Back and forth between computer play and human play while training an agent
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4 changed files with 457 additions and 0 deletions
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vendored
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.gitignore
vendored
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__pycache__/
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playlogs/
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play.py
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play.py
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import gym
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import pygame
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import sys
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import time
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import matplotlib
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try:
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matplotlib.use('GTK3Agg')
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import matplotlib.pyplot as plt
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except Exception:
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pass
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import pyglet.window as pw
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from collections import deque
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from pygame.locals import HWSURFACE, DOUBLEBUF, RESIZABLE, VIDEORESIZE
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from threading import Thread, Event, Timer
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class Play:
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def __init__(self, env, action_selector, memory, agent, transpose = True, fps = 30, zoom = None, keys_to_action = None):
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self.env = env
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self.action_selector = action_selector
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self.transpose = transpose
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self.fps = fps
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self.zoom = zoom
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self.keys_to_action = None
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self.video_size = (0, 0)
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self.pressed_keys = []
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self.screen = None
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self.relevant_keys = set()
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self.running = True
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self.switch = Event()
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self.state = 0
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self.paused = False
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self.memory = memory
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self.agent = agent
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print("FPS ", 30)
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def _display_arr(self, obs, screen, arr, video_size):
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if obs is not None:
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if len(obs.shape) == 2:
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obs = obs[:, :, None]
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if obs.shape[2] == 1:
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obs = obs.repeat(3, axis=2)
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arr_min, arr_max = arr.min(), arr.max()
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arr = 255.0 * (arr - arr_min) / (arr_max - arr_min)
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pyg_img = pygame.surfarray.make_surface(arr.swapaxes(0, 1) if self.transpose else arr)
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pyg_img = pygame.transform.scale(pyg_img, video_size)
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screen.blit(pyg_img, (0,0))
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def _human_play(self, obs):
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action = self.keys_to_action.get(tuple(sorted(self.pressed_keys)), 0)
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prev_obs = obs
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obs, reward, env_done, _ = self.env.step(action)
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self._display_arr(obs, self.screen, self.env.unwrapped._get_obs(), video_size=self.video_size)
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# process pygame events
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for event in pygame.event.get():
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# test events, set key states
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if event.type == pygame.KEYDOWN:
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if event.key in self.relevant_keys:
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self.pressed_keys.append(event.key)
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elif event.key == pygame.K_ESCAPE:
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self.running = False
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elif event.type == pygame.KEYUP:
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if event.key in self.relevant_keys:
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self.pressed_keys.remove(event.key)
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elif event.type == pygame.QUIT:
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self.running = False
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elif event.type == VIDEORESIZE:
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self.video_size = event.size
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self.screen = pygame.display.set_mode(self.video_size)
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pygame.display.flip()
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self.clock.tick(self.fps)
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return prev_obs, action, reward, obs, env_done
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def _computer_play(self, obs):
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prev_obs = obs
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action = self.action_selector.act(obs)
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obs, reward, env_done, _ = self.env.step(action)
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self._display_arr(obs, self.screen, self.env.unwrapped._get_obs(), video_size=self.video_size)
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# process pygame events
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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self.running = False
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elif event.type == VIDEORESIZE:
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self.video_size = event.size
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self.screen = pygame.display.set_mode(self.video_size)
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elif event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
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self.running = False
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pygame.display.flip()
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self.clock.tick(self.fps)
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return prev_obs, action, reward, obs, env_done
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def _setup_video(self):
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if self.transpose:
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video_size = self.env.unwrapped.observation_space.shape[1], self.env.unwrapped.observation_space.shape[0]
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else:
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video_size = self.env.unwrapped.observation_space.shape[0], self.env.unwrapped.observation_space.shape[1]
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if self.zoom is not None:
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video_size = int(video_size[0] * self.zoom), int(video_size[1] * self.zoom)
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self.video_size = video_size
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self.screen = pygame.display.set_mode(self.video_size)
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pygame.font.init() # For later text
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def _setup_keys(self):
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if self.keys_to_action is None:
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if hasattr(self.env, 'get_keys_to_action'):
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self.keys_to_action = self.env.get_keys_to_action()
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elif hasattr(self.env.unwrapped, 'get_keys_to_action'):
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self.keys_to_action = self.env.unwrapped.get_keys_to_action()
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else:
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assert False, self.env.spec.id + " does not have explicit key to action mapping, " + \
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"please specify one manually"
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self.relevant_keys = set(sum(map(list, self.keys_to_action.keys()),[]))
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def _increment_state(self):
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self.state = (self.state + 1) % 4
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def pause(self, text = ""):
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self.paused = True
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myfont = pygame.font.SysFont('Comic Sans MS', 50)
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textsurface = myfont.render(text, False, (0, 0, 0))
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self.screen.blit(textsurface,(0,0))
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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self.running = False
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elif event.type == VIDEORESIZE:
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self.video_size = event.size
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self.screen = pygame.display.set_mode(self.video_size)
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elif event.type == pygame.KEYDOWN:
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if event.key == pygame.K_SPACE:
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self.pressed_keys.append(event.key)
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elif event.key == pygame.K_ESCAPE:
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self.running = False
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elif event.type == pygame.KEYUP and event.key == pygame.K_SPACE:
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self.pressed_keys.remove(event.key)
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self._increment_state()
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self.paused = False
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pygame.display.flip()
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self.clock.tick(self.fps)
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def start(self):
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"""Allows one to play the game using keyboard.
