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eval.py
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eval.py
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from argparse import ArgumentParser
from collections import defaultdict, deque
import os
import json
import matplotlib.pyplot as plt
import matplotlib.ticker
import events as e
import settings as s
from environment import GenericWorld
from fallbacks import tqdm
from agents import Agent
from items import Coin
import numpy as np
import random
from collections import namedtuple
from items import Bomb
WorldArgs = namedtuple("WorldArgs",
["no_gui", "fps", "turn_based", "update_interval", "save_replay", "replay", "make_video", "continue_without_training", "log_dir"])
seed = 0
# read rewards from JSON
CONF = os.environ.get('AGENT_CONF', 'agent_code/revised_dq_agent/confs/default.json')
conf = json.load(open(CONF, 'r'))
REWARDS = conf['rewards']
class EvalWorld(GenericWorld):
def __init__(self, args: WorldArgs, agents):
super().__init__(args)
self.setup_agents(agents)
self.new_round()
self.eval_actions = []
def setup_agents(self, agents):
# Add specified agents and start their subprocesses
self.agents = []
for agent_dir, train in agents:
if list([d for d, t in agents]).count(agent_dir) > 1:
name = agent_dir + '_' + str(list([a.code_name for a in self.agents]).count(agent_dir))
else:
name = agent_dir
self.colors.append('blue')
self.add_agent(agent_dir, name, train=train)
def new_round(self):
global seed
random.seed(seed)
np.random.seed(seed)
self.round += 1
# Bookkeeping
self.step = 0
self.active_agents = []
self.bombs = []
self.explosions = []
# Arena with wall and crate layout
self.arena = (np.random.rand(s.COLS, s.ROWS) < s.CRATE_DENSITY).astype(int)
self.arena[:1, :] = -1
self.arena[-1:, :] = -1
self.arena[:, :1] = -1
self.arena[:, -1:] = -1
for x in range(s.COLS):
for y in range(s.ROWS):
if (x + 1) * (y + 1) % 2 == 1:
self.arena[x, y] = -1
# Starting positions
start_positions = [(1, 1), (1, s.ROWS - 2), (s.COLS - 2, 1), (s.COLS - 2, s.ROWS - 2)]
random.shuffle(start_positions)
for (x, y) in start_positions:
for (xx, yy) in [(x, y), (x - 1, y), (x + 1, y), (x, y - 1), (x, y + 1)]:
if self.arena[xx, yy] == 1:
self.arena[xx, yy] = 0
# Distribute coins evenly
self.coins = []
"""coin_pattern = np.array([
[1, 1, 1],
[0, 0, 1],
])
coins = np.zeros_like(self.arena)
for x in range(1, s.COLS - 2, coin_pattern.shape[0]):
for i in range(coin_pattern.shape[0]):
for j in range(coin_pattern.shape[1]):
if coin_pattern[i, j] == 1:
self.coins.append(Coin((x + i, x + j), self.arena[x+i,x+j] == 0))
coins[x + i, x + j] += 1"""
for i in range(3):
for j in range(3):
for _ in range(1):
n_crates = (self.arena[1 + 5 * i:6 + 5 * i, 1 + 5 * j:6 + 5 * j] == 1).sum()
while True:
x, y = np.random.randint(1 + 5 * i, 6 + 5 * i), np.random.randint(1 + 5 * j, 6 + 5 * j)
if n_crates == 0 and self.arena[x, y] == 0:
self.coins.append(Coin((x, y)))
self.coins[-1].collectable = True
break
elif self.arena[x, y] == 1:
self.coins.append(Coin((x, y)))
break
# Reset agents and distribute starting positions
for agent in self.agents:
agent.start_round()
self.active_agents.append(agent)
agent.x, agent.y = start_positions.pop()
self.replay = {
'round': self.round,
'arena': np.array(self.arena),
'coins': [c.get_state() for c in self.coins],
'agents': [a.get_state() for a in self.agents],
'actions': dict([(a.name, []) for a in self.agents]),
'permutations': []
}
self.running = True
def get_state_for_agent(self, agent: Agent):
state = {
'round': self.round,
'step': self.step,
'field': np.array(self.arena),
'self': agent.get_state(),
