feat(*): Update bot to work in all game modes with reasonable rewards

This commit is contained in:
Josh Creek
2023-10-08 22:27:50 +01:00
parent 8c4ba9f268
commit 0115298e88
2 changed files with 70 additions and 73 deletions
+4 -25
View File
@@ -11,6 +11,8 @@ from rlgym.utils.obs_builders import AdvancedObs
from rlgym_compat import GameState
from rlgym.utils.action_parsers import DiscreteAction
from rlgym_tools.extra_obs.advanced_padder import AdvancedObsPadder
class Sarpy(BaseAgent):
def __init__(self, name, team, index):
@@ -18,7 +20,7 @@ class Sarpy(BaseAgent):
# FIXME Hey, botmaker. Start here:
# Swap the obs builder if you are using a different one, RLGym's AdvancedObs is also available
self.obs_builder = AdvancedObs()
self.obs_builder = AdvancedObsPadder(team_size=3)
# Swap the action parser if you are using a different one, RLGym's Discrete and Continuous are also available
self.act_parser = DiscreteAction()
# Your neural network logic goes inside the Agent class, go take a look inside src/agent.py
@@ -59,33 +61,10 @@ class Sarpy(BaseAgent):
# By default we treat every match as a 1v1 against a fixed opponent,
# by doing this your bot can participate in 2v2 or 3v3 matches. Feel free to change this
player = self.game_state.players[self.index]
teammates = [p for p in self.game_state.players if p.team_num == self.team]
opponents = [p for p in self.game_state.players if p.team_num != self.team]
if len(opponents) == 0:
# There's no opponent, we assume this model is 1v0
self.game_state.players = [player]
else:
# Sort by distance to ball
teammates.sort(
key=lambda p: np.linalg.norm(
self.game_state.ball.position - p.car_data.position
)
)
opponents.sort(
key=lambda p: np.linalg.norm(
self.game_state.ball.position - p.car_data.position
)
)
# Grab opponent in same "position" relative to it's teammates
opponent = opponents[min(teammates.index(player), len(opponents) - 1)]
self.game_state.players = [player, opponent]
obs = self.obs_builder.build_obs(player, self.game_state, self.action)
self.action = self.act_parser.parse_actions(
self.agent.act(obs), self.game_state
np.array(self.agent.act(obs)), self.game_state
)[
0
] # Dim is (N, 8)
+66 -48
View File
@@ -12,8 +12,14 @@ from rlgym.envs import Match
from rlgym.utils.action_parsers import DiscreteAction
from rlgym.utils.reward_functions.common_rewards import (
VelocityBallToGoalReward,
LiuDistanceBallToGoalReward,
BallYCoordinateReward,
EventReward,
RewardIfClosestToBall,
LiuDistancePlayerToBallReward,
FaceBallReward,
TouchBallReward,
AlignBallGoal,
)
from rlgym.utils.obs_builders import AdvancedObs
from rlgym.utils.state_setters import DefaultState
@@ -31,11 +37,8 @@ from rlgym.utils.reward_functions.common_rewards.ball_goal_rewards import (
from rlgym.utils.reward_functions import CombinedReward
from rlgym_tools.sb3_utils import SB3MultipleInstanceEnv
# from observationBuilders.CustomObsBuilderBluePerspective import (
# CustomObsBuilderBluePerspective,
# )
from rlgym_tools.extra_rewards.kickoff_reward import KickoffReward
from rlgym_tools.extra_obs.advanced_padder import AdvancedObsPadder
if __name__ == "__main__": # Required for multiprocessing
# Set up the folders
@@ -53,23 +56,22 @@ if __name__ == "__main__": # Required for multiprocessing
fps = 120 / frame_skip
gamma = np.exp(np.log(0.5) / (fps * half_life_seconds)) # Quick mafs
agents_per_match = 2
num_instances = 10
target_steps = 100_000
steps = target_steps // (num_instances * agents_per_match)
batch_size = steps
print(f"fps={fps}, gamma={gamma})")
def exit_save(model):
model.save("models/exit_save")
team_size = 3
def get_match(): # Need to use a function so that each instance can call it and produce their own objects
return Match(
team_size=1,
team_size=team_size,
tick_skip=frame_skip,
reward_function=CombinedReward(
(
VelocityPlayerToBallReward(),
VelocityBallToGoalReward(),
LiuDistanceBallToGoalReward(),
EventReward(
team_goal=100.0,
concede=-100.0,
@@ -78,70 +80,86 @@ if __name__ == "__main__": # Required for multiprocessing
demo=10.0,
),
BallYCoordinateReward(),
RewardIfClosestToBall(LiuDistancePlayerToBallReward()),
