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flap_AI.py
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flap_AI.py
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'''
FLAP_AI:
Built using neat-python
NEURAL NETWORK INFO:
INPUT - Bird.y, TOP_PIPE, BOTTOM_PIPE
OUTPUT - Jump?
ACTIVATION FUNTION - tanh
POPULATION - 100 birds
FITNESS FUNCTION:
a method to evaluate the performance of the bird
--> Distance covered (say)
TRANSLATING CONFIG FILE:
(refer neat-python config)
MAX GENERATION - 30
fitness_criterion = max -- CHOOSING THE BIRD WITH MAX FITNESS
fitness_threshold = 100 -- Score to achieve
pop_size = 50 -- population
reset_on_extinction = False -- when all the birds die at a time then restart (not req.)
[DefaultGenome]
# node activation options
activation_default = tanh -- activation func
activation_mutate_rate = 0.0 -- no mutation req.
activation_options = tanh
# network parameters
num_hidden = 0 -- no hidden neuron initially we could add one
num_inputs = 3 -- ref. INPUT
num_outputs = 1 -- ref OUTPUT
'''
import pygame
import neat
import time
import os
import random
import pickle
pygame.font.init()
WIN_WIDTH = 600
WIN_HEIGHT = 800
STAT_FONT = pygame.font.SysFont("comicsans", 50)
WIN = pygame.display.set_mode((WIN_WIDTH, WIN_HEIGHT))
pygame.display.set_caption("Flappy Bird")
gen = 0
pipe_img = pygame.transform.scale2x(pygame.image.load(os.path.join("imgs","pipe.png")).convert_alpha())
bg_img = pygame.transform.scale(pygame.image.load(os.path.join("imgs","bg.png")).convert_alpha(), (600, 900))
bird_images = [pygame.transform.scale2x(pygame.image.load(os.path.join("imgs","bird" + str(x) + ".png"))) for x in range(1,4)]
base_img = pygame.transform.scale2x(pygame.image.load(os.path.join("imgs","base.png")).convert_alpha())
# transform.scale2x doubles image size
class Bird:
IMGS = bird_images
MAX_ROTATION = 25
ROT_VEL = 20
ANIMATION_TIME = 5
'''
rotation of the beak of the bird upon each jump
velocity of the rotation itself
animation time per frame
'''
def __init__(self, x, y):
self.x = x
self.y = y
self.tilt = 0
self.tick_count = 0
self.vel = 0
self.height = self.y
self.img_count = 0
self.img = self.IMGS[0]
def jump(self):
self.vel = -10.5
self.tick_count = 0
self.height = self.y
'''
The pygame window starts with a (0,0) in the top left corner
Therefore for a upward movment we must travel in the negative axis
Hence the negative vslue fot jump
tick_count keeps track of the last jump
'''
def move(self):
self.tick_count += 1
d = self.vel*self.tick_count + 0.5*(3)*self.tick_count**2
'''
Equation of a projectile motion in a parabola
for one jump(tick_count = 1)
-10.5 + 1.5 = -9
9 pixels in the upward direction
'''
if d >= 16:
d = (d/abs(d)) * 16
if d < 0:
d -= 2
'''
If the bisd is going below 16 it doesnt make sense so restrict the movement to 16
Similarly while moing upwards as long as it doesnt hit the ceiling increase the displacement
so as to smoothen the jump.
'''
self.y = self.y + d
if d < 0 or self.y < self.height + 50:
'''
As along as the bird has jumped and is above the initial mark
do not rotate the bird in the downward direction
once it goes below rotate
'''
if self.tilt < self.MAX_ROTATION:
self.tilt = self.MAX_ROTATION
else:
if self.tilt > -90:
self.tilt -= self.ROT_VEL
def draw(self, win):
self.img_count += 1
if self.img_count <= self.ANIMATION_TIME:
self.img = self.IMGS[0]
elif self.img_count <= self.ANIMATION_TIME*2:
self.img = self.IMGS[1]
elif self.img_count <= self.ANIMATION_TIME*3:
self.img = self.IMGS[2]
elif self.img_count <= self.ANIMATION_TIME*4:
self.img = self.IMGS[1]
elif self.img_count == self.ANIMATION_TIME*4 +1:
self.img = self.IMGS[0]
self.img_count = 0
'''
When bird is tilting downwards then the bird need not flap it wings
KEPT THE LEVEL IMAGE (flat wings)
'''
if self.tilt <= -80:
self.img = self.IMGS[1]
self.img_count = self.ANIMATION_TIME*2
#rotation of image around is taken from stack overflow
rotated_image = pygame.transform.rotate(self.img, self.tilt)
new_rect = rotated_image.get_rect(center=self.img.get_rect(topleft = (self.x, self.y)).center)
win.blit(rotated_image, new_rect.topleft)
def get_mask(self):
'''
refer Pipe.collide()
'''
return pygame.mask.from_surface(self.img)
class Pipe:
GAP = 200
VEL = 5
def __init__(self, x):
self.x = x
self.height = 0
self.gap = 200
self.top = 0
self.bottom = 0
self.PIPE_TOP = pygame.transform.flip(pipe_img, False, True)
self.PIPE_BOTTOM = pipe_img
self.passed = False
self.set_height()
def set_height(self):
self.height = random.randrange(50, 450)
self.top = self.height - self.PIPE_TOP.get_height()
self.bottom = self.height + self.gap
def move(self):
self.x -= self.VEL
def draw(self, win):
win.blit(self.PIPE_TOP, (self.x, self.top))
win.blit(self.PIPE_BOTTOM, (self.x, self.bottom))
def collide(self, bird):
'''
MASKING:
For collision of two objects an imaaginary box around each object
is drawn but then the real time collision will not be visible
hence we use masking to make sure the objects actually collide and
not the surrounding.
