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hamham.py
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import time
import sys
import os
import pygame
# import game object classes
from level import Level
from player import Player
from apple import Apple
# import constant definitions
from macros import *
# import agents
from agent import Agent
class Game:
def __init__(self, game_window_name="Hamham"):
# initialize pygame stuff
pygame.display.init()
pygame.mixer.init()
pygame.display.set_caption(game_window_name)
self.screen = pygame.display.set_mode(game_window_size)
self.clock = pygame.time.Clock()
#wall_width = self.wall.get_width()
wall_width = 36
# Load images
self.wall = pygame.transform.scale(pygame.image.load(os.path.dirname(os.path.abspath(__file__)) + '/images/wall.png').convert(), (wall_width, wall_width))
self.apple = pygame.transform.scale(pygame.image.load(os.path.dirname(os.path.abspath(__file__)) + '/images/apple_bg.png').convert(), (wall_width, wall_width))
self.floor = pygame.transform.scale(pygame.image.load(os.path.dirname(os.path.abspath(__file__)) + '/images/floor.png').convert(), (wall_width, wall_width))
self.grass = pygame.transform.scale(pygame.image.load(os.path.dirname(os.path.abspath(__file__)) + '/images/grass.png').convert(), (wall_width, wall_width))
self.player_right = pygame.transform.scale(pygame.image.load(os.path.dirname(os.path.abspath(__file__)) + '/images/pacman_bg.png').convert(), (wall_width, wall_width))
self.player_up = pygame.transform.rotate(pygame.transform.scale(pygame.image.load(os.path.dirname(os.path.abspath(__file__)) + '/images/pacman_bg.png').convert(), (wall_width, wall_width)), 90.0)
self.player_left = pygame.transform.flip(pygame.transform.scale(pygame.image.load(os.path.dirname(os.path.abspath(__file__)) + '/images/pacman_bg.png').convert(), (wall_width, wall_width)), True, False)
self.player_down = pygame.transform.rotate(pygame.transform.scale(pygame.image.load(os.path.dirname(os.path.abspath(__file__)) + '/images/pacman_bg.png').convert(), (wall_width, wall_width)), -90.0)
self.player_image = self.player_right
self.player_images = [self.player_right, self.player_up, self.player_left, self.player_down]
# load sounds
self.win_sound = pygame.mixer.Sound(os.path.dirname(os.path.abspath(__file__)) + '/sounds/tada.wav')
self.lose_sound = pygame.mixer.Sound(os.path.dirname(os.path.abspath(__file__)) + '/sounds/fail_trombone_4s.wav')
# Dictionary to map images to characters in level matrix
self.images = {'W': self.wall,
'A': self.apple,
'F': self.floor,
'G': self.grass,
'P': self.player_image}
self.current_level = None
self.current_level_number = 0
# player object
self.player = None
self.game_finished = False
self.player_alive = True
"""
Current level statistics
"""
# number of apples player collected so far in curret level
self.collected_apple_count = 0
# number of all apples in the initial level configuration
self.total_apple_count = 0
# number of time steps elapsed in a level
self.elapsed_time_step = 0
def draw_level(self, level_matrix):
# Get image size to print on screen
box_size = self.wall.get_width()
# Print images for matrix
for i in range(0, len(level_matrix)):
for c in range(0, len(level_matrix[i])):
self.screen.blit(self.images[level_matrix[i][c]], (c * box_size, i * box_size))
pygame.display.update()
def draw_level_search(self, level_matrix, dir):
# Get image size to print on screen
box_size = self.wall.get_width()
if (dir != "X"):
drs = ["R", "U", "L", "D"]
self.images["P"] = self.player_images[drs.index(dir)]
# Print images for matrix
for i in range(0, len(level_matrix)):
for c in range(0, len(level_matrix[i])):
self.screen.blit(self.images[level_matrix[i][c]], (c * box_size, i * box_size))