LiuDistancePlayerToBallReward(),
FaceBallReward(),
TouchBallReward(),
AlignBallGoal(),
KickoffReward(),
),
(0.1, 1.0, 1.0, 0.1),
(0.1, 1.0, 1.0, 1.0, 0.1, 0.2, 0.1, 0.2, 1.0, 0.1, 10.0),
),
# self_play=True,
spawn_opponents=True,
terminal_conditions=[
TimeoutCondition(fps * 300),
NoTouchTimeoutCondition(fps * 20),
TimeoutCondition(fps * 30),
NoTouchTimeoutCondition(fps * 10),
GoalScoredCondition(),
],
obs_builder=AdvancedObs(), # Not that advanced, good default
obs_builder=AdvancedObsPadder(
team_size=team_size
), # Not that advanced, good default
state_setter=DefaultState(), # Resets to kickoff position
action_parser=DiscreteAction(), # Discrete > Continuous don't @ me
)
# Generate the environment (the Rocket League game used by RL Gym)
env = SB3MultipleInstanceEnv(
get_match, num_instances
) # Start x instances, waiting 60 seconds between each
get_match, 10
) # Start 10 instances, waiting 60 seconds between each
env = VecCheckNan(env) # Optional
env = VecMonitor(env) # Recommended, logs mean reward and ep_len to Tensorboard
env = VecNormalize(
env, norm_obs=False, gamma=gamma
) # Highly recommended, normalizes rewards
# Load the model that was last trained, or start a new one if the zip file doesn't exist
try:
model = PPO.load(
f"{models_dir}/exit_save.zip",
env,
device="auto", # Need to set device again (if using a specific one)
)
print("Loaded exit_save.zip model")
except:
model = PPO(
MlpPolicy,
env,
learning_rate=5e-5, # Around this is fairly common for PPO
n_steps=steps, # Number of steps to perform before optimizing network
batch_size=batch_size, # Batch size as high as possible within reason
n_epochs=1, # PPO calls for multiple epochs
gamma=gamma, # Gamma as calculated using half-life
ent_coef=0.01, # From PPO Atari
vf_coef=1.0, # From PPO Atari
tensorboard_log=log_dir, # `tensorboard --logdir out/logs` in terminal to see graphs
verbose=3, # Print out all the info as we're going
device="auto", # Uses GPU if available
)
print("Created new model")
# Save model every so often
# Divide by num_envs (number of agents) because callback only increments every time all agents have taken a step
# This saves to specified folder with a specified name
callback = CheckpointCallback(
round(5_000_000 / env.num_envs), save_path=models_dir, name_prefix="rl_model"
round(1_000_000 / env.num_envs), save_path=models_dir, name_prefix="sarpy_model"
)
atexit.register(exit_save, model)
try:
while True:
# Load the model that was last trained, or start a new one if the zip file doesn't exist
try:
# Now, if one wants to load a trained model from a checkpoint, use this function
# This will contain all the attributes of the original model
# Any attribute can be overwritten by using the custom_objects parameter,
# which includes n_envs (number of agents), which has to be overwritten to use a different amount
model = PPO.load(
f"{models_dir}/exit_save.zip",
env,
custom_objects=dict(
n_envs=env.num_envs, _last_obs=None
), # Need this to change number of agents
device="auto", # Need to set device again (if using a specific one)
force_reset=True, # Make SB3 reset the env so it doesn't think we're continuing from last state
)
print("Loaded exit_save.zip model")
except:
model = PPO(
MlpPolicy,
env,
n_epochs=32, # PPO calls for multiple epochs
learning_rate=1e-5, # Around this is fairly common for PPO
ent_coef=0.01, # From PPO Atari
vf_coef=1.0, # From PPO Atari
gamma=gamma, # Gamma as calculated using half-life
verbose=3, # Print out all the info as we're going
batch_size=4096, # Batch size as high as possible within reason
n_steps=4096, # Number of steps to perform before optimizing network
tensorboard_log="out/logs", # `tensorboard --logdir out/logs` in terminal to see graphs
device="auto", # Uses GPU if available
)
print("Created new model")
atexit.register(exit_save, model)
print("Learning...")
model.learn(25_000_000, callback=callback)
model.learn(100_000_000, callback=callback, reset_num_timesteps=False)
model.save(f"{models_dir}/exit_save")
print("Saved exit_save model")
model.save(f"mmr_models/{model.num_timesteps}")
except Exception as e:
print(e)