add RL training which doesnt work that wall yet, and start to make UI for model training

This commit is contained in:
csd4ni3l
2025-11-15 15:56:56 +01:00
parent 032f38f4ce
commit 32477def6a
9 changed files with 524 additions and 17 deletions

221
utils/ml.py Normal file
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import gymnasium as gym
import numpy as np
import arcade
import time
import random
from game.sprites import Enemy, Player, Bullet
from utils.constants import PLAYER_SPEED, BULLET_SPEED, PLAYER_ATTACK_SPEED, ENEMY_ROWS, ENEMY_COLS
class SpaceInvadersEnv(gym.Env):
def __init__(self, width=800, height=600):
self.width = width
self.height = height
self.action_space = gym.spaces.Discrete(3)
self.observation_space = gym.spaces.Box(low=-10.0, high=10.0, shape=(9,), dtype=np.float32)
self.enemies = []
self.bullets = []
self.dir_history = []
self.last_shot = 0.0
self.player = None
self.prev_x = 0.0
self.player_speed = 0.0
self.prev_bx = 2.0
self.steps_since_direction_change = 0
self.last_direction = 0
def reset(self, seed=None, options=None):
self.enemies = []
self.bullets = []
self.dir_history = []
self.player = Player(self.width / 2 + random.randint(int(-self.width / 3), int(self.width / 3)), 100)
self.prev_x = self.player.center_x
self.player_speed = 0.0
self.prev_bx = 2.0
self.steps_since_direction_change = 0
self.last_direction = 0
start_x = self.width * 0.15
start_y = self.height * 0.9
for r in range(ENEMY_ROWS):
for c in range(ENEMY_COLS):
e = Enemy(start_x + c * 100, start_y - r * 100)
self.enemies.append(e)
self.last_shot = time.perf_counter()
return self._obs(), {}
def _nearest_enemy(self):
if not self.enemies:
return None
return min(self.enemies, key=lambda e: abs(e.center_y - self.player.center_y) + abs(e.center_x - self.player.center_x))
def _lowest_enemy(self):
if not self.enemies:
return None
return max(self.enemies, key=lambda e: e.center_y)
def _nearest_enemy_bullet(self):
enemy_bullets = [b for b in self.bullets if b.direction_y == -1]
if not enemy_bullets:
return None
return min(enemy_bullets, key=lambda b: abs(b.center_x - self.player.center_x) + abs(b.center_y - self.player.center_y))
def _obs(self):
if self.enemies:
nearest = self._nearest_enemy()
enemy_x = (nearest.center_x - self.player.center_x) / float(self.width)
enemy_y = (nearest.center_y - self.player.center_y) / float(self.height)
else:
enemy_x = 2.0
enemy_y = 2.0
lowest = self._lowest_enemy()
if lowest is not None:
lowest_dy = (lowest.center_y - self.player.center_y) / float(self.height)
else:
lowest_dy = 2.0
nb = self._nearest_enemy_bullet()
if nb is not None:
bx = (nb.center_x - self.player.center_x) / float(self.width)
by = (nb.center_y - self.player.center_y) / float(self.height)
else:
bx = 2.0
by = 2.0
enemy_count = len(self.enemies) / float(max(1, ENEMY_ROWS * ENEMY_COLS))
player_x_norm = self.player.center_x / float(self.width)
enemy_dispersion = 0.0
if self.enemies:
xs = np.array([e.center_x for e in self.enemies], dtype=np.float32)
enemy_dispersion = float(xs.std()) / float(self.width)
obs = np.array([player_x_norm, enemy_x, enemy_y, lowest_dy, bx, by, self.player_speed, enemy_count, enemy_dispersion], dtype=np.float32)
return obs
def step(self, action):
reward = 0.0
terminated = False
truncated = False
nearest = self._nearest_enemy()
if nearest is not None:
enemy_x = (nearest.center_x - self.player.center_x) / float(self.width)
else:
enemy_x = 2.0
prev_bullet = self._nearest_enemy_bullet()
if prev_bullet is not None:
prev_bx = (prev_bullet.center_x - self.player.center_x) / float(self.width)
else:
prev_bx = 2.0
prev_x = self.player.center_x
current_action_dir = 0
if action == 0:
self.player.center_x -= PLAYER_SPEED
current_action_dir = -1
elif action == 1:
self.player.center_x += PLAYER_SPEED
current_action_dir = 1
elif action == 2:
t = time.perf_counter()
if t - self.last_shot >= PLAYER_ATTACK_SPEED:
self.last_shot = t
b = Bullet(self.player.center_x, self.player.center_y, 1)
self.bullets.append(b)
if enemy_x != 2.0 and abs(enemy_x) < 0.04:
reward += 8.0
elif enemy_x != 2.0 and abs(enemy_x) < 0.1:
reward += 3.0
if self.player.center_x > self.width:
self.player.center_x = self.width
elif self.player.center_x < 0:
self.player.center_x = 0
self.player_speed = (self.player.center_x - prev_x) / max(1e-6, PLAYER_SPEED)
if current_action_dir != 0:
if self.last_direction != 0 and current_action_dir != self.last_direction:
if self.steps_since_direction_change < 8:
reward -= 3.0
self.steps_since_direction_change = 0
else:
self.steps_since_direction_change += 1
self.last_direction = current_action_dir
if enemy_x != 2.0:
if abs(enemy_x) < 0.03:
reward += 3.0
elif abs(enemy_x) < 0.08:
reward += 1.0
for b in list(self.bullets):
b.center_y += b.direction_y * BULLET_SPEED
if b.center_y > self.height or b.center_y < 0:
try:
self.bullets.remove(b)
except ValueError:
pass
for b in list(self.bullets):
if b.direction_y == 1:
for e in list(self.enemies):
if arcade.check_for_collision(b, e):
try:
self.enemies.remove(e)
except ValueError:
pass
try:
self.bullets.remove(b)
except ValueError:
pass
reward += 25.0
break
for b in list(self.bullets):
if b.direction_y == -1:
if arcade.check_for_collision(b, self.player):
try:
self.bullets.remove(b)
except ValueError:
pass
reward -= 100.0
terminated = True
if not self.enemies:
reward += 200.0
terminated = True
if self.enemies and random.random() < 0.02:
e = random.choice(self.enemies)
b = Bullet(e.center_x, e.center_y, -1)
self.bullets.append(b)
curr_bullet = self._nearest_enemy_bullet()
if curr_bullet is not None:
curr_bx = (curr_bullet.center_x - self.player.center_x) / float(self.width)
curr_by = (curr_bullet.center_y - self.player.center_y) / float(self.height)
else:
curr_bx = 2.0
curr_by = 2.0
if prev_bx != 2.0 and curr_bx != 2.0:
if abs(curr_bx) > abs(prev_bx):
reward += 0.3
if curr_bx != 2.0 and abs(curr_bx) < 0.08 and curr_by < 0.5:
reward -= 0.3
obs = self._obs()
self.prev_bx = curr_bx
return obs, float(reward), bool(terminated), bool(truncated), {}