code refactor

This commit is contained in:
2019-10-22 11:13:31 +02:00
parent 979f0c3032
commit 65808e4c62
5 changed files with 148 additions and 151 deletions

138
car.py Normal file
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@@ -0,0 +1,138 @@
import numpy as np
import pygame
from brain import Neural_Network
from params import GY, CAR_SIZE, VISION_LENGTH, VISION_SPAN, THROTTLE_POWER, screen
from trigo import angle_to_vector, get_line_feats, segments_intersection, distance
IMG = pygame.image.load("car20.png")#.convert()
class Car(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.top_surface = pygame.Surface((CAR_SIZE, CAR_SIZE))
self.original_image = IMG
# self.image = pygame.Surface((CAR_SIZE, CAR_SIZE))
# self.image.fill((0,255,0))
# self.original_image = self.image
self.image = self.original_image
self.rect = self.image.get_rect()
self.rect.center = (75, GY -50)
self.speed = 1
self.heading = 0
self.heading_change = 0
self.vision_length = VISION_LENGTH # line liength
self.vision_span = VISION_SPAN # degrees
self.draw_sensors = True
# lets add 3 sensors as a start
# 1 straight ahead
# 2 left 15°
# 3 right 15 °
# we will give each of them a max lenght to
# and we will eventually detect any line crossing the sensor and
# retain the min value as a distance to collision input
self.center_sensor = None
self.left_sensor = None
self.right_sensor = None
self.sensors = [self.left_sensor, self.center_sensor, self.right_sensor]
self.probes = [self.vision_length] *3
self.brain = Neural_Network()
self.update_sensors()
self.probe_brain()
self.run = True
def update_sensors(self):
center = self.rect.center
vc = angle_to_vector(self.heading)
self.center_sensor = [center, (int(self.vision_length * vc[0] + center[0]), int(-self.vision_length * vc[1] + center[1]))]
vl = angle_to_vector(self.heading+self.vision_span)
self.left_sensor = [center, (int(self.vision_length * vl[0] + center[0]), int(-self.vision_length * vl[1] + center[1]))]
vr = angle_to_vector(self.heading-self.vision_span)
self.right_sensor = [center, (int(self.vision_length * vr[0] + center[0]), int(-self.vision_length * vr[1] + center[1]))]
def update_position(self):
vec = angle_to_vector(self.heading)
old_center = self.rect.center
self.rect.center = (self.speed * vec[0] / 2 + old_center[0], -self.speed * vec[1] / 2 + old_center[1])
self.update_sensors()
def probe_lines_proximity(self, lines):
# print(self.center_sensor, lines[0])
self.probes = [self.vision_length*2] *3
for idx,sensor in enumerate([self.left_sensor, self.center_sensor, self.right_sensor]) :
for line in lines :
ip = segments_intersection(sensor, line)
# print(ip)
if ip :
pygame.draw.circle(screen, (125,125,255), ip, 4, 2)
dist = int(distance(ip,self.rect.center))
self.probes[idx] = min(dist, self.probes[idx])
if dist < 1.2 * self.speed or self.speed < 0.01 :
self.run = False
print(f'Car {id(self)} crashed')
# else :
# self.probes[idx] = self.vision_length * 2
# print(self.probes)
def probe_brain(self):
res = self.brain.predict(np.array(self.probes))
self.heading_change = res[0] * 10
self.throttle = res[1] * 10
def update(self):
# rotate
old_center = self.rect.center
self.image = pygame.transform.rotate(self.original_image, self.heading)
self.rect = self.image.get_rect()
self.rect.center = old_center
self.update_position()
if self.speed < 0.01 :
self.run = False
print(f'Car {id(self)} crashed')
print(
'id', id(self),
'Speed', self.speed,
'heading', self.heading,
'throttle', self.throttle,
'heading change', self.heading_change,
)
if self.speed :
self.heading += self.heading_change * 10 / self.speed
self.heading = self.heading % 360
self.speed += self.throttle #THROTTLE_POWER
# if self.throttle :
# self.speed += self.throttle #THROTTLE_POWER
# else :
# self.speed -= self.throttle #THROTTLE_POWER
self.speed = max(0, self.speed)
self.speed = min(self.speed, 7)
super().update()
def show_features(self):
if self.draw_sensors:
pygame.draw.line(screen, (255,0,0), self.center_sensor[0], self.center_sensor[1])
pygame.draw.line(screen, (0,255,0), self.left_sensor[0], self.left_sensor[1])
pygame.draw.line(screen, (0,0,255), self.right_sensor[0], self.right_sensor[1])
pygame.draw.circle(screen, (125,255,125), self.rect.center, 4, 2)

