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celeste-ai
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Cleaned up celeste wrapper

master
Mark 2023-02-18 19:28:02 -08:00
parent 85d8c7a300
commit 610e5eef92
Signed by: Mark
GPG Key ID: AD62BB059C2AAEE4
2 changed files with 319 additions and 154 deletions

View File

@ -1,12 +1,44 @@
from typing import NamedTuple
import subprocess
import time
import threading
import math
from tqdm import tqdm
class CelesteError(Exception):
pass
class CelesteState(NamedTuple):
# Stage number
stage: int
# Player position
xpos: int
ypos: int
# Player velocity
xvel: float
yvel: float
# Number of deaths since game start
deaths: int
# Distance to next point
dist: float
# Index of next point
next_point: int
# Coordinates of next point
next_point_x: int
next_point_y: int
# Number of states recieved since restart
state_count: int
# True if Madeline can dash
can_dash: bool
class Celeste:
action_space = [
"left", # move left
@ -20,10 +52,25 @@ class Celeste:
"dash-lu" # dash left-up
]
def __init__(self):
# Map integers to state values.
# This also determines what data is fed to the model.
state_number_map = [
"xpos",
"ypos",
"next_point_x",
"next_point_y"
]
def __init__(
self,
*,
state_timeout = 30,
cart_name = "hackcel.p8"
):
# Start pico-8
self.process = subprocess.Popen(
"bin/pico-8/linux/pico8",
self._process = subprocess.Popen(
"resources/pico-8/linux/pico8",
shell=True,
stdout=subprocess.PIPE,
stderr=subprocess.STDOUT
@ -39,26 +86,34 @@ class Celeste:
]).decode("utf-8").strip().split("\n")
if len(winid) != 1:
raise Exception("Could not find unique PICO-8 window id")
self.winid = winid[0]
self._winid = winid[0]
# Load cartridge
self.keystring("load hackcel.p8")
self.keypress("Enter")
self.keystring("run")
self.keypress("Enter", post = 1000)
self._keystring(f"load {cart_name}")
self._keypress("Enter")
self._keystring("run")
self._keypress("Enter", post = 1000)
# Initialize variables
self.internal_status = {}
self.before_out = None
self.last_point_frame = 0
# Score system
self.frame_counter = 0
self.next_point = 0
self.dist = 0 # distance to next point
self.target_points = [
# Parameters
self.state_timeout = state_timeout # If we run this many states without getting a checkpoint, reset.
self.cart_name = cart_name # Name of cart to load. Not used anywhere, but saved for convenience.
# Internal variables
self._internal_state = {} # Raw data read from stdout
self._before_out = None # Output of "before" callback in update loop
self._last_checkpoint_state = 0 # Index of frame at which we reached the last checkpoint
self._state_counter = 0 # Number of frames we've run since last reset
self._next_checkpoint_idx = 0 # Index of next point
self._dist = 0 # Distance to next point
self._resetting = False # True between a call to .reset() and the first state message from pico.
self._keys = {} # Dictionary of "key": bool
# Targets the agent tries to reach.
# The last target MUST be outside the frame.
self.target_checkpoints = [
[ # Stage 1
(28, 88), # Start pillar
#(28, 88), # Start pillar
(60, 80), # Middle pillar
(105, 64), # Right ledge
(25, 40), # Left ledge
@ -67,119 +122,150 @@ class Celeste:
]
]
def act(self, action):
self.keyup("x")
self.keyup("c")
self.keyup("Left")
self.keyup("Right")
self.keyup("Down")
self.keyup("Up")
def act(self, action: str):
"""
Specify what keys should be down. This does NOT send key events.
Celeste._apply_keys() does that at the right time.
