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GameWith2AI.py
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import pyglet
from pyglet.window import key, FPSDisplay
from math import *
from pyglet.gl import *
from pyglet.sprite import Sprite
from random import uniform, randint
from DQN import DQNAgent
from keras.utils import to_categorical
import numpy as np
import tensorflow
INPUT_NUM = 22
windowHeight = 800
windowWidth = 800
gameName = "Battle Game"
playerLength = 50
playerWidth = 50
movementSpeed = 300
global counter_games
player2Agent = DQNAgent()
player1Agent = DQNAgent()
def preload_image(image):
img = pyglet.image.load('res/' + image)
return img
class GameObject:
def __init__(self, posx, posy, sprite=None):
self.posx = posx
self.posy = posy
self.velx = 0
self.vely = 0
if sprite is not None:
self.sprite = sprite
self.sprite.x = self.posx
self.sprite.y = self.posy
self.width = self.sprite.width
self.height = self.sprite.height
def draw(self):
self.sprite.draw()
def update(self):
self.sprite.x = self.posx
self.sprite.y = self.posy
class Player:
def __init__(self, posx, posy, color):
self.health = 100
self.posx = posx # left side of square
self.posy = posy # bottom side of square
self.velx = 0
self.vely = 0
self.width = playerWidth
self.height = playerLength
self.color = color + color + color + color
self.fire = False
self.fire_rate = 0;
self.kill = False
self.death = False
def draw(self):
pyglet.graphics.draw_indexed(4, pyglet.gl.GL_TRIANGLES, [0, 1, 2, 0, 2, 3],
('v2i', (self.posx, self.posy,
self.posx + playerWidth, self.posy,
self.posx + playerWidth, self.posy + playerLength,
self.posx, self.posy + playerLength)),
('c3B', self.color))
def do_move(self, move, x, y, opponent, player):
move_array = [player.velx, player.vely, 0]
move_array[0] = 0
move_array[1] = 0
# print(move)
# [ Left, Up, Down, Right ]
if move[0] == 1:
move_array[0] -= movementSpeed
if move[1] == 1:
move_array[1] += movementSpeed
if move[2] == 1:
move_array[1] -= movementSpeed
if move[3] == 1:
move_array[0] += movementSpeed
output = str(player.velx) + " : " + str(player.vely)
# print(output)
player.velx = move_array[0]
player.vely = move_array[1]
# player.velx, player.vely = move_array
if move[4] == 1:
self.fire = True
else:
self.fire = False
# # [ Left, Up, Down, Right ]
# if np.array_equal(move, [1,0,0,0]):
# move_array = -movementSpeed,0 # left
# if np.array_equal(move, [0,1,0,0]):
# move_array = 0,movementSpeed # up
# if np.array_equal(move, [0,0,1,0]):
# move_array = 0,-movementSpeed # down
# if np.array_equal(move, [0,0,0,1]):
# move_array = movementSpeed,0 # right
#
# if np.array_equal(move, [1,1,0,0]):
# move_array = -movementSpeed,movementSpeed # Up-left
# if np.array_equal(move, [0,1,0,1]):
# move_array = movementSpeed,movementSpeed # Up-right
# if np.array_equal(move, [0,0,1,1]):
# move_array = movementSpeed,-movementSpeed #Down-right
# if np.array_equal(move, [1,0,1,0]):
# move_array = -movementSpeed,-movementSpeed # Down-left
def update(self, dt):
self.posx += int(self.velx * dt)
self.posy += int(self.vely * dt)
if self.posx <= 0:
self.posx = 0
if self.posx >= windowWidth - playerWidth:
self.posx = windowWidth - playerWidth
if self.posy <= 0:
self.posy = 0
if self.posy >= windowHeight - playerLength:
self.posy = windowHeight - playerLength
class MainWindow3(pyglet.window.Window):
def __init__(self):
self.playerAgent2 = player2Agent;
self.playerAgent1 = player1Agent;
super().__init__(windowWidth, windowHeight, gameName)
# The game loop
pyglet.clock.schedule_interval(self.update, 1 / 60.0)
self.fps_display = FPSDisplay(self)
