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Shashank Suhas
Seminar-HFO
Commits
abc00c38
You need to sign in or sign up before continuing.
Commit
abc00c38
authored
Jun 17, 2016
by
Matthew Hausknecht
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Refactored agent-environment interaction.
parent
e0d61860
Changes
12
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Showing
12 changed files
with
66 additions
and
77 deletions
+66
-77
example/communication_agent.cpp
example/communication_agent.cpp
+4
-3
example/hfo_example_agent.cpp
example/hfo_example_agent.cpp
+4
-4
example/high_level_random_agent.cpp
example/high_level_random_agent.cpp
+8
-10
example/low_level_random_agent.cpp
example/low_level_random_agent.cpp
+5
-4
example/mid_level_dribble_agent.cpp
example/mid_level_dribble_agent.cpp
+4
-3
example/mid_level_kick_agent.cpp
example/mid_level_kick_agent.cpp
+4
-3
example/mid_level_move_agent.cpp
example/mid_level_move_agent.cpp
+4
-3
example/random_2v1.sh
example/random_2v1.sh
+13
-0
src/HFO.cpp
src/HFO.cpp
+12
-33
src/HFO.hpp
src/HFO.hpp
+1
-0
src/agent.cpp
src/agent.cpp
+4
-11
src/agent.h
src/agent.h
+3
-3
No files found.
example/communication_agent.cpp
View file @
abc00c38
...
...
@@ -31,9 +31,10 @@ int main(int argc, char** argv) {
hfo
.
connectToServer
(
features
,
config_dir
,
port
,
server_addr
,
team_name
,
goalie
);
int
unum
=
hfo
.
getUnum
();
for
(
int
episode
=
0
;
episode
<
10
;
episode
++
)
{
status_t
status
=
IN_GAME
;
for
(
int
episode
=
0
;
status
!=
SERVER_DOWN
;
episode
++
)
{
status
=
IN_GAME
;
int
agent_on_ball
=
7
;
status_t
status
=
IN_GAME
;
while
(
status
==
IN_GAME
)
{
// Get the vector of state features for the current state
const
vector
<
float
>&
feature_vec
=
hfo
.
getState
();
...
...
@@ -70,7 +71,7 @@ int main(int argc, char** argv) {
}
// Check what the outcome of the episode was
cout
<<
"Episode "
<<
episode
<<
" ended with status: "
<<
StatusToString
(
status
)
<<
std
::
endl
;;
<<
StatusToString
(
status
)
<<
endl
;;
}
hfo
.
act
(
QUIT
);
};
example/hfo_example_agent.cpp
View file @
abc00c38
...
...
@@ -24,9 +24,9 @@ int main() {
// manual for more information on feature sets.
hfo
.
connectToServer
(
features
,
config_dir
,
port
,
server_addr
,
team_name
,
goalie
);
// Play 5 episodes
for
(
int
episode
=
0
;
episode
<
5
;
episode
++
)
{
status
_t
status
=
IN_GAME
;
status_t
status
=
IN_GAME
;
for
(
int
episode
=
0
;
status
!=
SERVER_DOWN
;
episode
++
)
{
status
=
IN_GAME
;
while
(
status
==
IN_GAME
)
{
// Get the vector of state features for the current state
const
std
::
vector
<
float
>&
feature_vec
=
hfo
.
getState
();
...
...
@@ -37,7 +37,7 @@ int main() {
}
// Check what the outcome of the episode was
cout
<<
"Episode "
<<
episode
<<
" ended with status: "
<<
StatusToString
(
status
)
<<
std
::
endl
;
;
<<
StatusToString
(
status
)
<<
endl
;
}
hfo
.
act
(
QUIT
);
};
example/high_level_random_agent.cpp
View file @
abc00c38
...
...
@@ -17,11 +17,8 @@ string server_addr = "localhost";
string
team_name
=
"base_left"
;
bool
goalie
=
false
;
// Returns a random high-level action
action_t
get_random_high_lv_action
()
{
action_t
action_indx
=
(
action_t
)
((
rand
()
%
5
)
+
MOVE
);
return
action_indx
;
}
// We omit PASS & CATCH actions here
action_t
HIGH_LEVEL_ACTIONS
[
3
]
=
{
MOVE
,
SHOOT
,
DRIBBLE
};
int
main
(
int
argc
,
char
**
argv
)
{
// Create the HFO environment
...
