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level_selector.py
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import os
import random
from level_generator import ParamGenerator
import glob
from baselines.a2c.utils import make_path
from multiprocessing import Process, Manager
from multiprocessing.managers import BaseManager
from shutil import copyfile
class LevelSelector(object):
available = ['ab-test',
'random-all',
'random-0123',
'random-0',
'random-1',
'random-2',
'random-3',
'random-4',
'random-5',
'random-6',
'random-7',
'random-8',
'random-9',
'random-10',
'seq-0',
'seq-1',
'seq-2',
'seq-3',
'seq-4',
'seq-5',
'seq-6',
'seq-7',
'seq-8',
'seq-9',
'seq-10',
'seq-human-0',
'seq-human-1',
'seq-human-2',
'seq-human-3',
'seq-human-4',
'pcg-random',
'pcg-random-0',
'pcg-random-1',
'pcg-random-2',
'pcg-random-3',
'pcg-random-4',
'pcg-random-5',
'pcg-random-6',
'pcg-random-7',
'pcg-random-8',
'pcg-random-9',
'pcg-random-10',
'pcg-progressive',
'pcg-progressive-fixed']
@staticmethod
def get_selector(selector_name, game, path, fixed=False, max=-1):
# Register classes for sharing across procs
for c in [RandomSelector, RandomWithDifSelector, SequentialHumanLevelSelector, RandomPCGSelector, RandomWithDifPCGSelector, ProgressivePCGSelector, SequentialSelector, ABTestSelector]:
BaseManager.register(c.__name__, c)
manager = BaseManager()
manager.start()
# Determine selector
if selector_name is not None:
make_path(path)
path = os.path.realpath(path)
if selector_name == "ab-test":
selector = manager.ABTestSelector(path, game, "levels_2", max=max)
elif selector_name == "random-all":
selector = manager.RandomSelector(path, game, [0, 1, 2, 3, 4], max=max)
elif selector_name == "random-0123":
selector = manager.RandomSelector(path, game, [0, 1, 2, 3], max=max)
elif selector_name.startswith('random-'):
difficulty = float(selector_name.split('random-')[1]) * 0.1
selector = manager.RandomWithDifSelector(path, game, difficulty, max=max)
elif selector_name.startswith('seq-human-'):
level_id = int(selector_name.split('seq-human-')[1])
selector = manager.SequentialHumanLevelSelector(path, game, level_id, max=max)
elif selector_name.startswith('seq-'):
difficulty = float(selector_name.split('seq-')[1]) * 0.1
selector = manager.SequentialSelector(path, game, difficulty, max=max)
elif selector_name == "pcg-random":
selector = manager.RandomPCGSelector(path, game, max=max)
elif selector_name.startswith('pcg-random-'):
difficulty = float(selector_name.split('pcg-random-')[1]) * 0.1
selector = manager.RandomWithDifPCGSelector(path, game, difficulty, fixed=fixed, max=max)
elif selector_name == "pcg-progressive":
selector = manager.ProgressivePCGSelector(path, game, max=max)
elif selector_name == "pcg-progressive-fixed":
selector = manager.ProgressivePCGSelector(path, game, upper_limit=False, max=max)
else:
raise Exception("Unknown level selector: + " + selector_name)
else:
return None
return selector
def __init__(self, dir, game, max=max):
self.dir = dir
if self.dir[-1] != "/":
self.dir += "/"
self.game = game.lower()
self.max = max
def get_game(self):
return self.game
def get_level(self):
'''
:return: the id and path of the next level to be evaluated.
