Files
fleet-commander/utils/rl.py

276 lines
10 KiB
Python

import gymnasium as gym
import numpy as np
import arcade
import random
from game.sprites import EnemyFormation, Player, Bullet
from utils.constants import PLAYER_SPEED, BULLET_SPEED, ENEMY_SPEED, DIFFICULTY_LEVELS
class SpaceInvadersEnv(gym.Env):
def __init__(self, width=800, height=600, difficulty="Hard"):
self.width = width
self.height = height
self.action_space = gym.spaces.Discrete(4)
self.observation_space = gym.spaces.Box(low=-2.0, high=2.0, shape=(12,), dtype=np.float32)
if difficulty not in DIFFICULTY_LEVELS:
raise ValueError(f"Unknown difficulty: {difficulty}. Available: {list(DIFFICULTY_LEVELS.keys())}")
self.difficulty_settings = DIFFICULTY_LEVELS[difficulty]
self.bullets = []
self.player = None
self.enemy_formation = None
self.player_speed = 0.0
self.max_steps = 2000
self.current_step = 0
self.enemies_killed = 0
self.enemy_move_speed = ENEMY_SPEED
self.player_respawns = self.difficulty_settings["player_respawns"]
self.enemy_respawns = self.difficulty_settings["enemy_respawns"]
self.player_respawns_remaining = 0
self.enemy_respawns_remaining = 0
self.player_alive = True
self.player_attack_cooldown_steps = 5
self.current_cooldown = 0
def reset(self, seed=None, options=None):
if seed is not None:
np.random.seed(seed)
random.seed(seed)
self.bullets = []
self.player = Player(self.width / 2 + random.randint(int(-self.width / 3), int(self.width / 3)), 100)
self.player_speed = 0.0
self.current_step = 0
self.enemies_killed = 0
self.player_respawns_remaining = self.player_respawns
self.enemy_respawns_remaining = self.enemy_respawns
self.player_alive = True
self.current_cooldown = 0
start_x = self.width * 0.15
start_y = self.height * 0.9
self.enemy_formation = EnemyFormation(start_x, start_y, None,
self.difficulty_settings["enemy_rows"],
self.difficulty_settings["enemy_cols"])
return self._obs(), {}
def _nearest_enemy(self):
if not self.enemy_formation.enemies:
return None
return min(self.enemy_formation.enemies, key=lambda e: abs(e.center_x - self.player.center_x))
def _lowest_enemy(self):
if not self.enemy_formation.enemies:
return None
return min(self.enemy_formation.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.enemy_formation.enemies and self.player_alive:
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 and self.player_alive:
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 and self.player_alive:
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.enemy_formation.enemies) / float(max(1, self.difficulty_settings["enemy_rows"] * self.difficulty_settings["enemy_cols"]))
player_x_norm = self.player.center_x / float(self.width) if self.player_alive else 0.5
enemy_dispersion = 0.0
if self.enemy_formation.enemies:
xs = np.array([e.center_x for e in self.enemy_formation.enemies], dtype=np.float32)
enemy_dispersion = float(xs.std()) / float(self.width)
can_shoot = 1.0 if (self.player_alive and self.current_cooldown <= 0) else 0.0
player_respawns_norm = self.player_respawns_remaining / float(max(1, self.player_respawns))
enemy_respawns_norm = self.enemy_respawns_remaining / float(max(1, self.enemy_respawns))
obs = np.array([
player_x_norm,
enemy_x,
enemy_y,
lowest_dy,
bx,
by,
self.player_speed,
enemy_count,
enemy_dispersion,
can_shoot,
player_respawns_norm,
enemy_respawns_norm
], dtype=np.float32)
return obs
def _respawn_player(self):
self.player = Player(self.width / 2 + random.randint(int(-self.width / 3), int(self.width / 3)), 100)
self.player_alive = True
self.bullets = [b for b in self.bullets if b.direction_y == 1]
self.current_cooldown = 0
def _respawn_enemies(self):
