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celeste-ai/celeste/celeste_ai/celeste.py

340 lines
7.6 KiB
Python
Executable File

from typing import NamedTuple
import subprocess
import time
import math
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
"right", # move right
"jump", # jump
"dash-u", # dash up
"dash-r", # dash right
"dash-l", # dash left
"dash-ru", # dash right-up
"dash-lu" # dash left-up
]
# 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,
pico_path,
*,
state_timeout = 30,
cart_name = "hackcel.p8",
):
# Start pico-8
self._process = subprocess.Popen(
pico_path,
shell=True,
stdout=subprocess.PIPE,
stderr=subprocess.STDOUT
)
# Wait for window to open and get window id
time.sleep(2)
winid = subprocess.check_output([
"xdotool",
"search",
"--class",
"pico8"
]).decode("utf-8").strip().split("\n")
if len(winid) != 1:
raise Exception("Could not find unique PICO-8 window id")
self._winid = winid[0]
# Load cartridge
self._keystring(f"load {cart_name}")
self._keypress("Enter")
self._keystring("run")
self._keypress("Enter", post = 1000)
# 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
(60, 80), # Middle pillar
(105, 64), # Right ledge
(25, 40), # Left ledge
(110, 16), # End ledge
(110, -2), # Next stage
]
]
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._keys["Left"] = True
elif action == "right":
self._keys["Right"] = True
elif action == "jump":
self._keys["c"] = True
elif action == "dash-u":
self._keys["Up"] = True
self._keys["x"] = True
elif action == "dash-r":
self._keys["Right"] = True
self._keys["x"] = True
elif action == "dash-l":
self._keys["Left"] = True
self._keys["x"] = True
elif action == "dash-ru":
self._keys["Up"] = True
self._keys["Right"] = True
self._keys["x"] = True
elif action == "dash-lu":
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 state(self):
try:
stage = (
[
[0, 1, 2, 3, 4]
]
[int(self._internal_state["ry"])]
[int(self._internal_state["rx"])]
)
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"
)
except KeyError:
raise CelesteError("Not enough data to get state.")
def _keypress(self, key: str, *, post = 200):
subprocess.run([
"xdotool",
"key",
"--window", self._winid,
key
])
time.sleep(post / 1000)
def _keydown(self, key: str):
subprocess.run([
"xdotool",
"keydown",
"--window", self._winid,
key
])
def _keyup(self, key: str):
subprocess.run([
"xdotool",
"keyup",
"--window", self._winid,
key
])
def _keystring(self, string, *, delay = 100, post = 200):
subprocess.run([
"xdotool",
"type",
"--window", self._winid,
"--delay", str(delay),
string
])
time.sleep(post / 1000)
def reset(self):
# Make sure all keys are released
self.act(None)
self._apply_keys()
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._keypress("Escape")
self._keystring("run")
self._keypress("Enter", post = 1000)
# 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
def update_loop(self, before, after):
# Waits for stdout from pico-8 process
for line in iter(self._process.stdout.readline, ""):
l = line.decode("utf-8")[:-1].strip()
# 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._state_counter += 1
# Parse state string
for entry in l.split(";"):
if entry == "":
continue
key, val = entry.split(":")
self._internal_state[key] = val
# Update checkpoints
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))/2
# Possible modification:
# make x-distance twice as valuable as y-distance
)
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_checkpoints[self.state.stage][self._next_checkpoint_idx]
dist = math.sqrt(
(x-tx)*(x-tx) +
((y-ty)*(y-ty))/2
)
# Timeout if we spend too long between points
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
# Call step callbacks
# 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()