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import enum
import math
import numpy as np
from collections import namedtuple
from s2clientprotocol import common_pb2 as sc_common, sc2api_pb2 as sc_pb, raw_pb2 as r_pb
ORIGINAL_AGENT = "me"
OPPONENT_AGENT = "opponent"
MOVE_EAST = 4
MOVE_WEST = 5
actions = {
"move": 16, # target: PointOrUnit
"attack": 23, # target: PointOrUnit
"stop": 4, # target: None
"heal": 386, # Unit
"parasitic_bomb": 2542, # target: Unit
'fungal_growth': 74, # target: PointOrUnit
}
class Direction(enum.IntEnum):
NORTH = 0
SOUTH = 1
EAST = 2
WEST = 3
def distance(x1, y1, x2, y2):
"""Distance between two points."""
return math.hypot(x2 - x1, y2 - y1)
class SMACAction:
info_template = namedtuple('EnvElementInfo', ['shape', 'value', 'to_agent_processor', 'from_agent_processor'])
def __init__(self, n_agents, n_enemies, two_player=False, mirror_opponent=True):
self.obs_pathing_grid = False
self.obs_terrain_height = False
self.state_last_action = True
self.state_timestep_number = False
self.n_obs_pathing = 8
self.n_obs_height = 9
self._move_amount = 2
self.n_actions_no_attack = 6
self.n_actions_move = 4
self.n_actions = self.n_actions_no_attack + n_enemies
self.map_x = 0
self.map_y = 0
# Status tracker
self.last_action = np.zeros((n_agents, self.n_actions))
self.last_action_opponent = np.zeros((n_enemies, self.n_actions))
self.n_agents = n_agents
self.n_enemies = n_enemies
self.two_player = two_player
self.mirror_opponent = mirror_opponent
def reset(self):
self.last_action.fill(0)
self.last_action_opponent.fill(0)
def update(self, map_info, map_x, map_y):
if map_info.pathing_grid.bits_per_pixel == 1:
vals = np.array(list(map_info.pathing_grid.data)).reshape(map_x, int(map_y / 8))
self.pathing_grid = np.transpose(
np.array([[(b >> i) & 1 for b in row for i in range(7, -1, -1)] for row in vals], dtype=np.bool)
)
else:
self.pathing_grid = np.invert(
np.flip(
np.transpose(np.array(list(map_info.pathing_grid.data), dtype=np.bool).reshape(map_x, map_y)),
axis=1
)
)
self.terrain_height = np.flip(
np.transpose(np.array(list(map_info.terrain_height.data)).reshape(map_x, map_y)), 1
) / 255
self.map_x = map_x
self.map_y = map_y
def _parse_single(self, actions, engine, is_opponent=False):
actions = np.asarray(actions, dtype=np.int)
assert len(actions) == (self.n_enemies if is_opponent else self.n_agents)
actions_int = [int(a) for a in actions]
# Make them one-hot
if is_opponent:
self.last_action_opponent = np.eye(self.n_actions)[np.array(actions_int)]
else:
self.last_action = np.eye(self.n_actions)[np.array(actions_int)]
sc_actions = []
for a_id, action in enumerate(actions_int):
sc_action = self.get_agent_action(a_id, action, engine, is_opponent)
if sc_action:
sc_actions.append(sc_action)
return sc_actions
def get_action(self, actions, engine):
if self.two_player:
# ========= Two player mode ==========
assert self.two_player
assert isinstance(actions, dict)
assert ORIGINAL_AGENT in actions
assert OPPONENT_AGENT in actions
if self.mirror_opponent:
actions[OPPONENT_AGENT] = [self._transform_action(a) for a in actions[OPPONENT_AGENT]]
sc_actions_me = self._parse_single(actions[ORIGINAL_AGENT], engine, is_opponent=False)
sc_actions_opponent = self._parse_single(actions[OPPONENT_AGENT], engine, is_opponent=True)
return {ORIGINAL_AGENT: sc_actions_me, OPPONENT_AGENT: sc_actions_opponent}
else:
assert not isinstance(actions, dict)
sc_actions = self._parse_single(actions, engine, is_opponent=False)
return sc_actions
def get_unit_by_id(self, a_id, engine, is_opponent=False):
"""Get unit by ID."""
if is_opponent:
return engine.enemies[a_id]
return engine.agents[a_id]
def get_agent_action(self, a_id, action, engine, is_opponent=False):
"""Construct the action for agent a_id.
The input action here is *absolute* and is not mirrored!
We use skip_mirror=True in get_avail_agent_actions to avoid error.