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car25.png

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152
main.py
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@@ -2,165 +2,22 @@
import math import math
import pygame import pygame
import random import random
import numpy as np
from brain import Neural_Network from car import Car
from maps import map1 from maps import map1
from trigo import angle_to_vector, get_line_feats, segments_intersection, distance from params import CELL_COLOR, screen
from params import FLAGS, GX, GY, CELL_COLOR, CAR_SIZE, VISION_LENGTH, VISION_SPAN, THROTTLE_POWER
pygame.init()
IMG = pygame.image.load("car25.png")#.convert()
class Car(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.top_surface = pygame.Surface((CAR_SIZE, CAR_SIZE))
self.original_image = IMG
# self.image = pygame.Surface((CAR_SIZE, CAR_SIZE))
# self.image.fill((0,255,0))
# self.original_image = self.image
self.image = self.original_image
self.rect = self.image.get_rect()
self.rect.center = (75, GY -50)
self.speed = 1
self.heading = 0
self.heading_change = 0
self.vision_length = VISION_LENGTH # line liength
self.vision_span = VISION_SPAN # degrees
self.draw_sensors = True
# lets add 3 sensors as a start
# 1 straight ahead
# 2 left 15°
# 3 right 15 °
# we will give each of them a max lenght to
# and we will eventually detect any line crossing the sensor and
# retain the min value as a distance to collision input
self.center_sensor = None
self.left_sensor = None
self.right_sensor = None
self.sensors = [self.left_sensor, self.center_sensor, self.right_sensor]
self.probes = [self.vision_length] *3
self.brain = Neural_Network()
self.update_sensors()
self.probe_brain()
self.run = True
def update_sensors(self):
center = self.rect.center
vc = angle_to_vector(self.heading)
self.center_sensor = [center, (int(self.vision_length * vc[0] + center[0]), int(-self.vision_length * vc[1] + center[1]))]
vl = angle_to_vector(self.heading+self.vision_span)
self.left_sensor = [center, (int(self.vision_length * vl[0] + center[0]), int(-self.vision_length * vl[1] + center[1]))]
vr = angle_to_vector(self.heading-self.vision_span)
self.right_sensor = [center, (int(self.vision_length * vr[0] + center[0]), int(-self.vision_length * vr[1] + center[1]))]
def update_position(self):
vec = angle_to_vector(self.heading)
old_center = self.rect.center
self.rect.center = (self.speed * vec[0] + old_center[0], -self.speed * vec[1] + old_center[1])
self.update_sensors()
def probe_lines_proximity(self, lines):
# print(self.center_sensor, lines[0])
self.probes = [self.vision_length*2] *3
for idx,sensor in enumerate([self.left_sensor, self.center_sensor, self.right_sensor]) :
for line in lines :
ip = segments_intersection(sensor, line)
# print(ip)
if ip :
pygame.draw.circle(screen, (125,125,255), ip, 4, 2)
dist = int(distance(ip,self.rect.center))
self.probes[idx] = min(dist, self.probes[idx])
if dist < 1.2 * self.speed or self.speed < 0.01 :
self.run = False
print(f'Car {id(self)} crashed')
# else :
# self.probes[idx] = self.vision_length * 2
# print(self.probes)
def probe_brain(self):
res = self.brain.predict(np.array(self.probes))
self.heading_change = res[0] * 10
self.throttle = res[1] * 10
def update(self):
# rotate
old_center = self.rect.center
self.image = pygame.transform.rotate(self.original_image, self.heading)
self.rect = self.image.get_rect()
self.rect.center = old_center
self.update_position()
if self.speed < 0.01 :
self.run = False
print(f'Car {id(self)} crashed')
print(
'id', id(self),
'Speed', self.speed,
'heading', self.heading,
'throttle', self.throttle,
'heading change', self.heading_change,
)
if self.speed :
self.heading += self.heading_change * 20 / self.speed
self.heading = self.heading % 360
self.speed += self.throttle #THROTTLE_POWER
# if self.throttle :
# self.speed += self.throttle #THROTTLE_POWER
# else :
# self.speed -= self.throttle #THROTTLE_POWER
self.speed = max(0, self.speed)
super().update()
def show_features(self):
if self.draw_sensors:
pygame.draw.line(screen, (255,0,0), self.center_sensor[0], self.center_sensor[1])
pygame.draw.line(screen, (0,255,0), self.left_sensor[0], self.left_sensor[1])
pygame.draw.line(screen, (0,0,255), self.right_sensor[0], self.right_sensor[1])
pygame.draw.circle(screen, (125,255,125), self.rect.center, 4, 2)
#https://medium.com/intel-student-ambassadors/demystifying-genetic-algorithms-to-enhance-neural-networks-cde902384b6e #https://medium.com/intel-student-ambassadors/demystifying-genetic-algorithms-to-enhance-neural-networks-cde902384b6e
screen = pygame.display.set_mode((GX, GY), FLAGS)
screen.set_alpha(None)
map_lines = map1 map_lines = map1
# print(lines)
all_cars = pygame.sprite.Group() all_cars = pygame.sprite.Group()
for x in range(10): for x in range(100):
car = Car() car = Car()
car.heading = x * 30 + 35 car.heading = x * 30 + 35
all_cars.add(car) all_cars.add(car)
@@ -182,9 +39,6 @@ while running_cars :
for line in map_lines : for line in map_lines :
pygame.draw.line(screen, (255,255,255), line[0], line[1]) pygame.draw.line(screen, (255,255,255), line[0], line[1])
# point = (int(GX/2), int(GY/2+25))
# print(distance(point, car2.rect.center))
# pygame.draw.circle(screen, (125,255,125), point, 4, 2)
pygame.display.flip() pygame.display.flip()
clock.tick(24) clock.tick(24)

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@@ -1,3 +1,4 @@
import pygame
from pygame.locals import HWSURFACE, DOUBLEBUF from pygame.locals import HWSURFACE, DOUBLEBUF
FLAGS = HWSURFACE | DOUBLEBUF #| FULLSCREEN FLAGS = HWSURFACE | DOUBLEBUF #| FULLSCREEN
@@ -5,7 +6,11 @@ FLAGS = HWSURFACE | DOUBLEBUF #| FULLSCREEN
GX = 1000 GX = 1000
GY = 1000 GY = 1000
CELL_COLOR = (80,80,80) CELL_COLOR = (80,80,80)
CAR_SIZE=25 CAR_SIZE=20
VISION_LENGTH = 50 VISION_LENGTH = 50
VISION_SPAN = 25 # degrees VISION_SPAN = 25 # degrees
THROTTLE_POWER = 3 THROTTLE_POWER = 3
pygame.init()
screen = pygame.display.set_mode((GX, GY), FLAGS)
screen.set_alpha(None)