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game.py
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'''
This script allows you to test a trained agent out on a track of your choice.
Just change the racetrack name to the one you want to try out.
Author: Mattias Ulmestrand
'''
from racing_agent import RacingAgent
from collision_handling import get_lidar_lines, line_intersect_distance
import numpy as np
import pygame
from pygame import gfxdraw
import argparse
import math
from pygame_recorder import ScreenRecorder
from game_utils import Car, Sliders, draw_track
def parse_args():
parser = argparse.ArgumentParser(
description='Run a simulation with a trained agent.'
)
parser.add_argument(
"--agent-name",
required=False,
type=str,
default="agent_dense",
help="Name of the pretrained agent."
)
parser.add_argument(
"--track-name",
required=False,
type=str,
default="racetrack15",
help="Name of the track."
)
parser.add_argument(
"--save-name",
default="default_name",
type=str
)
return parser.parse_args()
def main(agent_name: str, track_name: str, save_name: str):
box_size = 100
screen_scale = 10
max_turn_angle = math.pi / 4
turning_speed = 0.125
drift = 0.0
acc = 0.005
model_config = RacingAgent.parse_json_config(agent_name)
agent = RacingAgent(
box_size=box_size,
buffer_size=1,
device='cpu',
seq_length=model_config["seq_length"],
)
agent.save_name = agent_name
agent.store_track(track_name)
agent.load_network(model_config=model_config)
agent.set_agent_params(model_config)
agent.turning_speed=turning_speed
agent.drift=drift
agent.acc=acc
pygame.init()
screen_x1 = box_size * screen_scale
screen_x2 = int(1.3 * screen_x1)
screen_y = box_size * screen_scale
slider_width = (screen_x2 - screen_x1) * 0.9
screen = pygame.display.set_mode((screen_x2, screen_y))
recorder = ScreenRecorder(screen_x2, screen_y, 60, "./pygame_recordings/" + save_name + ".avi")
inner_line = np.load(f'tracks/{track_name}_inner_bound.npy')
outer_line = np.load(f'tracks/{track_name}_outer_bound.npy')
# nodes = np.load(f'tracks/{track}.npy')
car = Car(agent.position[0], agent.position[1], downscale=(200 // screen_scale))
sprites = pygame.sprite.Group(car)
sliders = Sliders(screen, screen_x1, slider_width, 20, drift=drift, acc=acc, turn=max_turn_angle)
clock = pygame.time.Clock()
running = True
screen.fill('white')
draw_track(inner_line, outer_line, screen, screen_scale)
pygame.image.save(screen, "background/track_background.jpg")
track_background = pygame.image.load("background/track_background.jpg")
track_rect = track_background.get_rect()
while running and agent.current_step < agent.generation_length:
events = pygame.event.get()
for event in events:
if event.type == pygame.QUIT:
pygame.quit()
exit()
agent.choose_action(epsilon=0.)
xs, ys, car_bounds, car_collides = get_lidar_lines(agent)
agent.current_step += 1
if car_collides:
running = False
np.save("passing_times.npy", agent.node_passing_times)
lidar_lines = np.vstack((xs, ys)).T
car_center = (car_bounds[0, :] + car_bounds[-1, :]) / 2
scaled_center = screen_scale * car_center
screen.fill('white')
screen.blit(track_background, track_rect)
scaled_lidar_lines = screen_scale * lidar_lines
# pygame.draw.aalines(screen, 'black', False, car_bounds * screen_scale)
pygame.draw.aalines(screen, 'red', False, scaled_lidar_lines)
for i in range(1, scaled_lidar_lines.shape[0], 2):
circle_xy = scaled_lidar_lines[i].astype(int)
gfxdraw.filled_circle(screen, *circle_xy, 2, (255, 0, 0))
gfxdraw.aacircle(screen, *circle_xy, 2, (255, 0, 0))
sprites.update(scaled_center, agent.angle)
sprites.draw(screen)
sliders.update(events, agent)
# pygame.draw.line(screen, "green", scaled_center, scaled_center + agent.velocity * 100)
# pygame.draw.line(screen, "red", scaled_center, scaled_center + agent.drift_velocity * 100)
pygame.display.update()
recorder.capture_frame(screen)
clock.tick(60)
recorder.end_recording()
# pygame.quit()
if __name__ == "__main__":
args = parse_args()
main(args.agent_name, args.track_name, args.save_name)