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snakeML.py
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405 lines (330 loc) · 11.4 KB
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import tkinter
import random
import functools
import numpy as np
BLOCK_SIZE = 20
MOVEMENT = 20
BOARD_SIZE = 800
SNAKE_BODY_TAG = "0"
FOOD_TAG = "1"
class Snake:
UP = 0
LEFT = 1
DOWN = 2
RIGHT = 3
NO_DIRECTION = -1
def __init__(self, canvas):
self.canvas = canvas
self.position = [200, 200] # x,y coor
self.speedX = MOVEMENT
self.speedY = 0
self.length = 5
self.blocksInCanvas = []
self.canvas = None
self.currentDirection = self.RIGHT
self.directionInput = self.NO_DIRECTION
def move(self, direction):
if direction == self.LEFT:
self.moveLeft(None)
elif direction == self.UP:
self.moveUp(None)
elif direction == self.RIGHT:
self.moveRight(None)
elif direction == self.DOWN:
self.moveDown(None)
def moveLeft(self, event):
if not self.isMovingInOppositeDirection(self.LEFT):
self.directionInput = self.LEFT
self.speedX = -MOVEMENT
self.speedY = 0
def moveRight(self, event):
if not self.isMovingInOppositeDirection(self.RIGHT):
self.directionInput = self.RIGHT
self.speedX = MOVEMENT
self.speedY = 0
def moveUp(self, event):
if not self.isMovingInOppositeDirection(self.UP):
self.directionInput = self.UP
self.speedX = 0
self.speedY = -MOVEMENT
def moveDown(self, event):
if not self.isMovingInOppositeDirection(self.DOWN):
self.directionInput = self.DOWN
self.speedX = 0
self.speedY = MOVEMENT
def updateMovement(self):
# 0 = no direction
if(self.directionInput != self.NO_DIRECTION):
self.currentDirection = self.directionInput
self.directionInput = self.NO_DIRECTION
self.position[0] += snake.speedX
self.position[1] += snake.speedY
def isMovingInOppositeDirection(self, newDirection):
#Commented to teach snakes.
#if((newDirection + 2) % 4 == self.currentDirection):
# return True
#return False
return False
def render(self):
self.blocksInCanvas.append(canvas.create_rectangle(self.position[0], self.position[1],
self.position[0] +
BLOCK_SIZE-1,
self.position[1] +
BLOCK_SIZE-1,
fill="white",
tags=SNAKE_BODY_TAG))
if self.length < len(self.blocksInCanvas):
toDelete = self.blocksInCanvas.pop(0)
canvas.delete(toDelete)
def eat(self, food):
self.length += 1
food.eaten()
class Food:
def __init__(self, canvas):
global snake
self.position = [0, 0]
self.canvas = canvas
first_pass = True
while snakeCollidedOnFood(snake, self) | first_pass:
first_pass = False
self.position[0] = random.randint(
0, (BOARD_SIZE/BLOCK_SIZE) - 1) * BLOCK_SIZE
self.position[1] = random.randint(
0, (BOARD_SIZE/BLOCK_SIZE) - 1) * BLOCK_SIZE
def render(self):
self.canvasId = canvas.create_rectangle(self.position[0], self.position[1],
self.position[0] +
BLOCK_SIZE-1,
self.position[1] +
BLOCK_SIZE-1,
fill="red",
tags=FOOD_TAG)
def eaten(self):
canvas.delete(self.canvasId)
self = None
def snakeCollidedOnFood(snake, food):
for block in snake.blocksInCanvas:
blockCoor = canvas.coords(block)
# blockCoor is a tuple(x1,y1,x2,y2)
if(isCollided(food.position[0], food.position[1], blockCoor[0], blockCoor[1])):
return True
return False
def snakeCollidedOnWall(snake):
if(snake.position[0] >= BOARD_SIZE or snake.position[0] < 0 or snake.position[1] >= BOARD_SIZE or snake.position[1] < 0):
return True
return False
def snakeCollidedOnTail(snake):
headBlock = snake.blocksInCanvas[-1]
headBlockCoor = canvas.coords(headBlock)
for i in range(0, len(snake.blocksInCanvas)-1):
block = snake.blocksInCanvas[i]
blockCoor = canvas.coords(block)
if (isCollided(headBlockCoor[0], headBlockCoor[1], blockCoor[0], blockCoor[1])):
return True
return False
def isCollided(x1, y1, x2, y2):
if((x1 == x2) & (y1 == y2)):
return True
return False
def resetBoard():
global food
global snake
global canvas
canvas.delete("all")
snake = Snake(canvas)
snake.render()
food = Food(canvas)
food.render()
master.bind('<Left>', snake.moveLeft)
master.bind('<Right>', snake.moveRight)
master.bind('<Up>', snake.moveUp)
master.bind('<Down>', snake.moveDown)
def gameLoop():
global snake
global food
global canvas
if snakeCollidedOnFood(snake, food):
snake.eat(food)
food = Food(canvas)
food.render()
if snakeCollidedOnTail(snake):
resetBoard()
if snakeCollidedOnWall(snake):
resetBoard()
snake.updateMovement()
snake.render()
master.after(100, gameLoop)
def startGame():
master.after(100, gameLoop)
canvas.grid()
master.mainloop()
def newGame():
global snake
global food
global canvas
global master
global canvas
master = tkinter.Tk()
canvas = tkinter.Canvas(
master, bg="black", height=BOARD_SIZE, width=BOARD_SIZE)
snake = Snake(canvas)
food = Food(canvas)
snake.render()
food.render()
master.bind('<Left>', snake.moveLeft)
master.bind('<Right>', snake.moveRight)
master.bind('<Up>', snake.moveUp)
