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pyrat.py
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pyrat.py
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#!/usr/bin/python
# Copyright © 2017 Vincent Gripon ([email protected]) and IMT Atlantique
#
# This file is part of PyRat.
#
# PyRat is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# PyRat is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with PyRat. If not, see <http://www.gnu.org/licenses/>.
# Imports
from imports.parameters import *
from imports.maze import *
from imports.display import *
import importlib.util
import sys
import time
from queue import Queue
import queue
from threading import Thread
import multiprocessing as mp
import os
import signal
import pygame
import traceback
if args.import_keras:
import keras
# Sound effects. There are three sounds corresponding to any combination of players taking pieces of cheese at a given moment
try:
if not(args.nodrawing):
pygame.mixer.init(frequency = 44100, size = -16, channels = 1, buffer = 2**12)
effect_left = pygame.mixer.Sound("resources/cheese_left.wav")
effect_right = pygame.mixer.Sound("resources/cheese_right.wav")
effect_both = pygame.mixer.Sound("resources/cheese_both.wav")
nosound = False
else:
1/0
except:
effect_left = ""
effect_right = ""
effect_both = ""
nosound = True
# Function to play a sound
def play_sound(effect):
if nosound or args.nodrawing:
()
else:
try:
effect.play()
except:
()
# Function to handle a player, this is intended to be launched by a separate process
def player(pet, filename, q_in, q_out, q_quit, width, height, preparation_time, turn_time):
# First we try to launch a regular AI
try:
player = importlib.util.spec_from_file_location("player",filename)
module = importlib.util.module_from_spec(player)
player.loader.exec_module(module)
name = filename.split("/")[-1].split(".")[0]
preprocessing = module.preprocessing
turn = module.turn
existence = True
# In case there is a problem, we launch the dummy AI which basically does nothing
except:
if filename != "":
var = traceback.format_exc()
print("Error: " + var, file=sys.stderr)
print("Error while loading player controlling " + pet + ", dummy player loaded instead", file=sys.stderr)
player = importlib.util.spec_from_file_location("player","imports/dummyplayer.py")
module = importlib.util.module_from_spec(player)
player.loader.exec_module(module)
name = module.TEAM_NAME
preprocessing = module.preprocessing
turn = module.turn
existence = False
# We communicate our name to the main program
q_out.put(name)
# And we get useful information in return
maze, player1_location, player2_location, pieces_of_cheese = q_in.get()
# Then we call the preprocessing function and catch any exception
try:
before = time.time()
preprocessing(maze, width, height, player1_location, player2_location, pieces_of_cheese, preparation_time)
after = time.time()
prep_time = after - before
except Exception as e:
traceback.print_exc()
print(e, file=sys.stderr,)
# We run each turn through this loop
try:
turn_delay = 0
turn_delay_count = 0
while 1:
# We get the new info
try:
player1_location, player2_location, score1, score2, pieces_of_cheese = q_in.get()
while not(q_in.empty()):
player1_location, player2_location, score1, score2, pieces_of_cheese = q_in.get()
except:
break
if player1_location == None:
break
# Then we check if the main program ask us to exit
try:
if q_quit.get():
break
except:
break
# We now ask the AI what to do
if pieces_of_cheese == []:
break
try:
before = time.time()
decision = turn(maze, width, height, player1_location, player2_location, score1, score2, pieces_of_cheese, turn_time)
after = time.time()
turn_delay = turn_delay + (after - before)
turn_delay_count = turn_delay_count + 1
except Exception as e:
traceback.print_exc()
print(e, file=sys.stderr)
decision = ""
# Finally we send the decision to the main program
try:
q_out.put(decision)
except:
()
except:
()