Args:
action (str): key name, as in Celeste.action_space
"""
self._keys = {}
if action is None:
return
elif action == "left":
self.keydown("Left")
self._keys["Left"] = True
elif action == "right":
self.keydown("Right")
self._keys["Right"] = True
elif action == "jump":
self.keydown("c")
self._keys["c"] = True
elif action == "dash-u":
self.keydown("Up")
self.keydown("x")
self._keys["Up"] = True
self._keys["x"] = True
elif action == "dash-r":
self.keydown("Right")
self.keydown("x")
self._keys["Right"] = True
self._keys["x"] = True
elif action == "dash-l":
self.keydown("Left")
self.keydown("x")
self._keys["Left"] = True
self._keys["x"] = True
elif action == "dash-ru":
self.keydown("Up")
self.keydown("Right")
self.keydown("x")
self._keys["Up"] = True
self._keys["Right"] = True
self._keys["x"] = True
elif action == "dash-lu":
self.keydown("Up")
self.keydown("Left")
self.keydown("x")
self._keys["Up"] = True
self._keys["Left"] = True
self._keys["x"] = True
def _apply_keys(self):
for i in [
"x", "c",
"Left", "Right",
"Down", "Up"
]:
if self._keys.get(i):
self._keydown(i)
else:
self._keyup(i)
@property
def status(self):
def state(self):
try:
return {
"stage": (
[
[0, 1, 2, 3, 4]
]
[int(self.internal_status["ry"])]
[int(self.internal_status["rx"])]
),
stage = (
[
[0, 1, 2, 3, 4]
]
[int(self._internal_state["ry"])]
[int(self._internal_state["rx"])]
)
"xpos": int(self.internal_status["px"]),
"ypos": int(self.internal_status["py"]),
"xvel": float(self.internal_status["vx"]),
"yvel": float(self.internal_status["vy"]),
"deaths": int(self.internal_status["dc"]),
if len(self.target_checkpoints) < stage:
next_point_x = None
next_point_y = None
else:
next_point_x = self.target_checkpoints[stage][self._next_checkpoint_idx][0]
next_point_y = self.target_checkpoints[stage][self._next_checkpoint_idx][1]
return CelesteState(
stage = stage,
xpos = int(self._internal_state["px"]),
ypos = int(self._internal_state["py"]),
xvel = float(self._internal_state["vx"]),
yvel = float(self._internal_state["vy"]),
deaths = int(self._internal_state["dc"]),
dist = self._dist,
next_point = self._next_checkpoint_idx,
next_point_x = next_point_x,
next_point_y = next_point_y,
state_count = self._state_counter,
can_dash = self._internal_state["ds"] == "t"
)
"dist": self.dist,
"next_point": self.next_point,
"frame_count": self.frame_counter
}
except KeyError:
raise CelesteError("Not enough data to get status.")
raise CelesteError("Not enough data to get state.")
def keypress(self, key: str, *, post = 200):
def _keypress(self, key: str, *, post = 200):
subprocess.run([
"xdotool",
"key",
"--window", self.winid,
"--window", self._winid,
key
])
time.sleep(post / 1000)
def keydown(self, key: str):
def _keydown(self, key: str):
subprocess.run([
"xdotool",
"keydown",
"--window", self.winid,
"--window", self._winid,
key
])
def keyup(self, key: str):
def _keyup(self, key: str):
subprocess.run([
"xdotool",
"keyup",
"--window", self.winid,
"--window", self._winid,
key
])
def keystring(self, string, *, delay = 100, post = 200):
def _keystring(self, string, *, delay = 100, post = 200):
subprocess.run([
"xdotool",
"type",
"--window", self.winid,
"--window", self._winid,
"--delay", str(delay),
string
])
time.sleep(post / 1000)
def reset(self):
self.internal_status = {}
self.next_point = 0
self.frame_counter = 0
self.before_out = None
self.resetting = True
self.last_point_frame = 0
# Make sure all keys are released
self.act(None)
self._apply_keys()
self.keypress("Escape")
self.keystring("run")
self.keypress("Enter", post = 1000)
self._internal_state = {}
self._next_checkpoint_idx = 0
self._state_counter = 0
self._before_out = None
self._resetting = True
self._last_checkpoint_state = 0
self.flush_reader()
self._keypress("Escape")
self._keystring("run")
self._keypress("Enter", post = 1000)
def flush_reader(self):
for k in iter(self.process.stdout.readline, ""):
# Clear all old stdout messages and
# wait for the game to restart.
for k in iter(self._process.stdout.readline, ""):
k = k.decode("utf-8")[:-1]
if k == "!RESTART":
break
@ -187,61 +273,68 @@ class Celeste:
def update_loop(self, before, after):
