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driver.py
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driver.py
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import os
import json
from itertools import cycle, product
import numpy as np
import scipy.signal as signal
import emoji as em
import utils
from agent import BaseAgent
class GameDriver(object):
"""
Game driver implementing the whole game logic
Parameters
----------
height: int
Height of the game map
width: int
Width of the game map
num_powerups: int
Number of powerups to use in the game
num_monsters:
Number of monsters to use in the game
num_dynamic_monsters:
Number of monsters to use in the game
agents: list
A list of agents
initial_strength: int
Initial strength of each agent
show_map: bool
Whether to show the map at each step of the game
map_type: str
Map type to use. Choices are {ascii, emoji}
save_dir: str
Directory in which to save the generated map
map_file: (optional) str
Map (JSON) file to load the game map
"""
def __init__(self, height, width, num_powerups, num_monsters,
num_dynamic_monsters, agents,
initial_strength, show_map, map_type,
save_dir=None, map_file=None):
assert (num_monsters + num_powerups + 1) <= height * width, \
'Number of objects in the map should be less than the number of ' \
'tiles in the map'
self.width = width
self.height = height
self.num_powerups = num_powerups
self.num_monsters = num_monsters
self.num_dynamic_monsters = num_dynamic_monsters
if not isinstance(agents, list):
agents = [agents]
assert all(isinstance(ag, BaseAgent) for ag in agents), \
'Agents should be a subclass of BaseAgent'
self.agents = agents
self.game_map = None
self.objects = {}
self.dynamic_monsters = {}
self.agent_maps = []
self.agent_objects = []
self.agent_moving_objects = [{}] * len(agents)
self.agent_locations = []
self.agent_strengths = [initial_strength] * len(agents)
self.agent_max_strengths = [initial_strength] * len(agents)
self.agent_final_locs = [[]] * len(agents)
self.map_file = map_file
self.show_map = show_map
self.map_type = map_type
print('Initializing the game')
self.initialize_game()
if save_dir is not None:
self.save_map(save_dir)
def play(self, verbose=False):
step = -1
while True:
step += 1
for idx, agent in enumerate(self.agents):
# check if the agent is still alive
if self.agent_strengths[idx] <= 0:
# agent has died
continue
# first update the map for each agent
curr_loc = self.agent_locations[idx]
self.agent_moving_objects[idx] = {}
for i, j in product(*[[-1, 0, 1]] * 2):
new_i = curr_loc[0] + i
new_j = curr_loc[1] + j
if 0 <= new_i < self.height and 0 <= new_j < self.width:
if (self.agent_maps[idx][new_i, new_j] ==
utils.MapTiles.U):
if (i == -1 and j == -1 and
self.nwblocks[curr_loc[0], curr_loc[1]] > 0):
# north west walls are blocking
continue
elif (i == -1 and j == 1 and
self.neblocks[curr_loc[0], curr_loc[1]] > 0):
# north east walls are blocking
continue
elif (i == 1 and j == -1 and
self.swblocks[curr_loc[0], curr_loc[1]] > 0):
# south west walls are blocking
continue
elif (i == 1 and j == 1 and
self.seblocks[curr_loc[0], curr_loc[1]] > 0):
# south east walls are blocking
continue
# no walls are blocking
self.agent_maps[idx][new_i, new_j] = \
self.game_map[new_i, new_j]
if (new_i, new_j) in self.objects:
self.agent_objects[idx][(new_i, new_j)] = \
self.objects[(new_i, new_j)]
if (new_i, new_j) in self.dynamic_monsters:
self.agent_moving_objects[idx][(new_i, new_j)] = \
self.dynamic_monsters[(new_i), (new_j)]
for jdx in range(len(self.agents)):
if (jdx != idx and
