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RL_train.py
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262 lines (206 loc) · 9.2 KB
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import pygame
from classes import Pokemon, Engine, PokemonTrainer, waitPress
from random import randint
import csv
import os
import numpy as np
import random
from collections import deque
import tensorflow as tf
from tensorflow.keras.models import Sequential
from tensorflow.keras.layers import Dense
from tensorflow.keras.optimizers import Adam
class PokemonMakeDownEnv:
def __init__(self):
# pygame setup
pygame.init()
self.score = 50
font = pygame.font.SysFont("Arial", 20)
self.screen = pygame.display.set_mode((1280, 720))
self.clock = pygame.time.Clock()
running = True
Pokemon.sprite_sheet = pygame.image.load("./pokemon.png").convert()
Pokemon.status_img = pygame.image.load("./status.png").convert()
self.win_num = 0
self.total = 0
self.team1 = [Pokemon(6)]
self.trainer1 = PokemonTrainer("trainer1", team=self.team1)
self.team2 = [Pokemon(randint(1, 151))]
self.trainer2 = PokemonTrainer("trainer2", team=self.team2)
self.lose_poke = {}
self.cur_op_id = self.team2[0].id
if self.team2[0].id not in self.lose_poke:
self.lose_poke[self.cur_op_id] = 1
self.engine = Engine(self.screen, font, self.trainer1, self.trainer2)
Engine.pokeball_img = pygame.transform.scale(pygame.image.load("./pokeball.png").convert(), (50, 50))
Engine.pokeballfaint_img = pygame.transform.scale(pygame.image.load("./pokeball_faint.png").convert(), (50, 50))
self.engine.init_render()
self.init_seq = False
self.engine.GAME_RECORD["my_type1"] = self.team1[0].type1
self.engine.GAME_RECORD["my_type2"] = self.team1[0].type2
self.engine.GAME_RECORD["op_type1"] = self.team2[0].type1
self.engine.GAME_RECORD["op_type2"] = self.team2[0].type2
self.op_attack = self.team2[0].attack
self.op_defense = self.team2[0].defense
self.op_special_attack = self.team2[0].special_attack
self.op_special_defense = self.team2[0].special_defense
self.op_speed = self.team2[0].speed
self.temp = {"Grass": 0,
'Bug': 1,
'Ground': 2,
'Poison': 3,
'Dragon': 4,
'Normal': 5,
'Fire': 6,
'Rock': 7,
'Ice': 8,
'Fighting': 9,
'Water': 10,
'Ghost': 11,
'Electric': 12,
'Psychic': 13}
def step(self, action):
pygame.display.flip()
# poll for events
# pygame.QUIT event means the user clicked X to close your window
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
move_trans = {0: "Dragon Rage", 1: "Slash", 2: "Leer", 3: "Flamethrower"}
# print(move_trans[action])
try:
done = self.engine.run_turn(strategy="train", action=action)
except:
done = True
self.clock.tick(20) # limits FPS to 20
next_state = list()
for k in ["my_hp", "op_hp", "op_type1", "my_status", "op_status"]:
if k == "op_type1":
next_state.append(self.temp[self.engine.GAME_RECORD[k]])
else:
# print(self.engine.GAME_RECORD)
next_state.append(self.engine.GAME_RECORD[k][-1])
# calculate reward
if next_state[2] >= 6: #hard pokemon (types)
reward = next_state[0] * 0.3 - next_state[1] * 0.1
else: #easy pokemon (types)
reward = next_state[0] * 0.3 - next_state[1] * 0.2
# Check if the game has ended
if done == True:
self.total += 1
win = self.engine.GAME_RECORD["win"]
if not win:
self.lose_poke[self.cur_op_id] += 1
reward = -300 # lost
# if next_state[2] >= 6:
# reward = -50
elif win:
cof = self.lose_poke[self.cur_op_id]
self.lose_poke[self.cur_op_id] == self.lose_poke[self.cur_op_id]//2
if self.lose_poke[self.cur_op_id] <= 0:
self.lose_poke[self.cur_op_id] = 1
self.win_num += 1
reward = 200 * cof # won
# if next_state[2] >= 6:
# reward = 200
# print(f"{(self.win_num/self.total)*100 : .2f}" + "%")
self.score += reward
return next_state, reward, done
def reset(self): # pygame setup
self.score = 0
pygame.init()
font = pygame.font.SysFont("Arial", 20)
self.screen = pygame.display.set_mode((1280, 720))
self.clock = pygame.time.Clock()
running = True
