Print Details From Snake Code
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I have found the following code online that implements a game of snake. I have edited it so that it continually prints the Manhattan distance between the snake's head and the food to the terminal. This is really important as I want to train the snake using machine learning.
Code below:
import math
import random
import pygame
import tkinter as tk
from tkinter import messagebox
import time
import sys
class cube(object):
rows = 20
w = 500
def __init__(self,start,dirnx=1,dirny=0,color=(255,0,0)):
self.pos = start
self.dirnx = 1
self.dirny = 0
self.color = color
def move(self, dirnx, dirny):
self.dirnx = dirnx
self.dirny = dirny
self.pos = (self.pos[0] + self.dirnx, self.pos[1] + self.dirny)
def draw(self, surface, eyes=False):
dis = self.w // self.rows
i = self.pos[0]
j = self.pos[1]
pygame.draw.rect(surface, self.color, (i*dis+1,j*dis+1, dis-2, dis-2))
if eyes:
centre = dis//2
radius = 3
circleMiddle = (i*dis+centre-radius,j*dis+8)
circleMiddle2 = (i*dis + dis -radius*2, j*dis+8)
pygame.draw.circle(surface, (0,0,0), circleMiddle, radius)
pygame.draw.circle(surface, (0,0,0), circleMiddle2, radius)
class snake(object):
body =
turns = {}
def __init__(self, color, pos):
self.color = color
self.head = cube(pos)
self.body.append(self.head)
self.dirnx = 0
self.dirny = 1
def move(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
keys = pygame.key.get_pressed()
for key in keys:
if keys[pygame.K_LEFT]:
self.dirnx = -1
self.dirny = 0
self.turns[self.head.pos[:]] = [self.dirnx, self.dirny]
elif keys[pygame.K_RIGHT]:
self.dirnx = 1
self.dirny = 0
self.turns[self.head.pos[:]] = [self.dirnx, self.dirny]
elif keys[pygame.K_UP]:
self.dirnx = 0
self.dirny = -1
self.turns[self.head.pos[:]] = [self.dirnx, self.dirny]
elif keys[pygame.K_DOWN]:
self.dirnx = 0
self.dirny = 1
self.turns[self.head.pos[:]] = [self.dirnx, self.dirny]
for i, c in enumerate(self.body):
p = c.pos[:]
if p in self.turns:
turn = self.turns[p]
c.move(turn[0],turn[1])
if i == len(self.body)-1:
self.turns.pop(p)
else:
if c.dirnx == -1 and c.pos[0] <= 0: c.pos = (c.rows-1, c.pos[1])
elif c.dirnx == 1 and c.pos[0] >= c.rows-1: c.pos = (0,c.pos[1])
elif c.dirny == 1 and c.pos[1] >= c.rows-1: c.pos = (c.pos[0], 0)
elif c.dirny == -1 and c.pos[1] <= 0: c.pos = (c.pos[0],c.rows-1)
else: c.move(c.dirnx,c.dirny)
def reset(self, pos):
self.head = cube(pos)
self.body =
self.body.append(self.head)
self.turns = {}
self.dirnx = 0
self.dirny = 1
def addCube(self):
tail = self.body[-1]
dx, dy = tail.dirnx, tail.dirny
if dx == 1 and dy == 0:
self.body.append(cube((tail.pos[0]-1,tail.pos[1])))
elif dx == -1 and dy == 0:
self.body.append(cube((tail.pos[0]+1,tail.pos[1])))
elif dx == 0 and dy == 1:
self.body.append(cube((tail.pos[0],tail.pos[1]-1)))
elif dx == 0 and dy == -1:
self.body.append(cube((tail.pos[0],tail.pos[1]+1)))
self.body[-1].dirnx = dx
self.body[-1].dirny = dy
def draw(self, surface):
for i, c in enumerate(self.body):
if i ==0:
c.draw(surface, True)
else:
c.draw(surface)
def drawGrid(w, rows, surface):
sizeBtwn = w // rows
x = 0
y = 0
for l in range(rows):
x = x + sizeBtwn
y = y + sizeBtwn
pygame.draw.line(surface, (255,255,255), (x,0),(x,w))
pygame.draw.line(surface, (255,255,255), (0,y),(w,y))
def redrawWindow(surface):
global rows, width, s, snack
surface.fill((0,0,0))
s.draw(surface)
snack.draw(surface)
drawGrid(width,rows, surface)
pygame.display.update()
def randomSnack(rows, item):
positions = item.body
while True:
x = random.randrange(rows)
y = random.randrange(rows)
