code refactor
This commit is contained in:
138
car.py
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138
car.py
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import numpy as np
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import pygame
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from brain import Neural_Network
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from params import GY, CAR_SIZE, VISION_LENGTH, VISION_SPAN, THROTTLE_POWER, screen
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from trigo import angle_to_vector, get_line_feats, segments_intersection, distance
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IMG = pygame.image.load("car20.png")#.convert()
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class Car(pygame.sprite.Sprite):
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def __init__(self):
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pygame.sprite.Sprite.__init__(self)
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self.top_surface = pygame.Surface((CAR_SIZE, CAR_SIZE))
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self.original_image = IMG
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# self.image = pygame.Surface((CAR_SIZE, CAR_SIZE))
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# self.image.fill((0,255,0))
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# self.original_image = self.image
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self.image = self.original_image
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self.rect = self.image.get_rect()
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self.rect.center = (75, GY -50)
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self.speed = 1
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self.heading = 0
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self.heading_change = 0
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self.vision_length = VISION_LENGTH # line liength
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self.vision_span = VISION_SPAN # degrees
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self.draw_sensors = True
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# lets add 3 sensors as a start
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# 1 straight ahead
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# 2 left 15°
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# 3 right 15 °
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# we will give each of them a max lenght to
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# and we will eventually detect any line crossing the sensor and
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# retain the min value as a distance to collision input
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self.center_sensor = None
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self.left_sensor = None
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self.right_sensor = None
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self.sensors = [self.left_sensor, self.center_sensor, self.right_sensor]
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self.probes = [self.vision_length] *3
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self.brain = Neural_Network()
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self.update_sensors()
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self.probe_brain()
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self.run = True
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def update_sensors(self):
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center = self.rect.center
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vc = angle_to_vector(self.heading)
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self.center_sensor = [center, (int(self.vision_length * vc[0] + center[0]), int(-self.vision_length * vc[1] + center[1]))]
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vl = angle_to_vector(self.heading+self.vision_span)
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self.left_sensor = [center, (int(self.vision_length * vl[0] + center[0]), int(-self.vision_length * vl[1] + center[1]))]
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vr = angle_to_vector(self.heading-self.vision_span)
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self.right_sensor = [center, (int(self.vision_length * vr[0] + center[0]), int(-self.vision_length * vr[1] + center[1]))]
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def update_position(self):
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vec = angle_to_vector(self.heading)
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old_center = self.rect.center
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self.rect.center = (self.speed * vec[0] / 2 + old_center[0], -self.speed * vec[1] / 2 + old_center[1])
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self.update_sensors()
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def probe_lines_proximity(self, lines):
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# print(self.center_sensor, lines[0])
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self.probes = [self.vision_length*2] *3
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for idx,sensor in enumerate([self.left_sensor, self.center_sensor, self.right_sensor]) :
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for line in lines :
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ip = segments_intersection(sensor, line)
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# print(ip)
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if ip :
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pygame.draw.circle(screen, (125,125,255), ip, 4, 2)
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dist = int(distance(ip,self.rect.center))
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self.probes[idx] = min(dist, self.probes[idx])
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if dist < 1.2 * self.speed or self.speed < 0.01 :
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self.run = False
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print(f'Car {id(self)} crashed')
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# else :
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# self.probes[idx] = self.vision_length * 2
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# print(self.probes)
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def probe_brain(self):
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res = self.brain.predict(np.array(self.probes))
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self.heading_change = res[0] * 10
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self.throttle = res[1] * 10
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def update(self):
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# rotate
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old_center = self.rect.center
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self.image = pygame.transform.rotate(self.original_image, self.heading)
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self.rect = self.image.get_rect()
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self.rect.center = old_center
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self.update_position()
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if self.speed < 0.01 :
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self.run = False
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print(f'Car {id(self)} crashed')
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print(
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'id', id(self),
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'Speed', self.speed,
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'heading', self.heading,
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'throttle', self.throttle,
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'heading change', self.heading_change,
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)
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if self.speed :