pygame.display.update()
def init_level(self, level):
self.current_level = Level(level)
#self.draw_level(self.current_level.get_matrix())
# mark game as not finished
self.game_finished = False
self.player_alive = True
# number of time steps elapsed in a level
self.elapsed_time_step = 0
# initialize number of apples player collected so far in curret level
self.collected_apple_count = 0
# create player object
player_pos = self.current_level.get_player_pos()
player_current_row = player_pos[0]
player_current_col = player_pos[1]
self.player = Player(player_current_row, player_current_col)
# create apples
self.apples = []
apple_positions = self.current_level.get_apple_positions()
for pos in apple_positions:
r = pos[0]
c = pos[1]
self.apples.append(Apple(r, c))
# count number of apples
self.total_apple_count = len(self.apples)
#print("Number of apples in the level ", self.total_apple_count)
"""
Calculates distance between player and the closest apple to player
"""
def get_closest_apple_to_player(self):
player_pos = self.player.get_pos()
pr = player_pos[0]
pc = player_pos[1]
minDist = 1000
closestApple = None
for apple in self.apples:
apple_pos = apple.get_pos()
rr = apple_pos[0]
rc = apple_pos[1]
dist = abs(pr - rr) + abs(pc - rc)
if (dist < minDist):
minDist = dist
closestApple = apple
return (closestApple, minDist)
def step(self, player_direction, render=True):
matrix = self.current_level.get_matrix()
self.current_level.save_history(matrix)
#Print apples
#print(self.current_level.get_apple_positions())
# save old position of the player
player_current_pos = self.player.get_pos()
player_current_row = player_current_pos[0]
player_current_col = player_current_pos[1]
# calculate new position of the player
player_next_pos = self.player.move(player_direction)
player_next_row = player_next_pos[0]
player_next_col = player_next_pos[1]
# resolve static collisions for player
next_cell = matrix[player_next_row][player_next_col]
if (next_cell == "F"):
# next cell is floor
pass
elif (next_cell == "W"):
# next cell is wall
#player cant pass here
self.player.current_pos = self.player.prev_pos
elif (next_cell == "G"):
# next cell is grass
#player removes grass
matrix[player_next_row][player_next_col] = "P"
elif (next_cell == 'A'):
# next cell is apple
#player removes apple
matrix[player_next_row][player_next_col] = "P"
elif (next_cell == "R"):
# next square is robot
#will resolve later
pass
# check if player collected an apple
# TO DO: create a 2d apple grid for faster check
new_apples = []
for apple in self.apples:
apple_pos = apple.get_pos()
apple_row = apple_pos[0]
apple_col = apple_pos[1]
if (player_next_row == apple_row and player_next_col == apple_col):
#player removes apple
# check if game is finished
self.collected_apple_count += 1
if (self.collected_apple_count == self.total_apple_count):
self.game_finished = True
else:
new_apples.append(apple)
self.apples = new_apples
# update game matrix
level_matrix = self.current_level.get_matrix()
player_prev_row = self.player.get_prev_row()
player_prev_col = self.player.get_prev_col()
player_next_row = self.player.get_row()
player_next_col = self.player.get_col()
level_matrix[player_prev_row][player_prev_col] = "F"
level_matrix[player_next_row][player_next_col] = "P"
# draw
if (render):
self.images["P"] = self.player_images[self.player.current_facing_index]
self.draw_level(matrix)
self.elapsed_time_step += 1
#remaining_apple_count = len(self.current_level.get_apple_positions())
#print("Number of remaining apples: ", remaining_apple_count)
# check if game is finished
if (self.game_finished):
if (self.player_alive):
# player collected all apples
#print("Level completed!")
return RESULT_PLAYER_WON
else:
# player is dead
#print("Player is killed by the robot!")
