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qengine.py
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qengine.py
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import itertools as it
import pickle
import random
from time import sleep
from vizdoom import *
import cv2
from lasagne.layers import get_all_param_values
from lasagne.layers import set_all_param_values
from evaluators import *
from replay_memory import ReplayMemory
def generate_default_actions(the_game):
n = the_game.get_available_buttons_size()
actions = []
for perm in it.product([0, 1], repeat=n):
actions.append(list(perm))
return actions
class QEngine:
def __init__(self, **kwargs):
self.setup = kwargs
self._initialize(**kwargs)
del kwargs["game"]
def _prepare_for_save(self):
self.setup["epsilon"] = self._epsilon
self.setup["steps"] = self._steps
self.setup["skiprate"] = self._skiprate
# TODO why the fuck isn't it in init?
def _initialize(self, game, network_args=None, actions=None,
history_length=4,
batchsize=64,
update_pattern=(1, 1),
replay_memory_size=10000,
backprop_start_step=10000, start_epsilon=1.0,
end_epsilon=0.1,
epsilon_decay_start_step=50000,
epsilon_decay_steps=100000,
reward_scale=1.0,
use_game_variables=True,
misc_scale=None,
reshaped_x=None,
reshaped_y=None,
skiprate=4,
shaping_on=False,
count_states=False,
name=None,
net_type="cnn", melt_steps=10000, remember_n_actions=0):
if network_args is None:
network_args = dict()
if count_states is not None:
self._count_states = bool(count_states)
self.name = name
self._reward_scale = reward_scale
self._game = game
self._batchsize = batchsize
self._history_length = max(history_length, 1)
self._update_pattern = update_pattern
self._epsilon = max(min(start_epsilon, 1.0), 0.0)
self._end_epsilon = min(max(end_epsilon, 0.0), self._epsilon)
self._epsilon_decay_steps = epsilon_decay_steps
self._epsilon_decay_stride = (self._epsilon - end_epsilon) / epsilon_decay_steps
self._epsilon_decay_start = epsilon_decay_start_step
self._skiprate = max(skiprate, 0)
self._shaping_on = shaping_on
self._steps = 0
self._melt_steps = melt_steps
self._backprop_start_step = max(backprop_start_step, batchsize)
self._use_game_variables = use_game_variables
self._last_action_index = 0
if self._shaping_on:
self._last_shaping_reward = 0
self.learning_mode = True
if actions is None:
self._actions = generate_default_actions(game)
else:
self._actions = actions
self._actions_num = len(self._actions)
self._actions_stats = np.zeros([self._actions_num], np.int)
# changes img_shape according to the history size
self._channels = game.get_screen_channels()
if self._history_length > 1:
self._channels *= self._history_length
if reshaped_x is None:
x = game.get_screen_width()
y = game.get_screen_height()
scale_x = scale_y = 1.0
else:
x = reshaped_x
scale_x = float(x) / game.get_screen_width()
if reshaped_y is None:
y = int(game.get_screen_height() * scale_x)
scale_y = scale_x
else:
y = reshaped_y
scale_y = float(y) / game.get_screen_height()
img_shape = [self._channels, y, x]
# TODO check if it is slow (it seems that no)
if scale_x == 1 and scale_y == 1:
def convert(img):
img = img.astype(np.float32) / 255.0
return img
else:
def convert(img):
img = img.astype(np.float32) / 255.0
new_image = np.ndarray([img.shape[0], y, x], dtype=img.dtype)
for i in xrange(img.shape[0]):
# new_image[i] = skimage.transform.resize(img[i], (y,x), preserve_range=True)
new_image[i] = cv2.resize(img[i], (x, y), interpolation=cv2.INTER_AREA)
return new_image
self._convert_image = convert
if self._use_game_variables:
single_state_misc_len = game.get_available_game_variables_size() + int(self._count_states)
else:
single_state_misc_len = int(self._count_states)
self._single_state_misc_len = single_state_misc_len
self._remember_n_actions = remember_n_actions
if remember_n_actions > 0:
self._remember_n_actions = remember_n_actions
self._action_len = len(self._actions[0])
self._last_n_actions = np.zeros([remember_n_actions * self._action_len], dtype=np.float32)
self._total_misc_len = single_state_misc_len * self._history_length + len(self._last_n_actions)
self._last_action_index = 0
else:
self._total_misc_len = single_state_misc_len * self._history_length
if self._total_misc_len > 0:
self._misc_state_included = True
self._current_misc_state = np.zeros(self._total_misc_len, dtype=np.float32)
if single_state_misc_len > 0:
self._state_misc_buffer = np.zeros(single_state_misc_len, dtype=np.float32)
if misc_scale is not None:
self._misc_scale = np.array(misc_scale, dtype=np.float32)
else:
self._misc_scale = None
else:
self._misc_state_included = False
state_format = dict()
state_format["s_img"] = img_shape
state_format["s_misc"] = self._total_misc_len
self._transitions = ReplayMemory(state_format, replay_memory_size, batchsize)
network_args["state_format"] = state_format
network_args["actions_number"] = len(self._actions)
if net_type in ("dqn", None, ""):
self._evaluator = DQN(**network_args)
elif net_type == "duelling":
self._evaluator = DuellingDQN(**network_args)
else:
print "Unsupported evaluator type."
