-
Notifications
You must be signed in to change notification settings - Fork 98
/
map.py
235 lines (200 loc) · 7.48 KB
/
map.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
# Self Driving Car
# Importing the libraries
import numpy as np
from random import random, randint
import matplotlib.pyplot as plt
import time
# Importing the Kivy packages
from kivy.app import App
from kivy.uix.widget import Widget
from kivy.uix.button import Button
from kivy.graphics import Color, Ellipse, Line
from kivy.config import Config
from kivy.properties import NumericProperty, ReferenceListProperty, ObjectProperty
from kivy.vector import Vector
from kivy.clock import Clock
# Importing the Dqn object from our AI in ai.py
from ai import Dqn
# Adding this line if we don't want the right click to put a red point
Config.set('input', 'mouse', 'mouse,multitouch_on_demand')
# Introducing last_x and last_y, used to keep the last point in memory when we draw the sand on the map
last_x = 0
last_y = 0
n_points = 0
length = 0
# Getting our AI, which we call "brain", and that contains our neural network that represents our Q-function
brain = Dqn(5,3,0.9)
action2rotation = [0,20,-20]
last_reward = 0
scores = []
# Initializing the map
first_update = True
def init():
global sand
global goal_x
global goal_y
global first_update
sand = np.zeros((longueur,largeur))
goal_x = 20
goal_y = largeur - 20
first_update = False
# Initializing the last distance
last_distance = 0
# Creating the car class
class Car(Widget):
angle = NumericProperty(0)
rotation = NumericProperty(0)
velocity_x = NumericProperty(0)
velocity_y = NumericProperty(0)
velocity = ReferenceListProperty(velocity_x, velocity_y)
sensor1_x = NumericProperty(0)
sensor1_y = NumericProperty(0)
sensor1 = ReferenceListProperty(sensor1_x, sensor1_y)
sensor2_x = NumericProperty(0)
sensor2_y = NumericProperty(0)
sensor2 = ReferenceListProperty(sensor2_x, sensor2_y)
sensor3_x = NumericProperty(0)
sensor3_y = NumericProperty(0)
sensor3 = ReferenceListProperty(sensor3_x, sensor3_y)
signal1 = NumericProperty(0)
signal2 = NumericProperty(0)
signal3 = NumericProperty(0)
def move(self, rotation):
self.pos = Vector(*self.velocity) + self.pos
self.rotation = rotation
self.angle = self.angle + self.rotation
self.sensor1 = Vector(30, 0).rotate(self.angle) + self.pos
self.sensor2 = Vector(30, 0).rotate((self.angle+30)%360) + self.pos
self.sensor3 = Vector(30, 0).rotate((self.angle-30)%360) + self.pos
self.signal1 = int(np.sum(sand[int(self.sensor1_x)-10:int(self.sensor1_x)+10, int(self.sensor1_y)-10:int(self.sensor1_y)+10]))/400.
self.signal2 = int(np.sum(sand[int(self.sensor2_x)-10:int(self.sensor2_x)+10, int(self.sensor2_y)-10:int(self.sensor2_y)+10]))/400.
self.signal3 = int(np.sum(sand[int(self.sensor3_x)-10:int(self.sensor3_x)+10, int(self.sensor3_y)-10:int(self.sensor3_y)+10]))/400.
if self.sensor1_x>longueur-10 or self.sensor1_x<10 or self.sensor1_y>largeur-10 or self.sensor1_y<10:
self.signal1 = 1.
if self.sensor2_x>longueur-10 or self.sensor2_x<10 or self.sensor2_y>largeur-10 or self.sensor2_y<10:
self.signal2 = 1.
if self.sensor3_x>longueur-10 or self.sensor3_x<10 or self.sensor3_y>largeur-10 or self.sensor3_y<10:
self.signal3 = 1.