self.agent_locations[jdx] == (new_i, new_j)):
# if the other agent is visible, add an agent
# placeholder to the list of objects for current
# agent
self.agent_moving_objects[idx][(new_i, new_j)] = \
utils.AgentPlaceholder(
self.agent_strengths[jdx])
for idx, agent in enumerate(self.agents):
# check if the agent is still alive
if self.agent_strengths[idx] <= 0:
# agent has died
continue
# call each agent and find its final location
if verbose:
print('-' * 40)
print(
f'Playing step {step + 1} for {self.agents[idx].name}')
print('\tCurrent location is', curr_loc)
print('\tCurrent strength is', self.agent_strengths[idx])
if self.show_map:
self.display_map(idx)
objects_to_pass = {}
objects_to_pass.update(self.agent_objects[idx])
objects_to_pass.update(self.agent_moving_objects[idx])
direction = agent.step(
location=self.agent_locations[idx],
strength=self.agent_strengths[idx],
game_map=self.agent_maps[idx],
map_objects=objects_to_pass)
if verbose:
print('{} selected to move in the {} direction.'.format(
self.agents[idx].name, direction.name))
assert isinstance(direction, utils.Directions), \
'Wrong type of direction returned'
if direction == utils.Directions.NORTH:
dst_loc = (curr_loc[0] - 1, curr_loc[1])
elif direction == utils.Directions.WEST:
dst_loc = (curr_loc[0], curr_loc[1] - 1)
elif direction == utils.Directions.SOUTH:
dst_loc = (curr_loc[0] + 1, curr_loc[1])
else:
dst_loc = (curr_loc[0], curr_loc[1] + 1)
if not (0 <= dst_loc[0] < self.height and
0 <= dst_loc[1] < self.width):
# agent tried to move outside of the map
final_loc = curr_loc
self.agent_strengths[idx] -= 1
elif (self.game_map[dst_loc[0], dst_loc[1]] ==
utils.MapTiles.WALL):
# agent hit a wall
final_loc = curr_loc
self.agent_strengths[idx] -= 1
elif (self.agent_strengths[idx] <
utils.tile_cost[self.game_map[dst_loc[0], dst_loc[1]]]):
# agent does not have enough strength to make the move
final_loc = curr_loc
self.agent_strengths[idx] -= 1
else:
# agent moved normally
final_loc = dst_loc
self.agent_strengths[idx] -= \
utils.tile_cost[self.game_map[dst_loc[0], dst_loc[1]]]
self.agent_final_locs[idx] = final_loc
for curr_loc, dynmon in self.dynamic_monsters.items():
# move the dynamic monsters to new locations
direction = dynmon.move()
if direction == utils.Directions.NORTH:
dst_loc = (curr_loc[0] - 1, curr_loc[1])
elif direction == utils.Directions.WEST:
dst_loc = (curr_loc[0], curr_loc[1] - 1)
elif direction == utils.Directions.SOUTH:
dst_loc = (curr_loc[0] + 1, curr_loc[1])
else:
dst_loc = (curr_loc[0], curr_loc[1] + 1)
if not (0 <= dst_loc[0] < self.height and
0 <= dst_loc[1] < self.width):
# dynamic monster tried to move outside of the map
final_loc = curr_loc
elif (self.game_map[dst_loc[0], dst_loc[1]] ==
utils.MapTiles.WALL):
# dynamic monster hit a wall
final_loc = curr_loc
elif dst_loc in self.dynamic_monsters:
# a dynamic monster is currently in this tile
final_loc = curr_loc
else:
# dynamic monster moved normally
final_loc = dst_loc
if final_loc != curr_loc:
# move the monster
self.dynamic_monsters[final_loc] = \
self.dynamic_monsters[curr_loc]
del self.dynamic_monsters[curr_loc]
for idx in range(1, len(self.agents)):
# check if the agent idx is still alive
if self.agent_strengths[idx] <= 0:
# agent has died
continue
for jdx in range(0, idx):
# check if the agent jdx is still alive
if self.agent_strengths[jdx] <= 0:
# agent has died
continue
# see if two agents decided to move to the same square
if self.agent_final_locs[idx] == self.agent_final_locs[jdx]:
# the two agents should fight
strength_denom = self.agent_strengths[idx] + \
self.agent_strengths[jdx]
if strength_denom == 0:
# the two agents have died
continue
idx_win_chance = \
self.agent_strengths[idx] / strength_denom
if np.random.random() < idx_win_chance:
# agent idx wins
if verbose:
print('Agent {} won the fight against agent {}'
.format(
self.agents[idx].name,
self.agents[jdx].name))
self.agent_strengths[idx] += \
self.agent_strengths[jdx]
self.agent_strengths[jdx] = 0
self.agent_objects[jdx] = {}
else:
# agent jdx wins
if verbose:
print('Agent {} won the fight against agent {}'
.format(
self.agents[jdx].name,
self.agents[idx].name))
self.agent_strengths[jdx] += \
self.agent_strengths[idx]
self.agent_strengths[idx] = 0
self.agent_objects[idx] = {}
for idx in range(len(self.agents)):
if self.agent_strengths[idx] <= 0:
# agent has died, skip it
continue
# checking objects in the agent's destination tiles
final_loc = self.agent_final_locs[idx]
if final_loc in self.objects:
if isinstance(self.objects[final_loc], utils.PowerUp):
self.agent_strengths[idx] += \
self.objects[final_loc].delta
del self.objects[final_loc]
for i in range(len(self.agents)):
if final_loc in self.agent_objects[i]:
del self.agent_objects[i][final_loc]
elif isinstance(self.objects[final_loc],
utils.StaticMonster):
# fight
win_chance = self.agent_strengths[idx] / \
(self.agent_strengths[idx] +
self.objects[final_loc].strength)
if np.random.random() < win_chance:
# agent wins
if verbose:
print('Agent {} won the fight against {}'
.format(
self.agents[idx].name,
self.objects[final_loc].label))
self.agent_max_strengths[idx] += \
self.objects[final_loc].strength
self.agent_strengths[idx] = \
self.agent_max_strengths[idx]
del self.objects[final_loc]
for i in range(len(self.agents)):
if final_loc in self.agent_objects[i]:
del self.agent_objects[i][final_loc]
else:
# agent loses
if verbose:
print('Agent {} lost the fight against {}'
.format(
self.agents[idx].name,
self.objects[final_loc].label))
self.agent_strengths[idx] = 0
if final_loc in self.dynamic_monsters:
# fight against the dynamic monster
# fight
win_chance = self.agent_strengths[idx] / \
(self.agent_strengths[idx] +
self.dynamic_monsters[final_loc].strength)
if np.random.random() < win_chance:
# agent wins
if verbose:
print('Agent {} won the fight against {}'.format(
self.agents[idx].name,
self.dynamic_monsters[final_loc].label))
self.agent_max_strengths[idx] += \
self.dynamic_monsters[final_loc].strength
self.agent_strengths[idx] = \
self.agent_max_strengths[idx]
del self.dynamic_monsters[final_loc]
else:
# agent loses
if verbose:
print('Agent {} lost the fight against {}'.format(
self.agents[idx].name,
self.dynamic_monsters[final_loc].label))
self.agent_strengths[idx] = 0
for idx in range(len(self.agents)):
self.agent_locations[idx] = self.agent_final_locs[idx]
if self.agent_strengths[idx] <= 0:
print(f'Agent {self.agents[idx].name} has died!')
continue
elif final_loc == self.goal_loc:
print(f'Agent {self.agents[idx].name} won the game!')
raise StopIteration('An agent won the game!')
total_agent_strengths = np.sum(self.agent_strengths)
if total_agent_strengths <= 0:
raise StopIteration('All the agents have died!')
def initialize_game(self):
"""
This function will generate a random map with the given size and
initialize other required objects
"""
if self.map_file is None:
# generate the game map
self.generate_map()
else:
self.load_map(self.map_file)
for _ in self.agents:
# create game maps for each agent
self.agent_maps.append(
np.full((self.height, self.width), utils.MapTiles.UNKNOWN))
