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app.py
CHANGED
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@@ -27,7 +27,10 @@ SIMULATION_FPS = 120 # Fixed simulation FPS, matching training
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RENDER_FPS = 30
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DT = 1.0 / SIMULATION_FPS # Fixed time step
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DT_DISPLAY = 1/RENDER_FPS
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DIFFICULTY =
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class AdaptiveFrameQueue:
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def __init__(self, maxsize=3):
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@@ -87,7 +90,8 @@ def point_to_line_distance(point, line_p0, line_p1):
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class TrainingEnvironment:
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def __init__(self, action_space=8):
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self.action_space = action_space
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self.
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# Initialize a dummy display for headless operation
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try:
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@@ -124,7 +128,16 @@ class TrainingEnvironment:
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self.last_ray_update_time = 0
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self.reset()
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def generate_new_map(self):
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start_pos, start_dir = self.map_generator.update()
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self.start_pos = pygame.math.Vector2(start_pos)
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self.start_dir = pygame.math.Vector2(start_dir).normalize()
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@@ -150,7 +163,8 @@ class TrainingEnvironment:
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self.last_action = 0
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def reset(self):
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self.generate_new_map()
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self.reset_car()
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@@ -401,11 +415,12 @@ class TrainingEnvironment:
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def optimized_game_loop():
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"""Ultra-optimized game loop with 120 FPS simulation and 30 FPS rendering"""
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try:
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# Initialize without display
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screen = pygame.Surface((SCREEN_WIDTH, SCREEN_HEIGHT))
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agent = PPOAgent(state_size, ACTION_SPACE)
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# Check if model file exists before loading
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@@ -440,15 +455,15 @@ def optimized_game_loop():
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simulation_start = time.perf_counter()
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# Game logic
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state =
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action, _ = agent.select_action(state)
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action_int = int(action)
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reward, collision, all_goals_completed =
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if collision or all_goals_completed:
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last_simulation_time = current_time
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simulation_counter += 1
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@@ -465,16 +480,16 @@ def optimized_game_loop():
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screen.fill((255, 255, 255))
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# Draw environment components
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# Optimized ray drawing - draw to separate surface first
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ray_surface.fill((0, 0, 0, 0)) # Clear with transparency
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for i, (angle, offset) in enumerate(zip([-60, -30, -15, 0, 15, 30, 60], [14, 22, 27, 26, 27, 22, 14])):
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if i < len(
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ray_dir =
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origin =
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end_point =
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pygame.draw.line(ray_surface, (255, 255, 0),
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(int(origin.x), int(origin.y)),
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(int(end_point.x), int(end_point.y)), 2)
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@@ -537,9 +552,16 @@ css = """#game-image {
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}"""
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def update_difficulty(input_diff_lvl):
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DIFFICULTY = input_diff_lvl
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def execute_interference():
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game_thread = threading.Thread(target=optimized_game_loop)
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@@ -550,7 +572,14 @@ def execute_interference():
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with gr.Column():
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img = gr.Image(type="pil", label="Game Stream", elem_id="game-image", scale=1, min_width=0)
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difficulty_slider = gr.Slider(minimum=1, maximum=2, step=1, value=2, label="Difficulty Level")
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timer = gr.Timer(value=DT_DISPLAY) # ~30 FPS
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timer.tick(fn=get_frame_for_gradio, inputs=None, outputs=img)
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RENDER_FPS = 30
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DT = 1.0 / SIMULATION_FPS # Fixed time step
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DT_DISPLAY = 1/RENDER_FPS
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DIFFICULTY = 2
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# Global variable to store the training environment instance
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training_env = None
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class AdaptiveFrameQueue:
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def __init__(self, maxsize=3):
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class TrainingEnvironment:
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def __init__(self, action_space=8):
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self.action_space = action_space
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self.current_difficulty = DIFFICULTY # Store current difficulty
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self.map_generator = MapGenerator(SCREEN_WIDTH, SCREEN_HEIGHT, self.current_difficulty, 18)
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# Initialize a dummy display for headless operation