if len(list(filter(lambda z:z.pos == (x,y), positions))) > 0:
continue
else:
break
return (x,y)
def message_box(subject, content):
root = tk.Tk()
root.attributes("-topmost", True)
root.withdraw()
messagebox.showinfo(subject, content)
try:
root.destroy()
except:
pass
def game():
global width, rows, s, snack
width = 500
rows = 20
win = pygame.display.set_mode((width, width))
s = snake((255,0,0), (10,10))
snack = cube(randomSnack(rows, s), color=(0,255,0))
flag = True
clock = pygame.time.Clock()
start = time.time()
while True:
pygame.time.delay(50)
clock.tick(10)
s.move()
#print("Snack pos: {}".format(snack.pos))
#print("Snake pos: {}".format(s.body[0].pos))
print("Manhattan distance to snack: {}".format(abs(snack.pos[0] - s.body[0].pos[0]) + abs(snack.pos[1] - s.body[0].pos[1])))
if s.body[0].pos == snack.pos:
s.addCube()
snack = cube(randomSnack(rows, s), color=(0,255,0))
for x in range(len(s.body)):
if s.body[x].pos in list(map(lambda z:z.pos,s.body[x+1:])):
print("n Score: {}".format(len(s.body)))
print("Food collection rate: {} meals/sec".format(round((len(s.body))/(time.time()-start), 2)))
message_box("n You Lost!", "n Play again...n")
s.reset((10,10))
break
redrawWindow(win)
pass
The problem I am having is that I want to be able to run many "episodes" of training and store data from each of them. I have a separate script which should hopefully run repeated games until the snake has died a specified number of times (at the moment everything is human controlled - no machine learning yet!).
I am having difficulty implementing this. Here is my other script (snake_game is the name of the first script btw):
from snake_game import game
import random
import logging #cannot print as these will be interpreted as commands
import math
import numpy as np
import time
episodes = 2
# Create lookup tables and initialise everything to zero
#q_lookup_table = np.zeros((20,20))
#print(q_lookup_table)
# Loop over the required number of episodes
for e in range(episodes):
g = game()
print("Manhattand distance: {}".format(g.manhattan_distance()))
print("Done")
My intention is that when I execute this second script, I should then be able to play two games by myself. After I have died twice, the system should shut down. Instead what happens is that the game plays for two frames and then quits which is really annoying.
I have found a workaround which is to give the game function in the first script an episodes parameter. Then I just have a counter that increments for each new game and when we have equality the system exits. Whilst this works, it is not ideal as it puts control of the number of episodes in the game script and I really need to be able to control that with my machine learning script e.g. I will want to log data episode by episode and if this is left in the first script, all the code for that will need to be packaged in there as well.
Any suggestions on how to do this?
Secondly, I will also need (at a later stage) to be able to pull the snake's direction of travel from previous square to current square (this will need to be eliminated from available next moves) and I'm not clear how I can go about doing this?
Thanks and sorry if this is quite basic - I'm still finding my feet with Python.
object-oriented pygame
New contributor
add a comment |
up vote
-1
down vote
favorite
I have found the following code online that implements a game of snake. I have edited it so that it continually prints the Manhattan distance between the snake's head and the food to the terminal. This is really important as I want to train the snake using machine learning.