return RESULT_PLAYER_DEAD
else:
return RESULT_GAME_CONTINUE
# function when a human player plays the game
def start_level_human(self, level_index):
self.init_level(level_index)
self.draw_level(self.current_level.get_matrix())
# number of all apples in the initial level configuration
self.total_apple_count = len(self.apples)
self.distance_to_closest_apple = self.get_closest_apple_to_player()[1]
# game loop
while True:
result = 0
# manual input
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
#self.craft_features()
if event.key == pygame.K_RIGHT:
result = self.step("R", render=True)
elif event.key == pygame.K_UP:
result = self.step("U", render=True)
elif event.key == pygame.K_LEFT:
result = self.step("L", render=True)
elif event.key == pygame.K_DOWN:
result = self.step("D", render=True)
elif event.key == pygame.K_SPACE:
result = self.step("PASS", render=True)
#elif event.key == pygame.K_u:
# self.draw_level(self.current_level.undo())
elif event.key == pygame.K_r:
self.init_level(self.current_level_number)
result = RESULT_GAME_CONTINUE
elif event.key == pygame.K_ESCAPE:
pygame.quit()
sys.exit()
elif event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if (result == RESULT_PLAYER_WON or result == RESULT_PLAYER_DEAD):
sound_channel = None
if (result == RESULT_PLAYER_WON):
print("WON")
# sound_channel = self.win_sound.play()
else:
print("LOSE")
# sound_channel = self.lose_sound.play()
# wait for sound to end
# while sound_channel.get_busy() == True:
# continue
break
else:
pass
# return a tuple of
#(number of collected apples, elapsed time step)
return (self.collected_apple_count,
self.elapsed_time_step)
def start_level_computer(self, level_index, agent,
render=False, play_sound=False,
max_episode_length=150,
test=False):
agent_name = type(agent).__name__
print("Agent name:", agent_name)
print("Level index:", level_index)
if (level_index == 4): #(agent_name == "DStarLiteAgent"):
self.init_level(level_index)
if (render):
self.draw_level(self.current_level.get_matrix())
# number of all apples in the initial level configuration
self.total_apple_count = len(self.apples)
# first solve() call for the D* lite agent
print("Initial solve() call for ", agent_name)
t1 = None
t2 = None
elapsed_solve_time = None
if (agent_name == "DStarLiteAgent"):
t1 = time.time()
sequence = agent.solve(self.current_level.get_matrix(),
self.player.get_row(), self.player.get_col(), -1, -1)
t2 = time.time()
elapsed_solve_time = t2-t1
else:
t1 = time.time()
sequence = agent.solve(self.current_level.get_matrix(),
self.player.get_row(), self.player.get_col())
t2 = time.time()
elapsed_solve_time = t2-t1
print("Decided sequence:")
print(sequence)
print("{} decided sequence length:{}".format(agent.__class__.__name__, len(sequence)))
# start playing the decided sequence
for chosen_action in sequence:
result = 0
# input source will use matrix to decide
matrix = self.current_level.get_matrix()
# find player position
current_player_row = None
current_player_column = None
for r in range(len(matrix)):
for c in range(len(matrix[0])):
if (matrix[r][c] == "P"):
current_player_row = r
current_player_column = c
# check if player has reached update location
man_dist = abs(current_player_row - 4) + abs(current_player_column - 12)
if (man_dist <= 2):
# time to update map
matrix[4][12] = "W"
# rest of the moves in sequence is invalidated
# move to second phase
break
chosen_action = chosen_action #sequence[self.elapsed_time_step]
# apply decided action
result = self.step(chosen_action, render=render)
# if we want to render our agent, wait some time
if (render):
self.clock.tick(FPS)
# check if we reached episode length
if (self.elapsed_time_step >= max_episode_length):
result = RESULT_PLAYER_DEAD
break
# check if we reached episode length
if (result == RESULT_PLAYER_DEAD):
if (play_sound):
sound_channel = None
sound_channel = self.lose_sound.play()
# wait for sound to end
while sound_channel.get_busy() == True:
continue
# return a tuple of
#(number of collected apples, elapsed time step)
return (self.collected_apple_count,
self.elapsed_time_step, elapsed_solve_time, result)
self.draw_level(matrix)
if (agent_name == "DStarLiteAgent"):
agent.on_encounter_obstacle()
print(agent_name, " encountered a new obstacle in the map!")
