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main.py
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233 lines (207 loc) · 10.1 KB
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# initialize the screen
import pygame, math, sys, time
import random
from pygame.locals import *
from shapely.geometry import Polygon
from ai import genetic
import levels
class Main():
def __init__(self, pool=250):
pygame.init()
self.screen = pygame.display.set_mode((1024, 768))
# GAME CLOCK
self.clock = pygame.time.Clock()
self.font = pygame.font.Font(None, 75)
self.win_font = pygame.font.Font(None, 50)
self.win_text = self.font.render('', True, (0, 255, 0))
self.loss_text = self.font.render('', True, (255, 0, 0))
self.current_generation = 0
self.small_font = pygame.font.Font(None, 32)
self.generation = self.small_font.render('Generation ' + str(self.current_generation), False, (255, 0, 0))
pygame.mixer.music.load('My_Life_Be_Like.mp3')
self.pads, self.trophies, self.car_pos, self.global_time = 0, 0, 0, 0
self.level = [levels.level1(), levels.level2(), levels.level3(), levels.level1(), levels.level2(), levels.level1(), levels.level2()]
self.genetic_algorithm = genetic.GeneticAlgorithm(pool_size=pool)
# Uses euclidean distance to return FORWARD, BACKWARD, LEFT, RIGHT euclidean distances
def projection(self, x, y, orientation, scalar):
# LHS Triangle
d_orientation = (orientation + 50) % 360
o_x = round(math.cos(math.radians(d_orientation)) * scalar, 3)
o_y = round(math.sin(math.radians(d_orientation)) * scalar, 3)
set_d1 = (x + o_x), \
(y - o_y)
# RHS
d_orientation = (orientation - 50) % 360
o_x = round(math.cos(math.radians(d_orientation)) * scalar, 3)
o_y = round(math.sin(math.radians(d_orientation)) * scalar, 3)
set_d2 = (x + o_x), \
(y - o_y)
return set_d1, set_d2
def in_area(self, car, pad, x1, y1, x2, y2):
p1 = Polygon([(car.position[0], car.position[1]),
(x1, y1),
((x1 + x2) / 2, (y1 + y2) / 2)])
p2 = Polygon([(car.position[0], car.position[1]),
(x2, y2),
((x1 + x2) / 2, (y1 + y2) / 2)])
r1 = Polygon([pad.rect.topleft, pad.rect.topright, pad.rect.bottomright, pad.rect.bottomleft])
return p1.intersection(r1).area, p2.intersection(r1).area
def calculate_closest_pad_by_direction(self, car):
directions = [0 for i in range(0, 3)]
for pad in self.pads:
# Allows for change in spread
scale = 40 * car.speed
lhs, rhs = self.projection(car.position[0], car.position[1], car.orientation, scale)
t_lhs, t_rhs = self.in_area(car, pad, lhs[0], lhs[1], rhs[0], rhs[1])
if t_lhs > 0:
directions[1] = t_lhs
if t_rhs > 0:
directions[2] = t_rhs
if sum(directions) == (t_lhs + t_rhs) and t_lhs > 0 and t_rhs > 0:
directions[0] = 1
return directions
# Uses euclidean distance to calculate closest pad, returns pad and distance
def calculate_closest_pad(self, car):
pad_number, distance = 0, sys.maxsize
for index, pad in enumerate(self.pads):
# top left
tp, td = index, genetic.euclidean((car.position[0], pad.rect.topleft[0]),
(car.position[1], pad.rect.topleft[1]))
if td < distance:
pad_number, distance = tp, td
# top right
tp, td = index, genetic.euclidean((car.position[0], pad.rect.topright[0]),
(car.position[1], pad.rect.topright[1]))
if td < distance:
pad_number, distance = tp, td
# bottom left
tp, td = index, genetic.euclidean((car.position[0], pad.rect.bottomleft[0]),
(car.position[1], pad.rect.bottomleft[1]))
if td < distance:
pad_number, distance = tp, td
# bottom right
tp, td = index, genetic.euclidean((car.position[0], pad.rect.bottomright[0]),
(car.position[1], pad.rect.bottomright[1]))
if td < distance:
pad_number, distance = tp, td
return pad_number, distance
def run_level(self, noevolve=False, genes=None, level=None):
if self.current_generation >= 200:
pygame.display.quit()
pygame.quit()
self.genetic_algorithm.display_report()
print("Exiting AI.")
