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deterministic_test_backwards.py
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deterministic_test_backwards.py
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import rlgym
import time
import numpy as np
from rlgym.envs import Match
from rlgym.utils.action_parsers import DiscreteAction
from stable_baselines3 import PPO
from stable_baselines3.common.callbacks import CheckpointCallback
from stable_baselines3.common.vec_env import VecMonitor, VecNormalize, VecCheckNan
from stable_baselines3.ppo import MlpPolicy
from rlgym.utils.obs_builders import AdvancedObs
from rlgym.utils.state_setters import DefaultState
from rlgym.utils.terminal_conditions.common_conditions import TimeoutCondition, GoalScoredCondition
from rlgym_tools.sb3_utils import SB3MultipleInstanceEnv
from rlgym_tools.extra_obs.advanced_padder import AdvancedObsPadder
from rlgym_tools.extra_obs.advanced_stacker import AdvancedStacker
from rlgym.utils.reward_functions.common_rewards.misc_rewards import EventReward
from rlgym.utils.reward_functions.common_rewards.player_ball_rewards import VelocityPlayerToBallReward
from rlgym.utils.reward_functions import CombinedReward
from rewards import QuickestTouchReward, SustainedVelocityPlayerToBallReward, AccelerationPlayerToBallReward, FaceBallReward, OnGroundReward, SpeedOnBallTouchReward
from state_setters import RandomMirrorSetterFlexible, BallTouchedCondition, BackwardsStateSetter
from parsers import LookupAction
half_life_seconds = 3 # Easier to conceptualize, after this many seconds the reward discount is 0.5
frame_skip = 4
fps = 120 / frame_skip
gamma = np.exp(np.log(0.5) / (fps * half_life_seconds)) # Quick mafs
agents_per_match = 1
num_instances = 1
target_steps = 1_000_000
steps = target_steps // (num_instances * agents_per_match) #making sure the experience counts line up properly
batch_size = target_steps//10 #getting the batch size down to something more manageable - 100k in this case was /10 before
training_interval = 1_000_000
mmr_save_frequency = 1_000_000
ep_len_seconds = 8
max_steps = int(round(ep_len_seconds * fps))
reward_function=CombinedReward(
(
SustainedVelocityPlayerToBallReward(),
QuickestTouchReward(timeout=ep_len_seconds, tick_skip=frame_skip, num_agents=agents_per_match),
AccelerationPlayerToBallReward(tick_skip=frame_skip),
FaceBallReward(),
OnGroundReward(),
),
(1.5, 1.0, 5.0, 2.0, 1.0))
env = rlgym.make(game_speed=1,
tick_skip=4,
spawn_opponents=False,
team_size=1,
terminal_conditions=[TimeoutCondition(max_steps),BallTouchedCondition()],
reward_fn=reward_function,
obs_builder=AdvancedStacker(),
action_parser=DiscreteAction(),
state_setter=BackwardsStateSetter()
)
model_file_name = "exit_save"
try:
model = PPO.load(
model_file_name + '.zip',
env,
device="auto"
)
print("Loaded previous exit save.")
except:
print("No saved model found, creating new model.")
from torch.nn import Tanh
policy_kwargs = dict(
activation_fn=Tanh,
net_arch=[512, 512, dict(pi=[256, 256, 256], vf=[256, 256, 256])],
)
model = PPO(
MlpPolicy,
env,
n_epochs=10, # PPO calls for multiple epochs
policy_kwargs=policy_kwargs,
learning_rate=5e-5, # Around this is fairly common for PPO
ent_coef=0.01, # From PPO Atari was 0.01, trying with 0.02
vf_coef=1., # From PPO Atari
gamma=gamma, # Gamma as calculated using half-life
verbose=3, # Print out all the info as we're going
batch_size=batch_size, # Batch size as high as possible within reason
n_steps=steps, # Number of steps to perform before optimizing network
tensorboard_log="/logs", # `tensorboard --logdir out/logs` in terminal to see graphs
device="auto" # Uses GPU if available
)
while True:
obs = env.reset()
obs_1 = np.array(obs)
# obs_2 = obs[1]
done = False
steps = 0
ep_reward = 0
t0 = time.time()
while not done:
# self.actor.predict(state, deterministic=True)
actions_1, _ = model.predict(obs_1, deterministic=True)
# actions_2, _ = model.predict(obs_2, deterministic=True)
actions = actions_1
new_obs, reward, done, state = env.step(actions)
# ep_reward += reward
obs_1 = np.array(new_obs)
# obs_2 = new_obs[1]
steps += 1
length = time.time() - t0
print("Step time: {:1.5f} | Episode time: {:.2f} | Episode Reward: {:.2f}".format(length / steps, length, 0))