OFFSET:
distance between the masks
CALCULATE POINT OF COLLISION (POC):
mask.overlap() --> returns the value of the poc, NONE if it does not collide
if return value not null(None) then collision has happened
'''
bird_mask = bird.get_mask()
top_mask = pygame.mask.from_surface(self.PIPE_TOP)
bottom_mask = pygame.mask.from_surface(self.PIPE_BOTTOM)
top_offset = (self.x - bird.x, self.top - round(bird.y))
bottom_offset = (self.x - bird.x, self.bottom - round(bird.y))
b_point = bird_mask.overlap(bottom_mask, bottom_offset)
t_point = bird_mask.overlap(top_mask, top_offset)
if t_point or b_point:
return True
return False
class Base:
'''
Draw two images for a frame x1 , x2
both images move at the same velocity towards the left
Once the image hits the end then it cycles back to the first position.
----|----
----|----
----|----
----|----
:
.
:
----|----|
'''
VEL = 5 #same as pipe
WIDTH = base_img.get_width()
IMG = base_img
def __init__(self, y):
self.y = y
self.x1 = 0
self.x2 = self.WIDTH
def move(self):
self.x1 -= self.VEL
self.x2 -= self.VEL
if self.x1 + self.WIDTH < 0:
self.x1 = self.x2 + self.WIDTH
if self.x2 + self.WIDTH < 0:
self.x2 = self.x1 + self.WIDTH
def draw(self, win):
win.blit(self.IMG, (self.x1, self.y))
win.blit(self.IMG, (self.x2, self.y))
def draw_window(win, birds, pipes, base, score, gen):
if gen == 0:
gen = 1
win.blit(bg_img, (0, 0))
for pipe in pipes:
pipe.draw(win)
text = STAT_FONT.render("Score: " + str(score), 1, (255, 255, 255))
win.blit(text, (WIN_WIDTH - 1- text.get_width(), 10))
text = STAT_FONT.render("GEN: " + str(gen), 1, (255, 255, 255))
win.blit(text, (10, 10))
base.draw(win)
for bird in birds:
bird.draw(win)
pygame.display.update()
def eval_genomes(genomes, config):
global gen
gen += 1
nets = [] # each genome(ge) are essentially neural nets
ge = [] #to keep track of the returning birds
birds = []
'''
genome is a tuple with (genome_id, <genome itself>)
'''
for _, g in genomes:
net = neat.nn.FeedForwardNetwork.create(g, config)
nets.append(net)
birds.append(Bird(230, 350))
g.fitness = 0
ge.append(g)
bird = Bird(230, 350)
base = Base(730)
pipes = [Pipe(700)]
win = pygame.display.set_mode((WIN_WIDTH, WIN_HEIGHT))
score = 0
clock = pygame.time.Clock()
run = True
while run:
clock.tick(30)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
pipe_ind = 0
if len(birds) > 0:
if len(pipes) > 1 and birds[0].x > pipes[0].x + pipes[0].PIPE_TOP.get_width():
pipe_ind = 1
else:
'''
Stop gen when no birds alive
'''
run = False
break
'''
To fix a runtime bug: to index the pipes
if the bird has passed the pipe the index is 1 (second pipe)
else index 0
'''
for x,bird in enumerate(birds):
bird.move()
ge[x].fitness += 0.1
# this is to give points for the bird for staying alive (generated every second)
output = nets[x].activate((bird.y, abs(bird.y - pipes[pipe_ind].height), abs(bird.y - pipes[pipe_ind].bottom)))
#output is a list of neurons but ours is only of one ref. OUTPUT
if output[0] > 0.5:
bird.jump()
#bird.move()
add_pipe =False
base.move()
rem = [] # list to store the pipes out of the frame
for pipe in pipes:
for x, bird in enumerate(birds):
if pipe.collide(bird):
'''
remove birds that collide
reduce the fitness paramter of the bird
'''
ge[x].fitness -= 1
birds.pop(x)
nets.pop(x)
ge.pop(x)
if not pipe.passed and pipe.x < bird.x:
pipe.passed = True
add_pipe = True
if pipe.x + pipe.PIPE_TOP.get_width() < 0:
rem.append(pipe)
pipe.move()
if add_pipe:
score += 1
for g in ge:
'''
Note that we are not increasing the fitness by one
so as to ensure that the bird is forced to go through the pipes(in between)
rather than just being motivated to move to the next stage(generation).
'''
g.fitness += 5
pipes.append(Pipe(700))
for r in rem:
pipes.remove(r)
for x,bird in enumerate(birds):
if bird.y + bird.img.get_height() >= 730 or bird.y < 0:
'''
first constraint for hitting floor
or constraint for hitting the top
which is not elimination in the game but the network tend to shoot up the bird
so that it never hit the pipe
'''
birds.pop(x)
nets.pop(x)
ge.pop(x)
draw_window(win, birds, pipes, base, score, gen)
def run(config_file):
'''
NEAT recomendation ref. documentation
'''
config = neat.config.Config(neat.DefaultGenome, neat.DefaultReproduction,
neat.DefaultSpeciesSet, neat.DefaultStagnation,
config_file)
p = neat.Population(config)
p.add_reporter(neat.StdOutReporter(True))
stats = neat.StatisticsReporter()
p.add_reporter(stats)
winner = p.run(eval_genomes, 50) #no of genrations to be run = 50
'''
To be sent the population values to the "main" which is the fitness function
for 50 times
'''
print('\nBest genome:\n{!s}'.format(winner))
if __name__ == "__main__":
#ref run(config_path):
local_dir = os.path.dirname(__file__)
config_path = os.path.join(local_dir, "config-feedforward.txt")
run(config_path)