Added current state calc partialy
parent
32a9b5a670
commit
454ac5092d
34
game.py
34
game.py
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@ -2,6 +2,8 @@ import pygame
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import random
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import math
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from util import Direction, calc_current_state, epsilon_greedy, get_best_q_value
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# Initialize pygame
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pygame.init()
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@ -106,8 +108,9 @@ def draw_labyrinth():
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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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# Main game function
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def main():
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def main(q_values, EPSILON, ALPHA, GAMMA):
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clock = pygame.time.Clock()
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# Initialize Pacman and Ghost positions
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@ -115,6 +118,11 @@ def main():
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ghost = Ghost(COLS - 2, ROWS - 2)
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# Game loop
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#? -------------------------MY CODE-----------------------------------
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state = calc_current_state(labyrinth, pacman.x, pacman.y, ghost.x, ghost.y)
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reward = 0
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#? -------------------------MY CODE-----------------------------------
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running = True
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iter = 0
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while running:
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@ -136,6 +144,19 @@ def main():
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if keys[pygame.K_DOWN]:
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pacman.move(0, 1)
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#? -------------------------MY CODE-----------------------------------
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action = epsilon_greedy(q_values, state, EPSILON)
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if action == Direction.LEFT:
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pacman.move(-1, 0)
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if action == Direction.RIGHT:
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pacman.move(1, 0)
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if action == Direction.UP:
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pacman.move(0, -1)
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if action == Direction.DOWN:
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pacman.move(0, 1)
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#? -------------------------MY CODE-----------------------------------
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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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@ -155,6 +176,15 @@ def main():
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running = False
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# Draw the labyrinth, pacman, and ghost
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#? -------------------------MY CODE-----------------------------------
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new_state = calc_current_state(labyrinth, pacman.x, pacman.y, ghost.x, ghost.y)
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best_value_new_state, _ = get_best_q_value(q_values, new_state)
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current_value = q_values.get((state, action), 0)
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adjusted_value = ALPHA * (reward + GAMMA * best_value_new_state - current_value)
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q_values[(state, action)] = current_value + adjusted_value
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#? -------------------------MY CODE-----------------------------------
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draw_labyrinth()
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pacman.draw()
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ghost.draw()
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@ -163,7 +193,7 @@ def main():
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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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clock.tick(1)
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pygame.quit()
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5
main.py
5
main.py
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@ -1,8 +1,10 @@
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from util import epsilon_greedy, get_start_state
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from util import epsilon_greedy, get_start_state, test
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AMOUNT_RUNS = 10
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EPSILON = 0.1
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ALPHA = 0.1
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GAMMA = 0.1
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"""
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@ -12,7 +14,6 @@ q_value: (state, action)
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"""
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q_values = {}
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# Amount of single runs
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for x in range(AMOUNT_RUNS):
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state = get_start_state()
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68
util.py
68
util.py
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@ -16,7 +16,62 @@ def get_start_state():
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return(7, 2, Direction.RIGHT)
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def calc_current_state(labyrinth, pac_x, pac_y, ghost_x, ghost_y):
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# distance pacman - ghost
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x_dist = abs(pac_x - ghost_x)
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y_dist = abs(pac_y - ghost_y)
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# closest cookie
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best_distance = 12
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best_cords = None
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all_cookie_locations = get_all_cookies_locations(labyrinth)
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for (cookie_x, cookie_y) in all_cookie_locations:
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dist = abs(pac_x - cookie_x) + abs(pac_y - cookie_y)
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if dist < best_distance:
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best_distance = dist
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best_cords = (cookie_x, cookie_y)
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# closest cookie direction
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cookie_direction = None
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real_dist_x = pac_x - cookie_x
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real_dist_y = pac_y - cookie_y
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#TODO
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if real_dist_x >= 0 & real_dist_y > 0:
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cookie_direction = Direction
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return x_dist, y_dist, cookie_direction
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def get_all_cookies_locations(labyrinth):
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cookie_locations = []
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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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cookie_locations.append((x, y))
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return cookie_locations
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def epsilon_greedy(q_values, state, epsilon):
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best_action, states_for_epsilon = get_best_q_value(q_values, state)
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if random.random() < epsilon:
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if not states_for_epsilon:
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best_action = get_random_direction()
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return best_action
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random_action = random.choice(states_for_epsilon)
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return random_action
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return best_action
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def get_best_q_value(q_values, state):
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best_action = None
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best_value = None
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@ -35,12 +90,11 @@ def epsilon_greedy(q_values, state, epsilon):
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best_value = value
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best_action = q_action
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if random.random() < epsilon:
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random_action = random.choice(states_for_epsilon)
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return random_action
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return best_action
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if not best_action:
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best_action = get_random_direction()
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return best_action, states_for_epsilon
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def take_action(state, action):
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pass
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def get_random_direction():
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return random.choice(list(Direction))
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