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Finish ppo with convolution prototype
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import RAPIER from "custom-rapier2d-node/rapier" | ||
import * as gl from "gl" | ||
import { PNG } from "pngjs" | ||
import { EntityWith, MessageCollector } from "runtime-framework" | ||
import { WorldModel } from "runtime/proto/world" | ||
import { LevelCapturedMessage } from "runtime/src/core/level-capture/level-captured-message" | ||
import { RuntimeComponents } from "runtime/src/core/runtime-components" | ||
import { RuntimeSystemContext } from "runtime/src/core/runtime-system-stack" | ||
import { Runtime, newRuntime } from "runtime/src/runtime" | ||
import * as THREE from "three" | ||
import { GameAgentWrapper } from "web-game/src/game/game-agent-wrapper" | ||
import { Reward, RewardFactory } from "../../web-game/src/game/reward/default-reward" | ||
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export interface GameEnvironmentConfig { | ||
grayScale: boolean | ||
size: number | ||
pixelsPerUnit: number | ||
stepsPerFrame: number | ||
} | ||
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export class GameEnvironment { | ||
private observationImageBuffer: Buffer | ||
private observationFeatureBuffer: Buffer | ||
private imageBuffer: Buffer | ||
private imageChannels: number | ||
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private runtime!: Runtime | ||
private reward!: Reward | ||
private game!: GameAgentWrapper | ||
private renderer: THREE.WebGLRenderer | ||
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private rotation!: number | ||
private rocket!: EntityWith<RuntimeComponents, "rocket" | "rigidBody"> | ||
private targetFlag!: EntityWith<RuntimeComponents, "level"> | ||
private capturedCollector!: MessageCollector<LevelCapturedMessage> | ||
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private png: PNG | ||
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constructor( | ||
private world: WorldModel, | ||
private gamemode: string[], | ||
private config: GameEnvironmentConfig, | ||
private rewardFactory: RewardFactory, | ||
) { | ||
this.imageChannels = config.grayScale ? 1 : 3 | ||
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// features (4 bytes) | ||
// - velocity x | ||
// - velocity y | ||
// - rotation | ||
// - distance to flag x | ||
// - distance to flag y | ||
// - flag in capture | ||
this.observationFeatureBuffer = Buffer.alloc(4 * 6) | ||
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// image (3 channels) | ||
this.observationImageBuffer = Buffer.alloc( | ||
config.size * config.size * (config.grayScale ? 1 : 3), | ||
) | ||
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// source image has additionally alpha channel | ||
this.imageBuffer = Buffer.alloc(config.size * config.size * 4) | ||
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this.png = new PNG({ | ||
width: config.size, | ||
height: config.size, | ||
}) | ||
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const canvas = { | ||
width: config.size, | ||
height: config.size, | ||
addEventListener: () => {}, | ||
removeEventListener: () => {}, | ||
} | ||
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this.renderer = new THREE.WebGLRenderer({ | ||
canvas: canvas as any, | ||
antialias: false, | ||
powerPreference: "high-performance", | ||
context: gl.default(config.size, config.size, { | ||
preserveDrawingBuffer: true, | ||
}), | ||
depth: false, | ||
}) | ||
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const renderTarget = new THREE.WebGLRenderTarget(config.size, config.size) | ||
this.renderer.setRenderTarget(renderTarget) | ||
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this.reset() | ||
} | ||
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reset(): [Buffer, Buffer] { | ||
this.runtime = newRuntime( | ||
RAPIER as any, | ||
this.world, | ||
this.gamemode[Math.floor(Math.random() * this.gamemode.length)], | ||
) | ||
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this.game = new GameAgentWrapper( | ||
this.runtime, | ||
new THREE.Scene() as any, | ||
this.config.grayScale, | ||
(0.5 * this.config.size) / this.config.pixelsPerUnit, | ||
) | ||
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this.rocket = this.runtime.factoryContext.store.find("rocket", "rigidBody")[0] | ||
this.capturedCollector = this.runtime.factoryContext.messageStore.collect("levelCaptured") | ||
this.targetFlag = nextFlag(this.runtime, this.rocket) | ||
this.rotation = 0 | ||
this.reward = this.rewardFactory(this.runtime) | ||
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this.extractPixelsToObservationBuffer() | ||
this.prepareFeatureBuffer() | ||
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return [this.observationImageBuffer, this.observationFeatureBuffer] | ||
} | ||
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step(action: Buffer): [number, boolean, Buffer, Buffer] { | ||
const input = this.stepWithActionToInput(action.readInt8(0)) | ||
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const [reward, done] = this.reward.next(() => { | ||
for (let i = 0; i < this.config.stepsPerFrame; ++i) { | ||
this.game.step(input) | ||
} | ||
}) | ||