self.player1 = Player(375, 50, (255, 0, 0))
self.player_laser = preload_image('laser.png')
self.player1_laser_list = []
self.player2 = Player(375, 700, (0, 0, 255))
self.player2_laser_list = []
state_init1 = self.playerAgent2.get_state(self.player1_laser_list, self.player2, self.player1)
# action = key.RIGHT #Dunno if I should do this yet
action = [0, 0, 0, 0, 1]
self.player2.do_move(action, self.player2.posx, self.player2.posy, self.player1, self.player2)
state_init2 = self.playerAgent2.get_state(self.player1_laser_list, self.player2, self.player1)
reward1 = self.playerAgent2.set_reward(self.player2, self.player2.death)
self.playerAgent2.remember(state_init1, action, reward1, state_init2, self.player2.death)
self.playerAgent2.replay_new(self.playerAgent2.memory)
player1_state_init1 = self.playerAgent1.get_state(self.player2_laser_list, self.player1, self.player2)
# action = key.RIGHT #Dunno if I should do this yet
player1_action = [0, 0, 0, 0, 1]
self.player1.do_move(action, self.player1.posx, self.player1.posy, self.player2, self.player1) # ik it's backwards
player1_state_init2 = self.playerAgent1.get_state(self.player2_laser_list, self.player1, self.player2)
player1_reward1 = self.playerAgent1.set_reward(self.player1, self.player1.death)
self.playerAgent1.remember(player1_state_init1, player1_action, player1_reward1, player1_state_init2, self.player1.death)
self.playerAgent1.replay_new(self.playerAgent1.memory)
def on_key_press(self, symbol, modifiers): # idk what agent does here
if symbol == key.RIGHT:
self.player1.velx += movementSpeed
if symbol == key.LEFT:
self.player1.velx += -movementSpeed
if symbol == key.UP:
self.player1.vely += movementSpeed
if symbol == key.DOWN:
self.player1.vely += -movementSpeed
if symbol == key.ESCAPE:
pyglet.app.exit()
if symbol == key.SPACE:
self.player1.fire = True
if symbol == key.D:
self.player2.velx += movementSpeed
if symbol == key.A:
self.player2.velx += -movementSpeed
if symbol == key.W:
self.player2.vely += movementSpeed
if symbol == key.S:
self.player2.vely += -movementSpeed
if symbol == key.E:
self.player2.fire = True
def on_key_release(self, symbol, modifiers):
if symbol == key.RIGHT:
self.player1.velx -= movementSpeed
if symbol == key.LEFT:
self.player1.velx += movementSpeed
if symbol == key.UP:
self.player1.vely -= movementSpeed
if symbol == key.DOWN:
self.player1.vely += movementSpeed
if symbol == key.SPACE:
self.player1.fire = False
if symbol == key.D:
self.player2.velx -= movementSpeed
if symbol == key.A:
self.player2.velx += movementSpeed
if symbol == key.W:
self.player2.vely -= movementSpeed
if symbol == key.S:
self.player2.vely += movementSpeed
if symbol == key.E:
self.player2.fire = False
def on_draw(self):
self.clear()
self.fps_display.draw()
self.player1.draw()
self.player2.draw()
for laser in self.player1_laser_list:
laser.draw()
for laser in self.player2_laser_list:
laser.draw()
def on_close(self):
self.playerAgent2.model.save_weights('weights.hdf5')
self.playerAgent1.model.save_weights('weights.hdf5')
pyglet.window.Window.close(self)
#pyglet.app.exit()
def update_player_laser(self, dt):
for i in range(len(self.player1_laser_list)):
self.player1_laser_list[i].update()
if i % 4 == 0:
self.player1_laser_list[i].posy += 400 * dt
if i % 4 == 1:
self.player1_laser_list[i].posy -= 400 * dt
if i % 4 == 2:
self.player1_laser_list[i].posx += 400 * dt
if i % 4 == 3:
self.player1_laser_list[i].posx -= 400 * dt
for i in range(round(len(self.player1_laser_list) / 4.0)):
if self.player1_laser_list[i].posy > 800 and self.player1_laser_list[i + 1].posy < 0 and \
