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catch.cpp
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catch.cpp
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/*
* 1D deepRL example
*/
#include "deepRL.h"
#include "commandLine.h"
#include "rand.h"
#include <stdlib.h>
#include <signal.h>
#include <time.h>
// Define DQN API settings
#define DEFAULT_GAME_WIDTH 64
#define DEFAULT_GAME_HEIGHT 64
#define NUM_CHANNELS 1
#define OPTIMIZER "RMSprop"
#define LEARNING_RATE 0.01f
#define REPLAY_MEMORY 10000
#define BATCH_SIZE 32
#define GAMMA 0.9f
#define EPS_START 0.9f
#define EPS_END 0.05f
#define EPS_DECAY 200
#define USE_LSTM true
#define LSTM_SIZE 256
#define ALLOW_RANDOM true
#define DEBUG_DQN false
// Set enviromoment variables
#define BALL_SIZE 8
#define BALL_SIZE2 (BALL_SIZE/2)
#define PLAY_SIZE 16
#define PLAY_SIZE2 (PLAY_SIZE/2)
// Set game history
#define GAME_HISTORY 20
bool gameHistory[GAME_HISTORY];
int gameHistoryIdx = 0;
int gameHistoryMax = 0;
// Agent actions
enum catchAction
{
ACTION_STAY = 0,
ACTION_LEFT = 1,
ACTION_RIGHT = 2,
NUM_ACTIONS
};
// Action enum to string function
static const char* catchStr( int action )
{
if( action == 0 ) return "STAY";
else if( action == 1 ) return "LEFT";
else if( action == 2 ) return "RIGHT";
else return "NULL";
}
bool quit_signal = false;
// Function to catch interupt and quit program
void sig_handler(int signo)
{
if( signo == SIGINT )
{
printf("received SIGINT\n");
quit_signal = true;
}
}
int main( int argc, char** argv )
{
printf("deepRL-catch\n\n");
// Catch quit signal to stop game
if( signal(SIGINT, sig_handler) == SIG_ERR )
printf("\ncan't catch SIGINT\n");
// Seed rng
srand_time();
// Parse command line
commandLine cmdLine(argc, argv);
const int gameWidth = cmdLine.GetInt("width", DEFAULT_GAME_WIDTH);
const int gameHeight = cmdLine.GetInt("height", DEFAULT_GAME_HEIGHT);
const bool render = cmdLine.GetFlag("render");
// Create reinforcement learner agent in pyTorch using API
dqnAgent* agent = dqnAgent::Create(gameWidth, gameHeight, NUM_CHANNELS, NUM_ACTIONS,
OPTIMIZER, LEARNING_RATE, REPLAY_MEMORY, BATCH_SIZE,
GAMMA, EPS_START, EPS_END, EPS_DECAY,
USE_LSTM, LSTM_SIZE, ALLOW_RANDOM, DEBUG_DQN);
// Verify agent creation
if( !agent )
{
printf("[deepRL] failed to create deepRL instance %ux%u %u", gameWidth, gameHeight, NUM_ACTIONS);
return 0;
}
// Allocate memory for the game input
Tensor* input_state = Tensor::Alloc(gameWidth, gameHeight, NUM_CHANNELS);
// Check for agent creation
if( !input_state )
{
printf("[deepRL] failed to allocate input tensor with %ux%xu elements", gameWidth, gameHeight);
return 0;
}
// Setup game state
int ball_x = rand(0, gameWidth-1);
int ball_y = gameHeight - 1;
int play_x = (gameWidth / 2) + 1;
// Set initial state for accuracy
int episodes_won = 0;
int episode = 1;
// Game loop
while( !quit_signal )
{
// Update the playing field
for( int y=0; y < gameHeight; y++ )
{
for( int x=0; x < gameWidth; x++ )
{
float cell_value = 0.0f;
if( (x >= ball_x - BALL_SIZE2) && (x <= ball_x + BALL_SIZE2) &&
(y >= ball_y - BALL_SIZE2) && (y <= ball_y + BALL_SIZE2) )
cell_value = 1.0f;
else if( (x >= play_x - PLAY_SIZE2) && (x <= play_x + PLAY_SIZE2) &&
(y == 0) )
cell_value = 100.0f;
for( int c=0; c < NUM_CHANNELS; c++ )
input_state->cpuPtr[c*gameWidth*gameHeight+y*gameWidth+x] = cell_value;
}
}
// Ask the AI agent for their action
int action = ACTION_STAY;
// Get next action
if( !agent->NextAction(input_state, &action) )
{
printf("[deepRL] agent->NextAction() failed.\n");
return 0;
}
//printf("RL action: %i %s\n", action, actionStr(action));
const int prevDist = abs(play_x - ball_x);
// Apply the agent's action, without going off-screen
if( action == ACTION_LEFT && (play_x - PLAY_SIZE2) > 0 )
play_x--;
else if( action == ACTION_RIGHT && (play_x + PLAY_SIZE2) < (gameWidth-1) )
play_x++;
const int currDist = abs(play_x - ball_x);
// Advance the simulation (make the ball fall)
ball_y--;
// print screen
if( render )
{
printf("\n");
for( int y=0; y < gameHeight; y++ )
{
printf("|");
for( int x=0; x < gameWidth; x++ )
{
if( x == ball_x && y == ball_y )
printf("*");
else if( x == play_x && y == 0 )
printf("-");
else
printf(" ");
}
printf("|\n");
}
}
// Compute reward
float reward = 0.0f;
if( currDist == 0 )
reward = 1.0f;
else if( currDist > prevDist )
reward = -1.0f;
else if( currDist < prevDist )
reward = 1.0f;
else if( currDist == prevDist )
reward = 0.0f;
// If the ball has reached the bottom, train & reset randomly
bool end_episode = false;
if( ball_y <= 0 )
{
bool ball_overlap = false;
// Detect if the player paddle is overlapping with the ball
for( int i=0; i < BALL_SIZE; i++ )
{
const int p = ball_x - BALL_SIZE2 + i;
if( p >= play_x - PLAY_SIZE2 && p <= play_x + PLAY_SIZE2 )
{
ball_overlap = true;
break;
}
}
// If the agent caught the ball, give it a reward
if( ball_overlap )
{
reward = 1.0;
episodes_won++;
gameHistory[gameHistoryIdx] = true;
printf("WON! episode %i\n", episode);
}
else
{
gameHistory[gameHistoryIdx] = false;
printf("LOST episode %i\n", episode);
reward = -1.0f;
}
// Print out statistics for tracking agent learning progress
printf("%03i for %03i (%0.4f) ", episodes_won, episode, float(episodes_won)/float(episode));
if( episode >= GAME_HISTORY )
{
uint32_t historyWins = 0;
for( uint32_t n=0; n < GAME_HISTORY; n++ )
{
if( gameHistory[n] )
historyWins++;
}
if( historyWins > gameHistoryMax )
gameHistoryMax = historyWins;
printf("%02u of last %u (%0.2f) (max=%0.2f)", historyWins, GAME_HISTORY, float(historyWins)/float(GAME_HISTORY), float(gameHistoryMax)/float(GAME_HISTORY));
}
printf("\n");
gameHistoryIdx = (gameHistoryIdx + 1) % GAME_HISTORY;
episode++;
// Reset the game for next episode
ball_x = rand(0, gameWidth-1);
ball_y = gameHeight - 1;
play_x = (gameWidth / 2) + 1;
// Flag as end of episode
end_episode = true;
}
if( !agent->NextReward(reward, end_episode) )
printf("[deepRL] agent->NextReward() failed\n");
}
return 0;
}