'others': [other.get_state() for other in self.active_agents if other is not agent],
'bombs': [bomb.get_state() for bomb in self.bombs],
'coins': [coin.get_state() for coin in self.coins if coin.collectable],
'user_input': self.user_input,
}
explosion_map = np.zeros(self.arena.shape)
for exp in self.explosions:
for (x, y) in exp.blast_coords:
explosion_map[x, y] = max(explosion_map[x, y], exp.timer)
state['explosion_map'] = explosion_map
return state
def send_training_events(self):
# Send events to all agents that expect them, then reset and wait for them
for a in self.agents:
if a.train:
if not a.dead:
a.process_game_events(self.get_state_for_agent(a))
for enemy in self.active_agents:
if enemy is not a:
pass
# a.process_enemy_game_events(self.get_state_for_agent(enemy), enemy)
for a in self.agents:
if a.train:
if not a.dead:
a.wait_for_game_event_processing()
for enemy in self.active_agents:
if enemy is not a:
pass
# a.wait_for_enemy_game_event_processing()
for a in self.active_agents:
a.store_game_state(self.get_state_for_agent(a))
a.reset_game_events()
def perform_agent_action(self, agent: Agent, action: str):
# Perform the specified action if possible, wait otherwise
if action == 'UP' and self.tile_is_free(agent.x, agent.y - 1):
agent.y -= 1
agent.add_event(e.MOVED_UP)
elif action == 'DOWN' and self.tile_is_free(agent.x, agent.y + 1):
agent.y += 1
agent.add_event(e.MOVED_DOWN)
elif action == 'LEFT' and self.tile_is_free(agent.x - 1, agent.y):
agent.x -= 1
agent.add_event(e.MOVED_LEFT)
elif action == 'RIGHT' and self.tile_is_free(agent.x + 1, agent.y):
agent.x += 1
agent.add_event(e.MOVED_RIGHT)
elif action == 'BOMB' and agent.bombs_left:
self.logger.info(f'Agent <{agent.name}> drops bomb at {(agent.x, agent.y)}')
self.bombs.append(Bomb((agent.x, agent.y), agent, s.BOMB_TIMER, s.BOMB_POWER, agent.color, custom_sprite=agent.bomb_sprite))
agent.bombs_left = False
agent.add_event(e.BOMB_DROPPED)
elif action == 'WAIT':
agent.add_event(e.WAITED)
else:
agent.add_event(e.INVALID_ACTION)
def poll_and_run_agents(self):
self.send_training_events()
# Tell agents to act
for a in self.active_agents:
a.act(self.get_state_for_agent(a))
# Give agents time to decide
perm = np.random.permutation(len(self.active_agents))
for i in perm:
a = self.active_agents[i]
action, think_time = a.wait_for_act()
self.perform_agent_action(a, action)
def end_round(self):
assert self.running, "End of round requested while not running"
super().end_round()
# Clean up survivors
for a in self.active_agents:
a.add_event(e.SURVIVED_ROUND)
# Send final event to agents that expect them
for a in self.agents:
if a.train:
a.round_ended()
# Mark round as ended
self.running = False
self.ready_for_restart_flag.set()
def end(self):
if self.running:
self.end_round()
def compute_reward(move_history, evs):
total_reward = REWARDS.get('DEFAULT', 0)
for event, reward in REWARDS.items():
if event in evs:
total_reward += reward
movement = None
if 'MOVED_LEFT' in evs:
movement = (-1, 0)
elif 'MOVED_RIGHT' in evs:
movement = (1, 0)
elif 'MOVED_UP' in evs:
movement = (0, -1)
elif 'MOVED_DOWN' in evs:
movement = (0, 1)
if movement is not None:
move_history.append(movement)
if len(move_history) > 1:
distance = sum([sum(x) for x in zip(*list(move_history)[-2:])])
total_reward += REWARDS.get('ACTIVITY_BONUS', 50) * distance
if abs(distance) < 1:
total_reward -= REWARDS.get('LAZYINESS_PENALTY', 50)
return move_history, total_reward
def running_mean(x, N):
cumsum = np.cumsum(np.insert(x, 0, 0))
return (cumsum[N:] - cumsum[:-N]) / float(N)
def main(argv=None):
# valid events
EVENTS = ['MOVED_LEFT', 'MOVED_RIGHT', 'MOVED_UP', 'MOVED_DOWN', 'WAITED',
