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https://github.com/gryf/coach.git
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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
164 lines
5.7 KiB
Python
164 lines
5.7 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 enum
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import os
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import numpy as np
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import logger
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try:
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import vizdoom
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except ImportError:
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logger.failed_imports.append("ViZDoom")
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from environments import environment_wrapper as ew
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import utils
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# enum of the available levels and their path
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class DoomLevel(utils.Enum):
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BASIC = "basic.cfg"
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DEFEND = "defend_the_center.cfg"
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DEATHMATCH = "deathmatch.cfg"
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MY_WAY_HOME = "my_way_home.cfg"
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TAKE_COVER = "take_cover.cfg"
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HEALTH_GATHERING = "health_gathering.cfg"
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HEALTH_GATHERING_SUPREME = "health_gathering_supreme.cfg"
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DEFEND_THE_LINE = "defend_the_line.cfg"
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DEADLY_CORRIDOR = "deadly_corridor.cfg"
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key_map = {
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'NO-OP': 96, # `
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'ATTACK': 13, # enter
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'CROUCH': 306, # ctrl
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'DROP_SELECTED_ITEM': ord("t"),
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'DROP_SELECTED_WEAPON': ord("t"),
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'JUMP': 32, # spacebar
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'LAND': ord("l"),
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'LOOK_DOWN': 274, # down arrow
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'LOOK_UP': 273, # up arrow
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'MOVE_BACKWARD': ord("s"),
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'MOVE_DOWN': ord("s"),
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'MOVE_FORWARD': ord("w"),
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'MOVE_LEFT': 276,
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'MOVE_RIGHT': 275,
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'MOVE_UP': ord("w"),
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'RELOAD': ord("r"),
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'SELECT_NEXT_WEAPON': ord("q"),
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'SELECT_PREV_WEAPON': ord("e"),
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'SELECT_WEAPON0': ord("0"),
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'SELECT_WEAPON1': ord("1"),
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'SELECT_WEAPON2': ord("2"),
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'SELECT_WEAPON3': ord("3"),
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'SELECT_WEAPON4': ord("4"),
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'SELECT_WEAPON5': ord("5"),
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'SELECT_WEAPON6': ord("6"),
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'SELECT_WEAPON7': ord("7"),
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'SELECT_WEAPON8': ord("8"),
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'SELECT_WEAPON9': ord("9"),
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'SPEED': 304, # shift
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'STRAFE': 9, # tab
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'TURN180': ord("u"),
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'TURN_LEFT': ord("a"), # left arrow
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'TURN_RIGHT': ord("d"), # right arrow
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'USE': ord("f"),
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}
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class DoomEnvironmentWrapper(ew.EnvironmentWrapper):
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def __init__(self, tuning_parameters):
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ew.EnvironmentWrapper.__init__(self, tuning_parameters)
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# load the emulator with the required level
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self.level = DoomLevel().get(self.tp.env.level)
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self.scenarios_dir = os.path.join(os.environ.get('VIZDOOM_ROOT'),
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'scenarios')
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self.game = vizdoom.DoomGame()
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self.game.load_config(os.path.join(self.scenarios_dir, self.level))
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self.game.set_window_visible(False)
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self.game.add_game_args("+vid_forcesurface 1")
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self.wait_for_explicit_human_action = True
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if self.human_control:
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self.game.set_screen_resolution(vizdoom.ScreenResolution.RES_640X480)
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self.renderer.create_screen(640, 480)
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elif self.is_rendered:
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self.game.set_screen_resolution(vizdoom.ScreenResolution.RES_320X240)
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self.renderer.create_screen(320, 240)
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else:
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# lower resolution since we actually take only 76x60 and we don't need to render
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self.game.set_screen_resolution(vizdoom.ScreenResolution.RES_160X120)
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self.game.set_render_hud(False)
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self.game.set_render_crosshair(False)
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self.game.set_render_decals(False)
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self.game.set_render_particles(False)
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self.game.init()
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# action space
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self.action_space_abs_range = 0
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self.actions = {}
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self.action_space_size = self.game.get_available_buttons_size() + 1
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self.action_vector_size = self.action_space_size - 1
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self.actions[0] = [0] * self.action_vector_size
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for action_idx in range(self.action_vector_size):
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self.actions[action_idx + 1] = [0] * self.action_vector_size
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self.actions[action_idx + 1][action_idx] = 1
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self.actions_description = ['NO-OP']
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self.actions_description += [str(action).split(".")[1] for action in self.game.get_available_buttons()]
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for idx, action in enumerate(self.actions_description):
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if action in key_map.keys():
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self.key_to_action[(key_map[action],)] = idx
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# measurement
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self.measurements_size = self.game.get_state().game_variables.shape
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self.width = self.game.get_screen_width()
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self.height = self.game.get_screen_height()
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if self.tp.seed is not None:
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self.game.set_seed(self.tp.seed)
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self.reset()
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def _update_state(self):
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# extract all data from the current state
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state = self.game.get_state()
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if state is not None and state.screen_buffer is not None:
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self.observation = {
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'observation': state.screen_buffer,
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'measurements': state.game_variables,
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}
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self.reward = self.game.get_last_reward()
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self.done = self.game.is_episode_finished()
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def _take_action(self, action_idx):
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self.game.make_action(self._idx_to_action(action_idx), self.frame_skip)
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def _preprocess_observation(self, observation):
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if observation is None:
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return None
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# for the last step we get no new observation, so we shouldn't preprocess it
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if self.done:
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return observation
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# move the channel to the last axis
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observation = np.transpose(observation, (1, 2, 0))
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return observation
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def _restart_environment_episode(self, force_environment_reset=False):
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self.game.new_episode()
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