# Get state, call callback, wait for state
# One line => one frame.
it = iter(self.process.stdout.readline, "")
for line in it:
# Waits for stdout from pico-8 process
for line in iter(self._process.stdout.readline, ""):
l = line.decode("utf-8")[:-1].strip()
self.resetting = False
# Release all keys
self.act(None)
self._apply_keys()
# Clear reset state
self._resetting = False
# This should only occur at game start
if l in ["!RESTART"]:
continue
self.frame_counter += 1
self._state_counter += 1
# Parse status string
# Parse state string
for entry in l.split(";"):
if entry == "":
continue
key, val = entry.split(":")
self.internal_status[key] = val
self._internal_state[key] = val
# Update checkpoints
tx, ty = self.target_points[self.status["stage"]][self.next_point]
x = self.status["xpos"]
y = self.status["ypos"]
tx, ty = self.target_checkpoints[self.state.stage][self._next_checkpoint_idx]
x = self.state.xpos
y = self.state.ypos
dist = math.sqrt(
(x-tx)*(x-tx) +
(y-ty)*(y-ty)
((y-ty)*(y-ty))/2
# Possible modification:
# make x-distance twice as valuable as y-distance
)
if dist <= 4 and y == ty:
print(f"Got point {self.next_point}")
self.next_point += 1
self.last_point_frame = self.frame_counter
if dist <= 5:
print(f"Got point {self._next_checkpoint_idx}")
self._next_checkpoint_idx += 1
self._last_checkpoint_state = self._state_counter
# Recalculate distance to new point
tx, ty = self.target_points[self.status["stage"]][self.next_point]
tx, ty = self.target_checkpoints[self.state.stage][self._next_checkpoint_idx]
dist = math.sqrt(
(x-tx)*(x-tx) +
(y-ty)*(y-ty)
((y-ty)*(y-ty))/2
)
# Timeout if we spend too long between points
elif self.frame_counter - self.last_point_frame > 40:
self.internal_status["dc"] = str(int(self.internal_status["dc"]) + 1)
elif self._state_counter - self._last_checkpoint_state > self.state_timeout:
self._internal_state["dc"] = str(int(self._internal_state["dc"]) + 1)
self.dist = dist
self._dist = dist
# Call step callbacks
if self.before_out is not None:
after(self, self.before_out)
if not self.resetting:
self.before_out = before(self)
# These should call celeste.act() to set next input
if self._before_out is not None:
after(self, self._before_out)
# Do not run before callback if after() triggered a reset.
if not self._resetting:
self._before_out = before(self)
self._apply_keys()

View File

@ -1,30 +1,24 @@
from collections import namedtuple
from collections import deque
from pathlib import Path
import random
import math
import json
import torch
# Glue layer
from celeste import Celeste
run_data_path = Path("out")
run_data_path.mkdir(parents = True, exist_ok = True)
compute_device = torch.device(
"cuda" if torch.cuda.is_available() else "cpu"
)
state_number_map = [
"xpos",
"ypos",
"xvel",
"yvel",
"next_point"
]
# Celeste env properties
n_observations = len(state_number_map)
n_observations = len(Celeste.state_number_map)
n_actions = len(Celeste.action_space)
@ -39,7 +33,7 @@ EPS_END = 0.05
EPS_DECAY = 1000
BATCH_SIZE = 128
BATCH_SIZE = 1_000
# Learning rate of target_net.
# Controls how soft our soft update is.
#
@ -64,9 +58,19 @@ GAMMA = 0.99
class DQN(torch.nn.Module):
def __init__(self, n_observations: int, n_actions: int):
super(DQN, self).__init__()
self.layer1 = torch.nn.Linear(n_observations, 128)
self.layer2 = torch.nn.Linear(128, 128)
self.layer3 = torch.nn.Linear(128, n_actions)
self.layers = torch.nn.Sequential(
torch.nn.Linear(n_observations, 128),
torch.nn.ReLU(),
torch.nn.Linear(128, 128),
torch.nn.ReLU(),
torch.nn.Linear(128, 128),
torch.nn.ReLU(),
torch.torch.nn.Linear(128, n_actions)
)
# Can be called with one input, or with a batch.
#
@ -77,9 +81,7 @@ class DQN(torch.nn.Module):
# Recall that Q(s, a) is the (expected) return of taking
# action `a` at state `s`
def forward(self, x):
x = torch.nn.functional.relu(self.layer1(x))
x = torch.nn.functional.relu(self.layer2(x))
return self.layer3(x)
return self.layers(x)
@ -94,7 +96,7 @@ num_episodes = 100
# Memory: a deque that holds recent states as Transitions
# Has a fixed length, drops oldest
# element if maxlen is exceeded.
memory = deque([], maxlen=10_000)
memory = deque([], maxlen=100_000)
policy_net = DQN(
@ -112,11 +114,10 @@ target_net.load_state_dict(policy_net.state_dict())
optimizer = torch.optim.AdamW(
policy_net.parameters(),
lr = 1e-4, # Hyperparameter: learning rate
lr = 0.01, # Hyperparameter: learning rate
amsgrad = True
)
def select_action(state, steps_done):
"""
Select an action using an epsilon-greedy policy.