master.bind('<Down>', snake.moveDown)
if __name__ == '__main__':
newGame()
startGame()
#################### The following code are used for machine learning for the snake AI ###############################################
global input_snake_direction_vector_x
global input_snake_direction_vector_y
global input_food_from_snake_vector_x
global input_food_from_snake_vector_y
global input_snake_left_blocked
global input_snake_right_blocked
global input_snake_front_blocked
# These output are not used here, but provided for clarity
global output_move_left
global output_move_front
global output_move_right
def snakeMoveLeft():
direction = (snake.currentDirection + 1) % 4
snake.move(direction)
def snakeMoveFront():
direction = (snake.currentDirection)
snake.move(direction)
def snakeMoveRight():
direction = (snake.currentDirection - 1) % 4
snake.move(direction)
def nextStep(actionToDo):
global snake
actions[actionToDo](snake)
gameLoopML()
return snake.length, gameEnded
def startGameML(showGui=True):
global displaySnakeCanvas
displaySnakeCanvas = showGui
if not displaySnakeCanvas:
master.withdraw()
canvas.grid()
gameLoopML()
import time
def gameLoopML():
global snake
global food
global canvas
global score
global gameEnded
if snakeCollidedOnFood(snake, food):
score += 1
snake.eat(food)
food = Food(canvas)
food.render()
if snakeCollidedOnTail(snake):
gameEnded = True
score -= 20
if snakeCollidedOnWall(snake):
gameEnded = True
score -= 20
snake.updateMovement()
snake.render()
updateInputLayer()
master.update()
global displaySnakeCanvas
if displaySnakeCanvas:
time.sleep(0.1)
def exit():
master.destroy()
def lookInDirection(snake, vectorX, vectorY):
global canvas
# 0 -> food 1 -> tail 2 -> wall
itemsInDirection = np.zeros(3)
currentPosition = snake.position
distance = 0
currentPosition += np.asarray([vectorX, vectorY])
distance += 1
foodFound = False
tailFound = False
while not(currentPosition[0] >= BOARD_SIZE or currentPosition[0] < 0 or currentPosition[1] >= BOARD_SIZE or currentPosition[1] < 0):
itemsInCurrentPosition = canvas.find_overlapping(currentPosition[0], currentPosition[1], currentPosition[0]+BLOCK_SIZE-1, currentPosition[1]+BLOCK_SIZE-1)
for item in itemsInCurrentPosition:
tag = canvas.gettags(item)[0]
if not foodFound and tag == FOOD_TAG:
itemsInDirection[0] = 1
foodFound = True
if not tailFound and tag == SNAKE_BODY_TAG:
itemsInDirection[1] = 1 / distance
tailFound = True
currentPosition += np.asarray([vectorX, vectorY])
distance += 1
itemsInDirection[2] = 1 / distance
return itemsInDirection
def updateInputLayer():
global inputLayer
global snake
inputLayer = np.zeros(24)
itemsInDirection = lookInDirection(snake, 0, MOVEMENT)
inputLayer[0] = itemsInDirection[0]
inputLayer[1] = itemsInDirection[1]
inputLayer[2] = itemsInDirection[2]
itemsInDirection = lookInDirection(snake, 0, -MOVEMENT)
inputLayer[3] = itemsInDirection[0]
inputLayer[4] = itemsInDirection[1]
inputLayer[5] = itemsInDirection[2]
itemsInDirection = lookInDirection(snake, MOVEMENT, 0)
inputLayer[6] = itemsInDirection[0]
inputLayer[7] = itemsInDirection[1]
inputLayer[8] = itemsInDirection[2]
itemsInDirection = lookInDirection(snake, -MOVEMENT, 0)
inputLayer[9] = itemsInDirection[0]
inputLayer[10] = itemsInDirection[1]
inputLayer[11] = itemsInDirection[2]
itemsInDirection = lookInDirection(snake, MOVEMENT, -MOVEMENT)
inputLayer[12] = itemsInDirection[0]
inputLayer[13] = itemsInDirection[1]
inputLayer[14] = itemsInDirection[2]
itemsInDirection = lookInDirection(snake, MOVEMENT, MOVEMENT)
inputLayer[15] = itemsInDirection[0]
inputLayer[16] = itemsInDirection[1]
inputLayer[17] = itemsInDirection[2]
itemsInDirection = lookInDirection(snake, -MOVEMENT, MOVEMENT)
inputLayer[18] = itemsInDirection[0]
inputLayer[19] = itemsInDirection[1]
inputLayer[20] = itemsInDirection[2]
itemsInDirection = lookInDirection(snake, -MOVEMENT, -MOVEMENT)
inputLayer[21] = itemsInDirection[0]
inputLayer[22] = itemsInDirection[1]
inputLayer[23] = itemsInDirection[2]
def getInputLayer():
global inputLayer
return inputLayer
def isNextDirectionBlocked(snake):
nextBlockPosition = snake.position + \
np.asarray([snake.speedX, snake.speedY])
for block in snake.blocksInCanvas:
blockCoor = canvas.coords(block)
if (isCollided(nextBlockPosition[0], nextBlockPosition[1], blockCoor[0], blockCoor[1])):
return True
return False
def newGameML():
global actions
global gameEnded
global snake
global food
global canvas
global master
global canvas
global score
score = 0
gameEnded = False
master = tkinter.Tk()
canvas = tkinter.Canvas(
master, bg="black", height=BOARD_SIZE, width=BOARD_SIZE)
snake = Snake(canvas)
food = Food(canvas)
snake.render()
food.render()
actions = [snake.moveLeft, snake.moveUp, snake.moveRight, snake.moveDown]