mirror of
https://github.com/jcreek/Sarpy.git
synced 2026-07-13 03:03:43 +00:00
feat(*): Add default bot code
This commit is contained in:
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import numpy as np
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from rlgym_compat import GameState
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class ContinuousAction:
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"""
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Simple continuous action space. Operates in the range -1 to 1, even for the binary actions which are converted back to binary later.
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This is for improved compatibility, stable baselines doesn't support tuple spaces right now.
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"""
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def __init__(self):
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pass
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def get_action_space(self):
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raise NotImplementedError("We don't implement get_action_space to remove the gym dependency")
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def parse_actions(self, actions: np.ndarray, state: GameState) -> np.ndarray:
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actions = actions.reshape((-1, 8))
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actions[..., :5] = actions[..., :5].clip(-1, 1)
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# The final 3 actions handle are jump, boost and handbrake. They are inherently discrete so we convert them to either 0 or 1.
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actions[..., 5:] = actions[..., 5:] > 0
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return actions
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import numpy as np
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from rlgym_compat import GameState
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from .continuous_act import ContinuousAction
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from typing import Union, List
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class DefaultAction(ContinuousAction):
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"""
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Continuous Action space, that also accepts a few other input formats for QoL reasons and to remain
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compatible with older versions.
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"""
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def __init__(self):
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super().__init__()
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def get_action_space(self):
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return super().get_action_space()
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def parse_actions(self, actions: Union[np.ndarray, List[np.ndarray], List[float]], state: GameState) -> np.ndarray:
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# allow other data types, this part should not be necessary but is nice to have in the default action parser.
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if type(actions) != np.ndarray:
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actions = np.asarray(actions)
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if len(actions.shape) == 1:
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actions = actions.reshape((-1, 8))
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elif len(actions.shape) > 2:
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raise ValueError('{} is not a valid action shape'.format(actions.shape))
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return super().parse_actions(actions, state)
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import numpy as np
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from rlgym_compat import GameState
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class DiscreteAction:
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"""
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Simple discrete action space. All the analog actions have 3 bins by default: -1, 0 and 1.
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"""
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def __init__(self, n_bins=3):
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assert n_bins % 2 == 1, "n_bins must be an odd number"
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self._n_bins = n_bins
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def get_action_space(self):
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raise NotImplementedError("We don't implement get_action_space to remove the gym dependency")
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def parse_actions(self, actions: np.ndarray, state: GameState) -> np.ndarray:
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actions = actions.reshape((-1, 8)).astype(dtype=np.float32)
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# map all binned actions from {0, 1, 2 .. n_bins - 1} to {-1 .. 1}.
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actions[..., :5] = actions[..., :5] / (self._n_bins // 2) - 1
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return actions
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import os
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class Agent:
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def __init__(self):
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# If you need to load your model from a file this is the time to do it
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# You can do something like:
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#
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# self.actor = # your Model
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#
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# cur_dir = os.path.dirname(os.path.realpath(__file__))
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# with open(os.path.join(cur_dir, 'model.p'), 'rb') as file:
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# model = pickle.load(file)
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# self.actor.load_state_dict(model)
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pass
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def act(self, state):
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# Evaluate your model here
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action = [1, 0, 0, 0, 0, 0, 0, 0]
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return action
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# You don't have to manually edit this file!
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# RLBotGUI has an appearance editor with a nice colorpicker, database of items and more!
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# To open it up, simply click the (i) icon next to your bot's name and then click Edit Appearance
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[Bot Loadout]
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team_color_id = 60
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custom_color_id = 0
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car_id = 23
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decal_id = 0
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wheels_id = 1565
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boost_id = 35
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antenna_id = 0
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hat_id = 0
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paint_finish_id = 1681
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custom_finish_id = 1681
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engine_audio_id = 0
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trails_id = 3220
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goal_explosion_id = 3018
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[Bot Loadout Orange]
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team_color_id = 3
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custom_color_id = 0
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car_id = 23
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decal_id = 0
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wheels_id = 1565
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boost_id = 35
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antenna_id = 0
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hat_id = 0
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paint_finish_id = 1681
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custom_finish_id = 1681
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engine_audio_id = 0
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trails_id = 3220
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goal_explosion_id = 3018
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[Bot Paint Blue]
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car_paint_id = 12
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decal_paint_id = 0
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wheels_paint_id = 7
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boost_paint_id = 7
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antenna_paint_id = 0
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hat_paint_id = 0
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trails_paint_id = 2
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goal_explosion_paint_id = 0
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[Bot Paint Orange]
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car_paint_id = 12
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decal_paint_id = 0
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wheels_paint_id = 14
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boost_paint_id = 14
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antenna_paint_id = 0
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hat_paint_id = 0
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trails_paint_id = 14
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goal_explosion_paint_id = 0
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+31
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[Locations]
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# Path to loadout config. Can use relative path from here.
