File size: 36,653 Bytes
2322e9b |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 |
#!/usr/bin/env python
# -*- coding: utf-8 -*-
# Copyright 2023 The OpenRL Authors.
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# https://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
# original code from https://github.com/Sarvar-Anvarov/Google-Research-Football/blob/main/gfootball.py
# modified by TARTRL team
import math
import random
import numpy as np
from functools import wraps
from enum import Enum
from typing import *
class Action(Enum):
Idle = 0
Left = 1
TopLeft = 2
Top = 3
TopRight = 4
Right = 5
BottomRight = 6
Bottom = 7
BottomLeft = 8
LongPass= 9
HighPass = 10
ShortPass = 11
Shot = 12
Sprint = 13
ReleaseDirection = 14
ReleaseSprint = 15
Slide = 16
Dribble = 17
ReleaseDribble = 18
ALL_DIRECTION_ACTIONS = [Action.Left, Action.TopLeft, Action.Top, Action.TopRight, Action.Right, Action.BottomRight, Action.Bottom, Action.BottomLeft]
ALL_DIRECTION_VECS = [(-1, 0), (-1, -1), (0, -1), (1, -1), (1, 0), (1, 1), (0, 1), (-1, 1)]
sticky_index_to_action = [
Action.Left,
Action.TopLeft,
Action.Top,
Action.TopRight,
Action.Right,
Action.BottomRight,
Action.Bottom,
Action.BottomLeft,
Action.Sprint,
Action.Dribble
]
GOAL_BIAS = 0.01
class PlayerRole(Enum):
GoalKeeper = 0
CenterBack = 1
LeftBack = 2
RightBack = 3
DefenceMidfield = 4
CentralMidfield = 5
LeftMidfield = 6
RIghtMidfield = 7
AttackMidfield = 8
CentralFront = 9
class GameMode(Enum):
Normal = 0
KickOff = 1
GoalKick = 2
FreeKick = 3
Corner = 4
ThrowIn = 5
Penalty = 6
def human_readable_agent(agent: Callable[[Dict], Action]):
"""
Decorator allowing for more human-friendly implementation of the agent function.
@human_readable_agent
def my_agent(obs):
...
return football_action_set.action_right
"""
@wraps(agent)
def agent_wrapper(obs) -> List[int]:
# Extract observations for the first (and only) player we control.
# obs = obs['players_raw'][0]
# Turn 'sticky_actions' into a set of active actions (strongly typed).
obs['sticky_actions'] = { sticky_index_to_action[nr] for nr, action in enumerate(obs['sticky_actions']) if action }
# Turn 'game_mode' into an enum.
obs['game_mode'] = GameMode(obs['game_mode'])
# In case of single agent mode, 'designated' is always equal to 'active'.
if 'designated' in obs:
del obs['designated']
# Conver players' roles to enum.
obs['left_team_roles'] = [ PlayerRole(role) for role in obs['left_team_roles'] ]
obs['right_team_roles'] = [ PlayerRole(role) for role in obs['right_team_roles'] ]
action = agent(obs)
return [action.value]
return agent_wrapper
def find_patterns(obs, player_x, player_y):
""" find list of appropriate patterns in groups of memory patterns """
for get_group in groups_of_memory_patterns:
group = get_group(obs, player_x, player_y)
if group["environment_fits"](obs, player_x, player_y):
return group["get_memory_patterns"](obs, player_x, player_y)
def get_action_of_agent(obs, player_x, player_y):
""" get action of appropriate pattern in agent's memory """
memory_patterns = find_patterns(obs, player_x, player_y)
# find appropriate pattern in list of memory patterns
for get_pattern in memory_patterns:
pattern = get_pattern(obs, player_x, player_y)
if pattern["environment_fits"](obs, player_x, player_y):
return pattern["get_action"](obs, player_x, player_y)
def get_distance(x1, y1, right_team):
""" get two-dimensional Euclidean distance, considering y size of the field """
return math.sqrt((x1 - right_team[0]) ** 2 + (y1 * 2.38 - right_team[1] * 2.38) ** 2)
def run_to_ball_bottom(obs, player_x, player_y):
""" run to the ball if it is to the bottom from player's position """
def environment_fits(obs, player_x, player_y):
""" environment fits constraints """
# ball is to the bottom from player's position
if (obs["ball"][1] > player_y and
abs(obs["ball"][0] - player_x) < 0.01):
return True
return False
def get_action(obs, player_x, player_y):
""" get action of this memory pattern """
return Action.Bottom
return {"environment_fits": environment_fits, "get_action": get_action}
def run_to_ball_bottom_left(obs, player_x, player_y):
""" run to the ball if it is to the bottom left from player's position """
def environment_fits(obs, player_x, player_y):
