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Till now, most of the modules were importing all of the module objects (variables, classes, functions, other imports) into module namespace, which potentially could (and was) cause of unintentional use of class or methods, which was indirect imported. With this patch, all the star imports were substituted with top-level module, which provides desired class or function. Besides, all imports where sorted (where possible) in a way pep8[1] suggests - first are imports from standard library, than goes third party imports (like numpy, tensorflow etc) and finally coach modules. All of those sections are separated by one empty line. [1] https://www.python.org/dev/peps/pep-0008/#imports
74 lines
2.5 KiB
Python
74 lines
2.5 KiB
Python
#
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# Copyright (c) 2017 Intel Corporation
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#
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# Licensed under the Apache License, Version 2.0 (the "License");
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# you may not use this file except in compliance with the License.
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# You may obtain a copy of the License at
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#
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# http://www.apache.org/licenses/LICENSE-2.0
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#
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# Unless required by applicable law or agreed to in writing, software
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# distributed under the License is distributed on an "AS IS" BASIS,
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# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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# See the License for the specific language governing permissions and
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# limitations under the License.
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#
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import collections
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import os
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import pygame
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from pandas.io import pickle
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from agents import agent
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import logger
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import utils
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class HumanAgent(agent.Agent):
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def __init__(self, env, tuning_parameters, replicated_device=None, thread_id=0):
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agent.Agent.__init__(self, env, tuning_parameters, replicated_device, thread_id)
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self.clock = pygame.time.Clock()
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self.max_fps = int(self.tp.visualization.max_fps_for_human_control)
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utils.screen.log_title("Human Control Mode")
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available_keys = self.env.get_available_keys()
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if available_keys:
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utils.screen.log("Use keyboard keys to move. Press escape to quit. Available keys:")
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utils.screen.log("")
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for action, key in self.env.get_available_keys():
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utils.screen.log("\t- {}: {}".format(action, key))
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utils.screen.separator()
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def train(self):
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return 0
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def choose_action(self, curr_state, phase=utils.RunPhase.TRAIN):
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action = self.env.get_action_from_user()
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# keep constant fps
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self.clock.tick(self.max_fps)
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if not self.env.renderer.is_open:
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self.save_replay_buffer_and_exit()
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return action, {"action_value": 0}
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def save_replay_buffer_and_exit(self):
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replay_buffer_path = os.path.join(logger.logger.experiments_path, 'replay_buffer.p')
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self.memory.tp = None
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pickle.to_pickle(self.memory, replay_buffer_path)
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utils.screen.log_title("Replay buffer was stored in {}".format(replay_buffer_path))
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exit()
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def log_to_screen(self, phase):
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# log to utils.screen
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utils.screen.log_dict(
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collections.OrderedDict([
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("Episode", self.current_episode),
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("total reward", self.total_reward_in_current_episode),
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("steps", self.total_steps_counter)
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]),
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prefix="Recording"
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)
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