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