Merge branch 'emil'
This commit is contained in:
+3
-1
@@ -3,6 +3,7 @@ import random
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WIDTH, HEIGHT = 800, 600
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WIDTH, HEIGHT = 800, 600
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HUD_HEIGHT = 150
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HUD_HEIGHT = 150
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BARRIER_SEED = 20
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class GameObject:
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class GameObject:
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x = 0
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x = 0
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y = 0
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y = 0
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@@ -186,6 +187,7 @@ class Spawner:
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self.tick_counter = 0 # Reset tick counter
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self.tick_counter = 0 # Reset tick counter
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def spawn(self):
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def spawn(self):
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random_y = random.randint(0, HEIGHT - 100) # Random Y position for the barrier
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random_y = random.randint(0, HEIGHT - 100, ) # Random Y position for the barrier
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new_barrier = Barrier(self.barrier_image_path, WIDTH, random_y) # Create a new barrier
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new_barrier = Barrier(self.barrier_image_path, WIDTH, random_y) # Create a new barrier
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return new_barrier
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return new_barrier
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@@ -2,23 +2,31 @@ import pygame
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import sys
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import sys
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from gameobjects import *
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from gameobjects import *
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from genetic_alg import GeneticAlgorithm
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from genetic_alg import GeneticAlgorithm
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import matplotlib.pyplot as plt
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POPULATION_SIZE = 100
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POPULATION_SIZE = 300
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MUTATION_RATE = 0.5
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MUTATION_RATE = 0.5
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POPULATION_NEW = 0.1
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POPULATION_NEW = 0.1
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POPULATION_BEST = 0.3
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POPULATION_BEST = 0.3
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FRAME_RATE = 300 # TODO: FIX THE INCORRECT FRAME RATE CORRELATION
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FRAME_RATE = 300
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BARRIER_SPEED = 10
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BARRIER_SPEED = 10
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BARRIER_DELAY = 100
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BARRIER_DELAY = 100
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MAX_ITERATIONS = 5
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BARRIER_SEED = 42
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current_iteration = 1
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best_fitnesses = []
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pygame.init()
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pygame.init()
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screen = pygame.display.set_mode((WIDTH, HEIGHT + HUD_HEIGHT)) # Initialize the screen
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screen = pygame.display.set_mode((WIDTH, HEIGHT + HUD_HEIGHT))
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pygame.display.set_caption("NIC_Project") # Set window title
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pygame.display.set_caption("NIC_Project")
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font = pygame.font.SysFont("Arial", 36)
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WHITE = (255, 255, 255) # Define white color
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WHITE = (255, 255, 255)
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BLACK = (0, 0, 0)
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UI = UI("images/HUD.png") # Initialize UI
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UI = UI("images/HUD.png")
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gameobjects = []
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gameobjects = []
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horses = []
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horses = []
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barriers = []
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barriers = []
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@@ -38,7 +46,7 @@ def init_game():
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barriers = []
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barriers = []
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for horse in horses:
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for horse in horses:
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horse.set_position(50, HEIGHT/2)
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horse.set_position(50, HEIGHT / 2)
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horse.stopped = False
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horse.stopped = False
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horse.set_vacceleration(0)
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horse.set_vacceleration(0)
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horse.set_vspeed(0)
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horse.set_vspeed(0)
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@@ -70,7 +78,7 @@ def get_features(horse: Horse):
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return features
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return features
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horses = [Horse("images/Horse_1.png", 50, HEIGHT/2 + 0 * i) for i in range(POPULATION_SIZE)]
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horses = [Horse("images/Horse_1.png", 50, HEIGHT / 2 + 0 * i) for i in range(POPULATION_SIZE)]
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init_game()
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init_game()
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@@ -79,14 +87,20 @@ genecticAlg = GeneticAlgorithm(POPULATION_SIZE, MUTATION_RATE, POPULATION_BEST,
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while True:
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while True:
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for event in pygame.event.get():
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for event in pygame.event.get():
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if event.type == pygame.QUIT: # Handle window close event
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if event.type == pygame.QUIT:
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# Generate and display the Matplotlib graph
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plt.plot(best_fitnesses)
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plt.xlabel("Iteration")
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plt.ylabel("Max Fitness")