'INVALID_ACTION', 'BOMB_DROPPED', 'BOMB_EXPLODED',
'CRATE_DESTROYED', 'COIN_FOUND', 'COIN_COLLECTED',
'KILLED_OPPONENT', 'KILLED_SELF', 'GOT_KILLED',
'OPPONENT_ELIMINATED', 'SURVIVED_ROUND']
MOVEMENT = ['MOVED_LEFT', 'MOVED_RIGHT', 'MOVED_UP', 'MOVED_DOWN', 'WAITED',
'INVALID_ACTION', 'BOMB_DROPPED']
EVENTS_NO_MVNT = ['CRATE_DESTROYED', 'COIN_COLLECTED', 'KILLED_SELF', 'KILLED_OPPONENT', 'OPPONENT_ELIMINATED',
'BOMB_DROPPED', 'COIN_FOUND', 'SURVIVED_ROUND']
# interesting stuff for plotting
all_game_rewards_mean = [] # has shape (#loaded checkpoints, #games per checkpoint)
all_scores = [] # has shape (#loaded checkpoints, #games per checkpoint)
all_steps_alive = [] # has shape (#loaded checkpoints, #games per checkpoint)
all_rewards = [] # has shape (#loaded checkpoints, #games per checkpoint, #steps per game)
all_rewards_steps = [] # has shape (#checkpoints*games*steps)
all_events = defaultdict(list) # dict containing eventcounts in shape (#loaded checkpoints, #games per checkpoint)
all_ratios = defaultdict(list) # dict containing ratios computed per chechkpoint, i.e. (#loaded checkpoints, )
epsilons = []
play_parser = ArgumentParser()
# Run arguments
agent_group = play_parser.add_mutually_exclusive_group()
agent_group.add_argument("--my-agent", type=str, help="Play agent of name ... against three rule_based_agents")
agent_group.add_argument("--agents", type=str, nargs="+", default=["rule_based_agent"] * s.MAX_AGENTS, help="Explicitly set the agent names in the game")
play_parser.add_argument("--save-steps", type=int, nargs="+", default=[0] * s.MAX_AGENTS, help="Explicitly set the save point for the agent")
play_parser.add_argument("--train", default=0, type=int, choices=[0, 1, 2, 3, 4], help="First … agents should be set to training mode")
play_parser.add_argument("--continue-without-training", default=False, action="store_true")
play_parser.add_argument("--eval-start", default=0, type=int, help="first eval step")
play_parser.add_argument("--eval-stop", default=0, type=int, help="last eval step")
play_parser.add_argument("--eval-step", default=1, type=int, help="eval step")
play_parser.add_argument("--games", default=10, type=int, help="number of games to evaluate per checkpoint")
play_parser.add_argument("--name", default='', type=str, help="name of eval plots")
# play_parser.add_argument("--single-process", default=False, action="store_true")
args = play_parser.parse_args(argv)
args.no_gui = True
args.make_video = False
args.log_dir = '/tmp'
# Initialize environment and agents
agents = []
if args.train == 0 and not args.continue_without_training:
args.continue_without_training = True
if args.my_agent:
agents.append((args.my_agent, len(agents) < args.train))
args.agents = ["rule_based_agent"] * (s.MAX_AGENTS - 1)
for agent_name in args.agents:
agents.append((agent_name, len(agents) < args.train))
fig, axs = plt.subplots(4, figsize=(15, 15))
fig.tight_layout(pad=5)
fig2, ax = plt.subplots(4, figsize=(15, 15))
fig2.tight_layout(pad=6)
ax_1_2 = ax[1].twinx()
eval_name = ''
for save_step_iter in tqdm(list(range(args.eval_start, args.eval_stop+1, args.eval_step))):
global seed
seed = 0
world = EvalWorld(args, agents)
for i, a in enumerate(world.agents):
args.save_steps[i] = save_step_iter
if args.save_steps[i] >= 0:
prev_cwd = os.getcwd()
try:
if a.backend.runner.fake_self.agent.save_step < save_step_iter:
print("last checkpoint reached -> done")
return
os.chdir(f'./agent_code/{world.agents[0].backend.code_name}/')
a.backend.runner.fake_self.agent.load(args.save_steps[i])
a.backend.runner.fake_self.agent.evaluate_model = True
except Exception as e:
print(f'{a.name} does not support loading!')
