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snake_gameai.py
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import pygame
import random
from enum import Enum
from collections import namedtuple
import numpy as np
import math
pygame.init()
font = pygame.font.Font('arial.ttf',25)
# Reset
# Reward
# Play(action) -> Direction
# Game_Iteration
# is_collision
class Direction(Enum):
RIGHT = 1
LEFT = 2
UP = 3
DOWN = 4
Point = namedtuple('Point','x , y')
BLOCK_SIZE=20
SPEED = 40
WHITE = (255,255,255)
RED = (200,0,0)
BLUE1 = (0,0,255)
BLUE2 = (0,100,255)
BLACK = (0,0,0)
class SnakeGameAI:
def __init__(self,w=640,h=480):
self.w=w
self.h=h
#init display
self.display = pygame.display.set_mode((self.w,self.h))
pygame.display.set_caption('Snake')
self.clock = pygame.time.Clock()
#init game state
self.reset()
def reset(self):
self.direction = Direction.RIGHT
self.head = Point(self.w/2,self.h/2)
self.snake = [self.head,
Point(self.head.x-BLOCK_SIZE,self.head.y),
Point(self.head.x-(2*BLOCK_SIZE),self.head.y)]
self.score = 0
self.food = None
self._place__food()
self.frame_iteration = 0
def _place__food(self):
x = random.randint(0,(self.w-BLOCK_SIZE)//BLOCK_SIZE)*BLOCK_SIZE
y = random.randint(0,(self.h-BLOCK_SIZE)//BLOCK_SIZE)*BLOCK_SIZE
self.food = Point(x,y)
if(self.food in self.snake):
self._place__food()
def play_step(self,action):
self.frame_iteration+=1
# 1. Collect the user input
for event in pygame.event.get():
if(event.type == pygame.QUIT):
pygame.quit()
quit()
# 2. Move
self._move(action)
self.snake.insert(0,self.head)
# 3. Check if game Over
reward = 0 # eat food: +10 , game over: -10 , else: 0
game_over = False
if(self.is_collision() or self.frame_iteration > 100*len(self.snake) ):
game_over=True
reward = -10
return reward,game_over,self.score
# 4. Place new Food or just move
if(self.head == self.food):
self.score+=1
reward=10
self._place__food()
else:
self.snake.pop()
# 5. Update UI and clock
self._update_ui()
self.clock.tick(SPEED)
# 6. Return game Over and Display Score
return reward,game_over,self.score
def _update_ui(self):
self.display.fill(BLACK)
for pt in self.snake:
pygame.draw.rect(self.display,BLUE1,pygame.Rect(pt.x,pt.y,BLOCK_SIZE,BLOCK_SIZE))
pygame.draw.rect(self.display,BLUE2,pygame.Rect(pt.x+4,pt.y+4,12,12))
pygame.draw.rect(self.display,RED,pygame.Rect(self.food.x,self.food.y,BLOCK_SIZE,BLOCK_SIZE))
text = font.render("Score: "+str(self.score),True,WHITE)
self.display.blit(text,[0,0])
pygame.display.flip()
def _move(self,action):
# Action
# [1,0,0] -> Straight
# [0,1,0] -> Right Turn
# [0,0,1] -> Left Turn
clock_wise = [Direction.RIGHT,Direction.DOWN,Direction.LEFT,Direction.UP]
idx = clock_wise.index(self.direction)
if np.array_equal(action,[1,0,0]):
new_dir = clock_wise[idx]
elif np.array_equal(action,[0,1,0]):
next_idx = (idx + 1) % 4
new_dir = clock_wise[next_idx] # right Turn
else:
next_idx = (idx - 1) % 4
new_dir = clock_wise[next_idx] # Left Turn
self.direction = new_dir
x = self.head.x
y = self.head.y
if(self.direction == Direction.RIGHT):
x+=BLOCK_SIZE
elif(self.direction == Direction.LEFT):
x-=BLOCK_SIZE
elif(self.direction == Direction.DOWN):
y+=BLOCK_SIZE
elif(self.direction == Direction.UP):
y-=BLOCK_SIZE
self.head = Point(x,y)
def is_collision(self,pt=None):
if(pt is None):
pt = self.head
#hit boundary
if(pt.x>self.w-BLOCK_SIZE or pt.x<0 or pt.y>self.h - BLOCK_SIZE or pt.y<0):
return True
if(pt in self.snake[1:]):
return True
return False