self.player1_laser_list[i + 2].posx > 800 and self.player1_laser_list[i + 3].posx < 0:
self.player1_laser_list.remove(self.player1_laser_list[i + 3])
self.player1_laser_list.remove(self.player1_laser_list[i + 2])
self.player1_laser_list.remove(self.player1_laser_list[i + 1])
self.player1_laser_list.remove(self.player1_laser_list[i])
for i in range(len(self.player2_laser_list)):
self.player2_laser_list[i].update()
if i % 4 == 0:
self.player2_laser_list[i].posy += 400 * dt
if i % 4 == 1:
self.player2_laser_list[i].posy -= 400 * dt
if i % 4 == 2:
self.player2_laser_list[i].posx += 400 * dt
if i % 4 == 3:
self.player2_laser_list[i].posx -= 400 * dt
for i in range(round(len(self.player2_laser_list) / 4.0)):
if self.player2_laser_list[i].posy > 800 and self.player2_laser_list[i + 1].posy < 0 and \
self.player2_laser_list[i + 2].posx > 800 and self.player2_laser_list[i + 3].posx < 0:
self.player2_laser_list.remove(self.player2_laser_list[i + 3])
self.player2_laser_list.remove(self.player2_laser_list[i + 2])
self.player2_laser_list.remove(self.player2_laser_list[i + 1])
self.player2_laser_list.remove(self.player2_laser_list[i])
def player1_fire(self, dt):
self.player1.fire_rate -= dt
if self.player1.fire_rate <= 0:
self.player1_laser_list.append(
GameObject(self.player1.posx + playerWidth / 4, self.player1.posy + playerLength,
Sprite(self.player_laser)))
self.player1_laser_list.append(
GameObject(self.player1.posx + playerWidth / 4, self.player1.posy - playerLength / 1.7,
Sprite(self.player_laser)))
self.player1_laser_list.append(
GameObject(self.player1.posx + playerWidth, self.player1.posy + playerLength / 4,
Sprite(self.player_laser)))
self.player1_laser_list.append(
GameObject(self.player1.posx - playerWidth / 1.8, self.player1.posy + playerLength / 4,
Sprite(self.player_laser)))
self.player1.fire_rate = 0.5
def player2_fire(self, dt):
self.player2.fire_rate -= dt
if self.player2.fire_rate <= 0:
self.player2_laser_list.append(
GameObject(self.player2.posx + playerWidth / 4, self.player2.posy + playerLength,
Sprite(self.player_laser)))
self.player2_laser_list.append(
GameObject(self.player2.posx + playerWidth / 4, self.player2.posy - playerLength / 1.7,
Sprite(self.player_laser)))
self.player2_laser_list.append(
GameObject(self.player2.posx + playerWidth, self.player2.posy + playerLength / 4,
Sprite(self.player_laser)))
self.player2_laser_list.append(
GameObject(self.player2.posx - playerWidth / 1.8, self.player2.posy + playerLength / 4,
Sprite(self.player_laser)))
self.player2.fire_rate = 0.5
def bullet_collision(self, entity, bullet_list):
for lsr in bullet_list:
if lsr.posx < entity.posx + entity.width and lsr.posx + lsr.width > entity.posx \
and lsr.posy < entity.posy + entity.height and lsr.height + lsr.posy > entity.posy:
return True
def update(self, dt):
global reset
reset = False
threshold = 160
counter_games = 0
self.playerAgent2.epsilon = threshold - counter_games # counter_games
self.playerAgent1.epsilon = threshold - counter_games # counter_games
state_old = self.playerAgent2.get_state(self.player1_laser_list, self.player1, self.player2)
if randint(0, 200) < self.playerAgent2.epsilon:
final_move = to_categorical(randint(0, 4), num_classes=5) # originally 3
else:
prediction = self.playerAgent2.model.predict(state_old.reshape((1, INPUT_NUM)))
final_move = to_categorical(np.argmax(prediction[0]), num_classes=5)
self.player2.do_move(final_move, self.player2.posx, self.player2.posy, self.player2, self.player1)
state_new = self.playerAgent2.get_state(self.player1_laser_list, self.player2, self.player1)
