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chore(issue-73): Added initial Terran State class
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import math | ||
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import numpy as np | ||
from pysc2.env import sc2_env | ||
from pysc2.lib import features, units | ||
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from urnai.states.state_base import StateBase | ||
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class TerranState(StateBase): | ||
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def __init__(self, grid_size=4): | ||
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self.grid_size = grid_size | ||
# Size of the state returned | ||
# 22: number of data added to the state (number of minerals, army_count, etc) | ||
# 2 * 4 ** 2: 2 grids of size 4 x 4, representing enemy and player units | ||
self._state_size = int(22 + 2 * (self.grid_size ** 2)) | ||
self.player_race = sc2_env.Race.terran | ||
self.base_top_left = None | ||
self._state = None | ||
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def update(self, obs): | ||
if obs.game_loop[0] < 80 and self.base_top_left is None: | ||
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commandcenter = get_units_by_type(obs, units.Terran.CommandCenter) | ||
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if len(commandcenter) > 0: | ||
townhall = commandcenter[0] | ||
self.player_race = sc2_env.Race.terran | ||
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self.base_top_left = (townhall.x < 32) | ||
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new_state = [] | ||
# Adds general information from the player. | ||
new_state.append(obs.player.minerals / 6000) | ||
new_state.append(obs.player.vespene / 6000) | ||
new_state.append(obs.player.food_cap / 200) | ||
new_state.append(obs.player.food_used / 200) | ||
new_state.append(obs.player.food_army / 200) | ||
new_state.append(obs.player.food_workers / 200) | ||
new_state.append((obs.player.food_cap - obs.player.food_used) / 200) | ||
new_state.append(obs.player.army_count / 200) | ||
new_state.append(obs.player.idle_worker_count / 200) | ||
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# Adds information related to player's Terran units/buildings. | ||
new_state.append(get_my_units_amount(obs, units.Terran.CommandCenter) + | ||
get_my_units_amount(obs, units.Terran.OrbitalCommand) + | ||
get_my_units_amount(obs, units.Terran.PlanetaryFortress) / 2) | ||
new_state.append(get_my_units_amount(obs, units.Terran.SupplyDepot) / 18) | ||
new_state.append(get_my_units_amount(obs, units.Terran.Refinery) / 4) | ||
new_state.append(get_my_units_amount(obs, units.Terran.EngineeringBay)) | ||
new_state.append(get_my_units_amount(obs, units.Terran.Armory)) | ||
new_state.append(get_my_units_amount(obs, units.Terran.MissileTurret) / 4) | ||
new_state.append(get_my_units_amount(obs, units.Terran.SensorTower)/1) | ||
new_state.append(get_my_units_amount(obs, units.Terran.Bunker)/4) | ||
new_state.append(get_my_units_amount(obs, units.Terran.FusionCore)) | ||
new_state.append(get_my_units_amount(obs, units.Terran.GhostAcademy)) | ||
new_state.append(get_my_units_amount(obs, units.Terran.Barracks) / 3) | ||
new_state.append(get_my_units_amount(obs, units.Terran.Factory) / 2) | ||
new_state.append(get_my_units_amount(obs, units.Terran.Starport) / 2) | ||
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# Instead of making a vector for all coordnates on the map, we'll | ||
# discretize our enemy space | ||
# and use a 4x4 grid to store enemy positions by marking a square as 1 if | ||
# there's any enemy on it. | ||
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enemy_grid = np.zeros((self.grid_size, self.grid_size)) | ||
player_grid = np.zeros((self.grid_size, self.grid_size)) | ||
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enemy_units = [unit for unit in obs.raw_units if | ||
unit.alliance == features.PlayerRelative.ENEMY] | ||
player_units = [unit for unit in obs.raw_units if | ||
unit.alliance == features.PlayerRelative.SELF] | ||
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for i in range(0, len(enemy_units)): | ||
y = int(math.ceil((enemy_units[i].x + 1) / 64 / self.grid_size)) | ||
x = int(math.ceil((enemy_units[i].y + 1) / 64 / self.grid_size)) | ||
enemy_grid[x - 1][y - 1] += 1 | ||
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for i in range(0, len(player_units)): | ||
y = int(math.ceil((player_units[i].x + 1) / (64 / self.grid_size))) | ||
x = int(math.ceil((player_units[i].y + 1) / (64 / self.grid_size))) | ||
player_grid[x - 1][y - 1] += 1 | ||
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if not self.base_top_left: | ||
enemy_grid = np.rot90(enemy_grid, 2) | ||
player_grid = np.rot90(player_grid, 2) | ||
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# Normalizing the values to always be between 0 and 1 | ||
# (since the max amount of units in SC2 is 200) | ||
enemy_grid = enemy_grid / 200 | ||
player_grid = player_grid / 200 | ||
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new_state.extend(enemy_grid.flatten()) | ||
new_state.extend(player_grid.flatten()) | ||
final_state = np.expand_dims(new_state, axis=0) | ||
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self._state = final_state | ||
return final_state | ||
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@property | ||
def state(self): | ||
return self._state | ||
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@property | ||
def dimension(self): | ||
return self._state_size | ||
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def reset(self): | ||
self._state = None | ||
self.base_top_left = None | ||
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def get_my_units_amount(obs, unit_type): | ||
return len(get_units_by_type(obs, unit_type, features.PlayerRelative.SELF)) | ||
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def get_units_by_type(obs, unit_type, alliance=features.PlayerRelative.SELF): | ||
return [unit for unit in obs.raw_units | ||
if unit.unit_type == unit_type | ||
and unit.alliance == alliance | ||
and unit.build_progress == 100] |