print(e)
finally:
os.chdir(prev_cwd)
try:
if not args.name and not eval_name:
eval_name = '_' + world.agents[0].backend.runner.fake_self.agent.checkpoint
print(f'using the name {eval_name[1:]}')
elif not eval_name:
eval_name = '_' + args.name
print(f'using the name {eval_name[1:]}')
epsilons.append(world.agents[0].backend.runner.fake_self.agent.epsilon)
except:
epsilons.append(0)
score = []
event_counter = defaultdict(list)
step_counter = []
reward_history = []
move_history = deque(maxlen=2)
for round_cnt in range(args.games):
seed = round_cnt+1
score.append(0)
step_counter.append(0)
reward_history.append([0])
for ev in EVENTS:
event_counter[ev].append(0)
if not world.running:
world.ready_for_restart_flag.wait()
world.ready_for_restart_flag.clear()
world.new_round()
# Main game loop
round_finished = False
dead = False
while not round_finished:
if world.running:
world.do_step('WAIT')
if not dead:
step_counter[-1] += 1
for ev in world.agents[0].events:
if ev == 'COIN_COLLECTED':
score[-1] += s.REWARD_COIN
elif ev == 'KILLED_OPPONENT':
score[-1] += s.REWARD_KILL
event_counter[ev][-1] += 1
move_history, reward = compute_reward(move_history, world.agents[0].events)
reward_history[-1].append(reward)
all_rewards_steps.append(reward)
dead = world.agents[0].dead
# if not world.agents[0].dead:
# print(1, world.agents[0].events)
# if not world.agents[1].dead:
# print(2, world.agents[1].events)
# if not world.agents[2].dead:
# print(3, world.agents[2].events)
# if not world.agents[3].dead:
# print(4, world.agents[3].events)
else:
round_finished = True
world.end()
# general plotting values
#print(f'score: {sum(score)}')
all_scores.append(score)
#print(f'steps alive: {sum(step_counter)}')
all_steps_alive.append(step_counter)
for ev in EVENTS:
#print(f'{e}: {sum(event_counter[e])}')
all_events[ev].append(event_counter[ev])
try:
crate_bomb_ratio = sum(event_counter["CRATE_DESTROYED"])/sum(event_counter["BOMB_DROPPED"])
except ZeroDivisionError:
crate_bomb_ratio = 0
all_ratios['crate-bomb-ratio'].append(crate_bomb_ratio)
#print(f'crate-bomb-ratio: {round(crate_bomb_ratio, 2)}')
game_rewards_mean = [np.mean(x) for x in reward_history]
all_rewards.append(reward_history)
reward_colors = ['cornflowerblue', 'midnightblue', 'crimson']
all_game_rewards_mean.append([np.mean(x) for x in reward_history])
if len(all_steps_alive) > 1:
#############################
####### plots #########
#############################
'''
for i, n in enumerate([1, 5, 50]):
if i == 0:
axs[0].plot(all_rewards_steps, label=f'reward per step', color=reward_colors[i])
else:
axs[0].plot(running_mean(all_rewards_steps, n), label=f'running mean: {n}', color=reward_colors[i])
axs[0].set(xlabel='steps', ylabel='reward', title='Rewards')
axs[0].legend(loc='upper left')
axs[0].set_xlim(left=0)
axs[0].grid()
axs[1].set(xlabel='checkpoint', ylabel='mean reward', title='Mean reward and movements per checkpoint')
axs[1].plot(game_rewards_mean[1:-1], label='reward', linewidth=2.0)
for e in MOVEMENT:
axs[1].plot(running_mean(all_events[e][1:], 2), label=e)
axs[1].set_xlim(left=0)
axs[1].grid()
axs[1].legend(ncol=len(MOVEMENT), loc='upper left')
axs[2].set(xlabel='checkpoint', ylabel='count', title='Mean reward and event counts per checkpoint')
axs[2].plot(game_rewards_mean[1:-1], label='reward', linewidth=2.0)