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looks_config = ./appearance.cfg
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# Path to python file. Can use relative path from here.
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python_file = ./bot.py
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requirements_file = ./requirements.txt
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# Name of the bot in-game
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name = RLGymExampleBot
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# The maximum number of ticks per second that your bot wishes to receive.
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maximum_tick_rate_preference = 120
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[Details]
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# These values are optional but useful metadata for helper programs
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# Name of the bot's creator/developer
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developer = The RLBot community
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# Short description of the bot
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description = This is a multi-line description
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of the official rlgym example bot
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# Fun fact about the bot
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fun_fact =
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# Link to github repository
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github = https://github.com/RLGym/RLGymExampleBot
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# Programming language
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language = rlgym
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+95
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from rlbot.agents.base_agent import BaseAgent, SimpleControllerState
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from rlbot.utils.structures.game_data_struct import GameTickPacket
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import numpy as np
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from action.default_act import DefaultAction
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from agent import Agent
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from obs.default_obs import DefaultObs
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from rlgym_compat import GameState
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class RLGymExampleBot(BaseAgent):
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def __init__(self, name, team, index):
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super().__init__(name, team, index)
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# FIXME Hey, botmaker. Start here:
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# Swap the obs builder if you are using a different one, RLGym's AdvancedObs is also available
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self.obs_builder = DefaultObs()
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# Swap the action parser if you are using a different one, RLGym's Discrete and Continuous are also available
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self.act_parser = DefaultAction()
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# Your neural network logic goes inside the Agent class, go take a look inside src/agent.py
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self.agent = Agent()
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# Adjust the tickskip if your agent was trained with a different value
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self.tick_skip = 8
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self.game_state: GameState = None
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self.controls = None
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self.action = None
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self.update_action = True
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self.ticks = 0
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self.prev_time = 0
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print('RLGymExampleBot Ready - Index:', index)
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def initialize_agent(self):
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# Initialize the rlgym GameState object now that the game is active and the info is available
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self.game_state = GameState(self.get_field_info())
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self.ticks = self.tick_skip # So we take an action the first tick
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self.prev_time = 0
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self.controls = SimpleControllerState()
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self.action = np.zeros(8)
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self.update_action = True
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def get_output(self, packet: GameTickPacket) -> SimpleControllerState:
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cur_time = packet.game_info.seconds_elapsed
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delta = cur_time - self.prev_time
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self.prev_time = cur_time
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ticks_elapsed = round(delta * 120)
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self.ticks += ticks_elapsed
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self.game_state.decode(packet, ticks_elapsed)
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if self.update_action:
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self.update_action = False
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# FIXME Hey, botmaker. Verify that this is what you need for your agent
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# By default we treat every match as a 1v1 against a fixed opponent,
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# by doing this your bot can participate in 2v2 or 3v3 matches. Feel free to change this
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player = self.game_state.players[self.index]
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teammates = [p for p in self.game_state.players if p.team_num == self.team]
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opponents = [p for p in self.game_state.players if p.team_num != self.team]
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if len(opponents) == 0:
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# There's no opponent, we assume this model is 1v0
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self.game_state.players = [player]
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else:
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# Sort by distance to ball
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teammates.sort(key=lambda p: np.linalg.norm(self.game_state.ball.position - p.car_data.position))
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opponents.sort(key=lambda p: np.linalg.norm(self.game_state.ball.position - p.car_data.position))
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# Grab opponent in same "position" relative to it's teammates
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opponent = opponents[min(teammates.index(player), len(opponents) - 1)]
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self.game_state.players = [player, opponent]
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obs = self.obs_builder.build_obs(player, self.game_state, self.action)
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self.action = self.act_parser.parse_actions(self.agent.act(obs), self.game_state)[0] # Dim is (N, 8)
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if self.ticks >= self.tick_skip - 1:
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self.update_controls(self.action)