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try:
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self.last_ray_update_time = 0
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self.reset()
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def update_difficulty(self, new_difficulty):
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"""Update difficulty and regenerate map if needed"""
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if self.current_difficulty != new_difficulty:
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self.current_difficulty = new_difficulty
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self.map_generator.difficulty = new_difficulty
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print(f"Environment difficulty updated to: {new_difficulty}")
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def generate_new_map(self):
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# Update difficulty before generating new map
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self.map_generator.difficulty = self.current_difficulty
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start_pos, start_dir = self.map_generator.update()
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self.start_pos = pygame.math.Vector2(start_pos)
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self.start_dir = pygame.math.Vector2(start_dir).normalize()
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self.last_action = 0
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def reset(self):
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# Use current difficulty instead of hardcoding
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self.map_generator.difficulty = self.current_difficulty
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self.generate_new_map()
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self.reset_car()
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def optimized_game_loop():
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"""Ultra-optimized game loop with 120 FPS simulation and 30 FPS rendering"""
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global training_env
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try:
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# Initialize without display
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screen = pygame.Surface((SCREEN_WIDTH, SCREEN_HEIGHT))
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training_env = TrainingEnvironment(ACTION_SPACE) # Store globally
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training_env.reset()
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agent = PPOAgent(state_size, ACTION_SPACE)
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# Check if model file exists before loading
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simulation_start = time.perf_counter()
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# Game logic
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state = training_env.get_state()
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action, _ = agent.select_action(state)
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action_int = int(action)
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training_env.execute_action_dispatch(action_int, simulation_dt)
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reward, collision, all_goals_completed = training_env.calculate_reward()
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if collision or all_goals_completed:
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training_env.reset()
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last_simulation_time = current_time
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simulation_counter += 1
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screen.fill((255, 255, 255))
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# Draw environment components
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training_env.map_generator.draw(screen)
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training_env.car.draw(screen)
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# Optimized ray drawing - draw to separate surface first
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ray_surface.fill((0, 0, 0, 0)) # Clear with transparency
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for i, (angle, offset) in enumerate(zip([-60, -30, -15, 0, 15, 30, 60], [14, 22, 27, 26, 27, 22, 14])):
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if i < len(training_env.rays.last_collisions):
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ray_dir = training_env.car.direction.rotate(angle).normalize()
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origin = training_env.car.pos + ray_dir * offset
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end_point = training_env.rays.last_collisions[i]
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pygame.draw.line(ray_surface, (255, 255, 0),
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(int(origin.x), int(origin.y)),
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(int(end_point.x), int(end_point.y)), 2)
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}"""
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def update_difficulty(input_diff_lvl):
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"""Updated difficulty function that communicates with the running environment"""
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global DIFFICULTY, training_env
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DIFFICULTY = input_diff_lvl
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# Update the running environment's difficulty
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if training_env is not None:
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training_env.update_difficulty(input_diff_lvl)
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print(f"Difficulty updated to: {input_diff_lvl}")
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return f"Difficulty set to: {input_diff_lvl} (will apply on next track)"
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def execute_interference():
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game_thread = threading.Thread(target=optimized_game_loop)
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with gr.Column():
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img = gr.Image(type="pil", label="Game Stream", elem_id="game-image", scale=1, min_width=0)
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difficulty_slider = gr.Slider(minimum=1, maximum=2, step=1, value=2, label="Difficulty Level")
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difficulty_output = gr.Textbox(label="Status", interactive=False)
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# Connect the slider to the update function with output
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difficulty_slider.change(
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fn=update_difficulty,
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inputs=difficulty_slider,
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outputs=difficulty_output
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)
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timer = gr.Timer(value=DT_DISPLAY) # ~30 FPS
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timer.tick(fn=get_frame_for_gradio, inputs=None, outputs=img)
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