MLE-Pacman/ReinforcmentLearning/game.py

224 lines
7.2 KiB
Python

import pygame
import math
import os
from ReinforcmentLearning.util import Direction, calc_current_state, epsilon_greedy, get_best_q_action
# Initialize pygame
pygame.init()
# Define constants
SCREEN_WIDTH = 400
SCREEN_HEIGHT = 400
CELL_SIZE = 40
os.environ['SDL_VIDEODRIVER'] = 'dummy'
# 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_init = [
"##########",
"#........#",
"#.##..##.#",
"#........#",
"##########"
]
labyrinth = labyrinth_init.copy()
# 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")
screen = pygame.Surface((COLS * CELL_SIZE, ROWS * CELL_SIZE))
# 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(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 run_game(q_values, EPSILON, ALPHA, GAMMA, REWARD_ON_WIN, REWARD_ON_LOSE):
clock = pygame.time.Clock()
labyrinth = labyrinth_init.copy()
# Initialize Pacman and Ghost positions
pacman = Pacman(1, 1)
ghost = Ghost(COLS - 2, ROWS - 2)
#? -------------------------MY CODE-----------------------------------
state = calc_current_state(labyrinth, pacman.x, pacman.y, ghost.x, ghost.y)
reward = 0
#? -------------------------MY CODE-----------------------------------
#? 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)
#? -------------------------MY CODE-----------------------------------
action = epsilon_greedy(q_values, state, EPSILON)
if action == Direction.LEFT:
pacman.move(-1, 0)
if action == Direction.RIGHT:
pacman.move(1, 0)
if action == Direction.UP:
pacman.move(0, -1)
if action == Direction.DOWN:
pacman.move(0, 1)
#? -------------------------MY CODE-----------------------------------
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
reward = REWARD_ON_LOSE
# 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.")
reward = REWARD_ON_WIN
running = False
# Draw the labyrinth, pacman, and ghost
#? -------------------------MY CODE-----------------------------------
if not running:
new_state = state
else:
new_state = calc_current_state(labyrinth, pacman.x, pacman.y, ghost.x, ghost.y)
best_action_new_state, _ = get_best_q_action(q_values, new_state)
best_value_new_state = q_values[(new_state, best_action_new_state)]
current_value = q_values.get((state, action))
adjusted_value = ALPHA * (reward + GAMMA * best_value_new_state - current_value)
q_values[(state, action)] = current_value + adjusted_value
state = new_state
if not running:
counter = 0
for y, row in enumerate(labyrinth):
for x, cell in enumerate(row):
if cell == ".":
counter += 1
return 20-counter
#? -------------------------MY CODE-----------------------------------
draw_labyrinth(labyrinth)
pacman.draw()
ghost.draw()
# Update display
# pygame.display.flip()
# Cap the frame rate
clock.tick(1000000)
pygame.quit()
if __name__ == "__main__":
run_game()