Added snakenet.rb, the tool used to train the AI for snake effect.

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Fabian Schlenz 2019-10-16 05:56:42 +02:00
parent a3caaa1fef
commit bd0041619a

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@ -0,0 +1,344 @@
#!/usr/bin/env ruby
require 'rubygems'
require 'pp'
require 'thread/pool'
SEEDS = [
#[0, 1, -1, 0, -1, 0, 1, -1, 1, -1, 1, 1, 1, 0, -1, 0, 0, 1, 0, -1, 0, -1, 1, 0, 0, 0, 0, 0, 0, 1, -1, 0, -1, -1, 0, 1, -1, 0, 0, 0, -1, -1, -1, 0, -1, 1, 0, -1, -1, 0, -1, 1, 0, 1, 1, 0, -1, -1, 0, -1, 1, 0, -1, 0],
#[-1, 1, -1, 0, -1, 1, -1, -1, 1, 1, -1, 1, 1, -1, 1, 0, 0, -1, 0, 1, 0, -1, -1, 1, 0, 0, 0, -1, 0, 0, 1, -1, -1, -1, -1, -1, -1, 0, 0, -1, -1, 0, -1, 0, -1, 1, 1, 1, -1, 0, -1, 1, 0, 0, 0, -1, -1, -1, 0, -1, 1, 1, -1, 1],
#[1, 1, -1, 0, 1, 1, 0, -1, 1, 1, 1, 1, 1, -1, -1, -1, 0, -1, 0, 1, 0, -1, 0, 1, 0, 0, 0, -1, 0, 1, 1, 1, -1, -1, -1, 1, -1, -1, 0, -1, -1, -1, -1, 0, -1, -1, 1, 1, 0, 0, -1, 1, 0, 0, 0, 1, -1, -1, 0, 0, 1, 1, 0, 1],
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,-1,-1,-1,-1,-1,-1,-1,-1,-1,1,-1,1,-1,-1,-1,-1,0,0,0,0,0,0,-1,-1,0,0,0,1,0,0,-1,-1]
]
GAMES_PER_ROUND = 50
class Game
WIDTH = 16
HEIGHT = 10
POINTS_APPLE = 10
POINTS_MOVING_CLOSER = 1
POINTS_MOVING_FAR = -1.5
attr_reader :points, :dead, :ai, :length
def initialize(a)
@ai = a
@data = [0]*(WIDTH*HEIGHT)
@dir = 0
@pos = [WIDTH/2, HEIGHT/2]
@data[(@pos[1] )*WIDTH + @pos[0]]=1
@data[(@pos[1]+1)*WIDTH + @pos[0]]=2
@data[(@pos[1]+2)*WIDTH + @pos[0]]=3
@data[(@pos[1]+3)*WIDTH + @pos[0]]=4
@length = 4
@points = 0.0
@dead = false
@round = 0
@last_apple_at = 0
place_apple()
end
def place_apple
x=-1
while @data[x]!=0 || x==-1
x = rand(WIDTH*HEIGHT)
end
@apple = [x%WIDTH, x/WIDTH]
@old_distance = apple_distance()
end
def apple_distance
return (@pos[0] - @apple[0]).abs + (@pos[1] - @apple[1]).abs
end
def to_s
str = @data.join("").gsub("0", " ")
str[@apple[1]*WIDTH+@apple[0]] = "*"
s = "+" + "-"*(WIDTH-@points.to_s.length-1)+" "+@points.to_s+"+\n"
(0...HEIGHT).each do |y|
s += "|" + str[y*WIDTH, WIDTH] + "|\n"
end
s += "+" + "-"*WIDTH+"+\n"
return s
end
def draw; puts to_s; puts; end
def loop
return if @dead
decision = @ai.decide(free?(@dir-1), free?(@dir), free?(@dir+1), apple?(@dir-1), apple?(@dir), apple?(@dir+1))
@dir = (@dir + decision) % 4
if (!free?(@dir))
die()
return
end
move
end
def ranking; @length*10 - (@dead ? 200 : 0) - (since_last_apple >= 160 ? 100 : 0); end
def move
newpos = calc_new_pos(@pos, @dir)
if newpos==@apple
@length+=1
@points += POINTS_APPLE
@last_apple_at = @round
place_apple
end
@data.each_with_index do |value, key|
@data[key]=value+1 if value>0
@data[key]=0 if value>=@length
end
@data[newpos[1]*WIDTH + newpos[0]] = 1
@pos = newpos
ad_d = apple_distance - @old_distance
@old_distance = apple_distance()
if (ad_d < 0)
@points += POINTS_MOVING_CLOSER
elsif (ad_d > 0)
@points += POINTS_MOVING_FAR
end
@round+=1
end
def since_last_apple; @round - @last_apple_at; end
def calc_new_pos(p, d)
d = d%4
np = p.dup
case d
when 0 then np[1]-=1
when 1 then np[0]+=1
when 2 then np[1]+=1
when 3 then np[0]-=1
end
return np
end
def free?(dir)
newpos = calc_new_pos(@pos, dir)
return newpos[0]>=0 && newpos[0]<WIDTH && newpos[1]>=0 && newpos[1]<HEIGHT && @data[newpos[1]*WIDTH + newpos[0]]==0
end
def apple?(dir)
dir = dir%4
d_x = @apple[0] - @pos[0]
d_y = @apple[1] - @pos[1]
case dir
when 0 then return @apple[1]<@pos[1]
when 1 then return @apple[0]>@pos[0]
when 2 then return @apple[1]>@pos[1]
when 3 then return @apple[0]<@pos[0]
#when 0 then return d_y<0 && d_x.abs<d_y.abs
#when 1 then return d_x>0 && d_x.abs>d_y.abs
#when 2 then return d_y>0 && d_x.abs<d_y.abs
#when 3 then return d_x<0 && d_x.abs>d_y.abs
end
end
def die
@dead = true
end
def stopped?; since_last_apple >= WIDTH*HEIGHT*1.5; end
def ai_ranking; ai.ranking; end
end
class AI
attr_reader :weights
attr_accessor :ranking, :rounds, :count_dead, :count_stopped, :sum_length
def initialize(w=nil)
reset()
@rounds = 1
if w==nil
@weights = Array.new(2**6){ rand(3)-1 }
else
@weights = w
end
end
def reset
@ranking = 0.0
@count_dead = 0
@count_stopped = 0
@sum_length = 0
end
def add_ranking(g)
@ranking += g.ranking
@count_dead += 1 if g.dead
@count_stopped += 1 if g.stopped?
