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pongql.nim
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import
random,
sdl2_nim/sdl,
std/math,
std/tables,
std/enumerate,
std/strutils,
std/strformat,
std/json,
std/marshal,
std/times,
std/os
const
Title = "SDL2 App"
ScreenW = 640 # Window width
ScreenH = 480 # Window height
WindowFlags = 0
RendererFlags = sdl.RendererAccelerated or sdl.RendererPresentVsync
type
App = ref AppObj
AppObj = object
window*: sdl.Window # Window pointer
renderer*: sdl.Renderer # Rendering state pointer
ActionMap* = object
goUp: float
goDown: float
doNothing: float
StateMap* = object
state: ActionMap
ThreadData = Table[string, Table[string, StateMap]]
proc init(app: App): bool =
# Init SDL
if sdl.init(sdl.InitVideo) != 0:
sdl.logCritical(sdl.LogCategoryError,
"Can't initialize SDL: %s",
sdl.getError())
return false
# Create window
app.window = sdl.createWindow(
Title,
sdl.WindowPosUndefined,
sdl.WindowPosUndefined,
ScreenW,
ScreenH,
WindowFlags)
if app.window == nil:
sdl.logCritical(sdl.LogCategoryError,
"Can't create window: %s",
sdl.getError())
return false
# Create renderer
app.renderer = sdl.createRenderer(app.window, -1, RendererFlags)
if app.renderer == nil:
sdl.logCritical(sdl.LogCategoryError,
"Can't create renderer: %s",
sdl.getError())
return false
# Set draw color
if app.renderer.setRenderDrawColor(0x00, 0x00, 0x00, 0x00) != 0:
sdl.logWarn(sdl.LogCategoryVideo,
"Can't set draw color: %s",
sdl.getError())
return false
sdl.logInfo(sdl.LogCategoryApplication, "SDL initialized successfully")
randomize()
return true
# Shutdown sequence
proc exit(app: App) =
app.renderer.destroyRenderer()
app.window.destroyWindow()
sdl.logInfo(sdl.LogCategoryApplication, "SDL shutdown completed")
sdl.quit()
# Event handling
# Return true on app shutdown request, otherwise return false
proc events(pressed: var seq[sdl.Keycode]): bool =
result = false
var e: sdl.Event
if pressed.len > 0:
pressed = @[]
while sdl.pollEvent(addr(e)) != 0:
# Quit requested
if e.kind == sdl.Quit:
return true
# Key pressed
elif e.kind == sdl.KeyDown:
# Add pressed key to sequence
pressed.add(e.key.keysym.sym)
# Exit on Escape key press
if e.key.keysym.sym == sdl.K_Escape:
return true
proc `>>`(app: App) =
app.renderer.renderPresent()
discard app.renderer.renderClear()
if app.renderer.setRenderDrawColor(0x00, 0x00, 0x00, 0x00) != 0:
sdl.logWarn(sdl.LogCategoryVideo,
"Can't set draw color: %s",
sdl.getError())
###############################################################################GAME LOOP#########################################################
const
PADDLE_HEIGHT = 90
PADDLE_WIDTH = 24
PADDLE_PLAYER_X = 0
PADDLE_OPPONENT_X = ScreenW - PADDLE_WIDTH
MIDDLE_LINE_X = ScreenW div 2
MIDDLE_LINE_Y = 0
MIDDLE_LINE_WIDTH = 20
MIDDLE_LINE_HIGHT = ScreenH
PADDLE_SPEED_PLAYER = 14
PADDLE_SPEED_OPPONENT = 16
RADIUS = 8
RADIUS_MULT_TWO = RADIUS shl 1
POSSIBLE_INIT_SPEEDS = [-10, 10]
STOP_TIME = 25
DELAY_TIME = 800
DID_BOUNCE_TIME = 50
var
app = App(window: nil, renderer: nil)
done = false # Main loop exit condition
pressed: seq[sdl.Keycode] = @[] # Pressed keys