self.enemy_formation.start_x = self.width * 0.15
self.enemy_formation.start_y = self.height * 0.9
self.enemy_formation.create_formation()
def step(self, action):
reward = 0.0
terminated = False
truncated = False
self.current_step += 1
if self.current_step >= self.max_steps:
truncated = True
if self.current_cooldown > 0:
self.current_cooldown -= 1
if self.player_alive:
prev_x = self.player.center_x
if action == 0:
self.player.center_x -= PLAYER_SPEED
elif action == 1:
self.player.center_x += PLAYER_SPEED
elif action == 2:
pass
elif action == 3:
if self.current_cooldown <= 0:
self.current_cooldown = self.player_attack_cooldown_steps
reward += 0.01
b = Bullet(self.player.center_x, self.player.center_y, 1)
self.bullets.append(b)
else:
reward -= 0.02
if self.enemy_formation.enemies:
nearest = self._nearest_enemy()
alignment = abs(nearest.center_x - self.player.center_x) / self.width
if alignment < 0.025:
reward += 0.1
self.player.center_x = np.clip(self.player.center_x, 0, self.width)
self.player_speed = (self.player.center_x - prev_x) / max(1e-6, PLAYER_SPEED)
if self.enemy_formation.enemies and self.player_alive:
if self.enemy_formation.center_x < self.player.center_x:
self.enemy_formation.move(self.width, self.height, "x", self.enemy_move_speed)
elif self.enemy_formation.center_x > self.player.center_x:
self.enemy_formation.move(self.width, self.height, "x", -self.enemy_move_speed)
if random.random() < 0.02:
if random.random() < 0.5:
self.enemy_formation.move(self.width, self.height, "y", -self.enemy_move_speed)
else:
self.enemy_formation.move(self.width, self.height, "y", self.enemy_move_speed)
bullets_to_remove = []
for b in self.bullets:
b.center_y += b.direction_y * BULLET_SPEED
if b.center_y > self.height or b.center_y < 0:
bullets_to_remove.append(b)
continue
if b.direction_y == 1:
for e in self.enemy_formation.enemies:
if arcade.check_for_collision(b, e):
self.enemy_formation.remove_enemy(e)
bullets_to_remove.append(b)
reward += 10.0
self.enemies_killed += 1
break
elif b.direction_y == -1 and self.player_alive:
if arcade.check_for_collision(b, self.player):
bullets_to_remove.append(b)
reward -= 10.0
self.player_alive = False
if self.player_respawns_remaining > 0:
self.player_respawns_remaining -= 1
self._respawn_player()
else:
terminated = True
for b in bullets_to_remove:
if b in self.bullets:
self.bullets.remove(b)
if self.player_alive:
lowest_enemy = self._lowest_enemy()
if lowest_enemy and lowest_enemy.center_y <= self.player.center_y:
reward -= 10.0
self.player_alive = False
if self.player_respawns_remaining > 0:
self.player_respawns_remaining -= 1
self._respawn_player()
else:
terminated = True
if not self.enemy_formation.enemies:
reward += 50.0
if self.enemy_respawns_remaining > 0:
self.enemy_respawns_remaining -= 1
self._respawn_enemies()
reward += 20.0
else:
reward += 100.0
terminated = True
shooting_prob = 0.05 + (0.05 * (1.0 - len(self.enemy_formation.enemies) / (self.difficulty_settings["enemy_rows"] * self.difficulty_settings["enemy_cols"])))
if self.enemy_formation.enemies and random.random() < shooting_prob:
enemy = self.enemy_formation.get_lowest_enemy()
if enemy:
b = Bullet(enemy.center_x, enemy.center_y, -1)
self.bullets.append(b)
if self.player_alive:
edge_threshold = self.width * 0.15
if self.player.center_x < edge_threshold or self.player.center_x > self.width - edge_threshold:
reward -= 0.03
reward -= 0.0025
obs = self._obs()
return obs, float(reward), bool(terminated), bool(truncated), {
"enemies_killed": self.enemies_killed,
"step": self.current_step,
"player_respawns_remaining": self.player_respawns_remaining,
"enemy_respawns_remaining": self.enemy_respawns_remaining
}