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plt.title("Max Fitness per Iteration")
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plt.show()
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pygame.quit()
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pygame.quit()
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sys.exit()
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sys.exit()
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keys = pygame.key.get_pressed() # Get pressed keys
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keys = pygame.key.get_pressed()
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for i, horse in enumerate(horses):
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for i, horse in enumerate(horses):
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if not horse.stopped: # If the horse is not stopped
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if not horse.stopped:
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data = get_features(horse)
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data = get_features(horse)
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res = genecticAlg.predict(data, i)
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res = genecticAlg.predict(data, i)
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if res == 0:
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if res == 0:
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@@ -96,21 +110,21 @@ while True:
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else:
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else:
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horse.stay()
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horse.stay()
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else:
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else:
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horse.move(-BARRIER_SPEED, 0) # Move stopped horse to the left
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horse.move(-BARRIER_SPEED, 0)
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horse.apply_vacceleration() # Apply acceleration to horse
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horse.apply_vacceleration()
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horse.apply_vspeed() # Apply speed to horse
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horse.apply_vspeed()
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horse.draw(screen) # Draw the horse
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horse.draw(screen)
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spawner.handle() # Handle spawner logic
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spawner.handle()
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if spawner.tick_counter == 0: # If a new barrier is spawned
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if spawner.tick_counter == 0:
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new_barrier = spawner.spawn() # Spawn a new barrier
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new_barrier = spawner.spawn()
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barriers.append(new_barrier) # Add barrier to barriers list
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barriers.append(new_barrier)
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gameobjects.append(new_barrier) # Add barrier to game objects
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gameobjects.append(new_barrier)
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last_barrier = new_barrier
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last_barrier = new_barrier
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for barrier in barriers:
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for barrier in barriers:
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barrier.move(-BARRIER_SPEED, 0) # Move barriers to the left
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barrier.move(-BARRIER_SPEED, 0)
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for horse in horses:
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for horse in horses:
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horse.update_animation()
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horse.update_animation()
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@@ -123,17 +137,35 @@ while True:
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horse.stop()
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horse.stop()
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horse.count_fitness()
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horse.count_fitness()
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for object in gameobjects:
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for object in gameobjects:
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object.draw(screen) # Draw all game objects
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object.draw(screen)
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if all(horse.stopped for horse in horses):
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if all(horse.stopped for horse in horses):
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UI.iteration_num += 1
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UI.iteration_num += 1
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genecticAlg.learn([x.fitness for x in horses])
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genecticAlg.learn([x.fitness for x in horses])
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# store the best fitness
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best_fitnesses.append(max(genecticAlg.fitnessBest) if len(genecticAlg.fitnessBest) != 0 else 0)
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current_iteration += 1
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if current_iteration > MAX_ITERATIONS:
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# Generate and display the Matplotlib graph
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plt.plot(best_fitnesses)
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plt.xlabel("Iteration")
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plt.ylabel("Max Fitness")
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plt.title("Max Fitness per Iteration")
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plt.show()
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pygame.quit()
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sys.exit()
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init_game()
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init_game()
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UI.draw(screen)
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UI.draw(screen)
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UI.draw_marks(screen)
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UI.draw_marks(screen)
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pygame.display.flip() # Update the display
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iteration_num_txt = font.render(f"iteration: {current_iteration}", True, BLACK)
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pygame.time.Clock().tick(FRAME_RATE) # Limit the frame rate to 160 FPS
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best_fitness_txt = font.render(
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f"Best: {max(genecticAlg.fitnessBest) if len(genecticAlg.fitnessBest) != 0 else 0}", True, BLACK)
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screen.blit(iteration_num_txt, (WIDTH / 2 - 90, HEIGHT + HUD_HEIGHT - 120))
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screen.blit(best_fitness_txt, (WIDTH / 2 - 90, HEIGHT + HUD_HEIGHT - 80))
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pygame.display.flip()
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pygame.time.Clock().tick(FRAME_RATE)
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