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To simply play the game use:
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play(gym.make("Pong-v3"))
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Above code works also if env is wrapped, so it's particularly useful in
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verifying that the frame-level preprocessing does not render the game
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unplayable.
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If you wish to plot real time statistics as you play, you can use
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gym.utils.play.PlayPlot. Here's a sample code for plotting the reward
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for last 5 second of gameplay.
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def callback(obs_t, obs_tp1, rew, done, info):
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return [rew,]
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env_plotter = EnvPlotter(callback, 30 * 5, ["reward"])
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env = gym.make("Pong-v3")
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play(env, callback=env_plotter.callback)
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Arguments
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---------
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env: gym.Env
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Environment to use for playing.
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transpose: bool
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If True the output of observation is transposed.
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Defaults to true.
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fps: int
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Maximum number of steps of the environment to execute every second.
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Defaults to 30.
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zoom: float
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Make screen edge this many times bigger
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callback: lambda or None
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Callback if a callback is provided it will be executed after
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every step. It takes the following input:
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obs_t: observation before performing action
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obs_tp1: observation after performing action
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action: action that was executed
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rew: reward that was received
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done: whether the environment is done or not
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info: debug info
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keys_to_action: dict: tuple(int) -> int or None
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Mapping from keys pressed to action performed.
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For example if pressed 'w' and space at the same time is supposed
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to trigger action number 2 then key_to_action dict would look like this:
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{
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# ...
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sorted(ord('w'), ord(' ')) -> 2
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# ...
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}
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If None, default key_to_action mapping for that env is used, if provided.
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"""
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obs_s = self.env.unwrapped.observation_space
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assert type(obs_s) == gym.spaces.box.Box
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assert len(obs_s.shape) == 2 or (len(obs_s.shape) == 3 and obs_s.shape[2] in [1,3])
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self._setup_keys()
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self._setup_video()
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self.clock = pygame.time.Clock()
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# States
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COMPUTER_PLAY = 0
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HUMAN_PLAY = 2
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env_done = True
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prev_obs = None
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obs = None
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reward = 0
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i = 0
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while self.running:
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if env_done:
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obs = self.env.reset()
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env_done = False
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if self.state == 0:
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prev_obs, action, reward, obs, env_done = self._computer_play(obs)
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elif self.state == 1:
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self.pause("Your Turn! Press <Space> to Start")
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elif self.state == 2:
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prev_obs, action, reward, obs, env_done = self._human_play(obs)
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elif self.state == 3:
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self.pause("Computers Turn! Press <Space> to Start")
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if self.state is COMPUTER_PLAY or self.state is HUMAN_PLAY:
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self.memory.append(prev_obs, action, reward, obs, env_done)
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if not self.paused:
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i += 1
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if i % (self.fps * 30) == 0: # Every 30 seconds...
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print("TRAINING...")
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self.agent.learn()
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print("PAUSING...")