sys.exit(0)
if level is None:
id, self.pads, self.trophies, self.car_pos, self.global_time = self.level[random.randint(0, len(self.level) - 1)]
self.pad_group = pygame.sprite.RenderPlain(*self.pads)
self.trophy_group = pygame.sprite.RenderPlain(*self.trophies)
self.win_condition = None
t0 = time.time()
cars = list(self.genetic_algorithm.construct_cars(self.car_pos, genes=genes))
car_group = pygame.sprite.RenderPlain(*cars)
self.generation = self.small_font.render('Generation ' + str(self.current_generation), False, (255, 0, 0))
# LOOP
while True:
for event in pygame.event.get():
if not hasattr(event, 'key'): continue
if self.current_generation >= 200 or event.key == K_ESCAPE:
pygame.display.quit()
pygame.quit()
self.genetic_algorithm.display_report()
print("Exiting AI.")
sys.exit(0)
# Main iteration loop
computation_time = time.time()
for i in range(len(cars)):
if cars[i].alive:
if self.win_condition:
pygame.mixer.music.stop()
self.genetic_algorithm.evaluate_performance(cars,
(self.trophies[0].rect.x, self.trophies[0].rect.y, id), noevolve=noevolve)
self.run_level(genes=genes)
car_data = cars[i].get_car_data()
distances = self.calculate_closest_pad_by_direction(cars[i])
data = [
distances[0],
distances[1],
distances[2],
cars[i].speed,
]
predictions = cars[i].decision(data)
dir = predictions[:].argmax()
if dir == 0:
cars[i].k_up = 2
elif dir == 1:
cars[i].k_left = 5
elif dir == 2:
cars[i].k_right = -5
# Turn quite hard, wall approaching
elif dir == 3:
cars[i].k_left = 10
elif dir == 4:
cars[i].k_right = 10
elif dir == 5:
cars[i].k_down = 2
cars[i].add_history(dir, distances=distances)
computation_time = time.time() - computation_time
t1 = time.time()
dt = t1 - t0 - computation_time
deltat = self.clock.tick(30)
seconds = round((self.global_time - dt), 2)
# COUNTDOWN TIMER
if self.win_condition is None:
timer_text = self.font.render(str(seconds), True, (255, 255, 0))
if seconds <= 0:
self.win_condition = False
for car in cars:
if len(set(list(zip([history.X for history in car.history], [history.Y for history in car.history])))) > 10:
car.alive = False
self.genetic_algorithm.evaluate_performance(cars,
(self.trophies[0].rect.x, self.trophies[0].rect.y, id), noevolve=noevolve)
self.current_generation += 1
self.run_level(genes=genes)
# RENDERING
self.screen.fill((0, 0, 0))
car_group.update(deltat)
collisions = pygame.sprite.groupcollide(car_group, self.pad_group, False, False, collided=None)
if collisions != {}:
for car in collisions:
for index, c in enumerate(cars):
if c is car:
cars[index].alive = False
car_group.remove(car)
if len(car_group) == 0:
# win_condition = False
self.genetic_algorithm.evaluate_performance(cars,
(self.trophies[0].rect.x, self.trophies[0].rect.y, id), noevolve=noevolve)
self.current_generation += 1
self.run_level(genes=genes)
trophy_collision = pygame.sprite.groupcollide(car_group, self.trophy_group, False, True)
if trophy_collision != {}:
for car in trophy_collision:
car.win = True
car_group.empty()
car_group.add(car)
seconds = seconds
timer_text = self.font.render("Finished!", True, (0, 255, 0))
self.win_condition = True
car.MAX_FORWARD_SPEED = 0
car.MAX_REVERSE_SPEED = 0
pygame.mixer.music.play(loops=0, start=0.0)
if self.win_condition:
car.k_right = -5
self.pad_group.update(collisions)
self.pad_group.draw(self.screen)
car_group.draw(self.screen)
self.trophy_group.draw(self.screen)
# Counter Render
self.screen.blit(timer_text, (20, 60))
self.screen.blit(self.win_text, (250, 700))
self.screen.blit(self.loss_text, (250, 700))
self.screen.blit(self.generation, (850, 60))
pygame.display.flip()
# Remove bad cars
for index, c in enumerate(cars):
if not c.alive:
car_group.remove(c)