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self.heading += self.heading_change * 10 / self.speed
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self.heading = self.heading % 360
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self.speed += self.throttle #THROTTLE_POWER
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# if self.throttle :
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# self.speed += self.throttle #THROTTLE_POWER
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# else :
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# self.speed -= self.throttle #THROTTLE_POWER
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self.speed = max(0, self.speed)
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self.speed = min(self.speed, 7)
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super().update()
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def show_features(self):
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if self.draw_sensors:
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pygame.draw.line(screen, (255,0,0), self.center_sensor[0], self.center_sensor[1])
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pygame.draw.line(screen, (0,255,0), self.left_sensor[0], self.left_sensor[1])
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pygame.draw.line(screen, (0,0,255), self.right_sensor[0], self.right_sensor[1])
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pygame.draw.circle(screen, (125,255,125), self.rect.center, 4, 2)
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152
main.py
152
main.py
@@ -2,165 +2,22 @@
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import math
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import math
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import pygame
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import pygame
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import random
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import random
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import numpy as np
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from brain import Neural_Network
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from car import Car
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from maps import map1
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from maps import map1
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from trigo import angle_to_vector, get_line_feats, segments_intersection, distance
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from params import CELL_COLOR, screen
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from params import FLAGS, GX, GY, CELL_COLOR, CAR_SIZE, VISION_LENGTH, VISION_SPAN, THROTTLE_POWER
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pygame.init()
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IMG = pygame.image.load("car25.png")#.convert()
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class Car(pygame.sprite.Sprite):
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def __init__(self):
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pygame.sprite.Sprite.__init__(self)
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self.top_surface = pygame.Surface((CAR_SIZE, CAR_SIZE))
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self.original_image = IMG
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# self.image = pygame.Surface((CAR_SIZE, CAR_SIZE))
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# self.image.fill((0,255,0))
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# self.original_image = self.image
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self.image = self.original_image
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self.rect = self.image.get_rect()
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self.rect.center = (75, GY -50)
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self.speed = 1
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self.heading = 0
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self.heading_change = 0
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self.vision_length = VISION_LENGTH # line liength
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self.vision_span = VISION_SPAN # degrees
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self.draw_sensors = True
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# lets add 3 sensors as a start
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# 1 straight ahead
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# 2 left 15°
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# 3 right 15 °
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# we will give each of them a max lenght to
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# and we will eventually detect any line crossing the sensor and
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# retain the min value as a distance to collision input
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self.center_sensor = None
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self.left_sensor = None
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self.right_sensor = None
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self.sensors = [self.left_sensor, self.center_sensor, self.right_sensor]
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self.probes = [self.vision_length] *3
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self.brain = Neural_Network()
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self.update_sensors()
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self.probe_brain()
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self.run = True
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def update_sensors(self):
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center = self.rect.center
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vc = angle_to_vector(self.heading)
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self.center_sensor = [center, (int(self.vision_length * vc[0] + center[0]), int(-self.vision_length * vc[1] + center[1]))]
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vl = angle_to_vector(self.heading+self.vision_span)
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self.left_sensor = [center, (int(self.vision_length * vl[0] + center[0]), int(-self.vision_length * vl[1] + center[1]))]
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vr = angle_to_vector(self.heading-self.vision_span)
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self.right_sensor = [center, (int(self.vision_length * vr[0] + center[0]), int(-self.vision_length * vr[1] + center[1]))]
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def update_position(self):
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vec = angle_to_vector(self.heading)
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old_center = self.rect.center
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self.rect.center = (self.speed * vec[0] + old_center[0], -self.speed * vec[1] + old_center[1])
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self.update_sensors()
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def probe_lines_proximity(self, lines):
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# print(self.center_sensor, lines[0])
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self.probes = [self.vision_length*2] *3
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for idx,sensor in enumerate([self.left_sensor, self.center_sensor, self.right_sensor]) :
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for line in lines :
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ip = segments_intersection(sensor, line)
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# print(ip)
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if ip :
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pygame.draw.circle(screen, (125,125,255), ip, 4, 2)
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dist = int(distance(ip,self.rect.center))