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this.renderer.render(this.game.sceneModule.getScene() as any, this.game.camera as any) | ||
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this.extractPixelsToObservationBuffer() | ||
this.prepareFeatureBuffer() | ||
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return [reward, done, this.observationImageBuffer, this.observationFeatureBuffer] | ||
} | ||
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stepWithActionToInput(action: number): RuntimeSystemContext { | ||
switch (action) { | ||
case 0: | ||
return { thrust: false, rotation: this.rotation } | ||
case 1: | ||
this.rotation += 0.1 | ||
return { thrust: false, rotation: this.rotation } | ||
case 2: | ||
this.rotation -= 0.1 | ||
return { thrust: false, rotation: this.rotation } | ||
case 3: | ||
return { thrust: true, rotation: this.rotation } | ||
case 4: | ||
this.rotation += 0.1 | ||
return { thrust: true, rotation: this.rotation } | ||
case 5: | ||
this.rotation -= 0.1 | ||
return { thrust: true, rotation: this.rotation } | ||
default: | ||
throw new Error(`Invalid action: ${action}`) | ||
} | ||
} | ||
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extractPixelsToObservationBuffer() { | ||
this.renderer | ||
.getContext() | ||
.readPixels( | ||
0, | ||
0, | ||
this.renderer.getContext().drawingBufferWidth, | ||
this.renderer.getContext().drawingBufferHeight, | ||
this.renderer.getContext().RGBA, | ||
this.renderer.getContext().UNSIGNED_BYTE, | ||
this.imageBuffer, | ||
) | ||
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// The framebuffer coordinate space has (0, 0) in the bottom left, whereas images usually | ||
// have (0, 0) at the top left. Vertical flipping follows: | ||
for (let row = 0; row < this.config.size; row += 1) { | ||
for (let column = 0; column < this.config.size; column++) { | ||
const index = ((this.config.size - row - 1) * this.config.size + column) * 4 | ||
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if (this.config.grayScale) { | ||
// we use a cheap grayscale conversion | ||
const value = | ||
this.imageBuffer[index] | | ||
this.imageBuffer[index + 1] | | ||
this.imageBuffer[index + 2] | ||
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this.observationImageBuffer[row * this.config.size + column] = value | ||
} else { | ||
const targetIndex = (row * this.config.size + column) * 3 | ||
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this.observationImageBuffer[targetIndex] = this.imageBuffer[index] | ||
this.observationImageBuffer[targetIndex + 1] = this.imageBuffer[index + 1] | ||
this.observationImageBuffer[targetIndex + 2] = this.imageBuffer[index + 2] | ||
} | ||
} | ||
} | ||
} | ||
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prepareFeatureBuffer() { | ||
for (const message of this.capturedCollector) { | ||
this.targetFlag = nextFlag(this.runtime, this.rocket) | ||
} | ||
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const dx = | ||
this.rocket.components.rigidBody.translation().x - | ||
this.targetFlag.components.level.flag.x | ||
const dy = | ||
this.rocket.components.rigidBody.translation().y - | ||
this.targetFlag.components.level.flag.y | ||
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const inCapture = this.targetFlag.components.level.inCapture | ||
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this.observationFeatureBuffer.writeFloatLE(this.rocket.components.rigidBody.linvel().x, 0) | ||
this.observationFeatureBuffer.writeFloatLE(this.rocket.components.rigidBody.linvel().y, 4) | ||
this.observationFeatureBuffer.writeFloatLE(this.rotation, 8) | ||
this.observationFeatureBuffer.writeFloatLE(dx, 12) | ||
this.observationFeatureBuffer.writeFloatLE(dy, 16) | ||
this.observationFeatureBuffer.writeFloatLE(inCapture ? 1 : 0, 20) | ||
} | ||
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generatePng(): Buffer { | ||
this.png.data.set(this.observationImageBuffer) | ||
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return PNG.sync.write(this.png, { | ||
inputColorType: this.config.grayScale ? 0 : 2, | ||
inputHasAlpha: false, | ||
}) | ||
} | ||
} | ||
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function nextFlag(runtime: Runtime, rocket: EntityWith<RuntimeComponents, "rocket" | "rigidBody">) { | ||
const distanceToFlag = (flagEntity: EntityWith<RuntimeComponents, "level">) => { | ||
const dx = rocket.components.rigidBody.translation().x - flagEntity.components.level.flag.x | ||
const dy = rocket.components.rigidBody.translation().y - flagEntity.components.level.flag.y | ||
return Math.sqrt(dx * dx + dy * dy) | ||
} | ||
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const nextLevel = runtime.factoryContext.store | ||
.find("level") | ||
.filter(level => !level.components.level.captured) | ||
.map(level => [level, distanceToFlag(level)] as const) | ||
.reduce(([minLevel, minDistance], [level, distance]) => | ||
distance < minDistance ? [level, distance] : [minLevel, minDistance], | ||
)[0] | ||
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return nextLevel | ||
} | ||
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global.navigator = { userAgent: "node" } as any |
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