paddlePlayerY = ScreenH div 2
paddleOpponentY = ScreenH div 2
paddlePlayer = sdl.Rect(x: PADDLE_PLAYER_X,
y: paddlePlayerY, w: PADDLE_WIDTH, h: PADDLE_HEIGHT)
paddleOpponent = sdl.Rect(x: PADDLE_OPPONENT_X,
y: paddleOpponentY, w: PADDLE_WIDTH, h: PADDLE_HEIGHT)
middleLine = sdl.Rect(x: MIDDLE_LINE_X, y: MIDDLE_LINE_Y,
w: MIDDLE_LINE_WIDTH, h: MIDDLE_LINE_HIGHT)
xi = ScreenW div 2
yi = ScreenH div 2
xSpeed = POSSIBLE_INIT_SPEEDS.sample()
ySpeed = POSSIBLE_INIT_SPEEDS.sample()
opponentPaddleDir = -1
speedCoeff = 1
stopBounce = false
tick: uint32 = STOP_TIME
ballCollisionPoint = 0
didBouncePlayer = false
tickDidBounce: uint32 = DID_BOUNCE_TIME
tickOpponentBounce: uint32 = 5
didBounceOpponent = false
proc drawMiddleLine(app: App) =
discard app.renderer.setRenderDrawColor(0x11, 0xCF, 0x0D, 0x0EE)
discard app.renderer.renderFillRect(addr(middleLine))
discard app.renderer.setRenderDrawColor(0x00, 0x00, 0x00, 0x00)
proc drawOpponentPaddle(app: App) =
discard app.renderer.setRenderDrawColor(0x11, 0xCF, 0x0D, 0x0EE)
paddleOpponent.y = paddleOpponentY
discard app.renderer.renderFillRect(addr(paddleOpponent))
discard app.renderer.setRenderDrawColor(0x00, 0x00, 0x00, 0x00)
proc drawPlayerPaddle(app: App) =
discard app.renderer.setRenderDrawColor(0x11, 0xCF, 0x0D, 0x0EE)
paddlePlayer.y = paddlePlayerY
discard app.renderer.renderFillRect(addr(paddlePlayer))
discard app.renderer.setRenderDrawColor(0x00, 0x00, 0x00, 0x00)
type
possiblePlayerActions = enum
goUp, goDown, doNothing
gameState = enum
playerLost, opponentLost, playing
var
stateOfGameBuffer: seq[gameState] = @[gameState.playing, gameState.playing]
bufferIndex = 0
proc calculateStateOfGame() =
if xi >= ScreenW:
stateOfGameBuffer[bufferIndex] = gameState.opponentLost
if xi <= 0:
stateOfGameBuffer[bufferIndex] = gameState.playerLost
if xi >= 0 and xi < ScreenW:
stateOfGameBuffer[bufferIndex] = gameState.playing
if bufferIndex == 0:
bufferIndex = 1
else:
bufferIndex = 0
var actionDo = possiblePlayerActions.doNothing
proc controlPlayerPaddle() =
#let kbd = sdl.getKeyboardState(nil)
if actionDo == possiblePlayerActions.doNothing:
paddlePlayerY += 0
if actionDo == possiblePlayerActions.goUp and paddlePlayerY > 0:
paddlePlayerY -= PADDLE_SPEED_PLAYER
if actionDo == possiblePlayerActions.goDown and paddlePlayerY < ScreenH - PADDLE_HEIGHT:
paddlePlayerY += PADDLE_SPEED_PLAYER
if stopBounce and paddlePlayerY >= (ScreenH div 2):
paddlePlayerY -= PADDLE_SPEED_PLAYER div 2
elif stopBounce and paddlePlayerY < (ScreenH div 2):
paddlePlayerY += PADDLE_SPEED_PLAYER div 2
proc drawBall(app: App) =
discard app.renderer.setRenderDrawColor(0xFF, 0xFF, 0xFF, 0xFF)
var x: int = RADIUS - 1
var y: int = 0
var tx: int = 1
var ty: int = 1
var err = tx - RADIUS_MULT_TWO
while x >= y:
discard app.renderer.renderDrawPoint(xi + x, yi + y)
discard app.renderer.renderDrawPoint(xi + y, yi + x)
discard app.renderer.renderDrawPoint(xi - y, yi + x)
discard app.renderer.renderDrawPoint(xi - x, yi + y)
discard app.renderer.renderDrawPoint(xi - x, yi - y)
discard app.renderer.renderDrawPoint(xi - y, yi - x)
discard app.renderer.renderDrawPoint(xi + y, yi - x)
