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newcar.py
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newcar.py
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import math
import random
import sys
import os
import neat
import pygame
# Constants
# WIDTH = 1600
# HEIGHT = 880
WIDTH = 1920
HEIGHT = 1080
CAR_SIZE_X = 20
CAR_SIZE_Y = 20
BORDER_COLOR = (255, 255, 255, 255) # Color To Crash on Hit
current_generation = 0 # Generation counter
class Car:
def __init__(self):
# Load Car Sprite and Rotate
self.sprite = pygame.image.load('car.png').convert() # Convert Speeds Up A Lot
self.sprite = pygame.transform.scale(self.sprite, (CAR_SIZE_X, CAR_SIZE_Y))
self.rotated_sprite = self.sprite
# self.position = [690, 740] # Starting Position
self.position = [830, 920] # Starting Position
self.angle = 0
self.speed = 0
self.speed_set = False # Flag For Default Speed Later on
self.center = [self.position[0] + CAR_SIZE_X / 2, self.position[1] + CAR_SIZE_Y / 2] # Calculate Center
self.radars = [] # List For Sensors / Radars
self.drawing_radars = [] # Radars To Be Drawn
self.alive = True # Boolean To Check If Car is Crashed
self.distance = 0 # Distance Driven
self.time = 0 # Time Passed
def draw(self, screen):
screen.blit(self.rotated_sprite, self.position) # Draw Sprite
self.draw_radar(screen) #OPTIONAL FOR SENSORS
def draw_radar(self, screen):
# Optionally Draw All Sensors / Radars
for radar in self.radars:
position = radar[0]
pygame.draw.line(screen, (0, 255, 0), self.center, position, 1)
pygame.draw.circle(screen, (0, 255, 0), position, 5)
def check_collision(self, game_map):
self.alive = True
for point in self.corners:
# If Any Corner Touches Border Color -> Crash
# Assumes Rectangle
if game_map.get_at((int(point[0]), int(point[1]))) == BORDER_COLOR:
self.alive = False
break
def check_radar(self, degree, game_map):
length = 0
x = int(self.center[0] + math.cos(math.radians(360 - (self.angle + degree))) * length)
y = int(self.center[1] + math.sin(math.radians(360 - (self.angle + degree))) * length)
# While We Don't Hit BORDER_COLOR AND length < 300 (just a max) -> go further and further
while not game_map.get_at((x, y)) == BORDER_COLOR and length < 300:
length = length + 1
x = int(self.center[0] + math.cos(math.radians(360 - (self.angle + degree))) * length)
y = int(self.center[1] + math.sin(math.radians(360 - (self.angle + degree))) * length)
# Calculate Distance To Border And Append To Radars List
dist = int(math.sqrt(math.pow(x - self.center[0], 2) + math.pow(y - self.center[1], 2)))
self.radars.append([(x, y), dist])
def update(self, game_map):
# Set The Speed To 20 For The First Time
# Only When Having 4 Output Nodes With Speed Up and Down
if not self.speed_set:
self.speed = 5
self.speed_set = True
# Get Rotated Sprite And Move Into The Right X-Direction
# Don't Let The Car Go Closer Than 20px To The Edge
self.rotated_sprite = self.rotate_center(self.sprite, self.angle)
self.position[0] += math.cos(math.radians(360 - self.angle)) * self.speed
self.position[0] = max(self.position[0], 20)
self.position[0] = min(self.position[0], WIDTH - 120)
# Increase Distance and Time
self.distance += self.speed
self.time += 1
# Same For Y-Position
self.position[1] += math.sin(math.radians(360 - self.angle)) * self.speed
self.position[1] = max(self.position[1], 20)
self.position[1] = min(self.position[1], WIDTH - 120)
# Calculate New Center
self.center = [int(self.position[0]) + CAR_SIZE_X / 2, int(self.position[1]) + CAR_SIZE_Y / 2]
# Calculate Four Corners
# Length Is Half The Side
length = 0.5 * CAR_SIZE_X
left_top = [self.center[0] + math.cos(math.radians(360 - (self.angle + 30))) * length, self.center[1] + math.sin(math.radians(360 - (self.angle + 30))) * length]
right_top = [self.center[0] + math.cos(math.radians(360 - (self.angle + 150))) * length, self.center[1] + math.sin(math.radians(360 - (self.angle + 150))) * length]
left_bottom = [self.center[0] + math.cos(math.radians(360 - (self.angle + 210))) * length, self.center[1] + math.sin(math.radians(360 - (self.angle + 210))) * length]
right_bottom = [self.center[0] + math.cos(math.radians(360 - (self.angle + 330))) * length, self.center[1] + math.sin(math.radians(360 - (self.angle + 330))) * length]
self.corners = [left_top, right_top, left_bottom, right_bottom]
# Check Collisions And Clear Radars
self.check_collision(game_map)
self.radars.clear()
# From -90 To 120 With Step-Size 45 Check Radar
for d in range(-90, 120, 45):
self.check_radar(d, game_map)
def get_data(self):
# Get Distances To Border
radars = self.radars
return_values = [0, 0, 0, 0, 0]
for i, radar in enumerate(radars):
return_values[i] = int(radar[1] / 30)
return return_values
def is_alive(self):
# Basic Alive Function
return self.alive
def get_reward(self):