""" environment fits constraints """
# ball is to the bottom left from player's position
if (obs["ball"][0] < player_x and
obs["ball"][1] > player_y):
return True
return False
def get_action(obs, player_x, player_y):
""" get action of this memory pattern """
return Action.BottomLeft
return {"environment_fits": environment_fits, "get_action": get_action}
def run_to_ball_bottom_right(obs, player_x, player_y):
""" run to the ball if it is to the bottom right from player's position """
def environment_fits(obs, player_x, player_y):
""" environment fits constraints """
# ball is to the bottom right from player's position
if (obs["ball"][0] > player_x and
obs["ball"][1] > player_y):
return True
return False
def get_action(obs, player_x, player_y):
""" get action of this memory pattern """
return Action.BottomRight
return {"environment_fits": environment_fits, "get_action": get_action}
def run_to_ball_left(obs, player_x, player_y):
""" run to the ball if it is to the left from player's position """
def environment_fits(obs, player_x, player_y):
""" environment fits constraints """
# ball is to the left from player's position
if (obs["ball"][0] < player_x and
abs(obs["ball"][1] - player_y) < 0.01):
return True
return False
def get_action(obs, player_x, player_y):
""" get action of this memory pattern """
return Action.Left
return {"environment_fits": environment_fits, "get_action": get_action}
def run_to_ball_right(obs, player_x, player_y):
""" run to the ball if it is to the right from player's position """
def environment_fits(obs, player_x, player_y):
""" environment fits constraints """
# ball is to the right from player's position
if (obs["ball"][0] > player_x and
abs(obs["ball"][1] - player_y) < 0.01):
return True
return False
def get_action(obs, player_x, player_y):
""" get action of this memory pattern """
return Action.Right
return {"environment_fits": environment_fits, "get_action": get_action}
def run_to_ball_top(obs, player_x, player_y):
""" run to the ball if it is to the top from player's position """
def environment_fits(obs, player_x, player_y):
""" environment fits constraints """
# ball is to the top from player's position
if (obs["ball"][1] < player_y and
abs(obs["ball"][0] - player_x) < 0.01):
return True
return False
def get_action(obs, player_x, player_y):
""" get action of this memory pattern """
return Action.Top
return {"environment_fits": environment_fits, "get_action": get_action}
def run_to_ball_top_left(obs, player_x, player_y):
""" run to the ball if it is to the top left from player's position """
def environment_fits(obs, player_x, player_y):
""" environment fits constraints """
# ball is to the top left from player's position
if (obs["ball"][0] < player_x and
obs["ball"][1] < player_y):
return True
return False
def get_action(obs, player_x, player_y):
""" get action of this memory pattern """
return Action.TopLeft
return {"environment_fits": environment_fits, "get_action": get_action}
def run_to_ball_top_right(obs, player_x, player_y):
""" run to the ball if it is to the top right from player's position """
def environment_fits(obs, player_x, player_y):
""" environment fits constraints """
# ball is to the top right from player's position
if (obs["ball"][0] > player_x and
obs["ball"][1] < player_y):
return True
return False
def get_action(obs, player_x, player_y):
""" get action of this memory pattern """
return Action.TopRight
return {"environment_fits": environment_fits, "get_action": get_action}
def idle(obs, player_x, player_y):
""" do nothing, release all sticky actions """
def environment_fits(obs, player_x, player_y):
""" environment fits constraints """
return True
def get_action(obs, player_x, player_y):
""" get action of this memory pattern """
return Action.Idle
return {"environment_fits": environment_fits, "get_action": get_action}
def start_sprinting(obs, player_x, player_y):
""" make sure player is sprinting """
def environment_fits(obs, player_x, player_y):
""" environment fits constraints """
if Action.Sprint not in obs["sticky_actions"]:
return True
return False
def get_action(obs, player_x, player_y):
""" get action of this memory pattern """