# create empty object dictionary for each agent
self.agent_objects.append({})
def generate_map(self):
# TODO: Create a better function for generating the map
self.game_map = np.random.choice(
list(utils.MapTiles)[1:], (self.height, self.width),
p=[0.4, 0.3, 0.2, 0.1])
walls = np.pad((self.game_map == utils.MapTiles.WALL), 1,
mode='constant', constant_values=1).astype(np.int32)
nw_filters = np.asarray([[0, 0.5, 0], [0.5, 0, 0], [0] * 3])
ne_filters = np.asarray([[0, 0.5, 0], [0, 0, 0.5], [0] * 3])
se_filters = np.asarray([[0] * 3, [0, 0, 0.5], [0, 0.5, 0]])
sw_filters = np.asarray([[0] * 3, [0.5, 0, 0], [0, 0.5, 0]])
self.nwblocks = (signal.correlate2d(walls, nw_filters, mode='valid') >=
1).astype(np.int32)
self.neblocks = (signal.correlate2d(walls, ne_filters, mode='valid') >=
1).astype(np.int32)
self.seblocks = (signal.correlate2d(walls, se_filters, mode='valid') >=
1).astype(np.int32)
self.swblocks = (signal.correlate2d(walls, sw_filters, mode='valid') >=
1).astype(np.int32)
nonwall_indices = np.where(self.game_map != utils.MapTiles.WALL)
# generate objects in the game map
object_indices = np.random.choice(
len(nonwall_indices[0]),
self.num_monsters + self.num_powerups +
self.num_dynamic_monsters + 1, # extra for the boss
replace=False)
for cnt, idx in enumerate(object_indices[1:]):
i = nonwall_indices[0][idx]
j = nonwall_indices[1][idx]
if cnt < self.num_powerups:
self.objects[(i, j)] = utils.PowerUp()
elif cnt < self.num_powerups + self.num_monsters:
self.objects[(i, j)] = utils.StaticMonster()
else:
self.dynamic_monsters[(i, j)] = utils.DynamicMonster(i, j)
# the boss
i = nonwall_indices[0][object_indices[0]]
j = nonwall_indices[1][object_indices[0]]
self.objects[(i, j)] = utils.Boss()
self.goal_loc = (i, j)
remaining_indices = [[]] * 2
remaining_indices[0] = [i for idx, i in enumerate(nonwall_indices[0])
if idx not in object_indices]
remaining_indices[1] = [j for idx, j in enumerate(nonwall_indices[1])
if idx not in object_indices]
assert len(remaining_indices[0]) >= len(self.agents), \
'Not enough empty tiles are left'
# initial locations for agents
for i in range(len(self.agents)):
idx = np.random.choice(len(remaining_indices[0]))
loc = (remaining_indices[0][idx], remaining_indices[1][idx])
while (loc == self.goal_loc or
any(loc == prev_loc for prev_loc in self.agent_locations)):
idx = np.random.choice(len(remaining_indices[0]))
loc = (remaining_indices[0][idx], remaining_indices[1][idx])
self.agent_locations.append(loc)
for loc in self.agent_locations:
wall_sum = self.nwblocks[loc[0], loc[1]] + \
self.neblocks[loc[0], loc[1]] + \
self.seblocks[loc[0], loc[1]] + \
self.swblocks[loc[0], loc[1]]
assert wall_sum < 3, 'The map is unsolvable'
def save_map(self, save_dir):
"""
Save the game map in a JSON file named `map.json` in the given
directory
Parameters
----------
save_dir: str
Path to the directory for saving the map file
"""
os.makedirs(save_dir, exist_ok=True)
json_file = os.path.join(save_dir, 'map.json')
map_dict = {}
map_dict['height'] = self.height
map_dict['width'] = self.width
map_dict['game_map'] = list(map(
lambda t: t.value, self.game_map.flatten().tolist()))
map_dict['objects'] = [[*list(map(int, k)), v.label]
for k, v in self.objects.items()]
map_dict['agent_locations'] = [list(map(int, k))
for k in self.agent_locations]
map_dict['dynamic_monsters'] = [
[int(m.initial_i), int(m.initial_j)] for
k, m in self.dynamic_monsters.items()]
json.dump(map_dict, open(json_file, 'w'))
def load_map(self, map_file):
"""
Load a previously saved game map.