exit(1)
# TODO throw. . .?
self._current_image_state = np.zeros(img_shape, dtype=np.float32)
def _update_state(self):
raw_state = self._game.get_state()
img = self._convert_image(raw_state.image_buffer)
state_misc = None
if self._single_state_misc_len > 0:
state_misc = self._state_misc_buffer
if self._use_game_variables:
game_variables = raw_state.game_variables.astype(np.float32)
state_misc[0:len(game_variables)] = game_variables
if self._count_states:
state_misc[-1] = raw_state.number
if self._misc_scale is not None:
state_misc = state_misc * self._misc_scale
if self._history_length > 1:
pure_channels = self._channels / self._history_length
self._current_image_state[0:-pure_channels] = self._current_image_state[pure_channels:]
self._current_image_state[-pure_channels:] = img
if self._single_state_misc_len > 0:
misc_len = len(state_misc)
hist = self._history_length
self._current_misc_state[0:(hist - 1) * misc_len] = self._current_misc_state[misc_len:hist * misc_len]
self._current_misc_state[(hist - 1) * misc_len:hist * misc_len] = state_misc
else:
self._current_image_state[:] = img
if self._single_state_misc_len > 0:
self._current_misc_state[0:len(state_misc)] = state_misc
if self._remember_n_actions:
self._last_n_actions[:-self._action_len] = self._last_n_actions[self._action_len:]
self._last_n_actions[-self._action_len:] = self._actions[self._last_action_index]
self._current_misc_state[-len(self._last_n_actions):] = self._last_n_actions
def new_episode(self, update_state=False):
self._game.new_episode()
self.reset_state()
self._last_shaping_reward = 0
if update_state:
self._update_state()
# Return current state including history
def _current_state(self):
if self._misc_state_included:
s = [self._current_image_state, self._current_misc_state]
else:
s = [self._current_image_state]
return s
# Return current state's COPY including history.
def _current_state_copy(self):
if self._misc_state_included:
s = [self._current_image_state.copy(), self._current_misc_state.copy()]
else:
s = [self._current_image_state.copy()]
return s
# Sets the whole state to zeros.
def reset_state(self):
self._current_image_state.fill(0.0)
self._last_action_index = 0
if self._misc_state_included:
self._current_misc_state.fill(0.0)
if self._remember_n_actions > 0:
self._last_n_actions.fill(0)
def make_step(self):
self._update_state()
# TODO Check if not making the copy still works
a = self._evaluator.estimate_best_action(self._current_state_copy())
self._actions_stats[a] += 1
self._game.make_action(self._actions[a], self._skiprate + 1)
self._last_action_index = a
def make_sleep_step(self, sleep_time=1 / 35.0):
self._update_state()
a = self._evaluator.estimate_best_action(self._current_state_copy())
self._actions_stats[a] += 1
self._game.set_action(self._actions[a])
self._last_action_index = a
for i in xrange(self._skiprate):
self._game.advance_action(1, False, True)
sleep(sleep_time)
self._game.advance_action()
sleep(sleep_time)
