update: horses now probably learn
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+3
-1
@@ -46,7 +46,7 @@ class GameObject:
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self.image.set_colorkey(None) # Explicitly disable colorkey
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class Horse(GameObject):
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default_vacceleration = 0.5 # Default acceleration value
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default_vacceleration = 0.3 # Default acceleration value
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vspeed = 0 # Vertical speed
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vacceleration = 0 # Vertical acceleration
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stopped = False # Whether the horse is stopped
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@@ -106,6 +106,8 @@ class Horse(GameObject):
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def count_fitness(self):
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if self.stopped == False:
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self.fitness += 1
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if self.vacceleration == 0:
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self.fitness -= 0.9
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class Background(GameObject):
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def __init__(self, image_path, x, y):
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+18
-11
@@ -5,9 +5,9 @@ import numpy as np
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class NeuralNetwork(nn.Module):
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def __init__(self, inputSize):
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super().__init__()
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self.hidden1 = nn.Linear(inputSize, 32)
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self.hidden2 = nn.Linear(32, 16)
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self.output = nn.Linear(16, 3)
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self.hidden1 = nn.Linear(inputSize, 128)
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self.hidden2 = nn.Linear(128, 128)
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self.output = nn.Linear(128, 3)
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def forward(self, x):
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x = torch.relu(self.hidden1(x))
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@@ -16,20 +16,25 @@ class NeuralNetwork(nn.Module):
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return torch.argmax(x)
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class GeneticAlgorithm:
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def __init__(self, populationSize: int, mutationRate: float, percentageBest: float, inputSize: int = 5):
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def __init__(self, populationSize: int, mutationRate: float, percentageBest: float, percentageNew: float, inputSize: int = 5):
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self.populationSize = populationSize
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self.mutationRate = mutationRate
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self.percentageBest = percentageBest
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self.percentageNew = percentageNew
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self.inputSize = inputSize
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self.device = torch.device("cuda" if torch.cuda.is_available() else "cpu")
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print(self.device)
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self.initialize_population()
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def create_ind(self):
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return NeuralNetwork(self.inputSize).to(self.device)
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def initialize_population(self):
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self.population = [NeuralNetwork(self.inputSize).to(self.device) for _ in range(self.populationSize)]
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self.population = [self.create_ind() for _ in range(self.populationSize)]
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def crossover(self, parent1: NeuralNetwork, parent2: NeuralNetwork):
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child1 = NeuralNetwork(self.inputSize).to(self.device)
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child2 = NeuralNetwork(self.inputSize).to(self.device)
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child1 = self.create_ind()
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child2 = self.create_ind()
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point1 = len(child1.hidden1.weight.data) // 2
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point2 = len(child1.hidden2.weight.data) // 2
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child1.hidden1.weight.data = torch.cat((parent1.hidden1.weight.data[:point1], parent2.hidden1.weight.data[point1:]), dim=0)
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@@ -44,21 +49,23 @@ class GeneticAlgorithm:
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def mutate(self, model: NeuralNetwork):
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for param in model.parameters():
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if torch.rand(1).item() < self.mutationRate:
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param.data += torch.randn_like(param.data) * 0.1
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param.data += torch.randn_like(param.data) * 0.1 * (1 if torch.rand(1).item() >= 0.5 else -1)
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return model
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def learn(self, fitness: list):
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self.population = [self.population[x] for x in np.argsort(fitness)]
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self.population = [self.population[x] for x in np.argsort(fitness)[::-1]]
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numBest = int(self.populationSize * self.percentageBest)
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self.population = self.population[:numBest]
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while len(self.population) < self.populationSize:
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while len(self.population) < self.populationSize - self.populationSize * self.percentageNew:
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parent1, parent2 = np.random.choice(self.population), np.random.choice(self.population)
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child1, child2 = self.crossover(parent1, parent2)
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child1 = self.mutate(child1)
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child2 = self.mutate(child2)
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self.population.extend([child1, child2])
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while len(self.population) < self.populationSize: self.population.append(self.create_ind())
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while len(self.population) > self.populationSize: self.population.pop()
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def predict(self, data: list, i):
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data = torch.tensor(data, requires_grad=False).float().to(self.device)
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return self.population[i](data)
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return self.population[i](data)
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@@ -3,10 +3,13 @@ import sys
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from gameobjects import *
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from genetic_alg import GeneticAlgorithm
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POPULATION_SIZE = 20
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POPULATION_SIZE = 50
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MUTATION_RATE = 0.5
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POPULATION_NEW = 0.1
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POPULATION_BEST = 0.2
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FRAME_RATE = 160 #TODO: FIX THE INCORRECT FRAME RATE CORRELATION
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BARRIER_SPEED = 10
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BARRIER_DELAY = 100
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pygame.init()
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@@ -32,8 +35,6 @@ def init_game():
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grass = Background("images/Grass.jpg", 0, 0)
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grass.set_size(WIDTH, HEIGHT)
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BARRIER_SPEED = 25
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gameobjects = []
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barriers = []
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@@ -46,7 +47,7 @@ def init_game():
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horse.set_vspeed(0)
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horse.frame_counter = 0
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horse.fitness = 0
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spawner = Spawner("images/Barrier.png", 125)
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spawner = Spawner("images/Barrier.png", BARRIER_DELAY)
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new_barrier = spawner.spawn()
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barriers.append(new_barrier)
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gameobjects.extend(horses)
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@@ -65,12 +66,12 @@ def get_features(horse):
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last_barrier.rect.bottomright[0], last_barrier.rect.bottomright[1],
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horse.rect.topleft[0], horse.rect.topleft[1],
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horse.rect.bottomright[0], horse.rect.bottomright[1],
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HEIGHT, BARRIER_SPEED]
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0, HEIGHT, BARRIER_SPEED]
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return features
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genecticAlg = GeneticAlgorithm(POPULATION_SIZE, MUTATION_RATE, POPULATION_BEST, 10)
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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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genecticAlg = GeneticAlgorithm(POPULATION_SIZE, MUTATION_RATE, POPULATION_BEST, POPULATION_NEW, len(get_features(horses[0])))
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while True:
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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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@@ -115,7 +116,7 @@ while True:
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if horse.rect.colliderect(upper_bound_rect) or horse.rect.colliderect(lower_bound_rect):
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horse.stop()
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horse.count_fitness()
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print(str(horse.color) + ': ' + str(horse.fitness))
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# print(str(horse.color) + ': ' + str(horse.fitness))
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for object in gameobjects:
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