Code below:
import math
import random
import pygame
import tkinter as tk
from tkinter import messagebox
import time
import sys
class cube(object):
rows = 20
w = 500
def __init__(self,start,dirnx=1,dirny=0,color=(255,0,0)):
self.pos = start
self.dirnx = 1
self.dirny = 0
self.color = color
def move(self, dirnx, dirny):
self.dirnx = dirnx
self.dirny = dirny
self.pos = (self.pos[0] + self.dirnx, self.pos[1] + self.dirny)
def draw(self, surface, eyes=False):
dis = self.w // self.rows
i = self.pos[0]
j = self.pos[1]
pygame.draw.rect(surface, self.color, (i*dis+1,j*dis+1, dis-2, dis-2))
if eyes:
centre = dis//2
radius = 3
circleMiddle = (i*dis+centre-radius,j*dis+8)
circleMiddle2 = (i*dis + dis -radius*2, j*dis+8)
pygame.draw.circle(surface, (0,0,0), circleMiddle, radius)
pygame.draw.circle(surface, (0,0,0), circleMiddle2, radius)
class snake(object):
body =
turns = {}
def __init__(self, color, pos):
self.color = color
self.head = cube(pos)
self.body.append(self.head)
self.dirnx = 0
self.dirny = 1
def move(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
keys = pygame.key.get_pressed()
for key in keys:
if keys[pygame.K_LEFT]:
self.dirnx = -1
self.dirny = 0
self.turns[self.head.pos[:]] = [self.dirnx, self.dirny]
elif keys[pygame.K_RIGHT]:
self.dirnx = 1
self.dirny = 0
self.turns[self.head.pos[:]] = [self.dirnx, self.dirny]
elif keys[pygame.K_UP]:
self.dirnx = 0
self.dirny = -1
self.turns[self.head.pos[:]] = [self.dirnx, self.dirny]
elif keys[pygame.K_DOWN]:
self.dirnx = 0
self.dirny = 1
self.turns[self.head.pos[:]] = [self.dirnx, self.dirny]
for i, c in enumerate(self.body):
p = c.pos[:]
if p in self.turns:
turn = self.turns[p]
c.move(turn[0],turn[1])
if i == len(self.body)-1:
self.turns.pop(p)
else:
if c.dirnx == -1 and c.pos[0] <= 0: c.pos = (c.rows-1, c.pos[1])
elif c.dirnx == 1 and c.pos[0] >= c.rows-1: c.pos = (0,c.pos[1])
elif c.dirny == 1 and c.pos[1] >= c.rows-1: c.pos = (c.pos[0], 0)
elif c.dirny == -1 and c.pos[1] <= 0: c.pos = (c.pos[0],c.rows-1)
else: c.move(c.dirnx,c.dirny)
def reset(self, pos):
self.head = cube(pos)
self.body =
self.body.append(self.head)
self.turns = {}
self.dirnx = 0
self.dirny = 1
def addCube(self):
tail = self.body[-1]
dx, dy = tail.dirnx, tail.dirny
if dx == 1 and dy == 0:
self.body.append(cube((tail.pos[0]-1,tail.pos[1])))
elif dx == -1 and dy == 0:
self.body.append(cube((tail.pos[0]+1,tail.pos[1])))
elif dx == 0 and dy == 1:
self.body.append(cube((tail.pos[0],tail.pos[1]-1)))
elif dx == 0 and dy == -1:
self.body.append(cube((tail.pos[0],tail.pos[1]+1)))
self.body[-1].dirnx = dx
self.body[-1].dirny = dy
def draw(self, surface):
for i, c in enumerate(self.body):
if i ==0:
c.draw(surface, True)
else:
c.draw(surface)
def drawGrid(w, rows, surface):
sizeBtwn = w // rows
x = 0
y = 0
for l in range(rows):
x = x + sizeBtwn
y = y + sizeBtwn
pygame.draw.line(surface, (255,255,255), (x,0),(x,w))
pygame.draw.line(surface, (255,255,255), (0,y),(w,y))
def redrawWindow(surface):
global rows, width, s, snack
surface.fill((0,0,0))
s.draw(surface)
snack.draw(surface)
drawGrid(width,rows, surface)
pygame.display.update()
def randomSnack(rows, item):
positions = item.body
while True:
x = random.randrange(rows)
y = random.randrange(rows)
if len(list(filter(lambda z:z.pos == (x,y), positions))) > 0:
continue
else:
break
return (x,y)
def message_box(subject, content):
root = tk.Tk()
root.attributes("-topmost", True)
root.withdraw()
messagebox.showinfo(subject, content)
try:
root.destroy()
except:
pass
def game():
global width, rows, s, snack
width = 500
rows = 20
win = pygame.display.set_mode((width, width))
s = snake((255,0,0), (10,10))
snack = cube(randomSnack(rows, s), color=(0,255,0))
flag = True
clock = pygame.time.Clock()
start = time.time()
while True:
pygame.time.delay(50)
clock.tick(10)
s.move()
#print("Snack pos: {}".format(snack.pos))
#print("Snake pos: {}".format(s.body[0].pos))
print("Manhattan distance to snack: {}".format(abs(snack.pos[0] - s.body[0].pos[0]) + abs(snack.pos[1] - s.body[0].pos[1])))
if s.body[0].pos == snack.pos:
s.addCube()
snack = cube(randomSnack(rows, s), color=(0,255,0))
for x in range(len(s.body)):
if s.body[x].pos in list(map(lambda z:z.pos,s.body[x+1:])):
print("n Score: {}".format(len(s.body)))
print("Food collection rate: {} meals/sec".format(round((len(s.body))/(time.time()-start), 2)))
message_box("n You Lost!", "n Play again...n")
s.reset((10,10))
break
redrawWindow(win)
pass
The problem I am having is that I want to be able to run many "episodes" of training and store data from each of them. I have a separate script which should hopefully run repeated games until the snake has died a specified number of times (at the moment everything is human controlled - no machine learning yet!).
