-
Notifications
You must be signed in to change notification settings - Fork 0
/
flappytrain.py
594 lines (493 loc) · 20 KB
/
flappytrain.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
from itertools import cycle
import random
import sys
import json
import pygame
from pygame.locals import *
############################################################# BOT
'''
Training model: Q-Learning
<s_0 a_0 r_1, s_1 a_1 r_2,...> History array : for the action a_i taken in state s_i, the reward is r_(i+1).
[S A R S'] Experience entry Where S is state, A is action, R is reward, S' is the next state which is the result of the action.
Agent : Bird
States:
x : Horizontal distance from the pipes to the bird
y : Vertaical distance from the lower pipe to the bird (We don't consider upper pipes.
The distance between 2 pipes are constant and the vertial distance from the
bird to the upper pipe will be (100 - y))
vel : y - velocity of the bird. (We don't use x - velocity as it is constant)
State-Space : Since there are about 800,000 states, we will consider
grids of 10 x 10 and then approximate to the nearest grid.
This will bring down the number of states to 8,000.
x : [-40, 490]
y : [-300, 420]
vel : [-10, 11]
Actions:
Nothing : Does not jump in the particular square.
Jump : Jumps in that square
Rewards:
If the bird is dead because of a decision, we award it -1000 points.
For all other actions, we award 1 point, since it is unclear if it is helping or hurting.
'''
alpha = 0.8 # learning rate alpha
prev_xyv = "420_240_0" # Previous state. Initializing with the first state (maximum x and y distances)
prev_action = 0 # first action defaulting to not jumping
moves = [] # tracks the previous movements
topscore = 0
qvalues = {}
prevPipe = None
qvalues[prev_xyv] = [0, 0]
# Get q-values from a file if the file is present, otherwise, initalize a set of qvalues
'''
def initialize_empty_qvals():
print "Initializing empty set of q-Values"
for x in list(range(-40, 141, 10)) + list(range(140, 491, 70)):
for y in list(range(-300,180,10)) + list(range(180, 421, 60)):
for vel in range(-9,11,1):
qvalues[str(x)+'_'+str(y)+'_'+str(vel)] = [0,0]
fd = open('qvalues.json', 'w')
json.dump(qvalues, fd)
fd.close()
'''
try:
fil = open('qvalues.json', 'r')
qvalues = json.load(fil)
fil.close()
except IOError:
print "initialising new set of qvals"
def get_state_key(x, y, vel):
global qvalues
statekey = str(round_off(x)) + '_' + str(round_off(y)) + '_' + str(vel)
if statekey in qvalues.keys():
return statekey
qvalues[statekey] = [0,0]
return statekey
def round_off(x):
retx = x
if x % 10 > 5:
retx = x - (x % 10) + 10
else:
retx = x - (x % 10)
return int(retx)
def decide(x, y, vel):
global qvalues, alpha, prev_xyv, prev_action, moves
curr_xyv = get_state_key(x, y, vel)
moves.append( [prev_xyv, prev_action, curr_xyv] )
prev_xyv = curr_xyv
if qvalues[curr_xyv][0] >= qvalues[curr_xyv][1]:
prev_action = 0
else:
prev_action = 1
return prev_action
def update(cause):
global qvalues, alpha, prev_xyv, prev_action, moves
history = list(reversed(moves))
#Some flags for death causes
top_pipe_collision = True if cause == 'U' else False
bottom_pipe_collision = True if cause == 'L' else False
fall_on_ground = True if cause == 'G' else False
print cause
'''
If bird falls on ground, we are penalizing each decision that caused the player to fall.
If bird hits the top pipe, we penalize the last decision to jump that caused the bird to hit the pipe
If bird hits the lower pipe, we penalize the last few decisions to not jump
'''
if top_pipe_collision:
i = 1
flag = True
for exp in history:
state = exp[0]
act = exp[1]
next_state = exp[2]
if i <= 2:
qvalues[state][act] = ((1 - alpha) * qvalues[state][act]) + (alpha * (-1000 + max(qvalues[next_state])))
else:
if act and flag: # penalise the first jump
qvalues[state][act] = ((1 - alpha) * qvalues[state][act]) + (alpha * (-1000 + max(qvalues[next_state])))
flag = False
else:
qvalues[state][act] = ((1 - alpha) * qvalues[state][act]) + (alpha * (1 + max(qvalues[next_state])))
i += 1
elif bottom_pipe_collision:
i = 1
flag = True
for exp in history:
state = exp[0]
act = exp[1]
next_state = exp[2]
if i <= 2 and not act:
qvalues[state][act] = ((1 - alpha) * qvalues[state][act]) + (alpha * (-1000 + max(qvalues[next_state])))
else:
flag = False
qvalues[state][act] = ((1 - alpha) * qvalues[state][act]) + (alpha * (1 + max(qvalues[next_state])))
i += 1
elif fall_on_ground:
i = 1
flag = True
for exp in history:
state = exp[0]
act = exp[1]
next_state = exp[2]
if flag and not act:
qvalues[state][act] = ((1 - alpha) * qvalues[state][act]) + (alpha * (-1000 + max(qvalues[next_state])))
else:
flag = False
qvalues[state][act] = ((1 - alpha) * qvalues[state][act]) + (alpha * (1 + max(qvalues[next_state])))
i += 1
moves = [] # start over
#Update values in the file so that next time, it plays with experience
def dump_json():
global qvalues, alpha, prev_xyv, prev_action, moves
fil = open('qvalues.json', 'w')
json.dump(qvalues, fil)
fil.close()
print('Q-values updated')
############################################################# GAME
FPS = 90
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, sound and hitmask dicts
IMAGES, SOUNDS, HITMASKS = {}, {}, {}
