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eval.py
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import numpy as np
import torch
import os
from tqdm import tqdm
import time
import gym_super_mario_bros
from nes_py.wrappers import JoypadSpace
from utils import CUSTOM_MOVEMENT
from utils import preprocess_frame
from model import ActorCriticCNN
from DQN import ACDQN
from utils import SkipFrame
# ========== Config ===========
MODEL_PATH = "best_model1.pth" # 模型權重檔案的存放路徑
env = gym_super_mario_bros.make('SuperMarioBros-1-1-v0') # 建立《超級瑪利歐兄弟》的遊戲環境(第1個世界的第1關)
env = SkipFrame(env, skip = 4)
# SIMPLE_MOVEMENT可自行定義 以下為自訂範例:
# SIMPLE_MOVEMENT = [
# # ["NOOP"], # Do nothing.
# ["right"], # Move right.
# ["right", "A"], # Move right and jump.
# ["right", "B"], # Move right and run.
# ["right", "A", "B"], # Move right, run, and jump.
# # ["A"], # Jump straight up.
# ["left"], # Move left.
# ["left", "A"], # Move right and jump.
# ["left", "B"], # Move right and run.
# ["left", "A", "B"], # Move right, run, and jump.
# ]
env = JoypadSpace(env, CUSTOM_MOVEMENT)
# device = torch.device("cuda" if torch.cuda.is_available() else "cpu") # 檢查是否有可用的 GPU,否則使用 CPU 作為運算設備
device = torch.device("mps")
OBS_SHAPE = (1, 84, 84) # 遊戲畫面轉換為 (1, 84, 84) 的灰階圖像
N_ACTIONS = len(CUSTOM_MOVEMENT)
VISUALIZE = True # 是否在每回合中顯示遊戲畫面
TOTAL_EPISODES = 10 # 測試回合的總數
# ========== Initialize DQN ===========
dqn = ACDQN(
model=ActorCriticCNN ,
state_dim=OBS_SHAPE,
action_dim=N_ACTIONS,
learning_rate=0.0001,
gamma=0.99,
epsilon=0.0, # 設為 0.0 表示完全利用當下的策略
target_update=100, # target [Q-net] 更新的頻率
device=device
)
# ========== 載入模型權重 ===========
if os.path.exists(MODEL_PATH):
try: # 檢查模型檔案是否存在:
model_weights = torch.load(MODEL_PATH, map_location=device) # 若存在,嘗試載入模型權重
dqn.q_net.load_state_dict(model_weights) # 載入成功,應用到模型
dqn.q_net.eval() # 載入失敗,輸出具體的錯誤資訊(錯誤資訊存在e中)
print(f"Model loaded successfully from {MODEL_PATH}") # 若不存在,則FileNotFoundError
except Exception as e:
print(f"Failed to load model weights: {e}")
raise
else:
raise FileNotFoundError(f"Model file not found: {MODEL_PATH}")
# print(dqn.epsilon)
# ========== Evaluation Loop ===========
for episode in range(1, TOTAL_EPISODES + 1):
state = env.reset() # 重置環境到初始狀態,並獲取環境的 state 初始值
state = preprocess_frame(state)
state = np.expand_dims(state, axis=0) # 新增 channel dimension ( [H, W] to [1, H, W] )
state = np.expand_dims(state, axis=0) # 新增 batch dimension ( [1, H, W] to [1, 1, H, W] )
# 符合 CNN 輸入要求:[batch, channels, height, width]
done = False
total_reward = 0
while not done:
# Take action using the trained policy
state_tensor = torch.tensor(state, dtype=torch.float32, device=device) # 將 NumPy 格式的 state 轉換為 PyTorch 的 tensor 格式
with torch.no_grad():
action_logits, _ = dqn.q_net(state_tensor) # 提取動作 logits
action_probs = torch.softmax(action_logits, dim=1) # 使用訓練好的 [Q-net] 計算當前狀態的動作分數,並透過 Softmax 轉換為動作機率分佈,輸出範圍為[0,1],總合為1
action = torch.argmax(action_probs, dim=1).item() # 選擇機率最高的動作作為當下策略的 action
next_state, reward, done, info = env.step(action) # 根據選擇的 action 與環境互動,獲取 next_state、reward、是否終止
# if action != 1:
# print(action)
# Preprocess next state
next_state = preprocess_frame(next_state)
next_state = np.expand_dims(next_state, axis=0) # 新增 channel dimension
next_state = np.expand_dims(next_state, axis=0) # 新增 batch dimension
# Accumulate rewards
total_reward += reward
state = next_state
if VISUALIZE: # 如果 VISUALIZE=True,則用 env.render() 顯示環境當下的 state
env.render()
time.sleep(0.03)
print(f"Episode {episode}/{TOTAL_EPISODES} - Total Reward: {total_reward}") # 印出當下的進度 episode/總回合數 和該回合的 total_reward
env.close()