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agent_policy.py
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agent_policy.py
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import sys
import time
from functools import partial # pip install functools
import copy
import random
import numpy as np
from gym import spaces
from luxai2021.env.agent import Agent, AgentWithModel
from luxai2021.game.actions import *
from luxai2021.game.game_constants import GAME_CONSTANTS
from luxai2021.game.position import Position
# https://codereview.stackexchange.com/questions/28207/finding-the-closest-point-to-a-list-of-points
def closest_node(node, nodes):
dist_2 = np.sum((nodes - node) ** 2, axis=1)
return np.argmin(dist_2)
def furthest_node(node, nodes):
dist_2 = np.sum((nodes - node) ** 2, axis=1)
return np.argmax(dist_2)
def smart_transfer_to_nearby(game, team, unit_id, unit, target_type_restriction=None, **kwarg):
"""
Smart-transfers from the specified unit to a nearby neighbor. Prioritizes any
nearby carts first, then any worker. Transfers the resource type which the unit
has most of. Picks which cart/worker based on choosing a target that is most-full
but able to take the most amount of resources.
Args:
team ([type]): [description]
unit_id ([type]): [description]
Returns:
Action: Returns a TransferAction object, even if the request is an invalid
transfer. Use TransferAction.is_valid() to check validity.
"""
# Calculate how much resources could at-most be transferred
resource_type = None
resource_amount = 0
target_unit = None
if unit != None:
for type, amount in unit.cargo.items():
if amount > resource_amount:
resource_type = type
resource_amount = amount
# Find the best nearby unit to transfer to
unit_cell = game.map.get_cell_by_pos(unit.pos)
adjacent_cells = game.map.get_adjacent_cells(unit_cell)
for c in adjacent_cells:
for id, u in c.units.items():
# Apply the unit type target restriction
if target_type_restriction == None or u.type == target_type_restriction:
if u.team == team:
# This unit belongs to our team, set it as the winning transfer target
# if it's the best match.
if target_unit is None:
target_unit = u
else:
# Compare this unit to the existing target
if target_unit.type == u.type:
# Transfer to the target with the least capacity, but can accept
# all of our resources
if( u.get_cargo_space_left() >= resource_amount and
target_unit.get_cargo_space_left() >= resource_amount ):
# Both units can accept all our resources. Prioritize one that is most-full.
if u.get_cargo_space_left() < target_unit.get_cargo_space_left():
# This new target it better, it has less space left and can take all our
# resources
target_unit = u
elif( target_unit.get_cargo_space_left() >= resource_amount ):
# Don't change targets. Current one is best since it can take all
# the resources, but new target can't.
pass
elif( u.get_cargo_space_left() > target_unit.get_cargo_space_left() ):
# Change targets, because neither target can accept all our resources and
# this target can take more resources.
target_unit = u
elif u.type == Constants.UNIT_TYPES.CART:
# Transfer to this cart instead of the current worker target
target_unit = u
# Build the transfer action request
target_unit_id = None
if target_unit is not None:
target_unit_id = target_unit.id
# Update the transfer amount based on the room of the target
if target_unit.get_cargo_space_left() < resource_amount:
resource_amount = target_unit.get_cargo_space_left()
return TransferAction(team, unit_id, target_unit_id, resource_type, resource_amount)
########################################################################################################################
# This is the Agent that you need to design for the competition
########################################################################################################################
class AgentPolicy(AgentWithModel):
def __init__(self, mode="train", model=None) -> None:
"""
Arguments:
mode: "train" or "inference", which controls if this agent is for training or not.
model: The pretrained model, or if None it will operate in training mode.