# 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',
)
try:
xrange
except NameError:
xrange = range
def main():
global SCREEN, FPSCLOCK, qvalues, alpha, prev_xyv, prev_action, moves
pygame.init()
FPSCLOCK = pygame.time.Clock()
SCREEN = pygame.display.set_mode((SCREENWIDTH, SCREENHEIGHT))
pygame.display.set_caption('Flappy Bird')
# 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()
)
# game over sprite
IMAGES['gameover'] = pygame.image.load('assets/sprites/gameover.png').convert_alpha()
# message sprite for welcome screen
IMAGES['message'] = pygame.image.load('assets/sprites/message.png').convert_alpha()
# base (ground) sprite
IMAGES['base'] = pygame.image.load('assets/sprites/base.png').convert_alpha()
# sounds
if 'win' in sys.platform:
soundExt = '.wav'
else:
soundExt = '.ogg'
SOUNDS['die'] = pygame.mixer.Sound('assets/audio/die' + soundExt)
SOUNDS['hit'] = pygame.mixer.Sound('assets/audio/hit' + soundExt)
SOUNDS['point'] = pygame.mixer.Sound('assets/audio/point' + soundExt)
SOUNDS['swoosh'] = pygame.mixer.Sound('assets/audio/swoosh' + soundExt)
SOUNDS['wing'] = pygame.mixer.Sound('assets/audio/wing' + soundExt)
while True:
# 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]),
)
movementInfo = showWelcomeAnimation()
crashInfo = mainGame(movementInfo)
#showGameOverScreen(crashInfo)
def showWelcomeAnimation():
"""Shows welcome screen animation of flappy bird"""
# index of player to blit on screen
playerIndex = 0
playerIndexGen = cycle([0, 1, 2, 1])
# iterator used to change playerIndex after every 5th iteration
loopIter = 0
playerx = int(SCREENWIDTH * 0.2)
playery = int((SCREENHEIGHT - IMAGES['player'][0].get_height()) / 2)
messagex = int((SCREENWIDTH - IMAGES['message'].get_width()) / 2)
messagey = int(SCREENHEIGHT * 0.12)
basex = 0
# amount by which base can maximum shift to left
baseShift = IMAGES['base'].get_width() - IMAGES['background'].get_width()
# player shm for up-down motion on welcome screen
playerShmVals = {'val': 0, 'dir': 1}
SOUNDS['wing'].play()
return {
'playery': playery + playerShmVals['val'],
'basex': basex,
'playerIndexGen': playerIndexGen,
}
def mainGame(movementInfo):
global topscore, prevPipe, moves
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
playerRot = 45 # player's rotation
playerVelRot = 3 # angular speed
playerRotThr = 20 # rotation threshold
playerFlapAcc = -9 # players speed on flapping
playerFlapped = False # True when player flaps
while True:
if -playerx + lowerPipes[0]['x'] > -30: myPipe = lowerPipes[0]
else: myPipe = lowerPipes[1]
'''
if prevPipe != myPipe and prevPipe != None:
flag = False
for exp in reversed(moves):
if flag:
print exp
if exp[1]:
print exp
flag = True
#moves = []
prevPipe = myPipe
'''
for event in pygame.event.get():
if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
print "quitting"
dump_json()
pygame.quit()
sys.exit()
if event.type == KEYDOWN and (event.key == K_SPACE or event.key == K_UP): # add another check here to see if bot is playing
if playery > -2 * IMAGES['player'][0].get_height():
playerVelY = playerFlapAcc
playerFlapped = True
SOUNDS['wing'].play()
if(decide(-playerx + myPipe['x'], - playery + myPipe['y'], playerVelY )):
if playery > -2 * IMAGES['player'][0].get_height():
playerVelY = playerFlapAcc
playerFlapped = True
SOUNDS['wing'].play()
# check for crash here
crashTest = checkCrash({'x': playerx, 'y': playery, 'index': playerIndex},
upperPipes, lowerPipes)
if crashTest[0]:
# here is where we should update the qvalues array.
# comment the line if you want to stop learning
update(crashTest[2])
if(score > topscore):
topscore = score
print str(score)+'-'+str(topscore)
return {
'y': playery,
'groundCrash': crashTest[1],
'basex': basex,
'upperPipes': upperPipes,
'lowerPipes': lowerPipes,
'score': score,
'playerVelY': playerVelY,
'playerRot': playerRot
}
# 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
SOUNDS['point'].play()
# playerIndex basex change
if (loopIter + 1) % 3 == 0:
playerIndex = next(playerIndexGen)
loopIter = (loopIter + 1) % 30
basex = -((-basex + 100) % baseShift)
# rotate the player
if playerRot > -90:
playerRot -= playerVelRot
# player's movement
if playerVelY < playerMaxVelY and not playerFlapped:
playerVelY += playerAccY
if playerFlapped:
playerFlapped = False
# more rotation to cover the threshold (calculated in visible rotation)
playerRot = 45
playerHeight = IMAGES['player'][playerIndex].get_height()
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)
# Player rotation has a threshold
visibleRot = playerRotThr
if playerRot <= playerRotThr:
visibleRot = playerRot
playerSurface = pygame.transform.rotate(IMAGES['player'][playerIndex], visibleRot)
SCREEN.blit(playerSurface, (playerx, playery))
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 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, "G"]
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:
return [True, False, "U"]
elif lCollide:
return [True, False, "L"]
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 xrange(rect.width):
for y in xrange(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 xrange(image.get_width()):
mask.append([])
for y in xrange(image.get_height()):
mask[x].append(bool(image.get_at((x,y))[3]))
return mask
if __name__ == '__main__':
main()