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if self.ticks >= self.tick_skip:
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self.ticks = 0
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self.update_action = True
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return self.controls
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def update_controls(self, action):
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self.controls.throttle = action[0]
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self.controls.steer = action[1]
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self.controls.pitch = action[2]
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self.controls.yaw = 0 if action[5] > 0 else action[3]
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self.controls.roll = action[4]
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self.controls.jump = action[5] > 0
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self.controls.boost = action[6] > 0
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self.controls.handbrake = action[7] > 0
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import math
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import numpy as np
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from typing import Any, List
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from rlgym_compat import common_values
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from rlgym_compat import PlayerData, GameState, PhysicsObject
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class AdvancedObs:
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POS_STD = 2300
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ANG_STD = math.pi
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def __init__(self):
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super().__init__()
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def reset(self, initial_state: GameState):
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pass
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def build_obs(self, player: PlayerData, state: GameState, previous_action: np.ndarray) -> Any:
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if player.team_num == common_values.ORANGE_TEAM:
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inverted = True
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ball = state.inverted_ball
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pads = state.inverted_boost_pads
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else:
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inverted = False
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ball = state.ball
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pads = state.boost_pads
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obs = [ball.position / self.POS_STD,
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ball.linear_velocity / self.POS_STD,
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ball.angular_velocity / self.ANG_STD,
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previous_action,
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pads]
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player_car = self._add_player_to_obs(obs, player, ball, inverted)
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allies = []
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enemies = []
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for other in state.players:
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if other.car_id == player.car_id:
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continue
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if other.team_num == player.team_num:
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team_obs = allies
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else:
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team_obs = enemies
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other_car = self._add_player_to_obs(team_obs, other, ball, inverted)
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# Extra info
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team_obs.extend([
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(other_car.position - player_car.position) / self.POS_STD,
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(other_car.linear_velocity - player_car.linear_velocity) / self.POS_STD
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])
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obs.extend(allies)
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obs.extend(enemies)
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return np.concatenate(obs)
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def _add_player_to_obs(self, obs: List, player: PlayerData, ball: PhysicsObject, inverted: bool):
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if inverted:
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player_car = player.inverted_car_data
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else:
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player_car = player.car_data
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rel_pos = ball.position - player_car.position
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rel_vel = ball.linear_velocity - player_car.linear_velocity
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obs.extend([
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rel_pos / self.POS_STD,
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rel_vel / self.POS_STD,
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player_car.position / self.POS_STD,
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player_car.forward(),
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player_car.up(),
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player_car.linear_velocity / self.POS_STD,
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player_car.angular_velocity / self.ANG_STD,
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[player.boost_amount,
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int(player.on_ground),
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int(player.has_flip),
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int(player.is_demoed)]])
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return player_car
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@@ -0,0 +1,78 @@
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import math
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import numpy as np
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from typing import Any, List
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from rlgym_compat import common_values
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from rlgym_compat import PlayerData, GameState
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class DefaultObs:
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def __init__(self, pos_coef=1/2300, ang_coef=1/math.pi, lin_vel_coef=1/2300, ang_vel_coef=1/math.pi):
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"""
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:param pos_coef: Position normalization coefficient
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:param ang_coef: Rotation angle normalization coefficient
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:param lin_vel_coef: Linear velocity normalization coefficient
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:param ang_vel_coef: Angular velocity normalization coefficient
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"""
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super().__init__()
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self.POS_COEF = pos_coef
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self.ANG_COEF = ang_coef
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self.LIN_VEL_COEF = lin_vel_coef
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||||||
|
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
|
||||||
@@ -0,0 +1,10 @@
|
|||||||
|
# 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
|
||||||
Reference in New Issue
Block a user