Pokemon.sprite_sheet = pygame.image.load("./pokemon.png").convert()
Pokemon.status_img = pygame.image.load("./status.png").convert()
win_num = 0
total = 0
self.team1 = [Pokemon(6)]
self.trainer1 = PokemonTrainer("trainer1", team=self.team1)
self.team2 = [Pokemon(randint(1, 151))]
self.trainer2 = PokemonTrainer("trainer2", team=self.team2)
self.cur_op_id = self.team2[0].id
if self.team2[0].id not in self.lose_poke:
self.lose_poke[self.cur_op_id] = 1
self.op_attack = self.team2[0].attack
self.op_defense = self.team2[0].defense
self.op_special_attack = self.team2[0].special_attack
self.op_special_defense = self.team2[0].special_defense
self.op_speed = self.team2[0].speed
self.engine = Engine(self.screen, font, self.trainer1, self.trainer2)
Engine.pokeball_img = pygame.transform.scale(pygame.image.load("./pokeball.png").convert(), (50, 50))
Engine.pokeballfaint_img = pygame.transform.scale(pygame.image.load("./pokeball_faint.png").convert(), (50, 50))
self.engine.init_render()
self.init_seq = False
self.engine.GAME_RECORD["my_type1"] = self.team1[0].type1
self.engine.GAME_RECORD["my_type2"] = self.team1[0].type2
self.engine.GAME_RECORD["op_type1"] = self.team2[0].type1
self.engine.GAME_RECORD["op_type2"] = self.team2[0].type2
self.engine.render_text(f"{self.trainer1.name} sent out {self.trainer1.active_pokemon().name}", refresh=True)
self.trainer1.active_pokemon().load_sprite(self.screen, 0, 250, flip=True)
pygame.display.flip()
self.engine.render_text(f"{self.trainer2.name} sent out {self.trainer2.active_pokemon().name}", refresh=True)
self.trainer2.active_pokemon().load_sprite(self.screen, 900, 250, flip=False)
self.init_seq = True
return [self.team1[0].hp, self.team1[0].hp, self.temp[self.team2[0].type1], 0, 0]
class DQN:
def __init__(self, state_size, action_size):
self.state_size = state_size
self.action_size = action_size
self.memory = deque(maxlen=2000)
self.gamma = 0.95
self.epsilon = 1.0
self.epsilon_min = 0.01
self.epsilon_decay = 0.995
self.learning_rate = 0.001
self.model = self._build_model()
def _build_model(self):
model = Sequential()
model.add(Dense(24, input_dim=self.state_size, activation='relu'))
model.add(Dense(24, activation='relu'))
model.add(Dense(self.action_size, activation='linear'))
model.compile(loss='mse', optimizer=Adam(lr=self.learning_rate))
return model
def remember(self, state, action, reward, next_state, done):
self.memory.append((state, action, reward, next_state, done))
def act(self, state):
if np.random.rand() <= self.epsilon:
return random.randrange(self.action_size)
act_values = self.model.predict(state, verbose=0)
return np.argmax(act_values[0])
def replay(self, batch_size):
minibatch = random.sample(self.memory, batch_size)
for state, action, reward, next_state, done in minibatch:
target = reward
if not done:
target += self.gamma * np.amax(self.model.predict(next_state, verbose=0)[0])
target_f = self.model.predict(state, verbose=0)
target_f[0][action] = target
self.model.fit(state, target_f, epochs=1, verbose=0)
if self.epsilon > self.epsilon_min:
self.epsilon *= self.epsilon_decay
state_size = 9
action_size = 4
agent = DQN(state_size, action_size)
env = PokemonMakeDownEnv()
episodes = 1000
batch_size = 32
for e in range(episodes):
state = [*env.reset(), env.op_attack, env.op_defense, env.op_special_attack, env.op_special_defense]
state = np.reshape(state, [1, state_size])
done = False
while not done:
action = agent.act(state)
next_state, reward, done = env.step(action)
next_state = [*next_state, env.op_attack, env.op_defense, env.op_special_attack, env.op_special_defense]
next_state = np.reshape(next_state, [1, state_size])
agent.remember(state, action, reward, next_state, done)
state = next_state
if done:
print(f"Episode: {e}/{episodes}, score: {env.score}")
break
if len(agent.memory) > batch_size:
agent.replay(batch_size)
agent.model.save("./models/RL_model6.h5")