player1_location, player2_location, score1, score2, pieces_of_cheese = q_in.get()
if args.postprocessing:
try:
module.postprocessing(maze, width, height, player1_location, player2_location, score1, score2, pieces_of_cheese, turn_time)
except Exception as e:
traceback.print_exc()
print(e, file=sys.stderr,)
q_out.put((prep_time, turn_delay / turn_delay_count))
# Utility function to convert strange time object to float
def convert_time_to_int(datetime):
return datetime.hour * 3600000 + datetime.minute * 60000 + datetime.second * 1000 + datetime.microsecond / 1000.0
# Convert the decision taken by an AI into an actual new location
def cell_of_decision(location, decision):
try:
a, b = location
if decision == "U":
return (a,b+1)
elif decision == "D":
return (a,b-1)
elif decision == "L":
return (a-1,b)
elif decision == "R":
return (a+1,b)
else:
return (-1,-1)
except:
return (-1,-1)
# This function actually moves a player according to its decision and returns new info
def move(decision1, decision2, maze, player1_location, player2_location, stuck1, stuck2, moves1, moves2, miss1, miss2):
cell1 = cell_of_decision(player1_location, decision1)
cell2 = cell_of_decision(player2_location, decision2)
if cell1 in maze[player1_location]:
stuck1 = maze[player1_location][cell1]
player1_location = cell1
moves1 = moves1 + 1
elif stuck1 <= 0:
miss1 = miss1 + 1
if cell2 in maze[player2_location]:
stuck2 = maze[player2_location][cell2]
player2_location = cell2
moves2 = moves2 + 1
elif stuck2 <= 0:
miss2 = miss2 + 1
return player1_location, player2_location, stuck1, stuck2, moves1, moves2, miss1, miss2
# This send the initial information about the game to a player
def initial_info(q, player1_location, player2_location, maze, pieces_of_cheese):
q.put((maze, player1_location, player2_location, pieces_of_cheese))
# This send the chronic information about the game to a player
def send_turn(q, player1_location, player2_location, score1, score2, pieces_of_cheese):
q.put((player1_location, player2_location, score1, score2, pieces_of_cheese))
# This function helps communicate with the user of the program, either through
# the graphical interface or command line
def send_info(text, q_info):
if not(args.nodrawing):
q_info.put(text)
else:
print(text, file=sys.stderr)
# This is the core function that runs a game. It takes the screen as argument
# and returns stats about the game
def run_game(screen, infoObject):
global is_human_rat, is_human_python
# Generate connected maze
debug("Generating maze",1)
if not(args.random_seed):
random_seed = random.randint(0,sys.maxsize)
else:
random_seed = args.random_seed
print("Using seed " + str(random_seed), file=sys.stderr)
width, height, pieces_of_cheese, maze = generate_maze(args.width, args.height, args.density, not(args.nonconnected), not(args.nonsymmetric), args.mud_density, args.mud_range, args.maze_file, random_seed)
player1_location = (-1,-1)
player2_location = (-1,-1)
# Generate cheese
debug("Generating pieces of cheese",1)
if args.random_cheese:
random.seed()
if pieces_of_cheese == []:
pieces_of_cheese, player1_location, player2_location = generate_pieces_of_cheese(args.pieces, width, height, not(args.nonsymmetric), player1_location, player2_location, args.start_random)
if args.save:
savefile = open("saves/"+str(int(round(time.time() * 1000))),'w')
savefile.write("# Random seed\n")
savefile.write(str(random_seed)+"\n")
savefile.write("# MazeMap\n")
savefile.write(str(maze)+"\n")
savefile.write("# Pieces of cheese\n")
savefile.write(str(pieces_of_cheese)+"\n")
savefile.write("# Rat initial location\n")
savefile.write(str(player1_location)+"\n")
savefile.write("# Python initial location\n")
savefile.write(str(player2_location)+"\n")
# Create communications queues with players
debug("Generating pipes with players",1)
q1_in = mp.Queue()
q2_in = mp.Queue()
q1_out = mp.Queue()
q2_out = mp.Queue()
q1_quit = mp.Queue()
q2_quit = mp.Queue()
# Instantiate players
debug("Instantiating players",1)
if not(is_human_rat):