discard app.renderer.renderDrawPoint(xi + x, yi - y)
if err <= 0:
inc(y)
err += ty
ty += 2
if err > 0:
dec(x)
tx += 2
err += tx - RADIUS_MULT_TWO
discard app.renderer.setRenderDrawColor(0x00, 0x00, 0x00, 0x00)
proc stopBounceTimer(interval: uint32, param: pointer): uint32 {.cdecl.} =
tick -= 1
if tick == 0:
xSpeed *= -1
ySpeed *= -1
xi += xSpeed * 5
yi += ySpeed * 5
stopBounce = false
return tick
proc stopTheBounce() =
stopBounce = true
var timer = sdl.addTimer(STOP_TIME, stopBounceTimer, nil)
if timer == 0:
discard sdl.removeTimer(timer)
proc didBounceTimer(interval: uint32, param: pointer): uint32 {.cdecl.} =
tickDidBounce -= 1
if tickDidBounce == 0:
didBouncePlayer = false
return tickDidBounce
proc doTheDidBounce() =
didBouncePlayer = true
var timer = sdl.addTimer(STOP_TIME, didBounceTimer, nil)
if timer == 0:
discard sdl.removeTimer(timer)
proc didOppBounceTimer(interval: uint32, param: pointer): uint32 {.cdecl.} =
tickOpponentBounce -= 1
if tickOpponentBounce == 0:
didBounceOpponent = false
return tickOpponentBounce
proc doTheOppDidBounce() =
didBounceOpponent = true
var timer = sdl.addTimer(STOP_TIME, didOppBounceTimer, nil)
if timer == 0:
discard sdl.removeTimer(timer)
proc `<->`(xSpeedX, ySpeedX: int) =
if not stopBounce:
xi += xSpeedX
yi += ySpeedX
else:
xi = PADDLE_PLAYER_X + PADDLE_WIDTH
yi = paddlePlayerY + ballCollisionPoint
if xi <= PADDLE_PLAYER_X + (PADDLE_WIDTH div 2) and yi >= paddlePlayerY and yi < paddlePlayerY + PADDLE_HEIGHT:
ballCollisionPoint = yi - paddlePlayerY
if not stopBounce:
tick = STOP_TIME
stopTheBounce()
if not didBouncePlayer:
tickDidBounce = DID_BOUNCE_TIME
doTheDidBounce()
if xi >= PADDLE_OPPONENT_X - (PADDLE_WIDTH div 2) and yi >= paddleOpponentY and yi < paddleOpponentY + PADDLE_HEIGHT:
xSpeed *= -1
ySpeed *= -1
didBouncePlayer = false
if not didBounceOpponent:
tickOpponentBounce = 10
doTheOppDidBounce()
if yi <= 0 or yi >= ScreenH:
ySpeed *= -1
proc `?>`(xii, yii: int) =
if xi <= -PADDLE_WIDTH or xi >= ScreenW + RADIUS or K_r in pressed:
didBouncePlayer = false
xi = ScreenW div 2
yi = ScreenH div 2
xSpeed = POSSIBLE_INIT_SPEEDS.sample()
ySpeed = POSSIBLE_INIT_SPEEDS.sample()
paddlePlayerY = ScreenH div 2
paddleOpponentY = ScreenH div 2
delay(DELAY_TIME)
###################################AI####################333###############################3
const
MIN_DIST = 60
MIN_DIST_NEAR = 60
var
goUpper = false
goDowner = false
speedUp = false
resetPos = false
isNear = false
proc `~~~>`(pnt1, pnt2: (int, int)): float =
var powOne = (pnt2[0] - pnt1[0]) ^ 2
var powTwo = (pnt2[1] - pnt1[1]) ^ 2
var addition = float(powTwo + powOne)
result = sqrt(addition)
proc `|`(aAndB, A: float): float =
result = aAndB / A
proc `|`(aAndB, A: int): float =
result = aAndB / A
proc calcSpeedUp() =
var distBallTop = (xi, yi)~~~>(PADDLE_OPPONENT_X - PADDLE_WIDTH, paddleOpponentY)
var distBallMiddle = (xi, yi)~~~>(PADDLE_OPPONENT_X - PADDLE_WIDTH, paddleOpponentY + (PADDLE_HEIGHT div 2))
var distBallBottom = (xi, yi)~~~>(PADDLE_OPPONENT_X - PADDLE_WIDTH, paddleOpponentY + PADDLE_HEIGHT)
var probDistTop = distBallTop|MIN_DIST
