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flapai.py
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from itertools import cycle
import random
import sys
import time
import datetime
import logging
import os
import pygame
from pygame.locals import *
import matplotlib.pyplot as plt
import json
from genome import Genome
from network import Network
from population import Population
from config import Config
import pickle
import numpy as np
import subprocess
from colorama import *
today = "save/" + str(datetime.date.today()) + "_" + time.strftime("%X")
if not os.path.exists(today):
os.makedirs(today)
savestat = True
#global fpsspeed
fpsspeed=3
#global FPS
FPS = 4000
#global bestFitness
bestFitness = 0
#global fitnessovergeneration
fitnessovergeneration = []
#global fittestovergeneration
fittestovergeneration = []
#detectionOffset = 36
detectionOffset = 40
SCREENWIDTH = 288
SCREENHEIGHT = 512
# amount by which base can maximum shift to left
PIPEGAPSIZE = 100 # gap between upper and lower part of pipe
BASEY = SCREENHEIGHT * 0.79
# image and hitmask dicts
IMAGES, HITMASKS = {}, {}
DIEIFTOUCHTOP = True
# list of all possible players (tuple of 3 positions of flap)
PLAYERS_LIST = (
# red bird
(
'assets/sprites/redbird-upflap.png',
'assets/sprites/redbird-midflap.png',
'assets/sprites/redbird-downflap.png',
),
# blue bird
(
# amount by which base can maximum shift to left
'assets/sprites/bluebird-upflap.png',
'assets/sprites/bluebird-midflap.png',
'assets/sprites/bluebird-downflap.png',
),
# yellow bird
(
'assets/sprites/yellowbird-upflap.png',
'assets/sprites/yellowbird-midflap.png',
'assets/sprites/yellowbird-downflap.png',
),
)
# list of backgrounds
BACKGROUNDS_LIST = (
'assets/sprites/background-day.png',
'assets/sprites/background-night.png',
)
# list of pipes
PIPES_LIST = (
'assets/sprites/pipe-green.png',
'assets/sprites/pipe-red.png',
)
asciiart="""
______ _ ___ _____
| ___| | / _ \|_ _|
| |_ | | __ _ _ __ / /_\ \ | |
| _| | |/ _` | '_ \| _ | | |
| | | | (_| | |_) | | | |_| |_
\_| |_|\__,_| .__/\_| |_/\___/
| |
|_| """
def printc(text,color):
if color == "red":
print(Fore.RED)
if color == "blue":
print(Fore.BLUE)
if color == "green":
print(Fore.GREEN)
print(text)
print(Style.RESET_ALL)
def main():
"""Parse option"""
if len(sys.argv) != 1:
#Evaluate a single genome
if str(sys.argv[1])=="-evaluate":
initPygame("FlapAI: Evaluating")
print (str(sys.argv[2]))
net = load(str(sys.argv[2]))
genome = Genome(net)
global savestat
savestat = False
fitness = []
for i in range(100):
fit = playGame(genome)
fitness.append(fit.fitness)
print ("fitness : %s " % fit.fitness)
average = sum(fitness) / float(len(fitness))
printc("Average fitness : %s" % average,"red")
pygame.quit()
sys.exit()
#Show the stat of an experiment
if str(sys.argv[1])=="-stats":
showStat(str(sys.argv[2]))
#No argument, starting FlapAI
initPygame("FlapAI: Learning")
"""Init the population"""
global bestFitness
bestFitness = 0
population = Population()
population.generateRandomPopulation()
generation = 1
maxgeneration = Config.maxGeneration
lastgenerationaveragefitness = 0
#Main Loop
while generation <= maxgeneration :