"""
super().__init__(mode, model)
# Define action and observation space
# They must be gym.spaces objects
# Example when using discrete actions:
self.actions_units = [
partial(MoveAction, direction=Constants.DIRECTIONS.CENTER), # This is the do-nothing action
partial(MoveAction, direction=Constants.DIRECTIONS.NORTH),
partial(MoveAction, direction=Constants.DIRECTIONS.WEST),
partial(MoveAction, direction=Constants.DIRECTIONS.SOUTH),
partial(MoveAction, direction=Constants.DIRECTIONS.EAST),
partial(smart_transfer_to_nearby, target_type_restriction=Constants.UNIT_TYPES.CART), # Transfer to nearby cart
partial(smart_transfer_to_nearby, target_type_restriction=Constants.UNIT_TYPES.WORKER), # Transfer to nearby worker
SpawnCityAction,
PillageAction,
]
self.actions_cities = [
SpawnWorkerAction,
SpawnCartAction,
ResearchAction,
]
self.action_space = spaces.Discrete(max(len(self.actions_units), len(self.actions_cities)))
# Observation space: (Basic minimum for a miner agent)
# Object:
# 1x is worker
# 1x is cart
# 1x is citytile
#
# 5x direction_nearest_wood
# 1x distance_nearest_wood
# 1x amount
#
# 5x direction_nearest_coal
# 1x distance_nearest_coal
# 1x amount
#
# 5x direction_nearest_uranium
# 1x distance_nearest_uranium
# 1x amount
#
# 5x direction_nearest_city
# 1x distance_nearest_city
# 1x amount of fuel
#
# 28x (the same as above, but direction, distance, and amount to the furthest of each)
#
# 5x direction_nearest_worker
# 1x distance_nearest_worker
# 1x amount of cargo
# Unit:
# 1x cargo size
# State:
# 1x is night
# 1x percent of game done
# 2x citytile counts [cur player, opponent]
# 2x worker counts [cur player, opponent]
# 2x cart counts [cur player, opponent]
# 1x research points [cur player]
# 1x researched coal [cur player]
# 1x researched uranium [cur player]
self.observation_shape = (3 + 7 * 5 * 2 + 1 + 1 + 1 + 2 + 2 + 2 + 3,)
self.observation_space = spaces.Box(low=0, high=1, shape=
self.observation_shape, dtype=np.float16)
self.object_nodes = {}
def get_agent_type(self):
"""
Returns the type of agent. Use AGENT for inference, and LEARNING for training a model.
"""
if self.mode == "train":
return Constants.AGENT_TYPE.LEARNING
else:
return Constants.AGENT_TYPE.AGENT
def get_observation(self, game, unit, city_tile, team, is_new_turn):
"""
Implements getting a observation from the current game for this unit or city
"""
observation_index = 0
if is_new_turn:
# It's a new turn this event. This flag is set True for only the first observation from each turn.
# Update any per-turn fixed observation space that doesn't change per unit/city controlled.
# Build a list of object nodes by type for quick distance-searches
self.object_nodes = {}
# Add resources
for cell in game.map.resources:
if cell.resource.type not in self.object_nodes:
self.object_nodes[cell.resource.type] = np.array([[cell.pos.x, cell.pos.y]])
else:
self.object_nodes[cell.resource.type] = np.concatenate(
(
self.object_nodes[cell.resource.type],
[[cell.pos.x, cell.pos.y]]
),
axis=0
)
# Add your own and opponent units
for t in [team, (team + 1) % 2]:
for u in game.state["teamStates"][team]["units"].values():
key = str(u.type)
if t != team:
key = str(u.type) + "_opponent"
if key not in self.object_nodes:
self.object_nodes[key] = np.array([[u.pos.x, u.pos.y]])
else:
self.object_nodes[key] = np.concatenate(
(
self.object_nodes[key],
[[u.pos.x, u.pos.y]]
)
, axis=0
)
# Add your own and opponent cities
for city in game.cities.values():
for cells in city.city_cells:
key = "city"
if city.team != team:
key = "city_opponent"
if key not in self.object_nodes:
self.object_nodes[key] = np.array([[cells.pos.x, cells.pos.y]])
else:
self.object_nodes[key] = np.concatenate(
(
self.object_nodes[key],
[[cells.pos.x, cells.pos.y]]
)
, axis=0
)
# Observation space: (Basic minimum for a miner agent)
# Object:
# 1x is worker
# 1x is cart
# 1x is citytile
# 5x direction_nearest_wood
# 1x distance_nearest_wood
# 1x amount
#
# 5x direction_nearest_coal
# 1x distance_nearest_coal
# 1x amount
#
# 5x direction_nearest_uranium
# 1x distance_nearest_uranium
# 1x amount
#
# 5x direction_nearest_city
# 1x distance_nearest_city
# 1x amount of fuel
#
# 5x direction_nearest_worker
# 1x distance_nearest_worker
# 1x amount of cargo
#
# 28x (the same as above, but direction, distance, and amount to the furthest of each)
#
# Unit:
# 1x cargo size
# State:
# 1x is night
# 1x percent of game done
# 2x citytile counts [cur player, opponent]
# 2x worker counts [cur player, opponent]
# 2x cart counts [cur player, opponent]
# 1x research points [cur player]
# 1x researched coal [cur player]
# 1x researched uranium [cur player]
obs = np.zeros(self.observation_shape)
