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import gym | ||
import numpy as np | ||
from gym.utils import seeding | ||
from gym import spaces | ||
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class PongEnv(gym.Env): | ||
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def __init__(self): | ||
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self.ball_max_vel = 0.1 | ||
self.min_x_mag = 0.025 | ||
self.paddle_max_vel = 0.1 | ||
self.paddle_height = 1. / 8 | ||
self.paddle_width = 1. / 60 | ||
self.max_score = 7 | ||
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# state is tuple: (ballx, bally, ballvx, ballvy, paddle1y, paddle1vy, paddle2y, paddle2vy, score1, score2) | ||
self.state_low = np.array([ | ||
0.0, 0.0, -self.ball_max_vel, -self.ball_max_vel, 0.0, -self.paddle_max_vel, 0.0, -self.paddle_max_vel, 0, 0 | ||
]) | ||
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self.state_high = np.array([ | ||
1.0, 1.0, self.ball_max_vel, self.ball_max_vel, 1.0, self.paddle_max_vel, 1.0, self.paddle_max_vel, self.max_score, self.max_score | ||
]) | ||
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self.viewer = None | ||
self.player1_state = None | ||
self.player2_state = None | ||
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self.player1_action_space = spaces.Discrete(3) | ||
self.player2_action_space = spaces.Discrete(3) | ||
self.observation_space = spaces.Box(self.state_low, self.state_high) | ||
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self.seed() | ||
self.reset() | ||
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def seed(self, seed=None): | ||
self.np_random, seed = seeding.np_random(seed) | ||
return [seed] | ||
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def step(self, player1_action, player2_action): | ||
assert self.player1_action_space.contains(player1_action), "Invalid action player 1." | ||
assert self.player2_action_space.contains(player2_action), "Invalid action player 2." | ||
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ball_pos_x, ball_pos_y, ball_vel_x, ball_vel_y, paddle1_pos_y, paddle1_vel_y, score1 = \ | ||
self.player1_state | ||
ball_pos_x, ball_pos_y, ball_vel_x, ball_vel_y, paddle2_pos_y, paddle2_vel_y, score2 = \ | ||
self.player2_state | ||
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player1_reward = 0.0 | ||
player2_reward = 0.0 | ||
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if ball_pos_x == 1.0: | ||
# collision with right (player2 side) | ||
if paddle2_pos_y - self.paddle_height < ball_pos_y and paddle2_pos_y + self.paddle_height > ball_pos_y: | ||
# collision with player paddle | ||
player2_reward = 1.0 | ||
ball_vel_x = -ball_vel_x | ||
else: | ||
player2_reward = -10.0 | ||
player1_reward = 10.0 | ||
score1 += 1 | ||
ball_pos_x = 0.5 | ||
ball_pos_y = 0.5 | ||
ball_vel_x = (self.np_random.rand() - 0.5) * self.ball_max_vel | ||
ball_vel_y = (self.np_random.rand() - 0.5) * self.ball_max_vel | ||
paddle1_pos_y = 0.5 | ||
paddle1_vel_y = 0.0 | ||
paddle2_pos_y = 0.5 | ||
paddle2_vel_y = 0.0 | ||
self.player1_state = [ | ||
ball_pos_x, | ||
ball_pos_y, | ||
ball_vel_x, | ||
ball_vel_y, | ||
paddle1_pos_y, | ||
paddle1_vel_y, | ||
score1, | ||
] | ||
self.player2_state = [ | ||
ball_pos_x, | ||
ball_pos_y, | ||
ball_vel_x, | ||
ball_vel_y, | ||
paddle2_pos_y, | ||
paddle2_vel_y, | ||
score2, | ||
] | ||
done = bool(score1 >= self.max_score or score2 >= self.max_score) | ||
return np.array(self.player1_state), np.array(self.player2_state), player1_reward, player2_reward, done, {} | ||