"""
avail_actions = self.get_avail_agent_actions(a_id, engine, is_opponent=is_opponent, skip_mirror=True)
try:
assert avail_actions[action] == 1, \
"Agent {} cannot perform action {} in ava {}".format(a_id, action, avail_actions)
except Exception as e:
if action == 0:
action = 1
else:
action = 1
# TODO
# raise e
unit = self.get_unit_by_id(a_id, engine, is_opponent=is_opponent)
# if is_opponent:
# action = avail_actions[0] if avail_actions[0] else avail_actions[1]
# ===== The follows is intact to the original =====
tag = unit.tag
type_id = unit.unit_type
x = unit.pos.x
y = unit.pos.y
# if is_opponent:
# print(f"The given unit tag {tag}, x {x}, y {y} and action {action}")
if action == 0:
# no-op (valid only when dead)
assert unit.health == 0, "No-op only available for dead agents."
return None
elif action == 1:
# stop
cmd = r_pb.ActionRawUnitCommand(ability_id=actions["stop"], unit_tags=[tag], queue_command=False)
elif action == 2:
# move north
cmd = r_pb.ActionRawUnitCommand(
ability_id=actions["move"],
target_world_space_pos=sc_common.Point2D(x=x, y=y + self._move_amount),
unit_tags=[tag],
queue_command=False
)
elif action == 3:
# move south
cmd = r_pb.ActionRawUnitCommand(
ability_id=actions["move"],
target_world_space_pos=sc_common.Point2D(x=x, y=y - self._move_amount),
unit_tags=[tag],
queue_command=False
)
elif action == 4:
# move east
cmd = r_pb.ActionRawUnitCommand(
ability_id=actions["move"],
target_world_space_pos=sc_common.Point2D(x=x + self._move_amount, y=y),
unit_tags=[tag],
queue_command=False
)
elif action == 5:
# move west
cmd = r_pb.ActionRawUnitCommand(
ability_id=actions["move"],
target_world_space_pos=sc_common.Point2D(x=x - self._move_amount, y=y),
unit_tags=[tag],
queue_command=False
)
else:
# attack/heal units that are in range
target_id = action - self.n_actions_no_attack
if engine.map_type == "MMM" and unit.unit_type == (engine.medivac_id_opponent
if is_opponent else engine.medivac_id):
target_unit = (engine.enemies[target_id] if is_opponent else engine.agents[target_id])
action_name = "heal"
elif engine.map_type == 'infestor_viper':
# viper
if type_id == 499:
target_unit = engine.enemies[target_id]
action_name = "parasitic_bomb"
# infestor
else:
target_unit = engine.enemies[target_id]
target_loc = (target_unit.pos.x, target_unit.pos.y)
action_name = "fungal_growth"
target_loc = sc_common.Point2D(x=target_loc[0], y=target_loc[1])
cmd = r_pb.ActionRawUnitCommand(
ability_id=actions[action_name],
target_world_space_pos=target_loc,
unit_tags=[tag],
queue_command=False
)
return sc_pb.Action(action_raw=r_pb.ActionRaw(unit_command=cmd))
else:
target_unit = (engine.agents[target_id] if is_opponent else engine.enemies[target_id])
action_name = "attack"
action_id = actions[action_name]
target_tag = target_unit.tag
cmd = r_pb.ActionRawUnitCommand(
ability_id=action_id, target_unit_tag=target_tag, unit_tags=[tag], queue_command=False
)
sc_action = sc_pb.Action(action_raw=r_pb.ActionRaw(unit_command=cmd))
return sc_action
def get_avail_agent_actions(self, agent_id, engine, is_opponent=False, skip_mirror=False):
"""Returns the available actions for agent_id."""
medivac_id = engine.medivac_id_opponent if is_opponent else engine.medivac_id
unit = self.get_unit_by_id(agent_id, engine, is_opponent)
if unit.health > 0:
# cannot choose no-op when alive
avail_actions = [0] * self.n_actions
# stop should be allowed
avail_actions[1] = 1
# see if we can move
if self.can_move(unit, Direction.NORTH):
avail_actions[2] = 1
if self.can_move(unit, Direction.SOUTH):
avail_actions[3] = 1
if self.can_move(unit, Direction.EAST):
avail_actions[4] = 1
if self.can_move(unit, Direction.WEST):
avail_actions[5] = 1
# Can attack only alive units that are alive in the shooting range
shoot_range = self.unit_shoot_range(unit)
target_items = engine.enemies.items() if not is_opponent else engine.agents.items()
self_items = engine.agents.items() if not is_opponent else engine.enemies.items()
if engine.map_type == "MMM" and unit.unit_type == medivac_id:
# Medivacs cannot heal themselves or other flying units
target_items = [(t_id, t_unit) for (t_id, t_unit) in self_items if t_unit.unit_type != medivac_id]
for t_id, t_unit in target_items:
if t_unit.health > 0:
dist = distance(unit.pos.x, unit.pos.y, t_unit.pos.x, t_unit.pos.y)
if dist <= shoot_range:
if engine.map_type == "infestor_viper":
value = 0
# viper
if unit.unit_type == 499:
if unit.energy >= 125:
value = 1
# infestor
else:
if unit.energy >= 50:
value = 1
avail_actions[t_id + self.n_actions_no_attack] = value
else:
avail_actions[t_id + self.n_actions_no_attack] = 1
else:
# only no-op allowed
avail_actions = [1] + [0] * (self.n_actions - 1)
if (not skip_mirror) and self.mirror_opponent and is_opponent:
avail_actions[MOVE_EAST], avail_actions[MOVE_WEST] = \
avail_actions[MOVE_WEST], avail_actions[MOVE_EAST]
return avail_actions
def can_move(self, unit, direction):
"""Whether a unit can move in a given direction."""
