labyrinth[pacman.y][pacman.x] == ".":
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labyrinth[pacman.y] = labyrinth[pacman.y][:pacman.x] + " " + labyrinth[pacman.y][pacman.x+1:]
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# Check if all cookies are eaten (game over)
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if all("." not in row for row in labyrinth):
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print("You Win! Pacman ate all the cookies.")
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running = False
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# Start of my code
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labyrinth_copy = [list(row) for row in labyrinth] # Create proper deep copy
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s_not_terminal = True
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a = None
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iteration = 0
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max_iterations = 50 # Prevent infinite loops
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while s_not_terminal and iteration < max_iterations:
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iteration += 1
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print("s: " + str(s)) # debugging
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print("q[s] before action: " + str(q[s])) # debugging
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a = rl.epsilon_greedy(q, s) # 0 = Left; 1 = Right ; 2 = Up ; 3 = Down
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s_new, r, labyrinth_copy = rl.take_action(s, a, labyrinth_copy)
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q[s][a] += ALPHA * (r + GAMMA * rl.max_q(q, s_new, labyrinth_copy) - q[s][a])
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if all("." not in row for row in labyrinth_copy):
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s_not_terminal = False
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q[s][a] = 10.0
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# Check for collisions (game over if ghost catches pacman)
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if s[0] == s[2] and s[1] == s[3]:
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s_not_terminal = False
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q[s][a] = -10.0
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# print("Collision at s!!! s: " + str(s)) # debugging
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print("Crashed values now q[s]: " + str(q[s])) # debugging
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s = s_new
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time.sleep(0.025)
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if iteration >= max_iterations:
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print(f"Max iterations reached breaking out of loop")
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s = (pacman.x, pacman.y, ghost.x, ghost.y) # as a tuple so the state becomes hashable
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a = rl.epsilon_greedy(q, s) # 0 = Left; 1 = Right ; 2 = Up ; 3 = Down
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move_pacman(pacman, a)
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if iter%3==0:
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# Ghost moves towards Pacman
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ghost.move_towards_pacman(pacman)
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# Draw the labyrinth, pacman, and ghost
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draw_labyrinth()
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pacman.draw()
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ghost.draw()
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# Update display
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pygame.display.flip()
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# Cap the frame rate
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clock.tick(5)
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pygame.quit()
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if __name__ == "__main__":
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main() |