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# collision with right | ||
ball_vel_x = -ball_vel_x | ||
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elif ball_pos_x == 0.0: | ||
# collision with left (player1 side) | ||
if paddle1_pos_y - self.paddle_height < ball_pos_y and paddle1_pos_y + self.paddle_height > ball_pos_y: | ||
# collision with player paddle | ||
reward = 1.0 | ||
ball_vel_x = -ball_vel_x | ||
else: | ||
player1_reward = -10.0 | ||
player2_reward = 10.0 | ||
score2 += 1 | ||
ball_pos_x = 0.5 | ||
ball_pos_y = 0.5 | ||
ball_vel_x = (self.np_random.rand() - 0.5) * self.ball_max_vel | ||
ball_vel_y = (self.np_random.rand() - 0.5) * self.ball_max_vel | ||
paddle1_pos_y = 0.5 | ||
paddle1_vel_y = 0.0 | ||
paddle2_pos_y = 0.5 | ||
paddle2_vel_y = 0.0 | ||
self.player1_state = [ | ||
ball_pos_x, | ||
ball_pos_y, | ||
ball_vel_x, | ||
ball_vel_y, | ||
paddle1_pos_y, | ||
paddle1_vel_y, | ||
score1, | ||
] | ||
self.player2_state = [ | ||
ball_pos_x, | ||
ball_pos_y, | ||
ball_vel_x, | ||
ball_vel_y, | ||
paddle2_pos_y, | ||
paddle2_vel_y, | ||
score2, | ||
] | ||
done = bool(score1 >= self.max_score or score2 >= self.max_score) | ||
return np.array(self.player1_state), np.array(self.player2_state), player1_reward, player2_reward, done, {} | ||
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elif (ball_pos_y == 1.0 or ball_pos_y == 0.0): | ||
# collision with top or bottom | ||
ball_vel_y = -ball_vel_y | ||
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done = bool(score1 >= self.max_score or score2 >= self.max_score) | ||
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ball_pos_x += ball_vel_x | ||
ball_pos_y += ball_vel_y | ||
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paddle1_vel_y += 0.05 * (player1_action - 1) | ||
paddle1_vel_y = np.clip(paddle1_vel_y, -self.paddle_max_vel, self.paddle_max_vel) | ||
paddle1_pos_y += paddle1_vel_y | ||
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paddle2_vel_y += 0.05 * (player2_action - 1) | ||
paddle2_vel_y = np.clip(paddle2_vel_y, -self.paddle_max_vel, self.paddle_max_vel) | ||
paddle2_pos_y += paddle2_vel_y | ||
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ball_pos_x = np.clip(ball_pos_x, 0.0, 1.0) | ||
ball_pos_y = np.clip(ball_pos_y, 0.0, 1.0) | ||
paddle1_pos_y = np.clip(paddle1_pos_y, 0.0, 1.0) | ||
paddle2_pos_y = np.clip(paddle2_pos_y, 0.0, 1.0) | ||
ball_vel_x = np.clip(ball_vel_x, -self.ball_max_vel, self.ball_max_vel) | ||
ball_vel_y = np.clip(ball_vel_y, -self.ball_max_vel, self.ball_max_vel) | ||
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if np.abs(ball_vel_x) < self.min_x_mag: | ||
ball_vel_x = np.sign(ball_vel_x) * self.min_x_mag | ||
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self.player1_state = [ | ||
ball_pos_x, | ||
ball_pos_y, | ||
ball_vel_x, | ||
ball_vel_y, | ||
paddle1_pos_y, | ||
paddle1_vel_y, | ||
score1, | ||
] | ||
self.player2_state = [ | ||
ball_pos_x, | ||
ball_pos_y, | ||
ball_vel_x, | ||
ball_vel_y, | ||
paddle2_pos_y, | ||
paddle2_vel_y, | ||
score2, | ||
] | ||
return np.array(self.player1_state), np.array(self.player2_state), player1_reward, player2_reward, done, {} | ||
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def reset(self): | ||
ball_pos_x = 0.5 | ||
ball_pos_y = 0.5 | ||
ball_vel_x = (self.np_random.rand() - 0.5) * self.ball_max_vel | ||
ball_vel_y = (self.np_random.rand() - 0.5) * self.ball_max_vel | ||
paddle1_pos_y = 0.5 | ||
paddle1_vel_y = 0.0 | ||
paddle2_pos_y = 0.5 | ||
paddle2_vel_y = 0.0 | ||
score1 = 0 | ||