# reward = self.playerAgent2.set_reward(self.player2, self.player2.death)
# self.playerAgent2.train_short_memory(state_old, final_move, reward, state_new, self.player2.death)
# self.playerAgent2.remember(state_old, final_move, reward, state_new, self.player2.death)
# # record = get_record(game.score, record) No score system so shouldn't happen
player1_state_old = self.playerAgent1.get_state(self.player2_laser_list, self.player1, self.player2)
if randint(0, 200) < self.playerAgent1.epsilon:
player1_final_move = to_categorical(randint(0, 4), num_classes=5) # originally 3
else:
player1_prediction = self.playerAgent1.model.predict(player1_state_old.reshape((1, INPUT_NUM)))
player1_final_move = to_categorical(np.argmax(player1_prediction[0]), num_classes=5)
self.player1.do_move(player1_final_move, self.player1.posx, self.player1.posy, self.player1, self.player2)
player1_state_new = self.playerAgent1.get_state(self.player2_laser_list, self.player1, self.player2)
# player1_reward = self.playerAgent1.set_reward(self.player1, self.player1.death)
# self.playerAgent1.train_short_memory(player1_state_old, player1_final_move, player1_reward, player1_state_new, self.player1.death)
# self.playerAgent1.remember(player1_state_old, player1_final_move, player1_reward, player1_state_new, self.player1.death)
# # record = get_record(game.score, record) No score system so shouldn't happen
self.player1.update(dt)
if self.player1.fire:
self.player1_fire(dt)
self.player2.update(dt)
if self.player2.fire:
self.player2_fire(dt)
self.update_player_laser(dt)
if self.bullet_collision(self.player1, self.player2_laser_list):
print("Player 2 Wins!")
self.player2.kill = True
self.player1.death = True
self.playerAgent2.replay_new(self.playerAgent2.memory)
# counter_games += 1
self.playerAgent2.model.save_weights('weights.hdf5')
self.playerAgent1.replay_new(self.playerAgent1.memory)
# counter_games += 1
self.playerAgent1.model.save_weights('weights.hdf5')
counter_games += 1
reset = True
#pyglet.window.Window.close()
#pyglet.app.exit()
if self.bullet_collision(self.player2, self.player1_laser_list):
print("Player 1 Wins!")
self.player1.kill = True # Shouldn't be required for training
self.player2.death = True
# self.playerAgent2.replay_new(self.playerAgent2.memory)
# counter_games += 1
# self.playerAgent2.model.save_weights('weights.hdf5')
# self.playerAgent1.replay_new(self.playerAgent1.memory)
# counter_games += 1
# self.playerAgent1.model.save_weights('weights.hdf5')
counter_games += 1
reset = True
#pyglet.window.Window.close()
#pyglet.app.exit()
reward = self.playerAgent2.set_reward(self.player2, self.player2.death)
self.playerAgent2.train_short_memory(state_old, final_move, reward, state_new, self.player2.death)
self.playerAgent2.remember(state_old, final_move, reward, state_new, self.player2.death)
# record = get_record(game.score, record) No score system so shouldn't happen
player1_reward = self.playerAgent1.set_reward(self.player1, self.player1.death)
self.playerAgent1.train_short_memory(player1_state_old, player1_final_move, player1_reward, player1_state_new,
self.player1.death)
self.playerAgent1.remember(player1_state_old, player1_final_move, player1_reward, player1_state_new,
self.player1.death)
# record = get_record(game.score, record) No score system so shouldn't happen
if reset == True:
self.playerAgent2.replay_new(self.playerAgent2.memory)
self.playerAgent1.replay_new(self.playerAgent1.memory)
self.player1.kill = False
self.player2.kill = False
self.player1.death = False
self.player2.death = False
window = MainWindow3()
pyglet.app.run()