var probDistNearTop = distBallTop|MIN_DIST_NEAR
var probDistMiddle = distBallMiddle|MIN_DIST
var probDistNearMiddle = distBallMiddle|MIN_DIST_NEAR
var probDistBottom = distBallBottom|MIN_DIST
var probDistNearBottom = distBallBottom|MIN_DIST_NEAR
var isNearTop = probDistNearTop < 1.0
var speedUpTop = probDistTop >= 0.5 and probDistTop < 1.0
var isNearMiddle = probDistNearMiddle < 1.0
var speedUpMiddle = probDistMiddle >= 0.5 and probDistMiddle < 1.0
var isNearBottom = probDistNearBottom < 1.0
var speedUpBottom = probDistBottom >= 0.5 and probDistBottom < 1.0
isNear = isNearBottom or isNearTop or isNearMiddle
speedUp = speedUpBottom or speedUpMiddle or speedUpTop
if speedup:
speedCoeff = 10
else:
speedCoeff = 1
proc calcGoUp() =
var probYHeight = float(yi)|float(ScreenH)
var probXWidth = float(xi)|float(ScreenW)
goUpper = probYHeight <= 0.5 and probXWidth >= 0.75
proc calcGoDown() =
var probYHeight = float(yi)|float(ScreenH)
var probXWidth = float(xi)|float(ScreenW)
goDowner = probYHeight >= 0.5 and probXWidth >= 0.75
proc calcReset() =
var probXWidth = float(xi)|float(ScreenW)
resetPos = probXWidth <= 0.75
proc `+->`(opX: int) =
calcSpeedUp()
calcReset()
calcGoUp()
calcGoDown()
var dontResetPos = not resetPos
var isDown = paddleOpponentY >= 0
var isUp = paddleOpponentY <= ScreenH - PADDLE_HEIGHT
var inMiddle = paddleOpponentY - (ScreenH div 2)
var sign = (if inMiddle == 0: 0 else: abs(inMiddle) div inMiddle)
var localResPos = resetPos and inMiddle != 0
if localResPos:
paddleOpponentY += -sign * PADDLE_SPEED_OPPONENT
if goUpper and isDown and dontResetPos and not localResPos and not isNear:
paddleOpponentY -= PADDLE_SPEED_OPPONENT * speedCoeff
if goDOwner and isUp and dontResetPos and not localResPos and not isNear:
paddleOpponentY += PADDLE_SPEED_OPPONENT * speedCoeff
##############################Q-Learning############################################################################3
var actionStateTable: ThreadData = {
"ballNear": {
"above": StateMap(state: ActionMap(goUp: rand(2.0), goDown: rand(2.0), doNothing: rand(2.0))),
"below": StateMap(state: ActionMap(goUp: rand(2.0), goDown: rand(2.0), doNothing: rand(2.0))),
"level": StateMap(state: ActionMap(goUp: rand(2.0), goDown: rand(2.0), doNothing: rand(2.0))),
}.toTable(),
"ballClose": {
"above": StateMap(state: ActionMap(goUp: rand(2.0), goDown: rand(2.0), doNothing: rand(2.0))),
"below": StateMap(state: ActionMap(goUp: rand(2.0), goDown: rand(2.0), doNothing: rand(2.0))),
"level": StateMap(state: ActionMap(goUp: rand(2.0), goDown: rand(2.0), doNothing: rand(2.0))),
}.toTable(),
"ballWReach": {
"above": StateMap(state: ActionMap(goUp: rand(2.0), goDown: rand(2.0), doNothing: rand(2.0))),
"below": StateMap(state: ActionMap(goUp: rand(2.0), goDown: rand(2.0), doNothing: rand(2.0))),
"level": StateMap(state: ActionMap(goUp: rand(2.0), goDown: rand(2.0), doNothing: rand(2.0))),
}.toTable(),
"ballOReach": {
"above": StateMap(state: ActionMap(goUp: rand(2.0), goDown: rand(2.0), doNothing: rand(2.0))),
"below": StateMap(state: ActionMap(goUp: rand(2.0), goDown: rand(2.0), doNothing: rand(2.0))),
