feat(*): Add default bot code

This commit is contained in:
Josh Creek
2023-09-25 20:37:02 +01:00
parent a5ac72216b
commit d12d42f114
11 changed files with 448 additions and 0 deletions
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import numpy as np
from rlgym_compat import GameState
class ContinuousAction:
"""
Simple continuous action space. Operates in the range -1 to 1, even for the binary actions which are converted back to binary later.
This is for improved compatibility, stable baselines doesn't support tuple spaces right now.
"""
def __init__(self):
pass
def get_action_space(self):
raise NotImplementedError("We don't implement get_action_space to remove the gym dependency")
def parse_actions(self, actions: np.ndarray, state: GameState) -> np.ndarray:
actions = actions.reshape((-1, 8))
actions[..., :5] = actions[..., :5].clip(-1, 1)
# The final 3 actions handle are jump, boost and handbrake. They are inherently discrete so we convert them to either 0 or 1.
actions[..., 5:] = actions[..., 5:] > 0
return actions
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import numpy as np
from rlgym_compat import GameState
from .continuous_act import ContinuousAction
from typing import Union, List
class DefaultAction(ContinuousAction):
"""
Continuous Action space, that also accepts a few other input formats for QoL reasons and to remain
compatible with older versions.
"""
def __init__(self):
super().__init__()
def get_action_space(self):
return super().get_action_space()
def parse_actions(self, actions: Union[np.ndarray, List[np.ndarray], List[float]], state: GameState) -> np.ndarray:
# allow other data types, this part should not be necessary but is nice to have in the default action parser.
if type(actions) != np.ndarray:
actions = np.asarray(actions)
if len(actions.shape) == 1:
actions = actions.reshape((-1, 8))
elif len(actions.shape) > 2:
raise ValueError('{} is not a valid action shape'.format(actions.shape))
return super().parse_actions(actions, state)
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import numpy as np
from rlgym_compat import GameState
class DiscreteAction:
"""
Simple discrete action space. All the analog actions have 3 bins by default: -1, 0 and 1.
"""
def __init__(self, n_bins=3):
assert n_bins % 2 == 1, "n_bins must be an odd number"
self._n_bins = n_bins
def get_action_space(self):
raise NotImplementedError("We don't implement get_action_space to remove the gym dependency")
def parse_actions(self, actions: np.ndarray, state: GameState) -> np.ndarray:
actions = actions.reshape((-1, 8)).astype(dtype=np.float32)
# map all binned actions from {0, 1, 2 .. n_bins - 1} to {-1 .. 1}.
actions[..., :5] = actions[..., :5] / (self._n_bins // 2) - 1
return actions
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import os
class Agent:
def __init__(self):
# If you need to load your model from a file this is the time to do it
# You can do something like:
#
# self.actor = # your Model
#
# cur_dir = os.path.dirname(os.path.realpath(__file__))
# with open(os.path.join(cur_dir, 'model.p'), 'rb') as file:
# model = pickle.load(file)
# self.actor.load_state_dict(model)
pass
def act(self, state):
# Evaluate your model here
action = [1, 0, 0, 0, 0, 0, 0, 0]
return action
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# You don't have to manually edit this file!
# RLBotGUI has an appearance editor with a nice colorpicker, database of items and more!
# To open it up, simply click the (i) icon next to your bot's name and then click Edit Appearance
[Bot Loadout]
team_color_id = 60
custom_color_id = 0
car_id = 23
decal_id = 0
wheels_id = 1565
boost_id = 35
antenna_id = 0
hat_id = 0
paint_finish_id = 1681
custom_finish_id = 1681
engine_audio_id = 0
trails_id = 3220
goal_explosion_id = 3018
[Bot Loadout Orange]
team_color_id = 3
custom_color_id = 0
car_id = 23
decal_id = 0
wheels_id = 1565
boost_id = 35
antenna_id = 0
hat_id = 0
paint_finish_id = 1681
custom_finish_id = 1681
engine_audio_id = 0
trails_id = 3220
goal_explosion_id = 3018
[Bot Paint Blue]
car_paint_id = 12
decal_paint_id = 0
wheels_paint_id = 7
boost_paint_id = 7
antenna_paint_id = 0
hat_paint_id = 0
trails_paint_id = 2
goal_explosion_paint_id = 0
[Bot Paint Orange]
car_paint_id = 12
decal_paint_id = 0
wheels_paint_id = 14
boost_paint_id = 14
antenna_paint_id = 0
hat_paint_id = 0
trails_paint_id = 14
goal_explosion_paint_id = 0
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[Locations]