@sum_length += g.length
end
def decide(left_free, straight_free, right_free, apple_left, apple_straight, apple_right)
input = apple_right ? 1 : 0 | (apple_straight ? 1<<1 : 0) | (apple_left ? 1<<2 : 0) | (right_free ? 1<<3 : 0) | (straight_free ? 1<<4 : 0) | (left_free ? 1<<5 : 0)
w = @weights[input]
return w
=begin
inputs = [left_free, straight_free, right_free, apple_left, apple_straight, apple_right]
outputs = [0, 0, 0]
(0...18).each do |x|
o = x/6
i = x%6
outputs[o] += (inputs[i] ? 1.0 : 0.0) * @weights[x]
end
max = 0
take = 0
(0...3).each do |x|
if outputs[x]>max
max = outputs[x]
take = x
end
end
return take-1
=end
end
def evolve
w = @weights.dup
loop do
if rand(2)==0
# swap
i1 = rand(64)
i2 = rand(64)
next if w[i1]==w[i2]
temp = w[i1]
w[i1] = w[i2]
w[i2] = temp
break
else
# set new
i = rand(64)
v = rand(3)-1
next if w[i]==v
w[i] = v
break
end
end
# Sanity checks
(0...(2**6)).each do |i|
w[i] = rand(3)-1 if (i&(1<<4)==0) && w[i]==0
w[i] = rand(3)-1 if (i&(1<<3)==0) && w[i]==1
w[i] = rand(3)-1 if (i&(1<<5)==0) && w[i]==-1
end
#i = rand(2**6)
#v=0
#loop do
# v = rand(3)-1
# break if v!=w[i]
#end
#w[i]=v
#x = rand(18)
#w[x] += rand(0.4)-0.2
#w[x] = 0.0 if w[x]<0
#w[x] = 1.0 if w[x]>1
return AI.new(w)
end
def merge(ai)
w = @weights.dup
w2 = ai.weights
(0...(2**6)).each do |i|
if rand(5)==0
w[i] = w2[i]
end
end
return AI.new(w)
end
def simplified
#res = []
#(0...(2**6)).each do |i|
# args = i.to_s(2).rjust(6, '0').split("").map{|c| c=='1'}
# res << decide(*args)
#end
v = 0
count = 0
result = []
(0...(2**6)).each do |i|
v = v<<2 | @weights[i]
count += 1
if count==16
result << "0x" + v.to_s(16)
count = 0
v = 0
end
end
return "uint32_t weights[4] = {" + result.join(", ") + "};"
end
def dump
puts "Data:"
puts "int8_t _decisions[64] = {#{@weights.join(", ")}};"
#puts "Simplified: #{simplified}"
end
end
ais = []
round = 1
games = []
(0...50).each do |x|
ais[x] = AI.new#(SEEDS.sample)
end
best_old_ai = nil
begin
loop do
GAMES_PER_ROUND.times do
(0...50).each do |x|
games[x] = Game.new(ais[x])
end
#pool = Thread.pool(16)
games.each do |g|
# pool.process do
15_000.times do
g.loop
break if g.dead || g.stopped?
end
g.ai.add_ranking(g)
end
#end
#pool.shutdown
end
games_sorted = games.sort_by(&:ai_ranking).reverse.take(5)
g = games_sorted[0]
if true#round%10==0
puts "Round %5d: %7.1f points, length %3.0f, %3.0f%% stopped, %3.0f%% dead" % [round, g.ai_ranking / GAMES_PER_ROUND, g.ai.sum_length.to_f / GAMES_PER_ROUND, g.ai.count_stopped.to_f / GAMES_PER_ROUND * 100, g.ai.count_dead.to_f / GAMES_PER_ROUND * 100]
end
best_old_ai = g.ai
ais = []
games_sorted.each do |g|
g.ai.reset
g.ai.rounds += 1
ais << g.ai
9.times do
ais << g.ai.evolve
end
end
5.times do
ais << games_sorted[0].ai.merge(games_sorted[1].ai)
end
5.times do
ais << games_sorted[1].ai.merge(games_sorted[0].ai)
end
round+=1
end
rescue SystemExit, Interrupt
best_old_ai.dump
end