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self._increment_state()
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i = 0
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pygame.quit()
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play_env.py
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play_env.py
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import play
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import rltorch
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import rltorch.memory as M
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import torch
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import gym
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from collections import namedtuple
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from datetime import datetime
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from rltorch.action_selector import EpsilonGreedySelector
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import rltorch.env as E
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import rltorch.network as rn
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import torch.nn as nn
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import torch.nn.functional as F
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import pickle
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import threading
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from time import sleep
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import argparse
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import sys
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import numpy as np
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## CURRRENT ISSUE: MaxSkipEnv applies to the human player as well, which makes for an awkward gaming experience
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# What are your thoughts? Training is different if expert isn't forced with the same constraint
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# At some point I need to introduce learning
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class Value(nn.Module):
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def __init__(self, state_size, action_size):
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super(Value, self).__init__()
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self.state_size = state_size
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self.action_size = action_size
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self.conv1 = nn.Conv2d(4, 32, kernel_size = (8, 8), stride = (4, 4))
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self.conv2 = nn.Conv2d(32, 64, kernel_size = (4, 4), stride = (2, 2))
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self.conv3 = nn.Conv2d(64, 64, kernel_size = (3, 3), stride = (1, 1))
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self.fc1 = nn.Linear(3136, 512)
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self.fc1_norm = nn.LayerNorm(512)
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self.value_fc = rn.NoisyLinear(512, 512)
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self.value_fc_norm = nn.LayerNorm(512)
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self.value = nn.Linear(512, 1)
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self.advantage_fc = rn.NoisyLinear(512, 512)
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self.advantage_fc_norm = nn.LayerNorm(512)
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self.advantage = nn.Linear(512, action_size)
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def forward(self, x):
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x = x.float() / 256
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x = F.relu(self.conv1(x))
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x = F.relu(self.conv2(x))
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x = F.relu(self.conv3(x))
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# Makes batch_size dimension again
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x = x.view(-1, 3136)
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x = F.relu(self.fc1_norm(self.fc1(x)))
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state_value = F.relu(self.value_fc_norm(self.value_fc(x)))
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state_value = self.value(state_value)
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advantage = F.relu(self.advantage_fc_norm(self.advantage_fc(x)))
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advantage = self.advantage(advantage)
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x = state_value + advantage - advantage.mean()
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# For debugging purposes...
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if torch.isnan(x).any().item():
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print("WARNING NAN IN MODEL DETECTED")
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return x
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Transition = namedtuple('Transition',
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('state', 'action', 'reward', 'next_state', 'done'))
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class PlayClass(threading.Thread):
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def __init__(self, env, action_selector, memory, agent, fps = 60):
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super(PlayClass, self).__init__()
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self.env = env
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self.fps = fps
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self.play = play.Play(self.env, action_selector, memory, agent, fps = fps, zoom = 4)
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def run(self):
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self.play.start()
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class Record(gym.Wrapper):
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def __init__(self, env, memory, args, skipframes = 3):
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gym.Wrapper.__init__(self, env)
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self.memory_lock = threading.Lock()
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self.memory = memory
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self.args = args
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self.skipframes = skipframes
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self.current_i = skipframes
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def reset(self):
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return self.env.reset()
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def step(self, action):
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self.memory_lock.acquire()
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state = self.env.env._get_obs()
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next_state, reward, done, info = self.env.step(action)
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if self.current_i <= 0:
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self.memory.append(Transition(state, action, reward, next_state, done))
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self.current_i = self.skipframes
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else: self.current_i -= 1
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self.memory_lock.release()
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return next_state, reward, done, info
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def log_transitions(self):
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self.memory_lock.acquire()
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if len(self.memory) > 0:
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basename = self.args['logdir'] + "/{}.{}".format(self.args['environment_name'], datetime.now().strftime("%Y-%m-%d-%H-%M-%s"))
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print("Base Filename: ", basename)
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state, action, reward, next_state, done = zip(*self.memory)
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np.save(basename + "-state.npy", np.array(state), allow_pickle = False)
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np.save(basename + "-action.npy", np.array(action), allow_pickle = False)
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np.save(basename + "-reward.npy", np.array(reward), allow_pickle = False)
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np.save(basename + "-nextstate.npy", np.array(next_state), allow_pickle = False)
|
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|
np.save(basename + "-done.npy", np.array(done), allow_pickle = False)
|
||||||
|
self.memory.clear()
|
||||||
|
self.memory_lock.release()
|
||||||
|
|
||||||
|
|
||||||
|
## Parsing arguments
|
||||||
|
parser = argparse.ArgumentParser(description="Play and log the environment")
|
||||||
|
parser.add_argument("--environment_name", type=str, help="The environment name in OpenAI gym to play.")
|
||||||
|
parser.add_argument("--logdir", type=str, help="Directory to log video and (state, action, reward, next_state, done) in.")
|
||||||
|
parser.add_argument("--skip", type=int, help="Number of frames to skip logging.")