# Path to loadout config. Can use relative path from here.
looks_config = ./appearance.cfg
# Path to python file. Can use relative path from here.
python_file = ./bot.py
requirements_file = ./requirements.txt
# Name of the bot in-game
name = RLGymExampleBot
# The maximum number of ticks per second that your bot wishes to receive.
maximum_tick_rate_preference = 120
[Details]
# These values are optional but useful metadata for helper programs
# Name of the bot's creator/developer
developer = The RLBot community
# Short description of the bot
description = This is a multi-line description
of the official rlgym example bot
# Fun fact about the bot
fun_fact =
# Link to github repository
github = https://github.com/RLGym/RLGymExampleBot
# Programming language
language = rlgym
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from rlbot.agents.base_agent import BaseAgent, SimpleControllerState
from rlbot.utils.structures.game_data_struct import GameTickPacket
import numpy as np
from action.default_act import DefaultAction
from agent import Agent
from obs.default_obs import DefaultObs
from rlgym_compat import GameState
class RLGymExampleBot(BaseAgent):
def __init__(self, name, team, index):
super().__init__(name, team, index)
# 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 = DefaultObs()
# Swap the action parser if you are using a different one, RLGym's Discrete and Continuous are also available
self.act_parser = DefaultAction()
# Your neural network logic goes inside the Agent class, go take a look inside src/agent.py
self.agent = Agent()
# Adjust the tickskip if your agent was trained with a different value
self.tick_skip = 8
self.game_state: GameState = None
self.controls = None
self.action = None
self.update_action = True
self.ticks = 0
self.prev_time = 0
print('RLGymExampleBot Ready - Index:', index)
def initialize_agent(self):
# Initialize the rlgym GameState object now that the game is active and the info is available
self.game_state = GameState(self.get_field_info())
self.ticks = self.tick_skip # So we take an action the first tick
self.prev_time = 0
self.controls = SimpleControllerState()
self.action = np.zeros(8)
self.update_action = True
def get_output(self, packet: GameTickPacket) -> SimpleControllerState:
cur_time = packet.game_info.seconds_elapsed
delta = cur_time - self.prev_time
self.prev_time = cur_time
ticks_elapsed = round(delta * 120)
self.ticks += ticks_elapsed
self.game_state.decode(packet, ticks_elapsed)
if self.update_action:
self.update_action = False
# FIXME Hey, botmaker. Verify that this is what you need for your agent
# 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)[0] # Dim is (N, 8)
if self.ticks >= self.tick_skip - 1:
self.update_controls(self.action)
if self.ticks >= self.tick_skip:
self.ticks = 0
self.update_action = True
return self.controls
def update_controls(self, action):
self.controls.throttle = action[0]
self.controls.steer = action[1]
self.controls.pitch = action[2]
self.controls.yaw = 0 if action[5] > 0 else action[3]
self.controls.roll = action[4]
self.controls.jump = action[5] > 0
self.controls.boost = action[6] > 0
self.controls.handbrake = action[7] > 0
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import math
import numpy as np
from typing import Any, List
from rlgym_compat import common_values
from rlgym_compat import PlayerData, GameState, PhysicsObject
class AdvancedObs:
POS_STD = 2300
ANG_STD = math.pi
def __init__(self):
super().__init__()
def reset(self, initial_state: GameState):
pass
def build_obs(self, player: PlayerData, state: GameState, previous_action: np.ndarray) -> Any:
if player.team_num == common_values.ORANGE_TEAM:
inverted = True
ball = state.inverted_ball
pads = state.inverted_boost_pads
