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env.py
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env.py
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import pygame
import random
from enum import Enum
from collections import namedtuple
import numpy as np
# Initialize Pygame
pygame.init()
# Define font
font = pygame.font.Font('arial.ttf', 25)
# Define game constants
WHITE = (255, 255, 255)
RED = (200, 0, 0)
BLUE1 = (0, 0, 255)
BLUE2 = (0, 100, 255)
BLACK = (0, 0, 0)
BLOCK_SIZE = 20
SPEED = 40
class Direction(Enum):
RIGHT = 1
LEFT = 2
UP = 3
DOWN = 4
Point = namedtuple('Point', 'x, y')
class SnakeGameAI:
def __init__(self, w=640, h=480):
self.w = w
self.h = h
self.display = pygame.display.set_mode((self.w, self.h))
pygame.display.set_caption('Snake')
self.clock = pygame.time.Clock()
self.reset()
def reset(self):
self.direction = Direction.RIGHT
self.head = Point(self.w / 2, self.h / 2)
self.snake = [self.head, Point(self.head.x - BLOCK_SIZE, self.head.y), Point(self.head.x - (2 * BLOCK_SIZE), self.head.y)]
self.score = 0
self.food = None
self._place_food()
self.frame_iteration = 0
def _place_food(self):
x = random.randint(0, (self.w - BLOCK_SIZE) // BLOCK_SIZE) * BLOCK_SIZE
y = random.randint(0, (self.h - BLOCK_SIZE) // BLOCK_SIZE) * BLOCK_SIZE
self.food = Point(x, y)
if self.food in self.snake:
self._place_food()
def play_step(self, action):
self.frame_iteration += 1
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
self._move(action)
self.snake.insert(0, self.head)
reward = 0
game_over = False
if self.is_collision() or self.frame_iteration > 100 * len(self.snake):
game_over = True
reward = -10
return reward, game_over, self.score
if self.head == self.food:
self.score += 1
reward = 10
self._place_food()
else:
self.snake.pop()
self._update_ui()
self.clock.tick(SPEED)
return reward, game_over, self.score
def is_collision(self, pt=None):
if pt is None:
pt = self.head
if pt.x > self.w - BLOCK_SIZE or pt.x < 0 or pt.y > self.h - BLOCK_SIZE or pt.y < 0:
return True
if pt in self.snake[1:]:
return True
return False
def _update_ui(self):
self.display.fill(BLACK)
for pt in self.snake:
pygame.draw.rect(self.display, BLUE1, pygame.Rect(pt.x, pt.y, BLOCK_SIZE, BLOCK_SIZE))
pygame.draw.rect(self.display, BLUE2, pygame.Rect(pt.x + 4, pt.y + 4, 12, 12))
pygame.draw.rect(self.display, RED, pygame.Rect(self.food.x, self.food.y, BLOCK_SIZE, BLOCK_SIZE))
text = font.render("Score: " + str(self.score), True, WHITE)
self.display.blit(text, [0, 0])
pygame.display.flip()
def _move(self, action):
clock_wise = [Direction.RIGHT, Direction.DOWN, Direction.LEFT, Direction.UP]
idx = clock_wise.index(self.direction)
if np.array_equal(action, [1, 0, 0]):
new_dir = clock_wise[idx]
elif np.array_equal(action, [0, 1, 0]):
next_idx = (idx + 1) % 4
new_dir = clock_wise[next_idx]
else: # [0, 0, 1]
next_idx = (idx - 1) % 4
new_dir = clock_wise[next_idx]
self.direction = new_dir
x = self.head.x
y = self.head.y
if self.direction == Direction.RIGHT:
x += BLOCK_SIZE
elif self.direction == Direction.LEFT:
x -= BLOCK_SIZE
elif self.direction == Direction.DOWN:
y += BLOCK_SIZE
elif self.direction == Direction.UP:
y -= BLOCK_SIZE
self.head = Point(x, y)