if Action.Dribble in obs['sticky_actions']:
return Action.ReleaseDribble
return Action.Sprint
return {"environment_fits": environment_fits, "get_action": get_action}
def corner(obs, player_x, player_y):
""" perform a shot in corner game mode """
def environment_fits(obs, player_x, player_y):
""" environment fits constraints """
# it is corner game mode
if obs['game_mode'] == GameMode.Corner:
return True
return False
def get_action(obs, player_x, player_y):
""" get action of this memory pattern """
if player_y > 0:
if Action.TopRight not in obs["sticky_actions"]:
return Action.TopRight
else:
if Action.BottomRight not in obs["sticky_actions"]:
return Action.BottomRight
return Action.HighPass
return {"environment_fits": environment_fits, "get_action": get_action}
def free_kick(obs, player_x, player_y):
""" perform a high pass or a shot in free kick game mode """
def environment_fits(obs, player_x, player_y):
""" environment fits constraints """
# it is free kick game mode
if obs['game_mode'] == GameMode.FreeKick:
return True
return False
def get_action(obs, player_x, player_y):
""" get action of this memory pattern """
# shot if player close to goal
if player_x > 0.5:
if player_y > 0:
if Action.TopRight not in obs["sticky_actions"]:
return Action.TopRight
else:
if Action.BottomRight not in obs["sticky_actions"]:
return Action.BottomRight
return Action.Shot
# high pass if player far from goal
else:
if player_y > 0:
if Action.BottomRight not in obs["sticky_actions"]:
return Action.BottomRight
else:
if Action.TopRight not in obs['sticky_actions']:
return Action.TopRight
return Action.ShortPass
return {"environment_fits": environment_fits, "get_action": get_action}
def goal_kick(obs, player_x, player_y):
""" perform a short pass in goal kick game mode """
def environment_fits(obs, player_x, player_y):
""" environment fits constraints """
# it is goal kick game mode
if obs['game_mode'] == GameMode.GoalKick:
return True
return False
def get_action(obs, player_x, player_y):
""" get action of this memory pattern """
if Action.BottomRight not in obs["sticky_actions"]:
return Action.BottomRight
return Action.ShortPass
return {"environment_fits": environment_fits, "get_action": get_action}
def kick_off(obs, player_x, player_y):
""" perform a short pass in kick off game mode """
def environment_fits(obs, player_x, player_y):
""" environment fits constraints """
# it is kick off game mode
if obs['game_mode'] == GameMode.KickOff:
return True
return False
def get_action(obs, player_x, player_y):
""" get action of this memory pattern """
if player_y > 0:
if Action.Top not in obs["sticky_actions"]:
return Action.Top
else:
if Action.Bottom not in obs["sticky_actions"]:
return Action.Bottom
return Action.ShortPass
return {"environment_fits": environment_fits, "get_action": get_action}
def penalty(obs, player_x, player_y):
""" perform a shot in penalty game mode """
def environment_fits(obs, player_x, player_y):
""" environment fits constraints """
# it is penalty game mode
if obs['game_mode'] == GameMode.Penalty:
return True
return False
def get_action(obs, player_x, player_y):
""" get action of this memory pattern """
if (random.random() < 0.5 and
Action.TopRight not in obs["sticky_actions"] and
Action.BottomRight not in obs["sticky_actions"]):
return Action.TopRight
else:
if Action.BottomRight not in obs["sticky_actions"]:
return Action.BottomRight
return Action.Shot
return {"environment_fits": environment_fits, "get_action": get_action}
def throw_in(obs, player_x, player_y):
""" perform a short pass in throw in game mode """
def environment_fits(obs, player_x, player_y):
""" environment fits constraints """
# it is throw in game mode
if obs['game_mode'] == GameMode.ThrowIn:
return True
return False
def get_action(obs, player_x, player_y):
""" get action of this memory pattern """
if Action.Right not in obs["sticky_actions"]:
return Action.Right
return Action.ShortPass
return {"environment_fits": environment_fits, "get_action": get_action}
def defence_memory_patterns(obs, player_x, player_y):
""" group of memory patterns for environments in which opponent's team has the ball """
def environment_fits(obs, player_x, player_y):
""" environment fits constraints """