birdnmbr = 1
for i in range(population.size()):
genome = playGame(population.getGenome(i))
population.setGenomeFitness(i,genome.fitness)
informationforscreen = {
'generation' : generation,
'birdnumber' : birdnmbr,
'lastfitness' : genome.fitness,
'lastgenerationaveragefitness' : lastgenerationaveragefitness,
'bestfitness' : bestFitness
}
updateScreen(informationforscreen)
if genome.fitness > bestFitness:
#global bestFitness
bestFitness = genome.fitness
genome.network.save(today + "/bestfitness.json")
birdnmbr += 1
global fitnessovergeneration
fitnessovergeneration.append(population.averageFitness())
lastgenerationaveragefitness = population.averageFitness()
global fittestovergeneration
fittestovergeneration.append(population.findFittest().fitness)
#Evolve the population
population.evolvePopulation()
generation += 1
def initPygame(screencaption):
global SCREEN, FPSCLOCK
pygame.init()
init()
FPSCLOCK = pygame.time.Clock()
SCREEN = pygame.display.set_mode((SCREENWIDTH, SCREENHEIGHT))
pygame.display.set_caption(screencaption)
# numbers sprites for score display
IMAGES['numbers'] = (
pygame.image.load('assets/sprites/0.png').convert_alpha(),
pygame.image.load('assets/sprites/1.png').convert_alpha(),
pygame.image.load('assets/sprites/2.png').convert_alpha(),
pygame.image.load('assets/sprites/3.png').convert_alpha(),
pygame.image.load('assets/sprites/4.png').convert_alpha(),
pygame.image.load('assets/sprites/5.png').convert_alpha(),
pygame.image.load('assets/sprites/6.png').convert_alpha(),
pygame.image.load('assets/sprites/7.png').convert_alpha(),
pygame.image.load('assets/sprites/8.png').convert_alpha(),
pygame.image.load('assets/sprites/9.png').convert_alpha()
)
# base (ground) sprite
IMAGES['base'] = pygame.image.load('assets/sprites/base.png').convert_alpha()
def playGame(genome):
"""Info pour le jeux"""
# select random background sprites
randBg = random.randint(0, len(BACKGROUNDS_LIST) - 1)
IMAGES['background'] = pygame.image.load(BACKGROUNDS_LIST[randBg]).convert()
# select random player sprites
randPlayer = random.randint(0, len(PLAYERS_LIST) - 1)
IMAGES['player'] = (
pygame.image.load(PLAYERS_LIST[randPlayer][0]).convert_alpha(),
pygame.image.load(PLAYERS_LIST[randPlayer][1]).convert_alpha(),
pygame.image.load(PLAYERS_LIST[randPlayer][2]).convert_alpha(),
)
# select random pipe sprites
pipeindex = random.randint(0, len(PIPES_LIST) - 1)
IMAGES['pipe'] = (
pygame.transform.rotate(
pygame.image.load(PIPES_LIST[pipeindex]).convert_alpha(), 180),
pygame.image.load(PIPES_LIST[pipeindex]).convert_alpha(),
)
# hismask for pipes
HITMASKS['pipe'] = (
getHitmask(IMAGES['pipe'][0]),
getHitmask(IMAGES['pipe'][1]),
)
# hitmask for player
HITMASKS['player'] = (
getHitmask(IMAGES['player'][0]),
getHitmask(IMAGES['player'][1]),
getHitmask(IMAGES['player'][2]),
)
"""Info pour lancer le jeux sans le message au depart"""
playery = int((SCREENHEIGHT - IMAGES['player'][0].get_height()) / 2)
playerShmVals = {'val': 0, 'dir': 1}
basex = 0
playerIndexGen = cycle([0, 1, 2, 1])
movementInfo = {
'playery': playery + playerShmVals['val'],
'basex': basex,
'playerIndexGen': playerIndexGen,