p1 = mp.Process(target=player, args=("rat", args.rat, q1_in, q1_out, q1_quit, width, height, args.preparation_time, args.turn_time,))
p1.start()
else:
q1_out.put("human")
if not(is_human_python):
p2 = mp.Process(target=player, args=("python", args.python, q2_in, q2_out, q2_quit, width, height, args.preparation_time, args.turn_time,))
p2.start()
else:
q2_out.put("human")
# Initialize stats
debug("Creating variables",1)
score1 = 0
score2 = 0
stuck1 = 0
stuck2 = 0
moves1 = 0
moves2 = 0
miss1 = 0
miss2 = 0
stucks1 = 0
stucks2 = 0
turns = 0
win1 = 0
win2 = 0
# Retrieve names
debug("Reading names of players",1)
p1name = str(q1_out.get())
p2name = str(q2_out.get())
# Start rendering
debug("Starting rendering",1)
q_render = Queue()
q_render_in = Queue()
q_info = Queue()
if not(args.nodrawing):
q_render_quit = Queue ()
draw = Thread(target=run, args=(maze, width, height, q_render, q_render_in, q_render_quit, p1name, p2name, q1_out, q2_out, is_human_rat, is_human_python, q_info, pieces_of_cheese, player1_location, player2_location, args.rat != "", args.python != "", screen, infoObject))
draw.start()
# Send initial information to players
debug("Send initial information to players and start preprocessing",1)
initial_info(q1_in, player1_location, player2_location, maze, pieces_of_cheese)
initial_info(q2_in, player2_location, player1_location, maze, pieces_of_cheese)
# Let time to preprocess
if not(args.synchronous):
time.sleep(args.preparation_time / 1000.0)
# Main loop
debug("Starting game",1)
while 1:
# First tell players if game is finished
q1_quit.put(False)
q2_quit.put(False)
# Check if too many turns have occured, this is mainly to avoid unending games
if turns == args.max_turns:
send_info("max number of turns reached!", q_info)
break
turns = turns + 1
# If players are stuck with mud, this is one turn towards getting out of it
stuck1 = stuck1 - 1
stuck2 = stuck2 - 1
# Now check if one of the players is on a piece of cheese
if player1_location in pieces_of_cheese and stuck1 <= 0 and args.rat != "":
pieces_of_cheese.remove(player1_location)
if player2_location == player1_location and stuck2 <= 0 and args.python != "":
score1 = score1 + 0.5
score2 = score2 + 0.5
play_sound(effect_both)
else:
score1 = score1 + 1
if player2_location in pieces_of_cheese and stuck2 <= 0 and args.python != "":
play_sound(effect_both)
else:
play_sound(effect_left)
if player2_location in pieces_of_cheese and stuck2 <= 0 and args.python != "":
pieces_of_cheese.remove(player2_location)
score2 = score2 + 1
play_sound(effect_right)
# Send drawing informations to graphical interface
q_render.put((pieces_of_cheese, player1_location, player2_location, score1, score2, moves1, moves2, miss1, miss2, stucks1, stucks2))
# Check if one of the players won
if args.rat != "" and args.python != "":
if score1 == score2 and score1 >= args.pieces / 2:
send_info("The Rat(" + p1name + ") and the Python (" + p2name + ") got the same number of pieces of cheese!", q_info)
break
if score1 > args.pieces / 2:
send_info("The Rat (" + p1name + ") won the match!", q_info)
win1 = win1 + 1
break
if score2 > args.pieces / 2:
send_info("The Python (" + p2name + ") won the match!", q_info)
win2 = win2 + 1
break
else:
if score1 >= args.pieces:
send_info("The Rat (" + p1name + ") got all pieces of cheese!", q_info)
win1 = win1 + 1
break
elif score2 >= args.pieces:
send_info("The Python (" + p2name + ") got all pieces of cheese!", q_info)
win2 = win2 + 1
break
# Or if there is no more cheese
if len(pieces_of_cheese) == 0:
send_info("No more pieces of cheese!", q_info)
break
# If players can move, ask them their next decision
if stuck1 <= 0:
send_turn(q1_in, player1_location, player2_location, score1, score2, pieces_of_cheese)
if stuck2 <= 0:
send_turn(q2_in, player2_location, player1_location, score2, score1, pieces_of_cheese)
if args.save:
savefile.write("# turn "+str(turns) + " rat_location then python_location then pieces_of_cheese then rat_decision then python_decision\n")
