mirror of
https://github.com/csd4ni3l/fleet-commander.git
synced 2026-01-01 04:23:47 +01:00
221 lines
7.6 KiB
Python
221 lines
7.6 KiB
Python
import gymnasium as gym
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import numpy as np
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import arcade
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import time
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import random
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from game.sprites import Enemy, Player, Bullet
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from utils.constants import PLAYER_SPEED, BULLET_SPEED, PLAYER_ATTACK_SPEED, ENEMY_ROWS, ENEMY_COLS
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class SpaceInvadersEnv(gym.Env):
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def __init__(self, width=800, height=600):
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self.width = width
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self.height = height
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self.action_space = gym.spaces.Discrete(3)
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self.observation_space = gym.spaces.Box(low=-10.0, high=10.0, shape=(9,), dtype=np.float32)
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self.enemies = []
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self.bullets = []
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self.dir_history = []
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self.last_shot = 0.0
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self.player = None
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self.prev_x = 0.0
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self.player_speed = 0.0
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self.prev_bx = 2.0
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self.steps_since_direction_change = 0
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self.last_direction = 0
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def reset(self, seed=None, options=None):
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self.enemies = []
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self.bullets = []
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self.dir_history = []
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self.player = Player(self.width / 2 + random.randint(int(-self.width / 3), int(self.width / 3)), 100)
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self.prev_x = self.player.center_x
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self.player_speed = 0.0
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self.prev_bx = 2.0
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self.steps_since_direction_change = 0
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self.last_direction = 0
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start_x = self.width * 0.15
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start_y = self.height * 0.9
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for r in range(ENEMY_ROWS):
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for c in range(ENEMY_COLS):
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e = Enemy(start_x + c * 100, start_y - r * 100)
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self.enemies.append(e)
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self.last_shot = time.perf_counter()
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return self._obs(), {}
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def _nearest_enemy(self):
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if not self.enemies:
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return None
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return min(self.enemies, key=lambda e: abs(e.center_y - self.player.center_y) + abs(e.center_x - self.player.center_x))
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def _lowest_enemy(self):
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if not self.enemies:
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return None
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return max(self.enemies, key=lambda e: e.center_y)
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def _nearest_enemy_bullet(self):
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enemy_bullets = [b for b in self.bullets if b.direction_y == -1]
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if not enemy_bullets:
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return None
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return min(enemy_bullets, key=lambda b: abs(b.center_x - self.player.center_x) + abs(b.center_y - self.player.center_y))
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def _obs(self):
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if self.enemies:
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nearest = self._nearest_enemy()
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enemy_x = (nearest.center_x - self.player.center_x) / float(self.width)
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enemy_y = (nearest.center_y - self.player.center_y) / float(self.height)
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else:
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enemy_x = 2.0
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enemy_y = 2.0
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lowest = self._lowest_enemy()
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if lowest is not None:
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lowest_dy = (lowest.center_y - self.player.center_y) / float(self.height)
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else:
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lowest_dy = 2.0
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nb = self._nearest_enemy_bullet()
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if nb is not None:
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bx = (nb.center_x - self.player.center_x) / float(self.width)
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by = (nb.center_y - self.player.center_y) / float(self.height)
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else:
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bx = 2.0
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by = 2.0
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enemy_count = len(self.enemies) / float(max(1, ENEMY_ROWS * ENEMY_COLS))
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player_x_norm = self.player.center_x / float(self.width)
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enemy_dispersion = 0.0
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if self.enemies:
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xs = np.array([e.center_x for e in self.enemies], dtype=np.float32)
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enemy_dispersion = float(xs.std()) / float(self.width)
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obs = np.array([player_x_norm, enemy_x, enemy_y, lowest_dy, bx, by, self.player_speed, enemy_count, enemy_dispersion], dtype=np.float32)
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return obs
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def step(self, action):
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reward = 0.0
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terminated = False
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truncated = False
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nearest = self._nearest_enemy()
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if nearest is not None:
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enemy_x = (nearest.center_x - self.player.center_x) / float(self.width)
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else:
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enemy_x = 2.0
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prev_bullet = self._nearest_enemy_bullet()
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if prev_bullet is not None:
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prev_bx = (prev_bullet.center_x - self.player.center_x) / float(self.width)
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else:
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prev_bx = 2.0
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prev_x = self.player.center_x
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current_action_dir = 0
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if action == 0:
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self.player.center_x -= PLAYER_SPEED
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current_action_dir = -1
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elif action == 1:
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self.player.center_x += PLAYER_SPEED
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current_action_dir = 1
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elif action == 2:
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t = time.perf_counter()
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if t - self.last_shot >= PLAYER_ATTACK_SPEED:
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self.last_shot = t
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b = Bullet(self.player.center_x, self.player.center_y, 1)
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self.bullets.append(b)
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if enemy_x != 2.0 and abs(enemy_x) < 0.04:
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reward += 8.0
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elif enemy_x != 2.0 and abs(enemy_x) < 0.1:
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reward += 3.0
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if self.player.center_x > self.width:
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self.player.center_x = self.width
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elif self.player.center_x < 0:
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self.player.center_x = 0
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self.player_speed = (self.player.center_x - prev_x) / max(1e-6, PLAYER_SPEED)
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if current_action_dir != 0:
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if self.last_direction != 0 and current_action_dir != self.last_direction:
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if self.steps_since_direction_change < 8:
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reward -= 3.0
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self.steps_since_direction_change = 0
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else:
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self.steps_since_direction_change += 1
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self.last_direction = current_action_dir
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if enemy_x != 2.0:
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if abs(enemy_x) < 0.03:
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reward += 3.0
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elif abs(enemy_x) < 0.08:
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reward += 1.0
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for b in list(self.bullets):
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b.center_y += b.direction_y * BULLET_SPEED
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if b.center_y > self.height or b.center_y < 0:
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try:
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self.bullets.remove(b)
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except ValueError:
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pass
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for b in list(self.bullets):
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if b.direction_y == 1:
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for e in list(self.enemies):
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if arcade.check_for_collision(b, e):
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try:
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self.enemies.remove(e)
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except ValueError:
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pass
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try:
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self.bullets.remove(b)
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except ValueError:
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pass
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reward += 25.0
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break
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for b in list(self.bullets):
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if b.direction_y == -1:
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if arcade.check_for_collision(b, self.player):
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try:
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self.bullets.remove(b)
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except ValueError:
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pass
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reward -= 100.0
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terminated = True
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if not self.enemies:
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reward += 200.0
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terminated = True
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if self.enemies and random.random() < 0.02:
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e = random.choice(self.enemies)
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b = Bullet(e.center_x, e.center_y, -1)
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self.bullets.append(b)
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curr_bullet = self._nearest_enemy_bullet()
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if curr_bullet is not None:
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curr_bx = (curr_bullet.center_x - self.player.center_x) / float(self.width)
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curr_by = (curr_bullet.center_y - self.player.center_y) / float(self.height)
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else:
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curr_bx = 2.0
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curr_by = 2.0
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if prev_bx != 2.0 and curr_bx != 2.0:
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if abs(curr_bx) > abs(prev_bx):
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reward += 0.3
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if curr_bx != 2.0 and abs(curr_bx) < 0.08 and curr_by < 0.5:
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reward -= 0.3
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obs = self._obs()
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self.prev_bx = curr_bx
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return obs, float(reward), bool(terminated), bool(truncated), {} |