}
#Update the network with current genes
genome.network.fromgenes(genome.genes)
crashInfo = mainGame(movementInfo,genome)
#fitness = showGameOverScreen(crashInfo)
genome = crashInfo['genome']
if Config.fitnessIsScore:
genome.fitness = crashInfo['score']
if genome.fitness < 0:
genome.fitness = 0
return genome
def mainGame(movementInfo,genome):
score = playerIndex = loopIter = 0
playerIndexGen = movementInfo['playerIndexGen']
playerx, playery = int(SCREENWIDTH * 0.2), movementInfo['playery']
basex = movementInfo['basex']
baseShift = IMAGES['base'].get_width() - IMAGES['background'].get_width()
# get 2 new pipes to add to upperPipes lowerPipes list
newPipe1 = getRandomPipe()
newPipe2 = getRandomPipe()
# list of upper pipes
upperPipes = [
{'x': SCREENWIDTH + 200, 'y': newPipe1[0]['y']},
{'x': SCREENWIDTH + 200 + (SCREENWIDTH / 2), 'y': newPipe2[0]['y']},
]
# list of lowerpipe
lowerPipes = [
{'x': SCREENWIDTH + 200, 'y': newPipe1[1]['y']},
{'x': SCREENWIDTH + 200 + (SCREENWIDTH / 2), 'y': newPipe2[1]['y']},
]
pipeVelX = -4
# player velocity, max velocity, downward accleration, accleration on flap
playerVelY = -9 # player's velocity along Y, default same as playerFlapped
playerMaxVelY = 10 # max vel along Y, max descend speed
playerMinVelY = -8 # min vel along Y, max ascend speed
playerAccY = 1 # players downward accleration
playerFlapAcc = -9 # players speed on flapping
playerFlapped = False # True when player flaps
framesurvived = 0
global fpsspeed
while True:
for event in pygame.event.get():
if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
#Store Stat
if savestat==True:
reportStat()
pygame.quit()
if savestat==True:
showStat(today)
else:
sys.exit()
if event.type == KEYDOWN and event.key == K_UP:
if fpsspeed < 4:
#global fpsspeed
fpsspeed += 1
if event.type == KEYDOWN and event.key == K_DOWN:
if fpsspeed != -2:
#global fpsspeed
fpsspeed -= 1
#Evaluate the NN
if playerx < lowerPipes[0]['x'] + detectionOffset:
nextPipe = lowerPipes[0]
else:
nextPipe = lowerPipes[1]
nextPipeY = float(SCREENHEIGHT - nextPipe['y']) / SCREENHEIGHT
playerYcorrectAxis = float(SCREENHEIGHT - playery) / SCREENHEIGHT
distanceBetweenPlayerAndNextPipe = float(nextPipe['x'] - playerx)/ SCREENWIDTH
NNinput = np.array([[playerYcorrectAxis],[nextPipeY]])
NNoutput = genome.network.feedforward(NNinput)
if NNoutput > 0.5:
if playery > -2 * IMAGES['player'][0].get_height():
playerVelY = playerFlapAcc
playerFlapped = True
info = {'playery': playerYcorrectAxis, 'pipey': nextPipeY, 'distance': distanceBetweenPlayerAndNextPipe}
# check for crash here
crashTest = checkCrash({'x': playerx, 'y': playery, 'index': playerIndex},
upperPipes, lowerPipes)
if crashTest[0] or playery < 5:
genome.fitness = framesurvived
return {
'score': score,
'genome': genome
}
# check for score
playerMidPos = playerx + IMAGES['player'][0].get_width() / 2
for pipe in upperPipes:
pipeMidPos = pipe['x'] + IMAGES['pipe'][0].get_width() / 2
if pipeMidPos <= playerMidPos < pipeMidPos + 4:
score += 1
# playerIndex basex change
if (loopIter + 1) % 3 == 0:
playerIndex = next(playerIndexGen)
loopIter = (loopIter + 1) % 30
basex = -((-basex + 100) % baseShift)
