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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
import datetime
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) and not(args.save_images):
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:
raise Exception("Error loading sounds")
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 = "dummy"
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,)
try:
q_out.put((prep_time, turn_delay / turn_delay_count))
except:
q_out.put((0,0))
# 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, player1_location, player2_location = 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)
if args.maze_file:
args.pieces = len(pieces_of_cheese)
# 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.copy(), 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)
if not(args.nodrawing) and not(args.save_images):
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()
try:
if res:
p1_prep_delay, p1_turn_delay = res
break
except:
pass
time.sleep(0.1)
while 1:
res = q2_out.get()
try:
if res:
p2_prep_delay, p2_turn_delay = res
break
except:
pass
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):
if not(args.save_images):
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 = pygame.surface.Surface((args.window_width, args.window_height))
infoObject = ""
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("{")
for key,value in sorted(result.items()):
print("\t\"" + str(key) + "\": " + str(value))
print("}")
pygame.quit()
if __name__ == "__main__":
main()