else:
inverted = False
ball = state.ball
pads = state.boost_pads
obs = [ball.position / self.POS_STD,
ball.linear_velocity / self.POS_STD,
ball.angular_velocity / self.ANG_STD,
previous_action,
pads]
player_car = self._add_player_to_obs(obs, player, ball, inverted)
allies = []
enemies = []
for other in state.players:
if other.car_id == player.car_id:
continue
if other.team_num == player.team_num:
team_obs = allies
else:
team_obs = enemies
other_car = self._add_player_to_obs(team_obs, other, ball, inverted)
# Extra info
team_obs.extend([
(other_car.position - player_car.position) / self.POS_STD,
(other_car.linear_velocity - player_car.linear_velocity) / self.POS_STD
])
obs.extend(allies)
obs.extend(enemies)
return np.concatenate(obs)
def _add_player_to_obs(self, obs: List, player: PlayerData, ball: PhysicsObject, inverted: bool):
if inverted:
player_car = player.inverted_car_data
else:
player_car = player.car_data
rel_pos = ball.position - player_car.position
rel_vel = ball.linear_velocity - player_car.linear_velocity
obs.extend([
rel_pos / self.POS_STD,
rel_vel / self.POS_STD,
player_car.position / self.POS_STD,
player_car.forward(),
player_car.up(),
player_car.linear_velocity / self.POS_STD,
player_car.angular_velocity / self.ANG_STD,
[player.boost_amount,
int(player.on_ground),
int(player.has_flip),
int(player.is_demoed)]])
return player_car
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import math
import numpy as np
from typing import Any, List
from rlgym_compat import common_values
from rlgym_compat import PlayerData, GameState
class DefaultObs:
def __init__(self, pos_coef=1/2300, ang_coef=1/math.pi, lin_vel_coef=1/2300, ang_vel_coef=1/math.pi):
"""
:param pos_coef: Position normalization coefficient
:param ang_coef: Rotation angle normalization coefficient
:param lin_vel_coef: Linear velocity normalization coefficient
:param ang_vel_coef: Angular velocity normalization coefficient
"""
super().__init__()
self.POS_COEF = pos_coef
self.ANG_COEF = ang_coef
self.LIN_VEL_COEF = lin_vel_coef
self.ANG_VEL_COEF = ang_vel_coef
def reset(self, initial_state: GameState):
pass
def build_obs(self, player: PlayerData, state: GameState, previous_action: np.ndarray) -> Any:
if player.team_num == common_values.ORANGE_TEAM:
inverted = True
ball = state.inverted_ball
pads = state.inverted_boost_pads
else:
inverted = False
ball = state.ball
pads = state.boost_pads
obs = [ball.position * self.POS_COEF,
ball.linear_velocity * self.LIN_VEL_COEF,
ball.angular_velocity * self.ANG_VEL_COEF,
previous_action,
pads]
self._add_player_to_obs(obs, player, inverted)
allies = []
enemies = []
for other in state.players:
if other.car_id == player.car_id:
continue
if other.team_num == player.team_num:
team_obs = allies
else:
team_obs = enemies
self._add_player_to_obs(team_obs, other, inverted)
obs.extend(allies)
obs.extend(enemies)
return np.concatenate(obs)
def _add_player_to_obs(self, obs: List, player: PlayerData, inverted: bool):
if inverted:
player_car = player.inverted_car_data
else:
player_car = player.car_data
obs.extend([
player_car.position * self.POS_COEF,
player_car.forward(),
player_car.up(),
player_car.linear_velocity * self.LIN_VEL_COEF,
player_car.angular_velocity * self.ANG_VEL_COEF,
[player.boost_amount,
int(player.on_ground),
int(player.has_flip),
int(player.is_demoed)]])
return player_car
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# Include everything the framework requires
# You will automatically get updates for all versions starting with "1.".
rlbot==1.*
--find-links https://download.pytorch.org/whl/torch_stable.html
torch==2.0.1+cu117
rlgym-compat>=1.1.0
numpy
# This will cause pip to auto-upgrade and stop scaring people with warning messages
pip