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#!/usr/bin/env python
import sys,random,os
import numpy as np

# Import snake game
from snake import Snake

class QTable:
    """
    # Boolean features:
    # Snake go up?
    # Snake go right?
    # Snake go down?
    # Snake go left?
    # Apple at up?
    # Apple at right?
    # Apple at down?
    # Apple at left?
    # Obstacle at up?
    # Obstacle at right?
    # Obstacle at down?
    # Obstacle at left?
    # Tail in front?
    ##### Totally 13 boolean features so 2^13=8192 states
    ##### Totally 4 actions for the AI (up, right,down,left)
    ##### Totally 4*2^13 thus 32768 table entries
    ##### Reward +1 when eat an apple
    ##### Reward -10 when hit obstacle
    """
    def __init__(self, file, save_every=10):
        self.file=file
        self.save_every=save_every
        self.update_counter=0
        if os.path.exists(file):
            self.qtable=np.loadtxt(file)
        else:
            self.qtable=np.zeros((2**13, 4))


    def isWall(self,h,game):
        if h[0]<0 or h[1]<0 or h[0] >= game.grid_width or h[1] >= game.grid_height:
            return(True)
        return(False)

    def get_state(self,game):
        # First compute usefull values
        h=game.snake[0]
        left=(h[0]-1,h[1])
        right=(h[0]+1,h[1])
        up=(h[0],h[1]-1)
        down=(h[0],h[1]+1)
        a=game.apple

        snake_go_up=(game.direction==12)
        snake_go_right=(game.direction==3)
        snake_go_down=(game.direction==6)
        snake_go_left=(game.direction==9)

        apple_up=(a[1]<h[1])
        apple_right=(a[0]>h[0])
        apple_down=(a[1]>h[1])
        apple_left=(a[0]<h[0])

        obstacle_up=(up in game.snake or self.isWall(up, game))
        obstacle_right=(right in game.snake or self.isWall(right, game))
        obstacle_down=(down in game.snake or self.isWall(down, game))
        obstacle_left=(left in game.snake or self.isWall(left, game))

        tail_in_front=0
        if game.direction == 3:
            for x in range(h[0],game.grid_width):
                if (x,h[1]) in game.snake[1:]:
                    tail_in_front=1
                    break
        elif game.direction == 9:
            for x in range(0,h[0]):
                if (x,h[1]) in game.snake[1:]:
                    tail_in_front=1
                    break
        elif game.direction == 12:
            for y in range(0,h[1]):
                if (h[0],y) in game.snake[1:]:
                    tail_in_front=1
                    break
        elif game.direction == 6:
            for y in range(h[1],game.grid_height):
                if (h[0],y) in game.snake[1:]:
                    tail_in_front=1
                    break
        # This come from me I do not now if it is the best way to identify a state
        state=2**12*tail_in_front+2**11*snake_go_up+2**10*snake_go_right+2**9*snake_go_down+2**8*snake_go_left+2**7*apple_up+2**6*apple_right+2**5*apple_down+2**4*apple_left+2**3*obstacle_up+2**2*obstacle_right+2**1*obstacle_down+obstacle_left
        return(state)

    def apply_bellman(self,state,action,new_state,reward):
        alpha=0.5
        gamma=0.9
        self.qtable[state,action]=self.qtable[state,action]+alpha*(reward+gamma*np.max(self.qtable[new_state])-self.qtable[state,action])
        self.update_counter+=1
        if self.update_counter>=self.save_every:
            np.savetxt(self.file,self.qtable)
            self.update_counter=0

    def get_action(self,state):
        # Choose an action
        action=random.choice((0,1,2,3))
        if np.max(self.qtable[state]) > 0:
            #qactions=qtable[state]
            #options=np.flatnonzero(qactions == np.max(qactions)) # Since Q value might be equals for several actions
            #action = random.choice(options)
            action=np.argmax(self.qtable[state])
        return(action)





# Perform learning
perf=0
last_state=None
last_action=None
game=Snake(length=4,fps=300,startat=(10,10))
qtable=QTable("qtable.txt")

for i in range(0,10000):
    result=0
    while result >= 0: 
        state=qtable.get_state(game)
        action=qtable.get_action(state)
        result=game.play3(action)
        if last_state!=None:
            reward=0
            if result==-1:
                reward=-10
            elif result==1:
                reward=1
            qtable.apply_bellman(last_state,last_action,state,reward)
        last_state=state
        last_action=action
    # Measurements
    score=game.last_score
    perf=max(perf,score)
    print("Game ended with "+str(score)+"  best so far is "+str(perf))