# player don't have the ball
if obs["ball_owned_team"] != 0:
return True
return False
def get_memory_patterns(obs, player_x, player_y):
""" get list of memory patterns """
# shift ball position
obs["ball"][0] += obs["ball_direction"][0] * 7
obs["ball"][1] += obs["ball_direction"][1] * 3
# if opponent has the ball and is far from y axis center
if abs(obs["ball"][1]) > 0.07 and obs["ball_owned_team"] == 1:
obs["ball"][0] -= 0.01
if obs["ball"][1] > 0:
obs["ball"][1] -= 0.01
else:
obs["ball"][1] += 0.01
memory_patterns = [
start_sprinting,
run_to_ball_right,
run_to_ball_left,
run_to_ball_bottom,
run_to_ball_top,
run_to_ball_top_right,
run_to_ball_top_left,
run_to_ball_bottom_right,
run_to_ball_bottom_left,
idle
]
return memory_patterns
return {"environment_fits": environment_fits, "get_memory_patterns": get_memory_patterns}
def goalkeeper_memory_patterns(obs, player_x, player_y):
""" group of memory patterns for goalkeeper """
def environment_fits(obs, player_x, player_y):
""" environment fits constraints """
# player is a goalkeeper have the ball
if (obs["ball_owned_player"] == obs["active"] and
obs["ball_owned_team"] == 0 and
obs["ball_owned_player"] == 0):
return True
return False
def get_memory_patterns(obs, player_x, player_y):
""" get list of memory patterns """
memory_patterns = [
long_pass_forward,
idle
]
return memory_patterns
return {"environment_fits": environment_fits, "get_memory_patterns": get_memory_patterns}
def offence_memory_patterns(obs, player_x, player_y):
""" group of memory patterns for environments in which player's team has the ball """
def environment_fits(obs, player_x, player_y):
""" environment fits constraints """
# player have the ball
if obs["ball_owned_player"] == obs["active"] and obs["ball_owned_team"] == 0:
return True
return False
def get_memory_patterns(obs, player_x, player_y):
""" get list of memory patterns """
memory_patterns = [
close_to_goalkeeper_shot,
spot_shot,
cross,
long_pass_forward,
keep_the_ball,
idle
]
return memory_patterns
return {"environment_fits": environment_fits, "get_memory_patterns": get_memory_patterns}
def other_memory_patterns(obs, player_x, player_y):
""" group of memory patterns for all other environments """
def environment_fits(obs, player_x, player_y):
""" environment fits constraints """
return True
def get_memory_patterns(obs, player_x, player_y):
""" get list of memory patterns """
memory_patterns = [
idle
]
return memory_patterns
return {"environment_fits": environment_fits, "get_memory_patterns": get_memory_patterns}
def special_game_modes_memory_patterns(obs, player_x, player_y):
""" group of memory patterns for special game mode environments """
def environment_fits(obs, player_x, player_y):
""" environment fits constraints """
# if game mode is not normal
if obs['game_mode'] != GameMode.Normal:
return True
return False
def get_memory_patterns(obs, player_x, player_y):
""" get list of memory patterns """
memory_patterns = [
corner,
free_kick,
goal_kick,
kick_off,
penalty,
throw_in,
idle
]
return memory_patterns
return {"environment_fits": environment_fits, "get_memory_patterns": get_memory_patterns}
def special_spot_shot(obs, player_x, player_y):
""" group of memory patterns for special game mode environments """
def environment_fits(obs, player_x, player_y):
""" environment fits constraints """
# if game mode is not normal
if player_x > 0.8 and abs(player_y) < 0.21:
return True
return False
def get_memory_patterns(obs, player_x, player_y):
""" get list of memory patterns """
memory_patterns = [
shot,
idle
]
return memory_patterns
return {"environment_fits": environment_fits, "get_memory_patterns": get_memory_patterns}
def own_goal(obs, player_x, player_y):
""" group of memory patterns for special game mode environments """
def environment_fits(obs, player_x, player_y):
""" environment fits constraints """
# if game mode is not normal
if player_x < -0.9 and player_y:
return True
return False
def get_memory_patterns(obs, player_x, player_y):
""" get list of memory patterns """
memory_patterns = [
own_goal_2
]
return memory_patterns
return {"environment_fits": environment_fits, "get_memory_patterns": get_memory_patterns}
def get_best_direction(obs, target_direction):