for e in EVENTS_NO_MVNT:
axs[2].plot(running_mean(all_events[e][1:], 2), label=e)
axs[2].set_xlim(left=0)
axs[2].grid()
axs[2].legend(ncol=6, loc='upper left')
fig.savefig(f"agent_code/revised_dq_agent/eval/{world.agents[0].name}_general.png")
axs[0].clear()
axs[1].clear()
axs[2].clear()
'''
# same per checkpoint
ax[0].set(xlabel='checkpoint', ylabel='steps', title="Steps survived per checkpoint")
ax[0].plot(np.mean(np.array(all_steps_alive), axis=1), label='mean steps', color='dimgrey', alpha=0.6)
ax[0].plot(running_mean(np.mean(np.array(all_steps_alive), axis=1), 10), label='running mean (10)', color='dimgrey')
#ax[0].plot(np.array(all_ratios['crate-bomb-ratio']*args.games), label='crate/bomb')
# print(np.array(all_ratios['crate-bomb-ratio']))
ax[0].legend(loc='upper left')
ax[0].set_xlim(0, len(all_steps_alive)-1)
ax[0].grid()
ax[1].set(xlabel='checkpoint', title="Score and reward per checkpoint")
ax[1].plot(np.mean(np.array(all_game_rewards_mean), axis=1), label='rewards', color='navy', alpha=0.6)
ax[1].plot(running_mean(np.mean(np.array(all_game_rewards_mean), axis=1), 10), label='running mean (10)', color='navy')
ax[1].set_ylabel('reward', color='navy')
ax[1].set_xlim(0, len(all_steps_alive)-1)
ax[1].grid()
ax_1_2.plot(np.mean(np.array(all_scores), axis=1), color='crimson', alpha=0.6)
ax_1_2.set_ylabel('score', color='crimson')
ax_1_2.plot(running_mean(np.mean(np.array(all_scores), axis=1), 10), color='crimson')
ax_1_2.set_xlim(0, len(all_steps_alive)-1)
# adjust left scale to grid
l = ax[1].get_ylim()
l2 = ax_1_2.get_ylim()
def f(x): return l2[0]+(x-l[0])/(l[1]-l[0])*(l2[1]-l2[0])
ticks = f(ax[1].get_yticks())
ax_1_2.yaxis.set_major_locator(matplotlib.ticker.FixedLocator(ticks))
#align.yaxes(ax[1], 0, ax_1_2, 0, 0.5)
y = []
#['MOVED_LEFT', 'MOVED_RIGHT', 'MOVED_UP', 'MOVED_DOWN', 'WAITED','INVALID_ACTION', 'BOMB_DROPPED']
color_moves = ['dodgerblue', 'deepskyblue', 'limegreen', 'seagreen', 'slategrey', 'coral', 'orangered']
for ev in MOVEMENT:
y.append(np.mean(np.array(all_events[ev]), axis=1)/np.mean(np.array(all_steps_alive), axis=1))
ax[2].stackplot(range(len(y[0])), *y, labels=MOVEMENT, colors=color_moves)
ax[2].legend(bbox_to_anchor=(0.5, 1.15), loc='upper center', ncol=len(MOVEMENT))
ax[2].grid()
ax[2].set_xlim(0, len(all_steps_alive)-1)
ax[2].set_ylim(0, 1)
'''
ax[2].set(xlabel='checkpoint', ylabel='mean reward', title='Mean events per game')
for e in EVENTS_NO_MVNT:
ax[2].plot(running_mean(np.mean(np.array(all_events[e]), axis=0),2), label=e)
ax[2].set_xlim(left=0)
ax[2].grid()
ax[2].legend(ncol=7, loc='upper left')
ax[3].set(xlabel='checkpoint', ylabel='mean reward', title='Mean movements per game')
for e in MOVEMENT:
ax[1].plot(running_mean(np.mean(np.array(all_events[e]), axis=0), 2), label=e)
ax[3].set_xlim(left=0)
ax[3].grid()
ax[3].legend(ncol=len(MOVEMENT), loc='upper left')
'''
ax[3].set(xlabel='checkpoint', title="Epsilon per checkpoint", ylabel='epsilon')
ax[3].plot(epsilons, color='cornflowerblue', linewidth=2.0)
ax[3].set_xlim(0, len(all_steps_alive)-1)
ax[3].set_ylim(0, 1)
ax[3].grid()
fig2.savefig(f"agent_code/revised_dq_agent/eval/{world.agents[0].name}{eval_name}_checkpoint.png")
ax[0].clear()
ax[1].clear()
ax[2].clear()
ax[3].clear()
ax_1_2.clear()
if __name__ == '__main__':
main()