# player's movement
if playerVelY < playerMaxVelY and not playerFlapped:
playerVelY += playerAccY
if playerFlapped:
playerFlapped = False
playerHeight = IMAGES['player'][playerIndex].get_height()
if playery > 5:
playery += min(playerVelY, BASEY - playery - playerHeight)
# move pipes to left
for uPipe, lPipe in zip(upperPipes, lowerPipes):
uPipe['x'] += pipeVelX
lPipe['x'] += pipeVelX
# add new pipe when first pipe is about to touch left of screen
if 0 < upperPipes[0]['x'] < 5:
newPipe = getRandomPipe()
upperPipes.append(newPipe[0])
lowerPipes.append(newPipe[1])
# remove first pipe if its out of the screen
if upperPipes[0]['x'] < -IMAGES['pipe'][0].get_width():
upperPipes.pop(0)
lowerPipes.pop(0)
# draw sprites
SCREEN.blit(IMAGES['background'], (0,0))
for uPipe, lPipe in zip(upperPipes, lowerPipes):
SCREEN.blit(IMAGES['pipe'][0], (uPipe['x'], uPipe['y']))
SCREEN.blit(IMAGES['pipe'][1], (lPipe['x'], lPipe['y']))
SCREEN.blit(IMAGES['base'], (basex, BASEY))
# print score so player overlaps the score
showScore(score)
if Config.debug:
displayInfo(info)
framesurvived += 1
SCREEN.blit(IMAGES['player'][playerIndex], (playerx, playery))
global FPS
if fpsspeed==4:
#No FPS clock ticking, may be instable
continue
if fpsspeed==3:
FPS=4000
if fpsspeed==2:
FPS=400
if fpsspeed==1:
FPS=40
if fpsspeed==0:
FPS=30
if fpsspeed==-1:
FPS=20
if fpsspeed==-2:
FPS=15
pygame.display.update()
FPSCLOCK.tick(FPS)
def playerShm(playerShm):
"""oscillates the value of playerShm['val'] between 8 and -8"""
if abs(playerShm['val']) == 8:
playerShm['dir'] *= -1
if playerShm['dir'] == 1:
playerShm['val'] += 1
else:
playerShm['val'] -= 1
def getRandomPipe():
"""returns a randomly generated pipe"""
# y of gap between upper and lower pipe
gapY = random.randrange(0, int(BASEY * 0.6 - PIPEGAPSIZE))
gapY += int(BASEY * 0.2)
pipeHeight = IMAGES['pipe'][0].get_height()
pipeX = SCREENWIDTH + 10
return [
{'x': pipeX, 'y': gapY - pipeHeight}, # upper pipe
{'x': pipeX, 'y': gapY + PIPEGAPSIZE}, # lower pipe
]
def displayInfo(info):
###Display useful info : the input for the ANN
myfont = pygame.font.Font(None, 30)
# render text
playery = str(info['playery'])
tubey = str(info['pipey'])
distance = str(info['distance'])
labelplayery = myfont.render(playery,1,(255,255,0))
labeltubey = myfont.render(tubey,1,(0,255,255))
labeldistance = myfont.render(distance,1,(255,255,255))
SCREEN.blit(labelplayery, (SCREENWIDTH / 2 - 100, SCREENHEIGHT * 0.7))
SCREEN.blit(labeltubey, (SCREENWIDTH / 2 - 100, SCREENHEIGHT * 0.8))
SCREEN.blit(labeldistance, (SCREENWIDTH / 2 - 100, SCREENHEIGHT * 0.9))
def showScore(score):
"""displays score in center of screen"""
scoreDigits = [int(x) for x in list(str(score))]
totalWidth = 0 # total width of all numbers to be printed
for digit in scoreDigits:
totalWidth += IMAGES['numbers'][digit].get_width()
Xoffset = (SCREENWIDTH - totalWidth) / 2
for digit in scoreDigits:
SCREEN.blit(IMAGES['numbers'][digit], (Xoffset, SCREENHEIGHT * 0.1))
Xoffset += IMAGES['numbers'][digit].get_width()
def checkCrash(player, upperPipes, lowerPipes):
"""returns True if player collders with base or pipes."""