@ -303,39 +304,68 @@ def optimize_model():
optimizer.step()
episode_number = 0
if (run_data_path/"checkpoint.torch").is_file():
# Load model if one exists
checkpoint = torch.load((run_data_path/"checkpoint.torch"))
policy_net.load_state_dict(checkpoint["policy_state_dict"])
target_net.load_state_dict(checkpoint["target_state_dict"])
optimizer.load_state_dict(checkpoint["optimizer_state_dict"])
memory = checkpoint["memory"]
episode_number = checkpoint["episode_number"] + 1
steps_done = checkpoint["steps_done"]
def on_state_before(celeste):
global steps_done
# Conversion to pytorch
state = celeste.status
state = celeste.state
pt_state = torch.tensor(
[state[x] for x in state_number_map],
[getattr(state, x) for x in Celeste.state_number_map],
dtype = torch.float32,
device = compute_device
).unsqueeze(0)
action = select_action(
pt_state,
steps_done
)
action = None
while (action) is None or ((not state.can_dash) and (str_action not in ["left", "right"])):
action = select_action(
pt_state,
steps_done
)
str_action = Celeste.action_space[action]
steps_done += 1
# Turn number into action string
str_action = Celeste.action_space[action]
# For manual testing
#str_action = ""
#while str_action not in Celeste.action_space:
# str_action = input("action> ")
#action = Celeste.action_space.index(str_action)
print(str_action)
celeste.act(str_action)
return state, action
image_interval = 10
def on_state_after(celeste, before_out):
global episode_number
global image_count
state, action = before_out
next_state = celeste.state
pt_state = torch.tensor(
[state[x] for x in state_number_map],
[getattr(state, x) for x in Celeste.state_number_map],
dtype = torch.float32,
device = compute_device
).unsqueeze(0)
@ -346,33 +376,30 @@ def on_state_after(celeste, before_out):
dtype = torch.long
)
next_state = celeste.status
if next_state["deaths"] != 0:
if next_state.deaths != 0:
pt_next_state = None
reward = 0
else:
pt_next_state = torch.tensor(
[next_state[x] for x in state_number_map],
[getattr(next_state, x) for x in Celeste.state_number_map],
dtype = torch.float32,
device = compute_device
).unsqueeze(0)
if state["next_point"] == next_state["next_point"]:
reward = state["dist"] - next_state["dist"]
if state.next_point == next_state.next_point:
reward = state.dist - next_state.dist
if reward > 0:
# Clip rewards that are too large
if reward > 1:
reward = 1
elif reward < 0:
reward = -1
else:
reward = 0
else:
# Score for reaching a point
reward = 10
reward = 1
pt_reward = torch.tensor([reward], device = compute_device)
@ -387,6 +414,8 @@ def on_state_after(celeste, before_out):
)
)
print("==> ", int(reward))
print("\n")
# Only train the network if we have enough
@ -406,8 +435,51 @@ def on_state_after(celeste, before_out):
# Move on to the next episode once we reach
# a terminal state.
if (next_state["deaths"] != 0):
if (next_state.deaths != 0):
s = celeste.state
with open(run_data_path / "train.log", "a") as f:
f.write(json.dumps({
"checkpoints": s.next_point,
"state_count": s.state_count
}) + "\n")
# Save model
torch.save({
"policy_state_dict": policy_net.state_dict(),
"target_state_dict": target_net.state_dict(),
"optimizer_state_dict": optimizer.state_dict(),
"memory": memory,
"episode_number": episode_number,
"steps_done": steps_done
}, run_data_path / "checkpoint.torch")
# Clean up screenshots
shots = Path("/home/mark/Desktop").glob("hackcel_*.png")
target = run_data_path / Path(f"screenshots/{episode_number}")
target.mkdir(parents = True)
for s in shots:
s.rename(target / s.name)
# Save a prediction graph
if episode_number % image_interval == 0:
p = run_data_path / Path("model_images")
p.mkdir(parents = True, exist_ok = True)
torch.save({
"policy_state_dict": policy_net.state_dict(),
"target_state_dict": target_net.state_dict(),
"optimizer_state_dict": optimizer.state_dict(),
"memory": memory,
"episode_number": episode_number,
"steps_done": steps_done
}, p / f"{episode_number}.torch")
print("State over, resetting")
episode_number += 1
celeste.reset()