class Ball1(Widget):
pass
class Ball2(Widget):
pass
class Ball3(Widget):
pass
# Creating the game class
class Game(Widget):
car = ObjectProperty(None)
ball1 = ObjectProperty(None)
ball2 = ObjectProperty(None)
ball3 = ObjectProperty(None)
def serve_car(self):
self.car.center = self.center
self.car.velocity = Vector(6, 0)
def update(self, dt):
global brain
global last_reward
global scores
global last_distance
global goal_x
global goal_y
global longueur
global largeur
longueur = self.width
largeur = self.height
if first_update:
init()
xx = goal_x - self.car.x
yy = goal_y - self.car.y
orientation = Vector(*self.car.velocity).angle((xx,yy))/180.
last_signal = [self.car.signal1, self.car.signal2, self.car.signal3, orientation, -orientation]
action = brain.update(last_reward, last_signal)
scores.append(brain.score())
rotation = action2rotation[action]
self.car.move(rotation)
distance = np.sqrt((self.car.x - goal_x)**2 + (self.car.y - goal_y)**2)
self.ball1.pos = self.car.sensor1
self.ball2.pos = self.car.sensor2
self.ball3.pos = self.car.sensor3
if sand[int(self.car.x),int(self.car.y)] > 0:
self.car.velocity = Vector(1, 0).rotate(self.car.angle)
last_reward = -1
else: # otherwise
self.car.velocity = Vector(6, 0).rotate(self.car.angle)
last_reward = -0.2
if distance < last_distance:
last_reward = 0.1
if self.car.x < 10:
self.car.x = 10
last_reward = -1
if self.car.x > self.width - 10:
self.car.x = self.width - 10
last_reward = -1
if self.car.y < 10:
self.car.y = 10
last_reward = -1
if self.car.y > self.height - 10:
self.car.y = self.height - 10
last_reward = -1
if distance < 100:
goal_x = self.width-goal_x
goal_y = self.height-goal_y
last_distance = distance
# Adding the painting tools
class MyPaintWidget(Widget):
def on_touch_down(self, touch):
global length, n_points, last_x, last_y
with self.canvas:
Color(0.8,0.7,0)
d = 10.
touch.ud['line'] = Line(points = (touch.x, touch.y), width = 10)
last_x = int(touch.x)
last_y = int(touch.y)
n_points = 0
length = 0
sand[int(touch.x),int(touch.y)] = 1
def on_touch_move(self, touch):
global length, n_points, last_x, last_y
if touch.button == 'left':
touch.ud['line'].points += [touch.x, touch.y]
x = int(touch.x)
y = int(touch.y)
length += np.sqrt(max((x - last_x)**2 + (y - last_y)**2, 2))
n_points += 1.
density = n_points/(length)
touch.ud['line'].width = int(20 * density + 1)
sand[int(touch.x) - 10 : int(touch.x) + 10, int(touch.y) - 10 : int(touch.y) + 10] = 1
last_x = x
last_y = y
# Adding the API Buttons (clear, save and load)
class CarApp(App):
def build(self):
parent = Game()
parent.serve_car()
Clock.schedule_interval(parent.update, 1.0/60.0)
self.painter = MyPaintWidget()
clearbtn = Button(text = 'clear')
savebtn = Button(text = 'save', pos = (parent.width, 0))
loadbtn = Button(text = 'load', pos = (2 * parent.width, 0))
clearbtn.bind(on_release = self.clear_canvas)
savebtn.bind(on_release = self.save)
loadbtn.bind(on_release = self.load)
parent.add_widget(self.painter)
parent.add_widget(clearbtn)
parent.add_widget(savebtn)
parent.add_widget(loadbtn)
return parent
def clear_canvas(self, obj):
global sand
self.painter.canvas.clear()
sand = np.zeros((longueur,largeur))
def save(self, obj):
print("saving brain...")
brain.save()
plt.plot(scores)
plt.show()
def load(self, obj):
print("loading last saved brain...")
brain.load()
# Running the whole thing
if __name__ == '__main__':
CarApp().run()