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game.py
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import numpy as np
import pygame
import random
from enum import Enum
from collections import namedtuple
pygame.init()
font = pygame.font.Font('arial.ttf', 25)
class Direction(Enum) :
RIGHT = 1
LEFT = 2
UP = 3
DOWN = 4
Point = namedtuple('Point', 'x,y')
WHITE = (250, 250, 250)
RED = (200, 50, 50)
GREEN = (50, 200, 50)
BLUE = (50, 50, 200)
BLACK = (0, 0, 0)
BLOCK_SIZE = 20
GAME_SPEED = 2000
class SnakeGameAI :
def __init__(self, w=640, h=480) :
self.w = w
self.h = h
self.display = pygame.display.set_mode((self.w, self.h))
pygame.display.set_caption('Snake')
self.clock = pygame.time.Clock()
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
for event in pygame.event.get() :
if event.type == pygame.QUIT :
pygame.quit()
quit()
self.move(action)
self.snake.insert(0, self.head)
reward = 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
if self.head == self.food :
self.score += 1
reward = 10
self.place_food()
else :
self.snake.pop()
self.update_ui()
self.clock.tick(GAME_SPEED)
return reward, game_over, self.score
def is_collision(self, point=None) :
if point is None :
point = self.head
if point.x > self.w - BLOCK_SIZE or point.x < 0 or point.y > self.h - BLOCK_SIZE or point.y < 0 :
return True
if point in self.snake[1:] :
return True
return False
def update_ui(self) :
self.display.fill(BLACK)
for point in self.snake :
pygame.draw.rect(self.display, GREEN, pygame.Rect(point.x, point.y, BLOCK_SIZE, BLOCK_SIZE))
pygame.draw.rect(self.display, BLUE, pygame.Rect(point.x + 4, point.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) :
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]
elif np.array_equal(action, [0,0,1]) :
next_idx = (idx - 1) % 4
new_dir = clock_wise[next_idx]
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)