# Performs a learning step according to epsilon-greedy policy.
# The step spans self._skiprate +1 actions.
def make_learning_step(self):
self._steps += 1
# epsilon decay
if self._steps > self._epsilon_decay_start and self._epsilon > self._end_epsilon:
self._epsilon = max(self._epsilon - self._epsilon_decay_stride, 0)
# Copy because state will be changed in a second
s = self._current_state_copy();
# With probability epsilon choose a random action:
if self._epsilon >= random.random():
a = random.randint(0, len(self._actions) - 1)
else:
a = self._evaluator.estimate_best_action(s)
self._actions_stats[a] += 1
# make action and get the reward
self._last_action_index = a
r = self._game.make_action(self._actions[a], self._skiprate + 1)
r = np.float32(r)
if self._shaping_on:
sr = np.float32(doom_fixed_to_double(self._game.get_game_variable(GameVariable.USER1)))
r += sr - self._last_shaping_reward
self._last_shaping_reward = sr
r *= self._reward_scale
# update state s2 accordingly
if self._game.is_episode_finished():
# terminal state
s2 = None
self._transitions.add_transition(s, a, s2, r, terminal=True)
else:
self._update_state()
s2 = self._current_state()
self._transitions.add_transition(s, a, s2, r, terminal=False)
# Perform q-learning once for a while
if self._transitions.size >= self._backprop_start_step and self._steps % self._update_pattern[0] == 0:
for a in xrange(self._update_pattern[1]):
self._evaluator.learn(self._transitions.get_sample())
# Melt the network sometimes
if self._steps % self._melt_steps == 0:
self._evaluator.melt()
# Adds a transition to the bank.
def add_transition(self, s, a, s2, r, terminal):
self._transitions.add_transition(s, a, s2, r, terminal)
# Runs a single episode in current mode. It ignores the mode if learn==true/false
def run_episode(self, sleep_time=0):
self.new_episode()
if sleep_time == 0:
while not self._game.is_episode_finished():
self.make_step()
else:
while not self._game.is_episode_finished():
self.make_sleep_step(sleep_time)
return np.float32(self._game.get_total_reward())
# Utility stuff
def get_actions_stats(self, clear=False, norm=True):
stats = self._actions_stats.copy()
if norm:
stats = stats / np.float32(self._actions_stats.sum())
stats[stats == 0.0] = -1
stats = np.around(stats, 3)
if clear:
self._actions_stats.fill(0)
return stats
def get_steps(self):
return self._steps
def get_epsilon(self):
return self._epsilon
def get_network(self):
return self._evaluator.network
def set_epsilon(self, eps):
self._epsilon = eps
def set_skiprate(self, skiprate):
self._skiprate = max(skiprate, 0)
def get_skiprate(self):
return self._skiprate
# Saves network weights to a file
def save_params(self, filename, quiet=False):
if not quiet:
print "Saving network weights to " + filename + "..."
self._prepare_for_save()
params = get_all_param_values(self._evaluator.network)
pickle.dump(params, open(filename, "wb"))
if not quiet:
print "Saving finished."
# Loads network weights from the file
def load_params(self, filename, quiet=False):
if not quiet:
print "Loading network weights from " + filename + "..."
params = pickle.load(open(filename, "rb"))
set_all_param_values(self._evaluator.network, params)
set_all_param_values(self._evaluator.frozen_network, params)
if not quiet:
print "Loading finished."
# Loads the whole engine with params from file
@staticmethod
def load(game, filename, quiet=False):
if not quiet:
print "Loading qengine from " + filename + "..."
params = pickle.load(open(filename, "rb"))
qengine_args = params[0]
network_params = params[1]
steps = qengine_args["steps"]
epsilon = qengine_args["epsilon"]
del (qengine_args["epsilon"])
del (qengine_args["steps"])
qengine_args["game"] = game
qengine = QEngine(**qengine_args)
set_all_param_values(qengine._evaluator.network, network_params)
set_all_param_values(qengine._evaluator.frozen_network, network_params)
if not quiet:
print "Loading finished."
qengine._steps = steps
qengine._epsilon = epsilon
return qengine
# Saves the whole engine with params to a file
def save(self, filename, quiet=False):
if not quiet:
print "Saving qengine to " + filename + "..."
self._prepare_for_save()
network_params = get_all_param_values(self._evaluator.network)
params = [self.setup, network_params]
pickle.dump(params, open(filename, "wb"))
if not quiet:
print "Saving finished."