I am having difficulty implementing this. Here is my other script (snake_game is the name of the first script btw):
from snake_game import game
import random
import logging #cannot print as these will be interpreted as commands
import math
import numpy as np
import time
episodes = 2
# Create lookup tables and initialise everything to zero
#q_lookup_table = np.zeros((20,20))
#print(q_lookup_table)
# Loop over the required number of episodes
for e in range(episodes):
g = game()
print("Manhattand distance: {}".format(g.manhattan_distance()))
print("Done")
My intention is that when I execute this second script, I should then be able to play two games by myself. After I have died twice, the system should shut down. Instead what happens is that the game plays for two frames and then quits which is really annoying.
I have found a workaround which is to give the game function in the first script an episodes parameter. Then I just have a counter that increments for each new game and when we have equality the system exits. Whilst this works, it is not ideal as it puts control of the number of episodes in the game script and I really need to be able to control that with my machine learning script e.g. I will want to log data episode by episode and if this is left in the first script, all the code for that will need to be packaged in there as well.
Any suggestions on how to do this?
Secondly, I will also need (at a later stage) to be able to pull the snake's direction of travel from previous square to current square (this will need to be eliminated from available next moves) and I'm not clear how I can go about doing this?
Thanks and sorry if this is quite basic - I'm still finding my feet with Python.
object-oriented pygame
New contributor
add a comment |
up vote
-1
down vote
favorite
up vote
-1
down vote
favorite
I have found the following code online that implements a game of snake. I have edited it so that it continually prints the Manhattan distance between the snake's head and the food to the terminal. This is really important as I want to train the snake using machine learning.
Code below:
import math
import random
import pygame
import tkinter as tk
from tkinter import messagebox
import time
import sys
class cube(object):
rows = 20
w = 500
def __init__(self,start,dirnx=1,dirny=0,color=(255,0,0)):
self.pos = start
self.dirnx = 1
self.dirny = 0
self.color = color
def move(self, dirnx, dirny):
self.dirnx = dirnx
self.dirny = dirny
self.pos = (self.pos[0] + self.dirnx, self.pos[1] + self.dirny)
def draw(self, surface, eyes=False):
dis = self.w // self.rows
i = self.pos[0]
j = self.pos[1]
pygame.draw.rect(surface, self.color, (i*dis+1,j*dis+1, dis-2, dis-2))
if eyes:
centre = dis//2
radius = 3
circleMiddle = (i*dis+centre-radius,j*dis+8)
circleMiddle2 = (i*dis + dis -radius*2, j*dis+8)
pygame.draw.circle(surface, (0,0,0), circleMiddle, radius)
pygame.draw.circle(surface, (0,0,0), circleMiddle2, radius)
class snake(object):
body =
turns = {}
def __init__(self, color, pos):
self.color = color
self.head = cube(pos)
self.body.append(self.head)
self.dirnx = 0
self.dirny = 1
def move(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
keys = pygame.key.get_pressed()
for key in keys:
if keys[pygame.K_LEFT]:
self.dirnx = -1
self.dirny = 0
self.turns[self.head.pos[:]] = [self.dirnx, self.dirny]
elif keys[pygame.K_RIGHT]:
self.dirnx = 1
self.dirny = 0