pi = player['index']
player['w'] = IMAGES['player'][0].get_width()
player['h'] = IMAGES['player'][0].get_height()
# if player crashes into ground
if player['y'] + player['h'] >= BASEY - 1:
return [True, True]
else:
playerRect = pygame.Rect(player['x'], player['y'],
player['w'], player['h'])
pipeW = IMAGES['pipe'][0].get_width()
pipeH = IMAGES['pipe'][0].get_height()
for uPipe, lPipe in zip(upperPipes, lowerPipes):
# upper and lower pipe rects
uPipeRect = pygame.Rect(uPipe['x'], uPipe['y'], pipeW, pipeH)
lPipeRect = pygame.Rect(lPipe['x'], lPipe['y'], pipeW, pipeH)
# player and upper/lower pipe hitmasks
pHitMask = HITMASKS['player'][pi]
uHitmask = HITMASKS['pipe'][0]
lHitmask = HITMASKS['pipe'][1]
# if bird collided with upipe or lpipe
uCollide = pixelCollision(playerRect, uPipeRect, pHitMask, uHitmask)
lCollide = pixelCollision(playerRect, lPipeRect, pHitMask, lHitmask)
if uCollide or lCollide:
return [True, False]
return [False, False]
def pixelCollision(rect1, rect2, hitmask1, hitmask2):
"""Checks if two objects collide and not just their rects"""
rect = rect1.clip(rect2)
if rect.width == 0 or rect.height == 0:
return False
x1, y1 = rect.x - rect1.x, rect.y - rect1.y
x2, y2 = rect.x - rect2.x, rect.y - rect2.y
for x in range(rect.width):
for y in range(rect.height):
if hitmask1[x1+x][y1+y] and hitmask2[x2+x][y2+y]:
return True
return False
def getHitmask(image):
"""returns a hitmask using an image's alpha."""
mask = []
for x in range(image.get_width()):
mask.append([])
for y in range(image.get_height()):
mask[x].append(bool(image.get_at((x,y))[3]))
return mask
def load(filename):
"""Load a neural network from the file ``filename``. Returns an
instance of Network.
"""
f = open(filename, "r")
data = json.load(f)
f.close()
net = Network(data["sizes"])
net.weights = [np.array(w) for w in data["weights"]]
net.biases = [np.array(b) for b in data["biases"]]
return net
def reportStat():
with open(today + '/fitnessovergeneration.dat', 'wb') as handle:
pickle.dump(fitnessovergeneration, handle, protocol=pickle.HIGHEST_PROTOCOL)
with open(today + '/fittestovergeneration.dat', 'wb') as handle:
pickle.dump(fittestovergeneration, handle, protocol=pickle.HIGHEST_PROTOCOL)
with open(today + '/bestfitness.dat', 'wb') as handle:
pickle.dump(bestFitness, handle, protocol=pickle.HIGHEST_PROTOCOL)
def updateScreen(info):
#Clear the screen
subprocess.call(["printf", "\033c"])
#Print asciiart
printc(asciiart,"green")
if info["generation"] > 1:
print("----Last generation----")
printc("Average fitness: %s" % str(info["lastgenerationaveragefitness"]), "blue")
print("-----------------------")
if info["birdnumber"] > 1:
printc("Last Fitness: %s" % str(info["lastfitness"]), "green")
printc("Best Fitness: %s" % str(info["bestfitness"]),"red")
print("----Status----")
printc("Generation number : %s/%s" % (str(info["generation"]),str(Config.maxGeneration)),"blue")
printc("Bird number: %s/%s" % (str(info["birdnumber"]), str(Config.numberOfIndividuals)),"blue")
def showStat(folder):
fitnessovergeneration = pickle.load(open(folder + '/fitnessovergeneration.dat', 'rb'))
fittestovergeneration = pickle.load(open(folder + '/fittestovergeneration.dat', 'rb'))
bestfitness = pickle.load(open(folder + '/bestfitness.dat', 'rb'))
#Clear the screen
subprocess.call(["printf", "\033c"])
printc("Statistics of %s" % folder,"blue")
printc("-" * 20,"green")
print ("Number of generation: %s" % len(fittestovergeneration))
printc("Best Fitness: %s" % bestFitness,"red")
plt.figure(1)
plt.plot(fittestovergeneration)
plt.plot(fitnessovergeneration)
plt.show()
sys.exit()
if __name__ == '__main__':
main()