"level": StateMap(state: ActionMap(goUp: rand(2.0), goDown: rand(2.0), doNothing: rand(2.0))),
}.toTable()
}.toTable()
const
DENUM_NEAR = ScreenW div 8
DENUM_CLOSE = ScreenW div 6
DENUM_WREACH = ScreenW div 4
DENUM_OREACH = ScreenW div 2
ABOVE = ScreenH div 2
BELOW = ScreenH - (ScreenH div 2)
LEVEL = ScreenH div 2
var
currStateOuter = "ballNear"
currStateInner = "above"
proc getState() =
let
distBallTop = (xi, yi)~~~>(PADDLE_PLAYER_X - PADDLE_WIDTH, paddlePlayerY)
distBallMiddle = (xi, yi)~~~>(PADDLE_PLAYER_X - PADDLE_WIDTH, paddlePlayerY + (PADDLE_HEIGHT div 2))
distBallBottom = (xi, yi)~~~>(PADDLE_PLAYER_X - PADDLE_WIDTH, paddlePlayerY + PADDLE_HEIGHT)
ballTopNear = distBallTop|DENUM_NEAR <= 1.0
ballMiddleNear = distBallMiddle|DENUM_NEAR <= 1.0
ballBottomNear = distBallBottom|DENUM_NEAR <= 1.0
ballTopClose = distBallTop|DENUM_CLOSE <= 1.0
ballMiddleClose = distBallMiddle|DENUM_CLOSE <= 1.0
ballBottomClose = distBallBottom|DENUM_CLOSE <= 1.0
ballTopWReach = distBallTop|DENUM_WREACH <= 1.0
ballMiddleWReach = distBallMiddle|DENUM_WREACH <= 1.0
ballBottomWReach = distBallBottom|DENUM_WREACH <= 1.0
ballTopOReach = distBallTop|DENUM_OREACH <= 1.0
ballMiddleOReach = distBallMiddle|DENUM_OREACH <= 1.0
ballBottomOReach = distBallBottom|DENUM_OREACH <= 1.0
if ballTopNear or ballMiddleNear or ballBottomNear:
currStateOuter = "ballNear"
elif ballTopClose or ballMiddleClose or ballBottomClose:
currStateOuter = "ballClose"
elif ballTopWReach or ballMiddleWReach or ballBottomWReach:
currStateOuter = "ballWReach"
elif ballTopOReach or ballMiddleOReach or ballBottomOReach:
currStateOuter = "ballOReach"
let
isAbove = 0 < yi and yi <= ABOVE
isBelow = yi >= BELOW and yi < ScreenH
isLevel = yi >= LEVEL - (PADDLE_HEIGHT div 2) and yi < LEVEL + (PADDLE_HEIGHT div 2)
if isAbove:
currStateInner = "above"
elif isBelow:
currStateInner = "below"
elif isLevel:
currStateInner = "level"
const
REWARD_POS = 100.0
REWARD_NEG = -100.0
LEARNING_RATE = 0.0000002
DISCOUNT_RATE = 0.02
proc getMaxReward(): float =
let currState = actionStateTable[currStateOuter][currStateInner].state
var list: seq[float] = @[currState.goDown, currState.goUp, currState.doNothing]
return max(list)
proc qUpdate(value, rew: float): float =
result = value + (LEARNING_RATE * (rew + DISCOUNT_RATE * getMaxReward() - value))
proc goUpAdd() =
var reward = qUpdate(actionStateTable[currStateOuter][currStateInner].state.goUp, REWARD_POS)
actionStateTable[currStateOuter][currStateInner].state.goUp = reward
#var rewardStr = reward.formatFloat(ffDecimal, 4)
# echo(fmt"Rewarded pos {rewardStr} to states: {currStateOuter} --- {currStateInner} for going up")
proc goDownAdd() =
var reward = qUpdate(actionStateTable[currStateOuter][currStateInner].state.goDown, REWARD_POS)
actionStateTable[currStateOuter][currStateInner].state.goDown = reward
# var rewardStr = reward.formatFloat(ffDecimal, 4)
# echo(fmt"Rewarded pos {rewardStr} to states: {currStateOuter} --- {currStateInner} for going down")
proc doNothinAdd() =
var reward = qUpdate(actionStateTable[currStateOuter][currStateInner].state.doNothing, REWARD_POS)