active_position = obs["left_team"][obs["active"]]
relative_goal_position = np.array(target_direction) - active_position
all_directions_vecs = [np.array(v) / np.linalg.norm(np.array(v)) for v in ALL_DIRECTION_VECS]
best_direction = np.argmax([np.dot(relative_goal_position, v) for v in all_directions_vecs])
return ALL_DIRECTION_ACTIONS[best_direction]
def get_distance2ball(obs):
return np.linalg.norm(obs["ball"][:2] - obs["left_team"][obs['active']])
def get_target2line(obs):
active_position = obs["left_team"][obs["active"]]
ball_x, ball_y = obs['ball'][0], obs['ball'][1]
distance2goal = ((ball_x + 1) ** 2 + ball_y ** 2) ** 0.5 + 1e-5
cos_theta = (ball_x + 1) / distance2goal
sin_theta = ball_y / distance2goal
target_pos = np.array([0.03 * cos_theta - 1, 0.03 * sin_theta])
return target_pos
def already_near_goal(obs, player_x, player_y):
""" do nothing, release all sticky actions """
def environment_fits(obs, player_x, player_y):
""" environment fits constraints """
active_position = obs["left_team"][obs["active"]]
relative_goal_position = np.array([-1 + GOAL_BIAS, 0]) - active_position
distance2goal = np.linalg.norm(relative_goal_position)
if distance2goal < 0.02:
return True
return False
def get_action(obs, player_x, player_y):
""" get action of this memory pattern """
# print(obs["sticky_actions"])
if Action.Sprint in obs["sticky_actions"]:
return Action.ReleaseSprint
if Action.Dribble in obs["sticky_actions"]:
return Action.ReleaseDribble
if len(obs["sticky_actions"]) > 0:
return Action.ReleaseDirection
return Action.Idle
return {"environment_fits": environment_fits, "get_action": get_action}
def already_in_line(obs, player_x, player_y):
""" do nothing, release all sticky actions """
def environment_fits(obs, player_x, player_y):
""" environment fits constraints """
target_pos = get_target2line(obs)
distance2goal = np.linalg.norm(target_pos - obs['left_team'][obs['active']])
if distance2goal < 0.02:
return True
return False
def get_action(obs, player_x, player_y):
""" get action of this memory pattern """
# print(obs["sticky_actions"])
if Action.Sprint in obs["sticky_actions"]:
return Action.ReleaseSprint
if Action.Dribble in obs["sticky_actions"]:
return Action.ReleaseDribble
if len(obs["sticky_actions"]) > 0:
return Action.ReleaseDirection
return Action.Idle
return {"environment_fits": environment_fits, "get_action": get_action}
def run_to_goal(obs, player_x, player_y):
def environment_fits(obs, player_x, player_y):
""" environment fits constraints """
return True
def get_action(obs, player_x, player_y):
# active_position = obs["left_team"][obs["active"]]
# relative_goal_position = np.array([-1 + GOAL_BIAS, 0]) - active_position
# all_directions_vecs = [np.array(v) / np.linalg.norm(np.array(v)) for v in ALL_DIRECTION_VECS]
# best_direction = np.argmax([np.dot(relative_goal_position, v) for v in all_directions_vecs])
# return ALL_DIRECTION_ACTIONS[best_direction]
return get_best_direction(obs, [-1 + GOAL_BIAS, 0])
return {"environment_fits": environment_fits, "get_action": get_action}
def run_to_line(obs, player_x, player_y):
def environment_fits(obs, player_x, player_y):
""" environment fits constraints """
return True
def get_action(obs, player_x, player_y):
target_pos = get_target2line(obs)
return get_best_direction(obs, target_pos)
return {"environment_fits": environment_fits, "get_action": get_action}
def goal_keeper_far_pattern(obs, player_x, player_y):
def environment_fits(obs, player_x, player_y):
""" environment fits constraints """
# player have the ball
if (obs["active"] == 0):
active_position = obs["left_team"][0]
relative_ball_position = obs["ball"][:2] - active_position
distance2ball = np.linalg.norm(relative_ball_position)
if distance2ball > 0.5 or (obs['ball_owned_team'] == 0 and obs['ball_owned_player'] != 0):
return True
if active_position[0] > -0.7 or abs(active_position[1]) > 0.25:
for teammate_pos in obs['left_team'][1:]:
teammate_dis = np.linalg.norm(obs["ball"][:2] - teammate_pos)
if teammate_dis < distance2ball:
return True
return False
def get_memory_patterns(obs, player_x, player_y):
""" get list of memory patterns """
memory_patterns = [
already_near_goal,
start_sprinting,
