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enjoy_mineral_shards.py
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enjoy_mineral_shards.py
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import sys
from absl import flags
import baselines.common.tf_util as U
import numpy as np
from baselines import deepq
from pysc2.env import environment
from pysc2.env import sc2_env
from pysc2.lib import actions
from pysc2.lib import actions as sc2_actions
from pysc2.lib import features
import deepq_mineral_shards
_PLAYER_RELATIVE = features.SCREEN_FEATURES.player_relative.index
_PLAYER_FRIENDLY = 1
_PLAYER_NEUTRAL = 3 # beacon/minerals
_PLAYER_HOSTILE = 4
_NO_OP = actions.FUNCTIONS.no_op.id
_MOVE_SCREEN = actions.FUNCTIONS.Move_screen.id
_ATTACK_SCREEN = actions.FUNCTIONS.Attack_screen.id
_SELECT_ARMY = actions.FUNCTIONS.select_army.id
_NOT_QUEUED = [0]
_SELECT_ALL = [0]
step_mul = 16
steps = 400
FLAGS = flags.FLAGS
def main():
FLAGS(sys.argv)
with sc2_env.SC2Env(
map_name="CollectMineralShards",
step_mul=step_mul,
visualize=True,
game_steps_per_episode=steps * step_mul) as env:
model = deepq.models.cnn_to_mlp(
convs=[(32, 8, 4), (64, 4, 2), (64, 3, 1)],
hiddens=[256],
dueling=True)
def make_obs_ph(name):
return U.BatchInput((64, 64), name=name)
act_params = {
'make_obs_ph': make_obs_ph,
'q_func': model,
'num_actions': 4,
}
act = deepq_mineral_shards.load(
"mineral_shards.pkl", act_params=act_params)
while True:
obs = env.reset()
episode_rew = 0
done = False
step_result = env.step(actions=[
sc2_actions.FunctionCall(_SELECT_ARMY, [_SELECT_ALL])
])
while not done:
player_relative = step_result[0].observation["screen"][
_PLAYER_RELATIVE]
obs = player_relative
player_y, player_x = (
player_relative == _PLAYER_FRIENDLY).nonzero()
player = [int(player_x.mean()), int(player_y.mean())]
if (player[0] > 32):
obs = shift(LEFT, player[0] - 32, obs)
elif (player[0] < 32):
obs = shift(RIGHT, 32 - player[0], obs)
if (player[1] > 32):
obs = shift(UP, player[1] - 32, obs)
elif (player[1] < 32):
obs = shift(DOWN, 32 - player[1], obs)
action = act(obs[None])[0]
coord = [player[0], player[1]]
if (action == 0): #UP
if (player[1] >= 16):
coord = [player[0], player[1] - 16]
elif (player[1] > 0):
coord = [player[0], 0]
elif (action == 1): #DOWN
if (player[1] <= 47):
coord = [player[0], player[1] + 16]
elif (player[1] > 47):
coord = [player[0], 63]
elif (action == 2): #LEFT
if (player[0] >= 16):
coord = [player[0] - 16, player[1]]
elif (player[0] < 16):
coord = [0, player[1]]
elif (action == 3): #RIGHT
if (player[0] <= 47):
coord = [player[0] + 16, player[1]]
elif (player[0] > 47):
coord = [63, player[1]]
new_action = [
sc2_actions.FunctionCall(_MOVE_SCREEN,
[_NOT_QUEUED, coord])
]
step_result = env.step(actions=new_action)
rew = step_result[0].reward
done = step_result[0].step_type == environment.StepType.LAST
episode_rew += rew
print("Episode reward", episode_rew)
UP, DOWN, LEFT, RIGHT = 'up', 'down', 'left', 'right'
def shift(direction, number, matrix):
''' shift given 2D matrix in-place the given number of rows or columns
in the specified (UP, DOWN, LEFT, RIGHT) direction and return it
'''
if direction in (UP):
matrix = np.roll(matrix, -number, axis=0)
matrix[number:, :] = -2
return matrix
elif direction in (DOWN):
matrix = np.roll(matrix, number, axis=0)
matrix[:number, :] = -2
return matrix
elif direction in (LEFT):
matrix = np.roll(matrix, -number, axis=1)
matrix[:, number:] = -2
return matrix
elif direction in (RIGHT):
matrix = np.roll(matrix, number, axis=1)
matrix[:, :number] = -2
return matrix
else:
return matrix
if __name__ == '__main__':
main()