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agent.py
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agent.py
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import torch
import random
import numpy as np
from collections import deque
from game import SnakeGameAI, Direction, Point
from model import Linear_QNet, QTrainer
from helper import plot
MAX_MEMORY = 100_000
BATCH_SIZE = 1000
LR = 0.001
device = torch.device("cuda" if torch.cuda.is_available() else "cpu")
print(f"Using device: {device}")
class Agent:
def __init__(self):
self.n_games = 0
self.epsilon = 0 # randomness
self.gamma = 0.9 # discount rate (smaller than 1)
self.memory = deque(maxlen=MAX_MEMORY) # pop left when memory max is reached
self.model = Linear_QNet(12, 256, 3)
self.trainer = QTrainer(self.model, lr=LR, gamma=self.gamma)
def get_state(self, game):
head = game.snake[0]
point_l = Point(head.x - 20, head.y)
point_r = Point(head.x + 20, head.y)
point_u = Point(head.x, head.y - 20)
point_d = Point(head.x, head.y + 20)
dir_l = game.direction == Direction.LEFT
dir_r = game.direction == Direction.RIGHT
dir_u = game.direction == Direction.UP
dir_d = game.direction == Direction.DOWN
using_path = 1 if game.path != None else 0
state = [
# A* State
using_path,
# Danger straight
(dir_r and game.is_collision(point_r)) or
(dir_l and game.is_collision(point_l)) or
(dir_u and game.is_collision(point_u)) or
(dir_d and game.is_collision(point_d)),
# Danger right
(dir_u and game.is_collision(point_r)) or
(dir_d and game.is_collision(point_l)) or
(dir_l and game.is_collision(point_u)) or
(dir_r and game.is_collision(point_d)),
# Danger left
(dir_d and game.is_collision(point_r)) or
(dir_u and game.is_collision(point_l)) or
(dir_r and game.is_collision(point_u)) or
(dir_l and game.is_collision(point_d)),
# Move direction
dir_l,
dir_r,
dir_u,
dir_d,
# Food location
game.food.x < game.head.x, # food left
game.food.x > game.head.x, # food right
game.food.y < game.head.y, # food up
game.food.y > game.head.y # food down
]
return np.array(state, dtype=int)
def remember(self, state, action, reward, next_state, game_over):
self.memory.append((state, action, reward, next_state, game_over)) # pop-left if MAX_MEMORY is reached
def train_long_memory(self):
if len(self.memory) > BATCH_SIZE:
mini_sample = random.sample(self.memory, BATCH_SIZE) # list of tuples
else:
mini_sample = self.memory
states, actions, rewards, next_states, game_overs = zip(*mini_sample) # check out zip function
self.trainer.train_step(states, actions, rewards, next_states, game_overs)
def train_short_memory(self, state, action, reward, next_state, game_over):
self.trainer.train_step(state, action, reward, next_state, game_over)
def get_action(self, state):
# random moves: tradeoff exploration / exploitation
self.epsilon = 80 - self.n_games
final_move = [0, 0, 0]
if random.randint(0, 200) < self.epsilon:
move = random.randint(0, 2)
final_move[move] = 1
else:
state0 = torch.tensor(state, dtype=torch.float)
prediction = self.model(state0)
move = torch.argmax(prediction).item()
final_move[move] = 1
return final_move
def train():
plot_scores = []
plot_mean_scores = []
total_score = 0
record = 0
agent = Agent()
game = SnakeGameAI()
while True:
# get old state (current)
state_old = agent.get_state(game)
# get move
final_move = agent.get_action(state_old)
# perform move and get new state
reward, game_over, score = game.play_step(final_move)
state_new = agent.get_state(game)
# train short memory
agent.train_short_memory(state_old, final_move, reward, state_new, game_over)
# remember
agent.remember(state_old, final_move, reward, state_new, game_over)
if game_over:
# train long memory (replay memory) and plot result
game.reset()
agent.n_games += 1
agent.train_long_memory()
if score > record:
record = score
agent.model.save()
print('Game: ', agent.n_games, 'Score: ', score, 'Record: ', record)
plot_scores.append(score)
total_score += score
mean_score = total_score / agent.n_games
plot_mean_scores.append(mean_score)
plot(plot_scores, plot_mean_scores)
if __name__ == '__main__':
train()