...
@@ -29,20 +26,21 @@ int main(int argc, char** argv) {
// Connect to the server and request high-level feature set. See
// manual for more information on feature sets.
hfo
.
connectToServer
(
features
,
config_dir
,
port
,
server_addr
,
team_name
,
goalie
);
for
(
int
episode
=
0
;
episode
<
10
;
episode
++
)
{
status_t
status
=
IN_GAME
;
team_name
,
goalie
);
status_t
status
=
IN_GAME
;
for
(
int
episode
=
0
;
status
!=
SERVER_DOWN
;
episode
++
)
{
status
=
IN_GAME
;
while
(
status
==
IN_GAME
)
{
// Get the vector of state features for the current state
const
vector
<
float
>&
feature_vec
=
hfo
.
getState
();
// Perform the action
hfo
.
act
(
get_random_high_lv_action
()
);
hfo
.
act
(
HIGH_LEVEL_ACTIONS
[
rand
()
%
3
]
);
// Advance the environment and get the game status
status
=
hfo
.
step
();
}
// Check what the outcome of the episode was
cout
<<
"Episode "
<<
episode
<<
" ended with status: "
<<
StatusToString
(
status
)
<<
std
::
endl
;
<<
StatusToString
(
status
)
<<
endl
;
}
hfo
.
act
(
QUIT
);
};
example/low_level_random_agent.cpp
View file @
abc00c38
...
...
@@ -52,9 +52,10 @@ int main(int argc, char** argv) {
// Connect to the server and request low-level feature set. See
// manual for more information on feature sets.
hfo
.
connectToServer
(
features
,
config_dir
,
port
,
server_addr
,
team_name
,
goalie
);
for
(
int
episode
=
0
;
episode
<
10
;
episode
++
)
{
status_t
status
=
IN_GAME
;
team_name
,
goalie
);
status_t
status
=
IN_GAME
;
for
(
int
episode
=
0
;
status
!=
SERVER_DOWN
;
episode
++
)
{
status
=
IN_GAME
;
while
(
status
==
IN_GAME
)
{
// Get the vector of state features for the current state
const
vector
<
float
>&
feature_vec
=
hfo
.
getState
();
...
...
@@ -64,7 +65,7 @@ int main(int argc, char** argv) {
status
=
hfo
.
step
();
}
cout
<<
"Episode "
<<
episode
<<
" ended with status: "
<<
StatusToString
(
status
)
<<
std
::
endl
;;
<<
StatusToString
(
status
)
<<
endl
;;
}
hfo
.
act
(
QUIT
);
};
example/mid_level_dribble_agent.cpp
View file @
abc00c38
...
...
@@ -28,8 +28,9 @@ int main(int argc, char** argv) {
// manual for more information on feature sets.
hfo
.
connectToServer
(
features
,
config_dir
,
port
,
server_addr
,
team_name
,
goalie
);
for
(
int
episode
=
0
;
episode
<
10
;
episode
++
)
{
status_t
status
=
IN_GAME
;
status_t
status
=
IN_GAME
;
for
(
int
episode
=
0
;
status
!=
SERVER_DOWN
;
episode
++
)
{
status
=
IN_GAME
;
int
step
=
0
;
while
(
status
==
IN_GAME
)
{
// Get the vector of state features for the current state
...
...
@@ -44,7 +45,7 @@ int main(int argc, char** argv) {
}
// Check what the outcome of the episode was
cout
<<
"Episode "
<<
episode
<<
" ended with status: "
<<
StatusToString
(
status
)
<<
std
::
endl
;;
<<
StatusToString
(
status
)
<<
endl
;;
}
hfo
.
act
(
QUIT
);
};
example/mid_level_kick_agent.cpp
View file @
abc00c38
...
...
