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run_battle_royale.py
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run_battle_royale.py
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import arcade
from math import sqrt, sin, pi, cos, degrees, floor
import battle_royale as b
import machine as m
import networkagent as n
from tensorflow.keras.models import load_model
from generate_delay import WeibullDelayGenerator
SCALE = 1
SCREEN_WIDTH = floor(SCALE*500)
SCREEN_HEIGHT = floor(SCALE*500)
ALPHA = 0.0
EPSILON = 0.0
gen = WeibullDelayGenerator(seed=10)
def no_delay():
# return 0
return gen.generate_weibulldist_delay()
class BattleRoyaleWindow(arcade.Window):
def __init__(self,width,height):
super().__init__(width,height,"Battle Royale")
arcade.set_background_color(arcade.color.GRAY_BLUE)
def setup(self):
self.t = 0
self.quit = False
self.a = arcade.Sprite("sprite.png",SCALE*(0.15))
self.a.center_x = SCALE*(10*sqrt(30)*b.SCALE_DISTANCE+250)
self.a.center_y = SCALE*(10*0*b.SCALE_DISTANCE+250)
self.a.angle = degrees(pi)
self.a.change_angle = degrees(pi)
self.a.change_x = self.a.center_x
self.a.change_y = self.a.center_y
self.b = arcade.Sprite("sprite.png",SCALE*0.15)
self.b.center_x = SCALE*(10*sqrt(30)*cos(2*pi/3)*b.SCALE_DISTANCE+250)
self.b.center_y = SCALE*(10*sqrt(30)*sin(2*pi/3)*b.SCALE_DISTANCE+250)
self.b.angle = degrees(5*pi/3)
self.b.change_angle = degrees(5*pi/3)
self.b.change_x = self.b.center_x
self.b.change_y = self.b.center_y
self.c = arcade.Sprite("sprite.png",SCALE*0.15)
self.c.center_x = SCALE*(-10*sqrt(30)*cos(5*pi/3)*b.SCALE_DISTANCE+250)
self.c.center_y = SCALE*(10*sqrt(30)*sin(5*pi/3)*b.SCALE_DISTANCE+250)
self.c.angle = degrees(2*pi/3 - pi/2)
self.c.change_angle = degrees(2*pi/3 - pi/2)
self.c.change_x = self.c.center_x
self.c.change_y = self.c.center_y
self.agent_reps = arcade.SpriteList()
self.agent_reps.append(self.a)
self.agent_reps.append(self.b)
self.agent_reps.append(self.c)
a1 = n.NetworkAgent(None,"A",epsilon=EPSILON,alpha=ALPHA)
a2 = n.NetworkAgent(None,"B",epsilon=EPSILON,alpha=ALPHA,is_heuristic=True)
a3 = n.NetworkAgent(None,"C",epsilon=EPSILON,alpha=ALPHA,is_heuristic=True)
self.agents = [a1,a2,a3]
w1 = b.BattleRoyale(self.agents)
w2 = b.BattleRoyale(self.agents)
w3 = b.BattleRoyale(self.agents)
a1.world = w1
a2.world = w2
a3.world = w3
m1 = m.Machine(a1,"A") #For now, these names have to match corresponding agents
m2 = m.Machine(a2,"B")
m3 = m.Machine(a3,"C")
self.machines = [m1,m2,m3]
c1_2 = m.Connection(m1,m2,no_delay)
c1_3 = m.Connection(m1,m3,no_delay)
m1.add_connection(m2,c1_2)
m1.add_connection(m3,c1_3)
c2_1 = m.Connection(m2,m1,no_delay)
c2_3 = m.Connection(m2,m3,no_delay)
m2.add_connection(m1,c2_1)
m2.add_connection(m3,c2_3)
c3_1 = m.Connection(m3,m1,no_delay)
c3_2 = m.Connection(m3,m2,no_delay)
m3.add_connection(m1,c3_1)
m3.add_connection(m2,c3_2)
a1.value_approximator.model = load_model("model/NOV14DISTANCED99")
# a2.value_approximator.model = load_model("model\\WEANEDVM2")
# a3.value_approximator.model = load_model("model\\WEANEDVM3")
a1.has_model = True
a2.has_model = True
a3.has_model = True
def on_draw(self):
arcade.start_render()
x = SCALE*250
y = SCALE*250
radius = SCALE*120
arcade.draw_circle_outline(x, y, radius, arcade.color.ORIOLES_ORANGE, border_width=3)
self.agent_reps.draw()
if self.quit:
arcade.draw_text("Game is complete...",SCALE*(SCREEN_WIDTH/2.5),SCALE*(3*SCREEN_HEIGHT/4),arcade.color.WHITE,SCALE*10,SCALE*20,'left')
print(self.agents[0].reward)
print(self.agents[1].reward)
print(self.agents[2].reward)
arcade.finish_render()
def update(self,delta_time):
for agent in self.agent_reps:
agent.center_x = agent.change_x
agent.center_y = agent.change_y
agent.angle = agent.change_angle
def on_key_press(self, key, modifiers):
if (key == arcade.key.RIGHT or key == arcade.key.LEFT) and not self.quit:
raw_pos = get_new_positions(self.machines,self.t)
self.t += 30
if raw_pos is None:
self.quit = True
# print(self.agents[0].q_values)
return
new_positions = [e.copy() for e in raw_pos.copy()]
for i in range(len(new_positions)):
for j in range(2):
new_positions[i][j] = SCALE*(new_positions[i][j]*20 + 250)
i = 0
for agent in self.agent_reps:
agent.change_x = new_positions[i][0]
agent.change_y = new_positions[i][1]
agent.change_angle = degrees(new_positions[i][2])
i += 1
def on_key_release(self, key, modifiers):
pass
def get_new_positions(machines, t) -> list:
for machine in machines:
machine.activate(t)
if(machine.world.episode_complete):
return None
return list(machines[0].world.dictionary.values())
def main():
game = BattleRoyaleWindow(SCREEN_WIDTH, SCREEN_HEIGHT)
game.setup()
arcade.run()
if __name__ == "__main__":
main()