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self.probes[idx] = min(dist, self.probes[idx])
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if dist < 1.2 * self.speed or self.speed < 0.01 :
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self.run = False
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print(f'Car {id(self)} crashed')
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# else :
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# self.probes[idx] = self.vision_length * 2
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# print(self.probes)
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def probe_brain(self):
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res = self.brain.predict(np.array(self.probes))
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self.heading_change = res[0] * 10
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self.throttle = res[1] * 10
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def update(self):
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# rotate
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old_center = self.rect.center
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self.image = pygame.transform.rotate(self.original_image, self.heading)
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self.rect = self.image.get_rect()
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self.rect.center = old_center
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self.update_position()
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if self.speed < 0.01 :
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self.run = False
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print(f'Car {id(self)} crashed')
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print(
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'id', id(self),
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'Speed', self.speed,
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'heading', self.heading,
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'throttle', self.throttle,
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'heading change', self.heading_change,
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)
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if self.speed :
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self.heading += self.heading_change * 20 / self.speed
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self.heading = self.heading % 360
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self.speed += self.throttle #THROTTLE_POWER
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# if self.throttle :
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# self.speed += self.throttle #THROTTLE_POWER
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# else :
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# self.speed -= self.throttle #THROTTLE_POWER
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self.speed = max(0, self.speed)
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super().update()
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def show_features(self):
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if self.draw_sensors:
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pygame.draw.line(screen, (255,0,0), self.center_sensor[0], self.center_sensor[1])
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pygame.draw.line(screen, (0,255,0), self.left_sensor[0], self.left_sensor[1])
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pygame.draw.line(screen, (0,0,255), self.right_sensor[0], self.right_sensor[1])
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pygame.draw.circle(screen, (125,255,125), self.rect.center, 4, 2)
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#https://medium.com/intel-student-ambassadors/demystifying-genetic-algorithms-to-enhance-neural-networks-cde902384b6e
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#https://medium.com/intel-student-ambassadors/demystifying-genetic-algorithms-to-enhance-neural-networks-cde902384b6e
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screen = pygame.display.set_mode((GX, GY), FLAGS)
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screen.set_alpha(None)
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map_lines = map1
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map_lines = map1
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# print(lines)
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all_cars = pygame.sprite.Group()
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all_cars = pygame.sprite.Group()
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for x in range(10):
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for x in range(100):
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car = Car()
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car = Car()
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car.heading = x * 30 + 35
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car.heading = x * 30 + 35
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all_cars.add(car)
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all_cars.add(car)
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@@ -182,9 +39,6 @@ while running_cars :
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for line in map_lines :
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for line in map_lines :
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pygame.draw.line(screen, (255,255,255), line[0], line[1])
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pygame.draw.line(screen, (255,255,255), line[0], line[1])
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# point = (int(GX/2), int(GY/2+25))
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# print(distance(point, car2.rect.center))
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# pygame.draw.circle(screen, (125,255,125), point, 4, 2)
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pygame.display.flip()
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pygame.display.flip()
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clock.tick(24)
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clock.tick(24)
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@@ -1,3 +1,4 @@
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import pygame
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from pygame.locals import HWSURFACE, DOUBLEBUF
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from pygame.locals import HWSURFACE, DOUBLEBUF
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FLAGS = HWSURFACE | DOUBLEBUF #| FULLSCREEN
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FLAGS = HWSURFACE | DOUBLEBUF #| FULLSCREEN
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@@ -5,7 +6,11 @@ FLAGS = HWSURFACE | DOUBLEBUF #| FULLSCREEN
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GX = 1000
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GX = 1000
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GY = 1000
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GY = 1000
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CELL_COLOR = (80,80,80)
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CELL_COLOR = (80,80,80)
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CAR_SIZE=25
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CAR_SIZE=20
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VISION_LENGTH = 50
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VISION_LENGTH = 50
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VISION_SPAN = 25 # degrees
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VISION_SPAN = 25 # degrees
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THROTTLE_POWER = 3
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THROTTLE_POWER = 3
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pygame.init()
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screen = pygame.display.set_mode((GX, GY), FLAGS)
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screen.set_alpha(None)
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Reference in New Issue
Block a user