@@ -26,8 +26,9 @@ int main(int argc, char** argv) {
// manual for more information on feature sets.
hfo
.
connectToServer
(
features
,
config_dir
,
port
,
server_addr
,
team_name
,
goalie
);
for
(
int
episode
=
0
;
episode
<
10
;
episode
++
)
{
status_t
status
=
IN_GAME
;
status_t
status
=
IN_GAME
;
for
(
int
episode
=
0
;
status
!=
SERVER_DOWN
;
episode
++
)
{
status
=
IN_GAME
;
while
(
status
==
IN_GAME
)
{
// Get the vector of state features for the current state
const
vector
<
float
>&
feature_vec
=
hfo
.
getState
();
...
...
@@ -53,7 +54,7 @@ int main(int argc, char** argv) {
}
// Check what the outcome of the episode was
cout
<<
"Episode "
<<
episode
<<
" ended with status: "
<<
StatusToString
(
status
)
<<
std
::
endl
;;
<<
StatusToString
(
status
)
<<
endl
;;
}
hfo
.
act
(
QUIT
);
};
example/mid_level_move_agent.cpp
View file @
abc00c38
...
...
@@ -27,8 +27,9 @@ int main(int argc, char** argv) {
team_name
,
goalie
);
float
target_x
=
.82
;
float
target_y
=
.9
;
for
(
int
episode
=
0
;
episode
<
10
;
episode
++
)
{
status_t
status
=
IN_GAME
;
status_t
status
=
IN_GAME
;
for
(
int
episode
=
0
;
status
!=
SERVER_DOWN
;
episode
++
)
{
status
=
IN_GAME
;
if
(
episode
%
2
!=
0
)
{
target_x
*=
-
1
;
}
else
{
...
...
@@ -45,7 +46,7 @@ int main(int argc, char** argv) {
}
// Check what the outcome of the episode was
cout
<<
"Episode "
<<
episode
<<
" ended with status: "
<<
StatusToString
(
status
)
<<
std
::
endl
;;
<<
StatusToString
(
status
)
<<
endl
;;
}
hfo
.
act
(
QUIT
);
};
example/random_2v1.sh
0 → 100755
View file @
abc00c38
#!/bin/bash
./bin/HFO
--offense-agents
=
2
--defense-npcs
=
1
--trials
100
--headless
&
sleep
5
./example/high_level_random_agent 6000 &
sleep
5
./example/high_level_random_agent 6000 &
# The magic line
# $$ holds the PID for this script
# Negation means kill by process group id instead of PID
trap
"kill -TERM -
$$
"
SIGINT
wait
src/HFO.cpp
View file @
abc00c38
...
...
@@ -56,15 +56,16 @@ void HFOEnvironment::connectToServer(feature_set_t feature_set,
std
::
cerr
<<
"Unable to start agent"
<<
std
::
endl
;
exit
(
1
);
}
assert
(
client
->
isServerAlive
()
==
true
);
// Do nothing until the agent begins getting state features
act
(
NOOP
);
while
(
agent
->
getState
().
empty
())
{
act
(
NOOP
);
agent
->
executeAction
()
;
do
{
client
->
runStep
(
agent
);
}
while
(
agent
->
lastPreActionTime
()
<
agent
->
currentTime
()
);
if
(
!
client
->
isServerAlive
())
{
std
::
cerr
<<
"Server Down!"
<<
std
::
endl
;
exit
(
1
);
}
client
->
runStep
(
agent
);
}
current_cycle
=
agent
->
currentTime
().
cycle
();
}
const
std
::
vector
<
float
>&
HFOEnvironment
::
getState
()
{
...
...
@@ -109,36 +110,14 @@ Player HFOEnvironment::playerOnBall() {
}
status_t
HFOEnvironment
::
step
()
{
// Agent sends action to server
agent
->
executeAction
();
// Wait until server replies with new game state
long
start_cycle
=
agent
->
currentTime
().
cycle
();
bool
cycle_advanced
=
false
;
bool
end_of_trial
=
agent
->
getGameStatus
()
!=
IN_GAME
;
bool
still_eot
=
false
;
int
steps
=
0
;
do
{
client
->
runStep
(
agent
);
if
(
steps
++
>
MAX_STEPS
)
{
break
;
}
assert
(
agent
->
currentTime
().
cycle
()
==
current_cycle
);
while
(
agent
->
statusUpdateTime
()
<=
current_cycle
)
{
if
(
!
client
->
isServerAlive
())
{
return
SERVER_DOWN
;
}
cycle_advanced
=
agent
->
currentTime
().