# Update the type of this object
# 1x is worker
# 1x is cart
# 1x is citytile
observation_index = 0
if unit is not None:
if unit.type == Constants.UNIT_TYPES.WORKER:
obs[observation_index] = 1.0 # Worker
else:
obs[observation_index+1] = 1.0 # Cart
if city_tile is not None:
obs[observation_index+2] = 1.0 # CityTile
observation_index += 3
pos = None
if unit is not None:
pos = unit.pos
else:
pos = city_tile.pos
if pos is None:
observation_index += 7 * 5 * 2
else:
# Encode the direction to the nearest objects
# 5x direction_nearest
# 1x distance
for distance_function in [closest_node, furthest_node]:
for key in [
Constants.RESOURCE_TYPES.WOOD,
Constants.RESOURCE_TYPES.COAL,
Constants.RESOURCE_TYPES.URANIUM,
"city",
str(Constants.UNIT_TYPES.WORKER)]:
# Process the direction to and distance to this object type
# Encode the direction to the nearest object (excluding itself)
# 5x direction
# 1x distance
if key in self.object_nodes:
if (
(key == "city" and city_tile is not None) or
(unit is not None and str(unit.type) == key and len(game.map.get_cell_by_pos(unit.pos).units) <= 1 )
):
# Filter out the current unit from the closest-search
closest_index = closest_node((pos.x, pos.y), self.object_nodes[key])
filtered_nodes = np.delete(self.object_nodes[key], closest_index, axis=0)
else:
filtered_nodes = self.object_nodes[key]
if len(filtered_nodes) == 0:
# No other object of this type
obs[observation_index + 5] = 1.0
else:
# There is another object of this type
closest_index = distance_function((pos.x, pos.y), filtered_nodes)
if closest_index is not None and closest_index >= 0:
closest = filtered_nodes[closest_index]
closest_position = Position(closest[0], closest[1])
direction = pos.direction_to(closest_position)
mapping = {
Constants.DIRECTIONS.CENTER: 0,
Constants.DIRECTIONS.NORTH: 1,
Constants.DIRECTIONS.WEST: 2,
Constants.DIRECTIONS.SOUTH: 3,
Constants.DIRECTIONS.EAST: 4,
}
obs[observation_index + mapping[direction]] = 1.0 # One-hot encoding direction
# 0 to 1 distance
distance = pos.distance_to(closest_position)
obs[observation_index + 5] = min(distance / 20.0, 1.0)
# 0 to 1 value (amount of resource, cargo for unit, or fuel for city)
if key == "city":
# City fuel as % of upkeep for 200 turns
c = game.cities[game.map.get_cell_by_pos(closest_position).city_tile.city_id]
obs[observation_index + 6] = min(
c.fuel / (c.get_light_upkeep() * 200.0),
1.0
)
elif key in [Constants.RESOURCE_TYPES.WOOD, Constants.RESOURCE_TYPES.COAL,
Constants.RESOURCE_TYPES.URANIUM]:
# Resource amount
obs[observation_index + 6] = min(
game.map.get_cell_by_pos(closest_position).resource.amount / 500,
1.0
)
else:
# Unit cargo
obs[observation_index + 6] = min(
next(iter(game.map.get_cell_by_pos(
closest_position).units.values())).get_cargo_space_left() / 100,
1.0
)
observation_index += 7
if unit is not None:
# Encode the cargo space
# 1x cargo size
obs[observation_index] = unit.get_cargo_space_left() / GAME_CONSTANTS["PARAMETERS"]["RESOURCE_CAPACITY"][
"WORKER"]
observation_index += 1
else:
observation_index += 1
# Game state observations
# 1x is night
obs[observation_index] = game.is_night()
observation_index += 1
# 1x percent of game done
obs[observation_index] = game.state["turn"] / GAME_CONSTANTS["PARAMETERS"]["MAX_DAYS"]
observation_index += 1
# 2x citytile counts [cur player, opponent]
# 2x worker counts [cur player, opponent]
# 2x cart counts [cur player, opponent]
max_count = 30
for key in ["city", str(Constants.UNIT_TYPES.WORKER), str(Constants.UNIT_TYPES.CART)]:
if key in self.object_nodes:
obs[observation_index] = len(self.object_nodes[key]) / max_count
if (key + "_opponent") in self.object_nodes:
obs[observation_index + 1] = len(self.object_nodes[(key + "_opponent")]) / max_count
observation_index += 2
# 1x research points [cur player]
# 1x researched coal [cur player]
# 1x researched uranium [cur player]
obs[observation_index] = game.state["teamStates"][team]["researchPoints"] / 200.0
obs[observation_index+1] = float(game.state["teamStates"][team]["researched"]["coal"])
obs[observation_index+2] = float(game.state["teamStates"][team]["researched"]["uranium"])
return obs
def action_code_to_action(self, action_code, game, unit=None, city_tile=None, team=None):
"""
Takes an action in the environment according to actionCode:
action_code: Index of action to take into the action array.