print("Press a key to continue your agent's algorithm, your solve() function will be called again.")
while (True):
pygame_event = pygame.event.wait()
if (pygame_event.type == pygame.KEYDOWN or pygame_event.type == pygame.MOUSEBUTTONDOWN):
break
elif (pygame_event.type == pygame.QUIT):
exit(2)
print("Subsequent solve() call(s) for ", agent_name)
t1 = None
t2 = None
elapsed_solve_time_2 = None
if (agent_name == "DStarLiteAgent"):
t1 = time.time()
sequence = agent.solve(self.current_level.get_matrix(),
self.player.get_row(), self.player.get_col(), 4, 12)
t2 = time.time()
elapsed_solve_time_2 = t2-t1
else:
t1 = time.time()
sequence = agent.solve(self.current_level.get_matrix(),
self.player.get_row(), self.player.get_col())
t2 = time.time()
elapsed_solve_time_2 = t2-t1
elapsed_solve_time += elapsed_solve_time_2
print("Decided sequence:")
print(sequence)
print("{} decided sequence length:{}".format(agent.__class__.__name__, len(sequence)))
# start playing the decided sequence
for chosen_action in sequence:
result = 0
# input source will use matrix to decide
matrix = self.current_level.get_matrix()
chosen_action = chosen_action #sequence[self.elapsed_time_step]
# apply decided action
result = self.step(chosen_action, render=render)
# if we want to render our agent, wait some time
if (render):
self.clock.tick(FPS)
# check if we reached episode length
if (self.elapsed_time_step >= max_episode_length):
result = RESULT_PLAYER_DEAD
break
# check if game finished
if (play_sound):
sound_channel = None
if (result == RESULT_PLAYER_WON):
sound_channel = self.win_sound.play()
else:
sound_channel = self.lose_sound.play()
# wait for sound to end
while sound_channel.get_busy() == True:
continue
# return a tuple of
#(number of collected apples, elapsed time step)
return (self.collected_apple_count,
self.elapsed_time_step, elapsed_solve_time, result)
else:
# other computer agent codes
self.init_level(level_index)
if (render):
self.draw_level(self.current_level.get_matrix())
# number of all apples in the initial level configuration
self.total_apple_count = len(self.apples)
# let the agent think
t1 = time.time()
sequence = agent.solve(self.current_level.get_matrix(),
self.player.get_row(), self.player.get_col())
t2 = time.time()
elapsed_solve_time = t2-t1
print("Decided sequence:")
print(sequence)
print("{} decided sequence length:{}".format(agent.__class__.__name__, len(sequence)))
# start playing the decided sequence
for chosen_action in sequence:
result = 0
# input source will use matrix to decide
matrix = self.current_level.get_matrix()
chosen_action = chosen_action #sequence[self.elapsed_time_step]
# apply decided action
result = self.step(chosen_action, render=render)
# if we want to render our agent, wait some time
if (render):
self.clock.tick(FPS)
# check if game finished
if (result == RESULT_PLAYER_WON or result == RESULT_PLAYER_DEAD):
if (play_sound):
sound_channel = None
if (result == RESULT_PLAYER_WON):
sound_channel = self.win_sound.play()
else:
sound_channel = self.lose_sound.play()
# wait for sound to end
while sound_channel.get_busy() == True:
continue
break
else:
pass
# check if we reached episode length
if (self.elapsed_time_step >= max_episode_length):
break
if (result != RESULT_PLAYER_WON):
# must be lose case for this homework
if (play_sound):
sound_channel = None
sound_channel = self.lose_sound.play()
# wait for sound to end
while sound_channel.get_busy() == True:
continue
# return a tuple of
#(number of collected apples, elapsed time step)
return (self.collected_apple_count,
self.elapsed_time_step, elapsed_solve_time, result)