m = self._move_amount / 2
if direction == Direction.NORTH:
x, y = int(unit.pos.x), int(unit.pos.y + m)
elif direction == Direction.SOUTH:
x, y = int(unit.pos.x), int(unit.pos.y - m)
elif direction == Direction.EAST:
x, y = int(unit.pos.x + m), int(unit.pos.y)
else:
x, y = int(unit.pos.x - m), int(unit.pos.y)
if self.check_bounds(x, y) and self.pathing_grid[x, y]:
return True
return False
def check_bounds(self, x, y):
"""Whether a point is within the map bounds."""
return 0 <= x < self.map_x and 0 <= y < self.map_y
def get_surrounding_pathing(self, unit):
"""Returns pathing values of the grid surrounding the given unit."""
points = self.get_surrounding_points(unit, include_self=False)
vals = [self.pathing_grid[x, y] if self.check_bounds(x, y) else 1 for x, y in points]
return vals
def get_surrounding_height(self, unit):
"""Returns height values of the grid surrounding the given unit."""
points = self.get_surrounding_points(unit, include_self=True)
vals = [self.terrain_height[x, y] if self.check_bounds(x, y) else 1 for x, y in points]
return vals
def unit_shoot_range(self, unit):
"""Returns the shooting range for an agent."""
type_id = unit.unit_type
if type_id == 499:
return 8
elif type_id == 111:
return 10
else:
return 6
def get_surrounding_points(self, unit, include_self=False):
"""Returns the surrounding points of the unit in 8 directions."""
x = int(unit.pos.x)
y = int(unit.pos.y)
ma = self._move_amount
points = [
(x, y + 2 * ma),
(x, y - 2 * ma),
(x + 2 * ma, y),
(x - 2 * ma, y),
(x + ma, y + ma),
(x - ma, y - ma),
(x + ma, y - ma),
(x - ma, y + ma),
]
if include_self:
points.append((x, y))
return points
def get_movement_features(self, agent_id, engine, is_opponent=False):
unit = self.get_unit_by_id(agent_id, engine, is_opponent=is_opponent)
move_feats_dim = self.get_obs_move_feats_size()
move_feats = np.zeros(move_feats_dim, dtype=np.float32)
if unit.health > 0: # otherwise dead, return all zeros
# Movement features
avail_actions = self.get_avail_agent_actions(agent_id, engine, is_opponent=is_opponent)
for m in range(self.n_actions_move):
move_feats[m] = avail_actions[m + 2]
ind = self.n_actions_move
if self.obs_pathing_grid:
move_feats[ind:ind + self.n_obs_pathing # TODO self.n_obs_pathing ?
] = self.get_surrounding_pathing(unit)
ind += self.n_obs_pathing
if self.obs_terrain_height:
move_feats[ind:] = self.get_surrounding_height(unit)
return move_feats
def get_obs_move_feats_size(self):
"""Returns the size of the vector containing the agents's movement-related features."""
move_feats = self.n_actions_move
if self.obs_pathing_grid:
move_feats += self.n_obs_pathing
if self.obs_terrain_height:
move_feats += self.n_obs_height
return move_feats
def get_last_action(self, is_opponent=False):
if is_opponent:
ret = self.last_action_opponent
if self.mirror_opponent:
ret[:, MOVE_EAST], ret[:, MOVE_WEST] = \
ret[:, MOVE_WEST].copy(), ret[:, MOVE_EAST].copy()
else:
ret = self.last_action
return ret
def get_avail_actions(self, engine, is_opponent=False):
return [
self.get_avail_agent_actions(agent_id, engine, is_opponent=is_opponent)
for agent_id in range(self.n_agents if not is_opponent else self.n_enemies)
]
@staticmethod
def _transform_action(a):
if a == MOVE_EAST: # intend to move east
a = MOVE_WEST
elif a == MOVE_WEST: # intend to move west
a = MOVE_EAST
return a
def info(self):
shape = (self.n_actions, )
value = {'min': 0, 'max': 1}
return SMACAction.info_template(shape, value, None, None)
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