Returns: An action.
"""
# Map action_code index into to a constructed Action object
try:
x = None
y = None
if city_tile is not None:
x = city_tile.pos.x
y = city_tile.pos.y
elif unit is not None:
x = unit.pos.x
y = unit.pos.y
if city_tile != None:
action = self.actions_cities[action_code%len(self.actions_cities)](
game=game,
unit_id=unit.id if unit else None,
unit=unit,
city_id=city_tile.city_id if city_tile else None,
citytile=city_tile,
team=team,
x=x,
y=y
)
else:
action = self.actions_units[action_code%len(self.actions_units)](
game=game,
unit_id=unit.id if unit else None,
unit=unit,
city_id=city_tile.city_id if city_tile else None,
citytile=city_tile,
team=team,
x=x,
y=y
)
return action
except Exception as e:
# Not a valid action
print(e)
return None
def take_action(self, action_code, game, unit=None, city_tile=None, team=None):
"""
Takes an action in the environment according to actionCode:
actionCode: Index of action to take into the action array.
"""
action = self.action_code_to_action(action_code, game, unit, city_tile, team)
self.match_controller.take_action(action)
def game_start(self, game):
"""
This function is called at the start of each game. Use this to
reset and initialize per game. Note that self.team may have
been changed since last game. The game map has been created
and starting units placed.
Args:
game ([type]): Game.
"""
self.units_last = 0
self.city_tiles_last = 0
self.fuel_collected_last = 0
def get_reward(self, game, is_game_finished, is_new_turn, is_game_error):
"""
Returns the reward function for this step of the game. Reward should be a
delta increment to the reward, not the total current reward.
"""
if is_game_error:
# Game environment step failed, assign a game lost reward to not incentivise this
print("Game failed due to error")
return -1.0
if not is_new_turn and not is_game_finished:
# Only apply rewards at the start of each turn or at game end
return 0
# Get some basic stats
unit_count = len(game.state["teamStates"][self.team]["units"])
city_count = 0
city_count_opponent = 0
city_tile_count = 0
city_tile_count_opponent = 0
for city in game.cities.values():
if city.team == self.team:
city_count += 1
else:
city_count_opponent += 1
for cell in city.city_cells:
if city.team == self.team:
city_tile_count += 1
else:
city_tile_count_opponent += 1
rewards = {}
# Give a reward for unit creation/death. 0.05 reward per unit.
rewards["rew/r_units"] = (unit_count - self.units_last) * 0.05
self.units_last = unit_count
# Give a reward for city creation/death. 0.1 reward per city.
rewards["rew/r_city_tiles"] = (city_tile_count - self.city_tiles_last) * 0.1
self.city_tiles_last = city_tile_count
# Reward collecting fuel
fuel_collected = game.stats["teamStats"][self.team]["fuelGenerated"]
rewards["rew/r_fuel_collected"] = ( (fuel_collected - self.fuel_collected_last) / 20000 )
self.fuel_collected_last = fuel_collected
# Give a reward of 1.0 per city tile alive at the end of the game
rewards["rew/r_city_tiles_end"] = 0
if is_game_finished:
self.is_last_turn = True
rewards["rew/r_city_tiles_end"] = city_tile_count
'''
# Example of a game win/loss reward instead
if game.get_winning_team() == self.team:
rewards["rew/r_game_win"] = 100.0 # Win
else:
rewards["rew/r_game_win"] = -100.0 # Loss
'''
reward = 0
for name, value in rewards.items():
reward += value
return reward
def turn_heurstics(self, game, is_first_turn):
"""
This is called pre-observation actions to allow for hardcoded heuristics
to control a subset of units. Any unit or city that gets an action from this
callback, will not create an observation+action.
Args:
game ([type]): Game in progress
is_first_turn (bool): True if it's the first turn of a game.
"""
return