score2 = 0 | ||
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self.player1_state = [ | ||
ball_pos_x, | ||
ball_pos_y, | ||
ball_vel_x, | ||
ball_vel_y, | ||
paddle1_pos_y, | ||
paddle1_vel_y, | ||
score1, | ||
] | ||
self.player2_state = [ | ||
ball_pos_x, | ||
ball_pos_y, | ||
ball_vel_x, | ||
ball_vel_y, | ||
paddle2_pos_y, | ||
paddle2_vel_y, | ||
score2, | ||
] | ||
return self.player1_state, self.player2_state | ||
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def render(self, mode='human'): | ||
screen_width = 600 | ||
screen_height = 400 | ||
world_width = 1.0 | ||
world_height = 1.0 | ||
xscale = screen_width / world_width | ||
yscale = screen_height / world_height | ||
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paddle_width = xscale * self.paddle_width | ||
paddle_height = yscale * self.paddle_height | ||
ball_radius = 10 | ||
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if self.viewer is None: | ||
from gym.envs.classic_control import rendering | ||
self.viewer = rendering.Viewer(screen_width, screen_height) | ||
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l,r,t,b = -paddle_width/2, paddle_width/2, paddle_height, 0 | ||
paddle1 = rendering.FilledPolygon([ | ||
(l,b), (l,t), (r,t), (r,b) | ||
]) | ||
paddle1.set_color(0.5, 0.5, 0.5) | ||
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self.paddle1_transform = rendering.Transform() | ||
paddle1.add_attr(self.paddle1_transform) | ||
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self.viewer.add_geom(paddle1) | ||
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l,r,t,b = -paddle_width/2, paddle_width/2, paddle_height, 0.0 | ||
paddle2 = rendering.FilledPolygon([ | ||
(l,b), (l,t), (r,t), (r,b) | ||
]) | ||
paddle2.set_color(0.5, 0.5, 0.5) | ||
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self.paddle2_transform = rendering.Transform() | ||
paddle2.add_attr(self.paddle2_transform) | ||
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self.viewer.add_geom(paddle2) | ||
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ball = rendering.make_circle(ball_radius) | ||
ball.set_color(0.5, 0.5, 0.5) | ||
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self.ball_transform = rendering.Transform() | ||
ball.add_attr(self.ball_transform) | ||
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self.viewer.add_geom(ball) | ||
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ball_pos_x, ball_pos_y, _, _, paddle1_pos_y, _, _ = self.player1_state | ||
ball_pos_x, ball_pos_y, _, _, paddle2_pos_y, _, _ = self.player2_state | ||
#self.paddle_transform.set_translation(50, 50) | ||
self.paddle1_transform.set_translation(paddle_width/2, paddle1_pos_y * yscale) | ||
self.paddle2_transform.set_translation(screen_width - paddle_width/2, paddle2_pos_y * yscale) | ||
self.ball_transform.set_translation(ball_pos_x * xscale, ball_pos_y * yscale) | ||
#self.ball_transform.set_translation(50, 50) | ||
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return self.viewer.render(return_rgb_array=(mode == 'rgb_array')) | ||
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def close(self): | ||
if self.viewer: | ||
self.viewer.close() | ||
self.viewer = None | ||
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if __name__ == '__main__': | ||
env = PongEnv() | ||
env.reset() | ||
done = False | ||
while not done: | ||
_, _, _, _, done, _ = env.step(env.np_random.randint(3), env.np_random.randint(3)) | ||
env.render() | ||
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env.close() |