savefile.write(str(player1_location) + "\n")
savefile.write(str(player2_location) + "\n")
savefile.write(str(pieces_of_cheese) + "\n")
# Wait for the turn to end
if not(args.synchronous):
time.sleep(args.turn_time / 1000.0)
# retrieve decisions from players
try:
if stuck1 <= 0:
decision1 = str(q1_out.get(args.synchronous))
else:
decision1 = "None"
stucks1 = stucks1 + 1
except:
decision1 = "None"
try:
if stuck2 <= 0:
decision2 = str(q2_out.get(args.synchronous))
else:
decision2 = "None"
stucks2 = stucks2 + 1
except:
decision2 = "None"
if args.save:
savefile.write(decision1 + "\n")
savefile.write(decision2 + "\n")
# Check if graphical interface wants us to exit the game
try:
q_render_in.get(False)
break
except queue.Empty:
()
# Magic solver for windows problems (does not like pygame in threads)
pygame.event.pump()
# Finally update informations about the game
player1_location, player2_location, stuck1, stuck2, moves1, moves2, miss1, miss2 = move(decision1, decision2, maze, player1_location, player2_location, stuck1, stuck2, moves1, moves2, miss1, miss2)
# Now the game is finished, send ending signals to players
q1_quit.put(True)
q2_quit.put(True)
q1_in.put(True)
q2_in.put(True)
send_turn(q1_in, player1_location, player2_location, score1, score2, pieces_of_cheese)
send_turn(q2_in, player2_location, player1_location, score2, score1, pieces_of_cheese)
while 1:
res = q1_out.get()
if res:
p1_prep_delay, p1_turn_delay = res
break
time.sleep(0.1)
while 1:
res = q2_out.get()
if res:
p2_prep_delay, p2_turn_delay = res
break
time.sleep(0.1)
# Check if players are not waiting for info
try:
if p1.is_alive():
try:
for i in range(5):
q1_in.put(True)
except:
()
if p2.is_alive():
try:
for i in range(5):
q2_in.put(True)
except:
()
# If they are still not dead, ask them gently to stop
time.sleep(0.1)
if p1.is_alive():
try:
p1.terminate()
except:
()
if p2.is_alive():
try:
p2.terminate()
except:
()
except:
()
time.sleep(0.1)
# If they are still not dead, kill them
try:
while p1.is_alive() or p2.is_alive():
if p1.is_alive():
os.kill(p1.pid, signal.SIGKILL)
if p2.is_alive():
os.kill(p2.pid, signal.SIGKILL)
time.sleep(0.01)
except:
()
# Stop the graphical interface as well
if not(args.nodrawing):
if args.auto_exit:
q_render_quit.put("")
if draw.is_alive():
q_render_in.get()
# Send stats about the game
stats = {"win_rat": win1, "win_python": win2, "score_rat": score1, "score_python": score2, "moves_rat": moves1, "moves_python": moves2, "miss_rat": miss1, "miss_python": miss2, "stucks_rat":stucks1, "stucks_python":stucks2, "prep_time_rat":p1_prep_delay, "prep_time_python":p2_prep_delay, "turn_time_rat":p1_turn_delay, "turn_time_python":p2_turn_delay}
if args.save:
savefile.write(str(stats))
savefile.close()
return stats
def main():
# Start program
debug("Starting pygame...")
pygame.init()
debug("Defining screen object...")
if not(args.nodrawing):
infoObject = pygame.display.Info()
image_icon = pygame.image.load("resources/various/pyrat.ico")
pygame.display.set_icon(image_icon)
pygame.display.set_caption("PyRat")
if args.fullscreen:
screen = pygame.display.set_mode((infoObject.current_w, infoObject.current_h), pygame.FULLSCREEN)
args.window_width = infoObject.current_w
args.window_height = infoObject.current_h
else:
screen = pygame.display.set_mode((args.window_width, args.window_height), pygame.RESIZABLE)
else:
screen = ""
infoObject = ""
# Run first game
debug("Starting first game")
result = run_game(screen, infoObject)
# Run other games (if any)
for i in range(args.tests - 1):
debug("Starting match number " + str(i))
print("match " + str(i+2) + "/" + str(args.tests))
new = run_game(screen, infoObject)
debug("Aggregating stats")
result = {x: result.get(x, 0) + new.get(x, 0) for x in set(result).union(new)}
debug("Writing stats and exiting")
result = {k: v / args.tests for k, v in result.items()}
# Print stats and exit
print(repr(result))
pygame.quit()
if __name__ == "__main__":
main()