Added basic structure and epsilon greedy

main
2wenty1ne 2025-11-25 17:06:32 +01:00
commit 32a9b5a670
4 changed files with 241 additions and 0 deletions

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.gitignore vendored 100644
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/__pycache__/

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game.py 100644
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import pygame
import random
import math
# Initialize pygame
pygame.init()
# Define constants
SCREEN_WIDTH = 400
SCREEN_HEIGHT = 400
CELL_SIZE = 40
# Define colors
YELLOW = (255, 255, 0)
RED = (255, 0, 0)
WHITE = (255, 255, 255)
BLUE = (0, 0, 255)
BLACK = (0, 0, 0)
# Labyrinth as a string
labyrinth = [
"##########",
"#........#",
"#.##..##.#",
"#........#",
"##########"
]
# Get labyrinth dimensions
ROWS = len(labyrinth)
COLS = len(labyrinth[0])
# Initialize game screen
screen = pygame.display.set_mode((COLS * CELL_SIZE, ROWS * CELL_SIZE))
pygame.display.set_caption("Micro-Pacman")
# Pacman class
class Pacman:
def __init__(self, x, y):
self.x = x
self.y = y
self.count = 0
def move(self, dx, dy):
new_x, new_y = self.x + dx, self.y + dy
if labyrinth[new_y][new_x] != "#":
self.x = new_x
self.y = new_y
def draw(self):
radius = CELL_SIZE // 2 - 4
start_angle = math.pi / 6
end_angle = -math.pi / 6
pygame.draw.circle(screen, YELLOW, (self.x * CELL_SIZE + CELL_SIZE // 2, self.y * CELL_SIZE + CELL_SIZE // 2), CELL_SIZE // 2 - 4)
# Calculate the points for the mouth
start_pos = (self.x* CELL_SIZE + CELL_SIZE // 2 + int(radius*1.3 * math.cos(start_angle)),
self.y* CELL_SIZE + CELL_SIZE // 2 - int(radius*1.3 * math.sin(start_angle)))
end_pos = (self.x* CELL_SIZE + CELL_SIZE // 2 + int(radius*1.3 * math.cos(end_angle)),
self.y* CELL_SIZE + CELL_SIZE // 2 - int(radius*1.3 * math.sin(end_angle)))
self.count += 1
if self.count%2==0:
# Draw the mouth by filling a polygon
pygame.draw.polygon(screen, BLACK, [(self.x* CELL_SIZE + CELL_SIZE // 2, self.y* CELL_SIZE + CELL_SIZE // 2), start_pos, end_pos])
# Ghost class with pixel art
class Ghost:
# Define the pixel art for the ghost using strings
ghost_pixels = [
" #### ",
"######",
"## # #",
"######",
"######",
"# # # "
]
def __init__(self, x, y):
self.x = x
self.y = y
def move_towards_pacman(self, pacman):
if self.x < pacman.x and labyrinth[self.y][self.x + 1] != "#":
self.x += 1
elif self.x > pacman.x and labyrinth[self.y][self.x - 1] != "#":
self.x -= 1
elif self.y < pacman.y and labyrinth[self.y + 1][self.x] != "#":
self.y += 1
elif self.y > pacman.y and labyrinth[self.y - 1][self.x] != "#":
self.y -= 1
def draw(self):
pixel_size = CELL_SIZE // len(self.ghost_pixels) # Size of each pixel in the ghost art
for row_idx, row in enumerate(self.ghost_pixels):
for col_idx, pixel in enumerate(row):
if pixel == "#":
pixel_x = self.x * CELL_SIZE + col_idx * pixel_size
pixel_y = self.y * CELL_SIZE + row_idx * pixel_size
pygame.draw.rect(screen, RED, (pixel_x, pixel_y, pixel_size, pixel_size))
# Draw walls and cookies
def draw_labyrinth():
for y, row in enumerate(labyrinth):
for x, cell in enumerate(row):
if cell == "#":
pygame.draw.rect(screen, BLUE, (x * CELL_SIZE, y * CELL_SIZE, CELL_SIZE, CELL_SIZE))
elif cell == ".":
pygame.draw.circle(screen, WHITE, (x * CELL_SIZE + CELL_SIZE // 2, y * CELL_SIZE + CELL_SIZE // 2), 5)
# Main game function
def main():
clock = pygame.time.Clock()
# Initialize Pacman and Ghost positions
pacman = Pacman(1, 1)
ghost = Ghost(COLS - 2, ROWS - 2)
# Game loop
running = True
iter = 0
while running:
screen.fill(BLACK)
iter = iter + 1
# Handle events
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# Handle Pacman movement
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
pacman.move(-1, 0)
if keys[pygame.K_RIGHT]:
pacman.move(1, 0)
if keys[pygame.K_UP]:
pacman.move(0, -1)
if keys[pygame.K_DOWN]:
pacman.move(0, 1)
if iter%3==0:
# Ghost moves towards Pacman
ghost.move_towards_pacman(pacman)
# Check for collisions (game over if ghost catches pacman)
if pacman.x == ghost.x and pacman.y == ghost.y:
print("Game Over! The ghost caught Pacman.")
running = False
# Eat cookies
if labyrinth[pacman.y][pacman.x] == ".":
labyrinth[pacman.y] = labyrinth[pacman.y][:pacman.x] + " " + labyrinth[pacman.y][pacman.x+1:]
# Check if all cookies are eaten (game over)
if all("." not in row for row in labyrinth):
print("You Win! Pacman ate all the cookies.")
running = False
# Draw the labyrinth, pacman, and ghost
draw_labyrinth()
pacman.draw()
ghost.draw()
# Update display
pygame.display.flip()
# Cap the frame rate
clock.tick(5)
pygame.quit()
if __name__ == "__main__":
main()

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main.py 100644
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from util import epsilon_greedy, get_start_state
AMOUNT_RUNS = 10
EPSILON = 0.1
"""
state: (x_distance_to_ghost, y_distance_to_ghost, next_cookie_Direction)
action: Direction
q_value: (state, action)
"""
q_values = {}
# Amount of single runs
for x in range(AMOUNT_RUNS):
state = get_start_state()
# Single run, until win or death
while(True):
action = epsilon_greedy(q_values, state, EPSILON)

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util.py 100644
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from enum import Enum
import random
class Direction(Enum):
UP = 0
RIGHT = 1
DOWN = 2
LEFT = 3
def get_start_state():
first_direction_cookie = random.choice([True, False])
if first_direction_cookie:
return (7, 2, Direction.DOWN)
return(7, 2, Direction.RIGHT)
def epsilon_greedy(q_values, state, epsilon):
best_action = None
best_value = None
states_for_epsilon = []
for (q_state, q_action), value in q_values.items():
if q_state == state:
states_for_epsilon.append(q_action)
if best_value is None:
best_value = value
best_action = q_action
continue
if value > best_value:
best_value = value
best_action = q_action
if random.random() < epsilon:
random_action = random.choice(states_for_epsilon)
return random_action
return best_action
def take_action(state, action):
pass