actionStateTable[currStateOuter][currStateInner].state.doNothing = reward
#var rewardStr = reward.formatFloat(ffDecimal, 4)
# echo(fmt"Rewarded pos {rewardStr} to states: {currStateOuter} --- {currStateInner} for doing nothing")
proc goUpASub() =
var reward = qUpdate(actionStateTable[currStateOuter][currStateInner].state.goUp, REWARD_NEG)
actionStateTable[currStateOuter][currStateInner].state.goUp = reward
# var rewardStr = reward.formatFloat(ffDecimal, 4)
# echo(fmt"Rewarded neg {rewardStr} to states: {currStateOuter} --- {currStateInner} for going up")
proc goDownSub() =
var reward = qUpdate(actionStateTable[currStateOuter][currStateInner].state.goDown, REWARD_NEG)
actionStateTable[currStateOuter][currStateInner].state.goDown = reward
# var rewardStr = reward.formatFloat(ffDecimal, 4)
# echo(fmt"Rewarded neg {rewardStr} to states: {currStateOuter} --- {currStateInner} for going down")
proc doNothinSub() =
var reward = qUpdate(actionStateTable[currStateOuter][currStateInner].state.doNothing, REWARD_NEG)
actionStateTable[currStateOuter][currStateInner].state.doNothing = reward
# var rewardStr = reward.formatFloat(ffDecimal, 4)
# echo(fmt"Rewarded neg {rewardStr} to states: {currStateOuter} --- {currStateInner} for doing nothing")
proc assertAction() =
if xi >= ScreenW div 4 or didBouncePlayer:
return
getState()
var
currState = actionStateTable[currStateOuter][currStateInner].state
args: seq[float] = @[currState.doNothing, currState.goDown, currState.goUp]
ind = 0
val = args[0]
for i, v in enumerate(args):
if v >= val:
val = v
ind = i
if ind == 0:
actionDo = possiblePlayerActions.doNothing
elif ind == 1:
actionDo = possiblePlayerActions.goDown
else:
actionDo = possiblePlayerActions.goUp
proc rewardState() =
if stateOfGameBuffer[0] != stateOfGameBuffer[1]:
if stateOfGameBuffer[1] == gameState.playerLost:
if actionDo == possiblePlayerActions.doNothing:
doNothinSub()
elif actionDo == possiblePlayerActions.goDown:
goDownSub()
elif actionDo == possiblePlayerActions.goUp:
goUpASub()
elif stateOfGameBuffer[1] == gameState.opponentLost:
if actionDo == possiblePlayerActions.doNothing:
doNothinAdd()
elif actionDo == possiblePlayerActions.goDown:
goDownAdd()
elif actionDo == possiblePlayerActions.goUp:
goUpAdd()
else:
if didBounceOpponent:
if actionDo == possiblePlayerActions.doNothing:
doNothinSub()
elif actionDo == possiblePlayerActions.goDown:
goDownSub()
elif actionDo == possiblePlayerActions.goUp:
goUpASub()
elif didBouncePlayer:
if actionDo == possiblePlayerActions.doNothing:
doNothinAdd()
elif actionDo == possiblePlayerActions.goDown:
goDownAdd()
elif actionDo == possiblePlayerActions.goUp:
goUpAdd()
var
t0 = getTime().toUnix()
t1 = getTime().toUnix()
proc saveData() =
t1 = getTime().toUnix()
if (t1 - t0) mod 120 == 0:
writeFile("action_table.json", fmt"{(%* actionStateTable)}")
# echo("Data saved")
sleep(1000)
if init(app):
while not done:
done = events(pressed)
xSpeed<->ySpeed
xi?>yi
+->opponentPaddleDir
drawBall(app)
drawMiddleLine(app)
assertAction()
controlPlayerPaddle()
drawOpponentPaddle(app)
drawPlayerPaddle(app)
calculateStateOfGame()
rewardState()
>>app
saveData()
# Shutdown
exit(app)