masters-dissertation/main.py

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import sys
import pygame
from matplotlib import pyplot as plt
from reinforcementLearning.ReinforcementLearning import ReinforcementLearning
from utilities.constants import WIDTH, HEIGHT, SQUARE_SIZE, WHITE, GREEN
from utilities.gameManager import GameManager
from minimax.minimaxAlgo import MiniMax
FPS = 60
WIN = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Draughts")
def getRowColFromMouse(pos):
x, y = pos
row = y // SQUARE_SIZE
col = x // SQUARE_SIZE
return row, col
def drawText(text, font, color, surface, x, y):
textobj = font.render(text, 1, color)
textrect = textobj.get_rect()
textrect.topleft = (x, y)
surface.blit(textobj, textrect)
def drawMultiLineText(surface, text, pos, font, color=pygame.Color('black')):
words = [word.split(' ') for word in text.splitlines()] # 2D array where each row is a list of words.
space = font.size(' ')[0] # The width of a space.
max_width, max_height = surface.get_size()
x, y = pos
word_height = None
for line in words:
for word in line:
word_surface = font.render(word, 0, color)
word_width, word_height = word_surface.get_size()
if x + word_width >= max_width:
x = pos[0] # Reset the x.
y += word_height # Start on new row.
surface.blit(word_surface, (x, y))
x += word_width + space
x = pos[0] # Reset the x.
y += word_height # Start on new row.
def main(difficulty=0):
pygame.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
menuClock = pygame.time.Clock()
click = False
width = screen.get_width()
font = pygame.font.SysFont("", 25)
if difficulty == 0:
while True:
# menu
screen.fill((128, 128, 128))
drawText('Main Menu', font, (255, 255, 255), screen, width / 2, 20)
mx, my = pygame.mouse.get_pos()
easy = pygame.Rect(width / 2 - 50, 100, 200, 50)
pygame.draw.rect(screen, (0, 255, 0), easy)
drawText("easy", font, (255, 255, 255), screen, width / 2, 100)
medium = pygame.Rect(width / 2 - 50, 200, 200, 50)
pygame.draw.rect(screen, (255, 125, 0), medium)
drawText("medium", font, (255, 255, 255), screen, width / 2, 200)
hard = pygame.Rect(width / 2 - 50, 300, 200, 50)
pygame.draw.rect(screen, (255, 0, 0), hard)
drawText("hard", font, (255, 255, 255), screen, width / 2, 300)
rules = pygame.Rect(width / 2 - 50, 400, 200, 50)
pygame.draw.rect(screen, (0, 0, 255), rules)
drawText("rules", font, (255, 255, 255), screen, width / 2, 400)
quitGame = pygame.Rect(width / 2 - 50, 500, 200, 50)
pygame.draw.rect(screen, (0, 0, 0), quitGame)
drawText("quit", font, (255, 255, 255), screen, width / 2, 500)
if easy.collidepoint((mx, my)):
if click:
difficulty = 1
break
if medium.collidepoint((mx, my)):
if click:
difficulty = 3
break
if hard.collidepoint((mx, my)):
if click:
difficulty = 5
break
if rules.collidepoint((mx, my)):
if click:
rulesGUI()
break
if quitGame.collidepoint((mx, my)):
if click:
pygame.quit()
sys.exit()
click = False
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
click = True
pygame.display.update()
menuClock.tick(60)
game(difficulty)
def rulesGUI():
screen = pygame.display.set_mode((WIDTH, HEIGHT))
menuClock = pygame.time.Clock()
click = False
width = screen.get_width()
titleFont = pygame.font.SysFont("", 48)
font = pygame.font.SysFont("", 21)
while True:
screen.fill((128, 128, 128))
drawText("Rules", titleFont, (255, 255, 255), screen, width / 2, 20)
mx, my = pygame.mouse.get_pos()
drawMultiLineText(screen, """Both the player and AI start with 12 pieces on the dark squares of the three rows closest to that
player's side. The row closest to each player is called the kings row or crownhead. The player moves first.
Then turns alternate.
\n
Move rules
\n
There are two different ways to move in utilities:
\n
Simple move: A simple move consists of moving a piece one square diagonally to an adjacent unoccupied dark square.
Uncrowned pieces can move diagonally forward only; kings can move in any diagonal direction. Jump: A jump consists of
moving a piece that is diagonally adjacent an opponent's piece, to an empty square immediately beyond it in the same
direction (thus "jumping over" the opponent's piece front and back ). Pieces can jump diagonally forward only; kings
can jump in any diagonal direction. A jumped piece is considered "captured" and removed from the game. Any piece,
king or piece, can jump a king.
\n
Forced capture, is always mandatory: if a player has the option to jump, he/she must take it, even if doing so
results in disadvantage for the jumping player. For example, a piecedated single jump might set up the player such
that the opponent has a multi-jump in reply.
\n
Multiple jumps are possible, if after one jump, another piece is immediately eligible to be jumped by the moved
pieceeven if that jump is in a different diagonal direction. If more than one multi-jump is available, the player
can choose which piece to jump with, and which sequence of jumps to make. The sequence chosen is not required to be
the one that maximizes the number of jumps in the turn; however, a player must make all available jumps in the
sequence chosen. Kings If a piece moves into the kings row on the opponent's side of the board, it is crowned as a
king and gains the ability to move both forward and backward. If a piece moves into the kings row or if it jumps into
the kings row, the current move terminates; the piece is crowned as a king but cannot jump back out as in a
multi-jump until the next move.""", (50, 50), font)
back = pygame.Rect(width / 2 - 50, 700, 200, 50)
pygame.draw.rect(screen, (0, 0, 0), back)
drawText("back", font, (255, 255, 255), screen, width / 2, 700)
if back.collidepoint((mx, my)):
if click:
main()
break
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
click = True
pygame.display.update()
menuClock.tick(60)
def game(difficulty):
run = True
clock = pygame.time.Clock()
gameManager = GameManager(WIN, GREEN)
rl = ReinforcementLearning(gameManager.board.getAllMoves(WHITE), gameManager.board, WHITE, gameManager)
mm = MiniMax()
totalReward = []
for i in range(2000):
score = 0
for j in range(200):
clock.tick(FPS)
reward = 0
if gameManager.turn == WHITE:
mm = MiniMax()
value, newBoard = mm.AI(difficulty, WHITE, gameManager)
# gameManager.aiMove(newBoard)
# reward, newBoard = rl.AI(gameManager.board)
if newBoard is None:
print("Cannot make move")
continue
gameManager.aiMove(newBoard)
#
gameManager.update()
pygame.display.update()
if gameManager.turn == GREEN:
value, newBoard = mm.AI(difficulty, GREEN, gameManager)
gameManager.aiMove(newBoard)
score += reward
if gameManager.winner() is not None:
print(gameManager.winner())
break
# for event in pygame.event.get():
# if event.type == pygame.QUIT:
# break
# if event.type == pygame.MOUSEBUTTONDOWN:
# pos = pygame.mouse.get_pos()
# row, col = getRowColFromMouse(pos)
# # if gameManager.turn == GREEN:
# gameManager.select(row, col)
gameManager.update()
pygame.display.update()
gameManager.reset()
rl.resetScore()
print("Game: ", i, " Reward: ", score)
totalReward.append(score)
# save model weights every 25 games
if i % 250 == 0 and i != 0:
rl.model.save("./modelWeights/model_" + str(i) + ".h5")
# pygame.quit()
rl.model.save("./modelWeights/model_final.h5")
plt.plot([i for i in range(len(totalReward))], totalReward)
plt.xlabel("Games")
plt.ylabel("Reward")
plt.show()
main(3)