self.turns[self.head.pos[:]] = [self.dirnx, self.dirny]
elif keys[pygame.K_UP]:
self.dirnx = 0
self.dirny = -1
self.turns[self.head.pos[:]] = [self.dirnx, self.dirny]
elif keys[pygame.K_DOWN]:
self.dirnx = 0
self.dirny = 1
self.turns[self.head.pos[:]] = [self.dirnx, self.dirny]
for i, c in enumerate(self.body):
p = c.pos[:]
if p in self.turns:
turn = self.turns[p]
c.move(turn[0],turn[1])
if i == len(self.body)-1:
self.turns.pop(p)
else:
if c.dirnx == -1 and c.pos[0] <= 0: c.pos = (c.rows-1, c.pos[1])
elif c.dirnx == 1 and c.pos[0] >= c.rows-1: c.pos = (0,c.pos[1])
elif c.dirny == 1 and c.pos[1] >= c.rows-1: c.pos = (c.pos[0], 0)
elif c.dirny == -1 and c.pos[1] <= 0: c.pos = (c.pos[0],c.rows-1)
else: c.move(c.dirnx,c.dirny)
def reset(self, pos):
self.head = cube(pos)
self.body =
self.body.append(self.head)
self.turns = {}
self.dirnx = 0
self.dirny = 1
def addCube(self):
tail = self.body[-1]
dx, dy = tail.dirnx, tail.dirny
if dx == 1 and dy == 0:
self.body.append(cube((tail.pos[0]-1,tail.pos[1])))
elif dx == -1 and dy == 0:
self.body.append(cube((tail.pos[0]+1,tail.pos[1])))
elif dx == 0 and dy == 1:
self.body.append(cube((tail.pos[0],tail.pos[1]-1)))
elif dx == 0 and dy == -1:
self.body.append(cube((tail.pos[0],tail.pos[1]+1)))
self.body[-1].dirnx = dx
self.body[-1].dirny = dy
def draw(self, surface):
for i, c in enumerate(self.body):
if i ==0:
c.draw(surface, True)
else:
c.draw(surface)
def drawGrid(w, rows, surface):
sizeBtwn = w // rows
x = 0
y = 0
for l in range(rows):
x = x + sizeBtwn
y = y + sizeBtwn
pygame.draw.line(surface, (255,255,255), (x,0),(x,w))
pygame.draw.line(surface, (255,255,255), (0,y),(w,y))
def redrawWindow(surface):
global rows, width, s, snack
surface.fill((0,0,0))
s.draw(surface)
snack.draw(surface)
drawGrid(width,rows, surface)
pygame.display.update()
def randomSnack(rows, item):
positions = item.body
while True:
x = random.randrange(rows)
y = random.randrange(rows)
if len(list(filter(lambda z:z.pos == (x,y), positions))) > 0:
continue
else:
break
return (x,y)
def message_box(subject, content):
root = tk.Tk()
root.attributes("-topmost", True)
root.withdraw()
messagebox.showinfo(subject, content)
try:
root.destroy()
except:
pass
def game():
global width, rows, s, snack
width = 500
rows = 20
win = pygame.display.set_mode((width, width))
s = snake((255,0,0), (10,10))
snack = cube(randomSnack(rows, s), color=(0,255,0))
flag = True
clock = pygame.time.Clock()
start = time.time()
while True:
pygame.time.delay(50)
clock.tick(10)
s.move()
#print("Snack pos: {}".format(snack.pos))
#print("Snake pos: {}".format(s.body[0].pos))
print("Manhattan distance to snack: {}".format(abs(snack.pos[0] - s.body[0].pos[0]) + abs(snack.pos[1] - s.body[0].pos[1])))
if s.body[0].pos == snack.pos:
s.addCube()
snack = cube(randomSnack(rows, s), color=(0,255,0))
for x in range(len(s.body)):
if s.body[x].pos in list(map(lambda z:z.pos,s.body[x+1:])):
print("n Score: {}".format(len(s.body)))
print("Food collection rate: {} meals/sec".format(round((len(s.body))/(time.time()-start), 2)))
message_box("n You Lost!", "n Play again...n")
s.reset((10,10))
break
redrawWindow(win)
pass
The problem I am having is that I want to be able to run many "episodes" of training and store data from each of them. I have a separate script which should hopefully run repeated games until the snake has died a specified number of times (at the moment everything is human controlled - no machine learning yet!).