cycle
()
>
start_cycle
;
}
while
(
!
cycle_advanced
||
agent
->
lastPreActionTime
()
<
agent
->
currentTime
());
// If the trial is over, wait until the next episode starts
if
(
end_of_trial
)
{
while
(
agent
->
getGameStatus
()
!=
IN_GAME
)
{
act
(
NOOP
);
agent
->
executeAction
();
do
{
client
->
runStep
(
agent
);
if
(
!
client
->
isServerAlive
())
{
return
SERVER_DOWN
;
}
}
while
(
agent
->
lastPreActionTime
()
<
agent
->
currentTime
());
}
client
->
runStep
(
agent
);
}
assert
(
agent
->
currentTime
().
cycle
()
==
(
current_cycle
+
1
));
current_cycle
=
agent
->
currentTime
().
cycle
();
return
agent
->
getGameStatus
();
}
src/HFO.hpp
View file @
abc00c38
...
...
@@ -59,6 +59,7 @@ class HFOEnvironment {
private:
rcsc
::
BasicClient
*
client
;
Agent
*
agent
;
long
current_cycle
;
};
}
// namespace hfo
...
...
src/agent.cpp
View file @
abc00c38
...
...
@@ -99,6 +99,7 @@ Agent::Agent()
feature_extractor
(
NULL
),
lastTrainerMessageTime
(
-
1
),
lastTeammateMessageTime
(
-
1
),
lastStatusUpdateTime
(
-
1
),
game_status
(
IN_GAME
),
requested_action
(
NOOP
)
{
...
...
@@ -227,13 +228,6 @@ FeatureExtractor* Agent::getFeatureExtractor(feature_set_t feature_set_indx,
}
}
// Instead of calling PlayerAgent::action() we instead call preAction
// which does everything up to actionImpl(). actionImpl() is then
// called in hfo::step(), PlayerAgent::executeAction().
void
Agent
::
action
()
{
preAction
();
}
/*!
main decision
virtual method in super class
...
...
@@ -312,9 +306,6 @@ void Agent::actionImpl() {
<<
requested_action
<<
std
::
endl
;
exit
(
1
);
}
// Clear the action
requested_action
=
(
hfo
::
action_t
)
-
1
;
params
.
clear
();
// For now let's not worry about turning the neck or setting the vision.
this
->
setViewAction
(
new
View_Tactical
());
this
->
setNeckAction
(
new
Neck_TurnToBallOrScan
());
...
...
@@ -342,7 +333,9 @@ Agent::handleActionStart()
feature_set
,
num_teammates
,
num_opponents
,
playing_offense
);
}
}
hfo
::
ParseGameStatus
(
message
,
game_status
);
if
(
hfo
::
ParseGameStatus
(
message
,
game_status
))
{
lastStatusUpdateTime
=
audioSensor
().
trainerMessageTime
().
cycle
();
}
hfo
::
ParsePlayerOnBall
(
message
,
player_on_ball
);
lastTrainerMessageTime
=
audioSensor
().
trainerMessageTime
().
cycle
();
}
...
...
src/agent.h
View file @
abc00c38
...
...
@@ -22,14 +22,13 @@ public:
int
num_opponents
,
bool
playing_offense
);
inline
long
statusUpdateTime
()
{
return
lastStatusUpdateTime
;
}
protected:
// You can override this method. But you must call
// PlayerAgent::initImpl() in this method.
virtual
bool
initImpl
(
rcsc
::
CmdLineParser
&
cmd_parser
);
// We override PlayerAgent's Action function
virtual
void
action
();
// main decision
virtual
void
actionImpl
();
...
...
@@ -48,6 +47,7 @@ protected:
FeatureExtractor
*
feature_extractor
;
// Extracts the features
long
lastTrainerMessageTime
;
// Last time the trainer sent a message
long
lastTeammateMessageTime
;
// Last time a teammate sent a message
long
lastStatusUpdateTime
;
// Last time we got a status update
hfo
::
status_t
game_status
;
// Current status of the game
hfo
::
Player
player_on_ball
;
// Player in posession of the ball
std
::
vector
<
float
>
state
;
// Vector of current state features
...
...
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