# Calculate Reward (Maybe Change?)
# return self.distance / 50.0
return self.distance / (CAR_SIZE_X / 2)
def rotate_center(self, image, angle):
# Rotate The Rectangle
rectangle = image.get_rect()
rotated_image = pygame.transform.rotate(image, angle)
rotated_rectangle = rectangle.copy()
rotated_rectangle.center = rotated_image.get_rect().center
rotated_image = rotated_image.subsurface(rotated_rectangle).copy()
return rotated_image
def run_simulation(genomes, config):
# Empty Collections For Nets and Cars
nets = []
cars = []
# Initialize PyGame And The Display
pygame.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT), pygame.FULLSCREEN)
# For All Genomes Passed Create A New Neural Network
for i, g in genomes:
net = neat.nn.FeedForwardNetwork.create(g, config)
nets.append(net)
g.fitness = 0
cars.append(Car())
# Clock Settings
# Font Settings & Loading Map
clock = pygame.time.Clock()
generation_font = pygame.font.SysFont("Arial", 30)
alive_font = pygame.font.SysFont("Arial", 20)
game_map = pygame.image.load('map3.png').convert() # Convert Map
global current_generation
current_generation += 1
# Simple Counter To Roughly Limit Time (Not Good Practice)
counter = 0
while True:
# Exit On Quit Event
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit(0)
# For Each Car Get The Acton It Takes
for i, car in enumerate(cars):
output = nets[i].activate(car.get_data())
choice = output.index(max(output))
if choice == 0:
car.angle += 10 # Left
elif choice == 1:
car.angle -= 10 # Right
elif choice == 2:
if(car.speed - 2 >= 12):
car.speed -= 2 # Slow Down
else:
car.speed += 2 # Speed Up
# Check If Car Is Still Alive
# Increase Fitness If Yes And Break Loop If Not
still_alive = 0
for i, car in enumerate(cars):
if car.is_alive():
still_alive += 1
car.update(game_map)
genomes[i][1].fitness += car.get_reward()
if still_alive == 0:
break
counter += 1
if counter == 30 * 40: # Stop After About 20 Seconds
break
# Draw Map And All Cars That Are Alive
screen.blit(game_map, (0, 0))
for car in cars:
if car.is_alive():
car.draw(screen)
# Display Info
text = generation_font.render("Geração: " + str(current_generation), True, (0,0,0))
text_rect = text.get_rect()
text_rect.center = (900, 450)
screen.blit(text, text_rect)
text = alive_font.render("Vivos: " + str(still_alive), True, (0, 0, 0))
text_rect = text.get_rect()
text_rect.center = (900, 490)
screen.blit(text, text_rect)
pygame.display.flip()
clock.tick(60) # 60 FPS
if __name__ == "__main__":
# Load Config
config_path = "./config.txt"
config = neat.config.Config(neat.DefaultGenome,
neat.DefaultReproduction,
neat.DefaultSpeciesSet,
neat.DefaultStagnation,
config_path)
# Create Population And Add Reporters
population = neat.Population(config)
population.add_reporter(neat.StdOutReporter(True))
stats = neat.StatisticsReporter()
population.add_reporter(stats)
# Run Simulation For A Maximum of 1000 Generations
population.run(run_simulation, 1000)