I am having difficulty implementing this. Here is my other script (snake_game is the name of the first script btw):
from snake_game import game
import random
import logging #cannot print as these will be interpreted as commands
import math
import numpy as np
import time
episodes = 2
# Create lookup tables and initialise everything to zero
#q_lookup_table = np.zeros((20,20))
#print(q_lookup_table)
# Loop over the required number of episodes
for e in range(episodes):
g = game()
print("Manhattand distance: {}".format(g.manhattan_distance()))
print("Done")
My intention is that when I execute this second script, I should then be able to play two games by myself. After I have died twice, the system should shut down. Instead what happens is that the game plays for two frames and then quits which is really annoying.
I have found a workaround which is to give the game function in the first script an episodes parameter. Then I just have a counter that increments for each new game and when we have equality the system exits. Whilst this works, it is not ideal as it puts control of the number of episodes in the game script and I really need to be able to control that with my machine learning script e.g. I will want to log data episode by episode and if this is left in the first script, all the code for that will need to be packaged in there as well.
Any suggestions on how to do this?
Secondly, I will also need (at a later stage) to be able to pull the snake's direction of travel from previous square to current square (this will need to be eliminated from available next moves) and I'm not clear how I can go about doing this?
Thanks and sorry if this is quite basic - I'm still finding my feet with Python.
object-oriented pygame
New contributor
I have found the following code online that implements a game of snake. I have edited it so that it continually prints the Manhattan distance between the snake's head and the food to the terminal. This is really important as I want to train the snake using machine learning.
Code below:
import math
import random
import pygame
import tkinter as tk
from tkinter import messagebox
import time
import sys
class cube(object):
rows = 20
w = 500
def __init__(self,start,dirnx=1,dirny=0,color=(255,0,0)):
self.pos = start
self.dirnx = 1
self.dirny = 0
self.color = color
def move(self, dirnx, dirny):
self.dirnx = dirnx
self.dirny = dirny
self.pos = (self.pos[0] + self.dirnx, self.pos[1] + self.dirny)
def draw(self, surface, eyes=False):
dis = self.w // self.rows
i = self.pos[0]
j = self.pos[1]
pygame.draw.rect(surface, self.color, (i*dis+1,j*dis+1, dis-2, dis-2))
if eyes:
centre = dis//2
radius = 3
circleMiddle = (i*dis+centre-radius,j*dis+8)
circleMiddle2 = (i*dis + dis -radius*2, j*dis+8)
pygame.draw.circle(surface, (0,0,0), circleMiddle, radius)
pygame.draw.circle(surface, (0,0,0), circleMiddle2, radius)
class snake(object):
body =
turns = {}
def __init__(self, color, pos):
self.color = color
self.head = cube(pos)
self.body.append(self.head)
self.dirnx = 0
self.dirny = 1
def move(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
keys = pygame.key.get_pressed()
for key in keys:
if keys[pygame.K_LEFT]:
self.dirnx = -1
self.dirny = 0
self.turns[self.head.pos[:]] = [self.dirnx, self.dirny]
elif keys[pygame.K_RIGHT]:
self.dirnx = 1
self.dirny = 0
self.turns[self.head.pos[:]] = [self.dirnx, self.dirny]
elif keys[pygame.K_UP]:
self.dirnx = 0
self.dirny = -1
self.turns[self.head.pos[:]] = [self.dirnx, self.dirny]
elif keys[pygame.K_DOWN]:
self.dirnx = 0
self.dirny = 1
self.turns[self.head.pos[:]] = [self.dirnx, self.dirny]
for i, c in enumerate(self.body):
p = c.pos[:]
if p in self.turns:
turn = self.turns[p]
c.move(turn[0],turn[1])
if i == len(self.body)-1:
self.turns.pop(p)
else:
if c.dirnx == -1 and c.pos[0] <= 0: c.pos = (c.rows-1, c.pos[1])
elif c.dirnx == 1 and c.pos[0] >= c.rows-1: c.pos = (0,c.pos[1])
elif c.dirny == 1 and c.pos[1] >= c.rows-1: c.pos = (c.pos[0], 0)
elif c.dirny == -1 and c.pos[1] <= 0: c.pos = (c.pos[0],c.rows-1)
else: c.move(c.dirnx,c.dirny)
def reset(self, pos):
self.head = cube(pos)
self.body =
self.body.append(self.head)
self.turns = {}
self.dirnx = 0
self.dirny = 1
def addCube(self):
tail = self.body[-1]
dx, dy = tail.dirnx, tail.dirny
if dx == 1 and dy == 0:
self.body.append(cube((tail.pos[0]-1,tail.pos[1])))
elif dx == -1 and dy == 0:
self.body.append(cube((tail.pos[0]+1,tail.pos[1])))
elif dx == 0 and dy == 1:
self.body.append(cube((tail.pos[0],tail.pos[1]-1)))
elif dx == 0 and dy == -1:
self.body.append(cube((tail.pos[0],tail.pos[1]+1)))
self.body[-1].dirnx = dx
self.body[-1].dirny = dy
def draw(self, surface):
for i, c in enumerate(self.body):
if i ==0:
c.draw(surface, True)
else:
c.draw(surface)
def drawGrid(w, rows, surface):
sizeBtwn = w // rows
x = 0
y = 0
for l in range(rows):
x = x + sizeBtwn
y = y + sizeBtwn
pygame.draw.line(surface, (255,255,255), (x,0),(x,w))
pygame.draw.line(surface, (255,255,255), (0,y),(w,y))
def redrawWindow(surface):
global rows, width, s, snack
surface.fill((0,0,0))
s.draw(surface)
snack.draw(surface)
drawGrid(width,rows, surface)
pygame.display.update()
def randomSnack(rows, item):
positions = item.body
while True:
x = random.randrange(rows)
y = random.randrange(rows)
if len(list(filter(lambda z:z.pos == (x,y), positions))) > 0:
continue
else:
break
return (x,y)
def message_box(subject, content):
root = tk.Tk()
root.attributes("-topmost", True)
root.withdraw()
messagebox.showinfo(subject, content)
try:
root.destroy()
except:
pass
def game():
global width, rows, s, snack
width = 500
rows = 20
win = pygame.display.set_mode((width, width))
s = snake((255,0,0), (10,10))
snack = cube(randomSnack(rows, s), color=(0,255,0))
flag = True
clock = pygame.time.Clock()
start = time.time()
while True:
pygame.time.delay(50)
clock.tick(10)
s.move()
#print("Snack pos: {}".format(snack.pos))
#print("Snake pos: {}".format(s.body[0].pos))
print("Manhattan distance to snack: {}".format(abs(snack.pos[0] - s.body[0].pos[0]) + abs(snack.pos[1] - s.body[0].pos[1])))
if s.body[0].pos == snack.pos:
s.addCube()
snack = cube(randomSnack(rows, s), color=(0,255,0))
for x in range(len(s.body)):
if s.body[x].pos in list(map(lambda z:z.pos,s.body[x+1:])):
print("n Score: {}".format(len(s.body)))
print("Food collection rate: {} meals/sec".format(round((len(s.body))/(time.time()-start), 2)))
message_box("n You Lost!", "n Play again...n")
s.reset((10,10))
break
redrawWindow(win)
pass
The problem I am having is that I want to be able to run many "episodes" of training and store data from each of them. I have a separate script which should hopefully run repeated games until the snake has died a specified number of times (at the moment everything is human controlled - no machine learning yet!).
I am having difficulty implementing this. Here is my other script (snake_game is the name of the first script btw):
from snake_game import game
import random
import logging #cannot print as these will be interpreted as commands
import math
import numpy as np
import time
episodes = 2
# Create lookup tables and initialise everything to zero
#q_lookup_table = np.zeros((20,20))
#print(q_lookup_table)
# Loop over the required number of episodes
for e in range(episodes):
g = game()
print("Manhattand distance: {}".format(g.manhattan_distance()))
print("Done")
My intention is that when I execute this second script, I should then be able to play two games by myself. After I have died twice, the system should shut down. Instead what happens is that the game plays for two frames and then quits which is really annoying.
I have found a workaround which is to give the game function in the first script an episodes parameter. Then I just have a counter that increments for each new game and when we have equality the system exits. Whilst this works, it is not ideal as it puts control of the number of episodes in the game script and I really need to be able to control that with my machine learning script e.g. I will want to log data episode by episode and if this is left in the first script, all the code for that will need to be packaged in there as well.
Any suggestions on how to do this?
Secondly, I will also need (at a later stage) to be able to pull the snake's direction of travel from previous square to current square (this will need to be eliminated from available next moves) and I'm not clear how I can go about doing this?
Thanks and sorry if this is quite basic - I'm still finding my feet with Python.
object-oriented pygame
object-oriented pygame
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