'''
raise NotImplementedError
def report(self, level_id, win):
'''
:param level_id: id of the level in which the score was achieved
:param score: the in-game score of the level
'''
raise NotImplementedError
def get_info(self):
raise NotImplementedError
game_sizes = {
"aliens": [30, 11],
"zelda": [13, 9],
"boulderdash": [26, 13],
"frogs": [28, 11],
"solarfox": [10,11]
}
class SequentialHumanLevelSelector(LevelSelector):
def __init__(self, dir, game, level_id, max=max):
super().__init__(dir, game, max=max)
self.level = os.path.dirname(os.path.realpath(__file__)) + "/data/test-levels/" + game + "/human/" + game + "_lvl" + str(level_id) + ".txt"
self.n = 0
def get_level(self):
if self.n >= self.max > 0:
return None
self.n += 1
return self.level
def report(self, level_id, win):
pass
def get_info(self):
return ""
class SequentialSelector(LevelSelector):
def __init__(self, dir, game, difficulty, max=max):
super().__init__(dir, game, max=max)
self.difficulty = difficulty
path = os.path.dirname(os.path.realpath(__file__)) + "/data/test-levels/" + game + "/" + str(int(difficulty * 10)) + "/"
self.levels = [filename for filename in glob.iglob(path + '*')]
self.idx = 0
self.n = 0
def get_level(self):
if self.n >= self.max > 0:
#print("Level selector returning None")
return None
level = self.levels[self.idx]
self.idx = self.idx + 1
if self.idx >= len(self.levels):
self.idx = 0
self.n += 1
#print("Level {}/{}".format(self.n, self.max))
return level
def report(self, level_id, win):
pass
def get_info(self):
return ""
class ABTestSelector(LevelSelector):
def __init__(self, dir, game, folder_name, max=max):
super().__init__(dir, game, max=max)
self.path = os.path.dirname(os.path.realpath(__file__)) + "/data/" + folder_name + "/"
self.path_won = os.path.dirname(os.path.realpath(__file__)) + "/data/won/"
self.path_lost = os.path.dirname(os.path.realpath(__file__)) + "/data/lost/"
self.levels = [filename for filename in glob.iglob(self.path + '*')]
print("{} levels found in {}".format(len(self.levels), self.path))
self.idx = 0
def get_level(self):
level = self.levels[self.idx]
self.idx = self.idx + 1
if self.idx >= len(self.levels):
self.idx = 0
return level
def report(self, level_id, win):
dst = self.path_won if win else self.path_lost
filename = level_id.split('/')[-1]
print("Copying {} to {}".format(level_id, dst + filename))
copyfile(level_id, dst + filename)
def get_info(self):
return ""
class RandomSelector(LevelSelector):
def __init__(self, dir, game, lvl_ids, max=max):
super().__init__(dir, game, max=max)
self.lvl_ids = lvl_ids
def get_level(self):
lvl_id = random.choice(self.lvl_ids)
return lvl_id
def report(self, level_id, win):
pass
def get_info(self):
return ""
class RandomWithDifSelector(LevelSelector):
def __init__(self, dir, game, difficulty, max=max):
super().__init__(dir, game, max=max)
self.difficulty = difficulty
path = os.path.dirname(os.path.realpath(__file__)) + "/data/test-levels/" + game + "/" + str(int(difficulty * 10)) + "/"
self.levels = [filename for filename in glob.iglob(path + '*')]
def get_level(self):
return random.choice(self.levels)
def report(self, level_id, win):
pass
def get_info(self):
return ""
class RandomPCGSelector(LevelSelector):
def __init__(self, dir, game, max=max):
super().__init__(dir, game, max=max)
size = game_sizes[game]
self.generator = ParamGenerator(self.dir, self.game, width=size[0], height=size[1])
def get_level(self):
return self.generator.generate()
def report(self, level_id, win):
pass
def get_info(self):
return ""
class RandomWithDifPCGSelector(LevelSelector):
def __init__(self, dir, game, difficulty, fixed=False, max=max):
super().__init__(dir, game, max=max)
self.difficulty = difficulty
self.fixed = fixed
size = game_sizes[game]
self.generator = ParamGenerator(self.dir, self.game, width=size[0], height=size[1])
self.last_level = None
def get_level(self):
if self.fixed and self.last_level is not None:
return self.last_level
self.last_level = self.generator.generate([self.difficulty], difficulty=True)
return self.last_level
def report(self, level_id, win):
pass
def get_info(self):
return ""
class ProgressivePCGSelector(LevelSelector):
'''
TODO: Shared object across workers.
'''
def __init__(self, dir, game, alpha=0.01, upper_limit=True, max=max):
super().__init__(dir, game, max=max)
size = game_sizes[game]
self.generator = ParamGenerator(self.dir, self.game, width=size[0], height=size[1])
self.difficulty = 0
self.alpha = alpha
self.upper_limit = upper_limit
def get_level(self):
if not self.upper_limit:
return self.generator.generate([self.difficulty], difficulty=True)
dif = random.uniform(0.0, self.difficulty)
return self.generator.generate([dif], difficulty=True)
def report(self, level_id, win):
if win:
self.difficulty = min(1.0, self.difficulty + self.alpha)
else:
self.difficulty = max(0.0, self.difficulty - self.alpha)
def get_info(self):
return str(self.difficulty)