Parameters
----------
map_file: str
Address of the `map.json` file for loading the map
"""
if not os.path.exists(map_file):
raise FileNotFoundError('The given map file does not exist')
map_dict = json.load(open(map_file, 'r'))
assert map_dict['height'] == self.height, \
'Map heights do not match'
assert map_dict['width'] == self.width, \
'Map widths do not match'
assert len(map_dict['agent_locations']) == len(self.agents), \
'Number of agents in the game do not match'
self.game_map = np.asarray(
list(map(lambda t: utils.MapTiles(t), map_dict['game_map']))
).reshape(self.height, self.width)
walls = np.pad((self.game_map == utils.MapTiles.WALL), 1,
mode='constant', constant_values=1).astype(np.int32)
nw_filters = np.asarray([[0, 0.5, 0], [0.5, 0, 0], [0] * 3])
ne_filters = np.asarray([[0, 0.5, 0], [0, 0, 0.5], [0] * 3])
se_filters = np.asarray([[0] * 3, [0, 0, 0.5], [0, 0.5, 0]])
sw_filters = np.asarray([[0] * 3, [0.5, 0, 0], [0, 0.5, 0]])
self.nwblocks = (signal.correlate2d(walls, nw_filters, mode='valid') >=
1).astype(np.int32)
self.neblocks = (signal.correlate2d(walls, ne_filters, mode='valid') >=
1).astype(np.int32)
self.seblocks = (signal.correlate2d(walls, se_filters, mode='valid') >=
1).astype(np.int32)
self.swblocks = (signal.correlate2d(walls, sw_filters, mode='valid') >=
1).astype(np.int32)
for obj in map_dict['objects']:
if obj[-1] == 'boss':
self.objects[tuple(obj[:2])] = utils.Boss()
self.goal_loc = tuple(obj[:2])
elif obj[-1] == 'medkit':
self.objects[tuple(obj[:2])] = utils.PowerUp()
elif obj[-1] == 'skeleton':
self.objects[tuple(obj[:2])] = utils.StaticMonster()
else:
raise ValueError('Undefined object type')
for m in map_dict['dynamic_monsters']:
self.dynamic_monsters[(m[0], m[1])] = \
utils.DynamicMonster(m[0], m[1])
self.agent_locations = [tuple(loc) for loc in
map_dict['agent_locations']]
def display_map(self, agent_idx):
ascii_dict = {utils.MapTiles.PATH: 'P', utils.MapTiles.SAND: 'S',
utils.MapTiles.MOUNTAIN: 'M', utils.MapTiles.WALL: 'W',
utils.MapTiles.UNKNOWN: 'U', 'other_agent': 'E',
'agent': 'X', 'dynamic_monster': 'D', 'monster': 'O',
'powerup': 'R', 'boss': 'B', 'deadagent': '-'}
emoji_dict = {
utils.MapTiles.UNKNOWN:
em.emojize(':white_large_square:', use_aliases=True),
utils.MapTiles.MOUNTAIN:
em.emojize(':mountain:', use_aliases=True),
utils.MapTiles.SAND:
em.emojize(':palm_tree:', use_aliases=True),
utils.MapTiles.PATH:
em.emojize(':black_large_square:', use_aliases=True),
utils.MapTiles.WALL:
em.emojize(':construction:', use_aliases=True),
'other_agent':
em.emojize(':bust_in_silhouette:', use_aliases=True),
'agent':
em.emojize(':alien:', use_aliases=True),
'dynamic_monster':
em.emojize(':smiling_imp:', use_aliases=True),
'monster':
em.emojize(':imp:', use_aliases=True),
'powerup':
em.emojize(':heartpulse:', use_aliases=True),
'boss':
em.emojize(':guardsman:', use_aliases=True),
'deadagent':
em.emojize(':skull:', use_aliases=True)}
printable_map = np.full(self.agent_maps[agent_idx].shape, "x")
if self.map_type == 'ascii':
chosen_dict = ascii_dict
else:
chosen_dict = emoji_dict
for i in range(self.agent_maps[agent_idx].shape[0]):
for j in range(self.agent_maps[agent_idx].shape[1]):
if self.agent_locations[agent_idx] == (i, j):
printable_map[i, j] = chosen_dict['agent']
elif (i, j) in self.agent_moving_objects[agent_idx]:
moving_obj = self.agent_moving_objects[agent_idx][(i, j)]
if isinstance(moving_obj, utils.AgentPlaceholder):
printable_map[i, j] = chosen_dict['other_agent']
if isinstance(moving_obj, utils.DynamicMonster):
printable_map[i, j] = chosen_dict['dynamic_monster']
elif (i, j) in self.agent_objects[agent_idx]:
obj = self.agent_objects[agent_idx][(i, j)]
if isinstance(obj, utils.StaticMonster):
printable_map[i, j] = chosen_dict['monster']
elif isinstance(obj, utils.PowerUp):
printable_map[i, j] = chosen_dict['powerup']
elif isinstance(obj, utils.Boss):
printable_map[i, j] = chosen_dict['boss']
else:
printable_map[i, j] = \
chosen_dict[self.agent_maps[agent_idx][i, j]]
for i in range(self.agent_maps[agent_idx].shape[0]):
print(' '.join(printable_map[i, :]))
print()