|
||||||
|
parser.add_argument("--fps", type=int, help="Number of frames per second")
|
||||||
|
parser.add_argument("--model", type=str, help = "The path location of the PyTorch model")
|
||||||
|
args = vars(parser.parse_args())
|
||||||
|
|
||||||
|
config = {}
|
||||||
|
config['seed'] = 901
|
||||||
|
config['environment_name'] = 'PongNoFrameskip-v4'
|
||||||
|
config['learning_rate'] = 1e-4
|
||||||
|
config['target_sync_tau'] = 1e-3
|
||||||
|
config['discount_rate'] = 0.99
|
||||||
|
config['exploration_rate'] = rltorch.scheduler.ExponentialScheduler(initial_value = 1, end_value = 0.1, iterations = 10**5)
|
||||||
|
config['batch_size'] = 480
|
||||||
|
config['disable_cuda'] = False
|
||||||
|
config['memory_size'] = 10**4
|
||||||
|
# Prioritized vs Random Sampling
|
||||||
|
# 0 - Random sampling
|
||||||
|
# 1 - Only the highest prioirities
|
||||||
|
config['prioritized_replay_sampling_priority'] = 0.6
|
||||||
|
# How important are the weights for the loss?
|
||||||
|
# 0 - Treat all losses equally
|
||||||
|
# 1 - Lower the importance of high losses
|
||||||
|
# Should ideally start from 0 and move your way to 1 to prevent overfitting
|
||||||
|
config['prioritized_replay_weight_importance'] = rltorch.scheduler.ExponentialScheduler(initial_value = 0.4, end_value = 1, iterations = 10**5)
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
if args['environment_name'] is None or args['logdir'] is None:
|
||||||
|
parser.print_help()
|
||||||
|
sys.exit(1)
|
||||||
|
|
||||||
|
if args['skip'] is None:
|
||||||
|
args['skip'] = 3
|
||||||
|
|
||||||
|
if args['fps'] is None:
|
||||||
|
args['fps'] = 30
|
||||||
|
|
||||||
|
## Starting the game
|
||||||
|
memory = []
|
||||||
|
env = Record(gym.make(args['environment_name']), memory, args, skipframes = args['skip'])
|
||||||
|
record_env = env
|
||||||
|
env = gym.wrappers.Monitor(env, args['logdir'], force=True)
|
||||||
|
env = E.ClippedRewardsWrapper(
|
||||||
|
E.FrameStack(
|
||||||
|
E.TorchWrap(
|
||||||
|
E.ProcessFrame84(
|
||||||
|
E.FireResetEnv(
|
||||||
|
# E.MaxAndSkipEnv(
|
||||||
|
E.NoopResetEnv(
|
||||||
|
E.EpisodicLifeEnv(gym.make(config['environment_name']))
|
||||||
|
, noop_max = 30)
|
||||||
|
# , skip=4)
|
||||||
|
)
|
||||||
|
)
|
||||||
|
),
|
||||||
|
4)
|
||||||
|
)
|
||||||
|
|
||||||
|
rltorch.set_seed(config['seed'])
|
||||||
|
|
||||||
|
device = torch.device("cuda:0" if torch.cuda.is_available() and not config['disable_cuda'] else "cpu")
|
||||||
|
state_size = env.observation_space.shape[0]
|
||||||
|
action_size = env.action_space.n
|
||||||
|
|
||||||
|
net = rn.Network(Value(state_size, action_size),
|
||||||
|
torch.optim.Adam, config, device = device)
|
||||||
|
target_net = rn.TargetNetwork(net, device = device)
|
||||||
|
|
||||||
|
actor = EpsilonGreedySelector(net, action_size, device = device, epsilon = config['exploration_rate'])
|
||||||
|
memory = M.PrioritizedReplayMemory(capacity = config['memory_size'], alpha = config['prioritized_replay_sampling_priority'])
|
||||||
|
agent = rltorch.agents.DQNAgent(net, memory, config, target_net = target_net)
|
||||||
|
|
||||||
|
env.seed(config['seed'])
|
||||||
|
|
||||||
|
playThread = PlayClass(env, actor, memory, agent, args['fps'])
|
||||||
|
playThread.start()
|
||||||
|
|
||||||
|
## Logging portion
|
||||||
|
while playThread.is_alive():
|
||||||
|
playThread.join(60)
|
||||||
|
print("Logging....", end = " ")
|
||||||
|
record_env.log_transitions()
|
||||||
|
|
||||||
|
# Save what's remaining after process died
|
||||||
|
record_env.log_transitions()
|
2
play_pong.sh
Executable file
2
play_pong.sh
Executable file
|
@ -0,0 +1,2 @@
|
||||||
|
#!/bin/sh
|
||||||
|
python play_env.py --environment_name=PongNoFrameskip-v4 --logdir=playlogs
|
Loading…
Reference in a new issue