run_to_goal
]
return memory_patterns
return {"environment_fits": environment_fits, "get_memory_patterns": get_memory_patterns}
def ball_distance_2_5(obs, player_x, player_y):
def environment_fits(obs, player_x, player_y):
""" environment fits constraints """
# player have the ball
if (obs["active"] == 0 and obs['ball_owned_team'] != 0):
distance2ball = get_distance2ball(obs)
if distance2ball <= 0.5 and distance2ball >= 0.2:
return True
return False
def get_memory_patterns(obs, player_x, player_y):
""" get list of memory patterns """
memory_patterns = [
already_in_line,
start_sprinting,
run_to_line
]
return memory_patterns
return {"environment_fits": environment_fits, "get_memory_patterns": get_memory_patterns}
def ball_distance_close(obs, player_x, player_y):
def environment_fits(obs, player_x, player_y):
""" environment fits constraints """
# player have the ball
if (obs["active"] == 0 and obs['ball_owned_team'] != 0):
distance2ball = get_distance2ball(obs)
if distance2ball < 0.25:
return True
return False
def get_memory_patterns(obs, player_x, player_y):
""" get list of memory patterns """
memory_patterns = [
shot
]
return memory_patterns
return {"environment_fits": environment_fits, "get_memory_patterns": get_memory_patterns}
# list of groups of memory patterns
groups_of_memory_patterns = [
goal_keeper_far_pattern, # 安全
goalkeeper_memory_patterns, # 守门员持球
# special_spot_shot, # 射门 进不去
special_game_modes_memory_patterns, # 特殊game mode
ball_distance_2_5,
ball_distance_close,
# own_goal,
# offence_memory_patterns, # 我方持球 进不去
defence_memory_patterns,
other_memory_patterns # idle
]
def keep_the_ball(obs, player_x, player_y):
def environment_fits(obs, player_x, player_y):
return True
def get_action(obs, player_x, player_y):
right_team, left_team = obs['right_team'], obs['left_team']
dist = [get_distance(player_x, player_y, i) for i in right_team]
closest = right_team[np.argmin(dist)]
near = [i for i in right_team if (i[0] < player_x + 0.2) and (i[0] > player_x) and (i[1] > player_y - 0.05)
and (i[1] < player_y + 0.05)]
back = [i for i in right_team if (i[0] > player_x)]
bottom_right = [i for i in left_team if (i[0] > player_x - 0.05) and (i[0] < player_x + 0.2) and (i[1] < player_y + 0.2) and
(i[1] > player_y)]
top_right = [i for i in left_team if (i[0] > player_x - 0.05) and (i[0] < player_x + 0.2) and (i[1] > player_y - 0.2) and
(i[1] < player_y)]
bottom_left = [i for i in left_team if (i[0] < player_x) and (i[0] > player_x - 0.2) and (i[1] < player_y + 0.2) and
(i[1] > player_y)]
top_left = [i for i in left_team if (i[0] < player_x) and (i[0] > player_x - 0.2) and (i[1] > player_y - 0.2) and
(i[1] < player_y)]
if len(near) == 0:
return Action.Right
if player_y > 0:
if player_y > 0.35:
return Action.Right
if len(bottom_right) > 0:
if Action.BottomRight not in obs['sticky_actions']:
return Action.BottomRight
return Action.ShortPass
return Action.BottomRight
if player_y < 0:
if player_y < -0.35:
return Action.Right
if len(top_right) > 0:
if Action.TopRight not in obs['sticky_actions']:
return Action.TopRight
return Action.ShortPass
return Action.TopRight
return {'environment_fits': environment_fits, 'get_action': get_action}
def spot_shot(obs, player_x, player_y):
""" shot if close to the goalkeeper """
def environment_fits(obs, player_x, player_y):
""" environment fits constraints """
# shoot if in spotted location
if player_x > 0.75 and abs(player_y) < 0.21:
return True
return False
def get_action(obs, player_x, player_y):
""" get action of this memory pattern """
if player_y >= 0:
if Action.TopRight not in obs["sticky_actions"]:
return Action.TopRight
else:
if Action.BottomRight not in obs["sticky_actions"]:
return Action.BottomRight
return Action.Shot
return {"environment_fits": environment_fits, "get_action": get_action}
def cross(obs, player_x, player_y):
def environment_fits(obs, player_x, player_y):
if player_x > 0.7 and abs(player_y) > 0.21:
return True
return False
def get_action(obs, player_x, player_y):
if player_x > 0.88:
if player_y > 0:
if Action.Top not in obs['sticky_actions']:
return Action.Top
else:
if Action.Bottom not in obs['sticky_actions']:
return Action.Bottom
return Action.HighPass
if player_x > 0.9:
if (Action.Right in obs['sticky_actions'] or
Action.TopRight in obs['sticky_actions'] or
Action.BottomRight in obs['sticky_actions']):
return Action.ReleaseDirection
if Action.Right not in obs['sticky_actions']:
if player_y > 0:
if Action.Top not in obs['sticky_actions']:
return Action.Top
if player_y < 0:
if Action.Bottom not in obs['sticky_actions']:
return Action.Bottom
return Action.HighPass
return {"environment_fits": environment_fits, "get_action": get_action}
def close_to_goalkeeper_shot(obs, player_x, player_y):
""" shot if close to the goalkeeper """
def environment_fits(obs, player_x, player_y):
""" environment fits constraints """
goalkeeper_x = obs["right_team"][0][0] + obs["right_team_direction"][0][0] * 13
goalkeeper_y = obs["right_team"][0][1] + obs["right_team_direction"][0][1] * 13
goalkeeper = [goalkeeper_x,goalkeeper_y]
if get_distance(player_x, player_y, goalkeeper) < 0.25:
return True
return False
def get_action(obs, player_x, player_y):
""" get action of this memory pattern """
if player_y >= 0:
if Action.TopRight not in obs["sticky_actions"]:
return Action.TopRight
else:
if Action.BottomRight not in obs["sticky_actions"]:
return Action.BottomRight
return Action.Shot
return {"environment_fits": environment_fits, "get_action": get_action}
def long_pass_forward(obs, player_x, player_y):
""" perform a high pass, if far from opponent's goal """
def environment_fits(obs, player_x, player_y):
""" environment fits constraints """
right_team = obs["right_team"][1:]
# player have the ball and is far from opponent's goal
if player_x < -0.4:
return True
return False
def get_action(obs, player_x, player_y):
""" get action of this memory pattern """
right_team, left_team = obs['right_team'], obs['left_team']
dist = [get_distance(player_x, player_y, i) for i in right_team]
closest = right_team[np.argmin(dist)]
if abs(player_y) > 0.22:
if Action.Right not in obs["sticky_actions"]:
return Action.Right
return Action.HighPass
if np.min(dist) > 0.4:
if player_y > 0:
return Action.Bottom
else:
return Action.Top
if np.min(dist) < 0.4 and np.min(dist) > 0.2:
if player_y < 0:
return Action.TopRight
else:
return Action.BottomRight
if np.min(dist) < 0.2:
if Action.Right not in obs['sticky_actions']:
return Action.Right
return Action.HighPass
return {"environment_fits": environment_fits, "get_action": get_action}
def shot(obs, player_x, player_y):
def environment_fits(obs, player_x, player_y):
return True
def get_action(obs, player_x, player_y):
# if player_y > 0:
# if Action.TopRight not in obs['sticky_actions']:
# return Action.TopRight
# else:
# if Action.BottomRight not in obs['sticky_actions']:
# return Action.BottomRight
return Action.Shot
return {"environment_fits": environment_fits, "get_action": get_action}
def own_goal_2(obs, player_x, player_y):
def environment_fits(obs, player_x, player_y):
return True
def get_action(obs, player_x, player_y):
return Action.Shot
return {"environment_fits": environment_fits, "get_action": get_action}
# @human_readable_agent wrapper modifies raw observations
# provided by the environment:
# https://github.com/google-research/football/blob/master/gfootball/doc/observation.md#raw-observations
# into a form easier to work with by humans.
# Following modifications are applied:
# - Action, PlayerRole and GameMode enums are introduced.
# - 'sticky_actions' are turned into a set of active actions (Action enum)
# see usage example below.
# - 'game_mode' is turned into GameMode enum.
# - 'designated' field is removed, as it always equals to 'active'
# when a single player is controlled on the team.
# - 'left_team_roles'/'right_team_roles' are turned into PlayerRole enums.
# - Action enum is to be returned by the agent function.
@human_readable_agent
def agent_get_action(obs):
""" Ole ole ole ole """
# dictionary for Memory Patterns data
obs["memory_patterns"] = {}
# We always control left team (observations and actions
# are mirrored appropriately by the environment).
controlled_player_pos = obs["left_team"][obs["active"]]
# get action of appropriate pattern in agent's memory
action = get_action_of_agent(obs, controlled_player_pos[0], controlled_player_pos[1])
# return action
return action |