cnn #28
@ -51,7 +51,7 @@ def graphsearch(initial_state: State, map, goal_list, fringe: List[Node] = None,
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explored_states = set()
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fringe_states = set()
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# root Node
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# train Node
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fringe.append(Node(initial_state))
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fringe_states.add((initial_state.row, initial_state.column, initial_state.direction))
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@ -71,7 +71,7 @@ def graphsearch(initial_state: State, map, goal_list, fringe: List[Node] = None,
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parent = element.parent
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while parent is not None:
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# root's action will be None, don't add it
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# train's action will be None, don't add it
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if parent.action is not None:
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actions_sequence.append(parent.action)
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parent = parent.parent
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BIN
algorithms/neural_network/data/test/grass/grass1.png
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After Width: | Height: | Size: 814 B |
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algorithms/neural_network/data/test/grass/grass2.png
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After Width: | Height: | Size: 820 B |
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algorithms/neural_network/data/test/grass/grass3.png
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After Width: | Height: | Size: 789 B |
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algorithms/neural_network/data/test/grass/grass4.png
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After Width: | Height: | Size: 1.0 KiB |
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algorithms/neural_network/data/test/sand/sand.png
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After Width: | Height: | Size: 760 B |
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algorithms/neural_network/data/test/tree/grass_with_tree.jpg
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After Width: | Height: | Size: 2.2 KiB |
BIN
algorithms/neural_network/data/test/water/water.png
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After Width: | Height: | Size: 725 B |
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{}
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{}
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48
algorithms/neural_network/neural_network.py
Normal file
@ -0,0 +1,48 @@
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import torch
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import pytorch_lightning as pl
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import torch.nn as nn
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from torch.optim import SGD, Adam, lr_scheduler
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import torch.nn.functional as F
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from torch.utils.data import DataLoader
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from watersandtreegrass import WaterSandTreeGrass
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from common.constants import DEVICE, BATCH_SIZE, NUM_EPOCHS, LEARNING_RATE, SETUP_PHOTOS, ID_TO_CLASS
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class NeuralNetwork(pl.LightningModule):
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def __init__(self, numChannels=3, batch_size=BATCH_SIZE, learning_rate=LEARNING_RATE, num_classes=4):
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super().__init__()
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self.layer = nn.Sequential(
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nn.Linear(36*36*3, 300),
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nn.ReLU(),
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nn.Linear(300, 4),
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nn.LogSoftmax(dim=-1)
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)
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self.batch_size = batch_size
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self.learning_rate = learning_rate
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def forward(self, x):
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x = x.reshape(x.shape[0], -1)
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x = self.layer(x)
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return x
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def configure_optimizers(self):
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optimizer = SGD(self.parameters(), lr=self.learning_rate)
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return optimizer
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def training_step(self, batch, batch_idx):
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x, y = batch
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scores = self(x)
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loss = F.nll_loss(scores, y)
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return loss
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def validation_step(self, batch, batch_idx):
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x, y = batch
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scores = self(x)
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val_loss = F.nll_loss(scores, y)
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self.log("val_loss", val_loss, on_step=True, on_epoch=True, sync_dist=True)
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def test_step(self, batch, batch_idx):
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x, y = batch
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scores = self(x)
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test_loss = F.nll_loss(scores, y)
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self.log("test_loss", test_loss, on_step=True, on_epoch=True, sync_dist=True)
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125
algorithms/neural_network/neural_network_interface.py
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@ -0,0 +1,125 @@
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import torch
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import common.helpers
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from common.constants import DEVICE, BATCH_SIZE, NUM_EPOCHS, LEARNING_RATE, SETUP_PHOTOS, ID_TO_CLASS
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from watersandtreegrass import WaterSandTreeGrass
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from torch.utils.data import DataLoader
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from neural_network import NeuralNetwork
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from torchvision.io import read_image, ImageReadMode
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import torch.nn as nn
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from torch.optim import Adam
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import matplotlib.pyplot as plt
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import pytorch_lightning as pl
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from pytorch_lightning.callbacks import EarlyStopping
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def train(model):
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model = model.to(DEVICE)
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model.train()
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trainset = WaterSandTreeGrass('./data/train_csv_file.csv', transform=SETUP_PHOTOS)
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testset = WaterSandTreeGrass('./data/test_csv_file.csv', transform=SETUP_PHOTOS)
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train_loader = DataLoader(trainset, batch_size=BATCH_SIZE, shuffle=True)
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test_loader = DataLoader(testset, batch_size=BATCH_SIZE, shuffle=True)
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criterion = nn.CrossEntropyLoss()
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optimizer = Adam(model.parameters(), lr=LEARNING_RATE)
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for epoch in range(NUM_EPOCHS):
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for batch_idx, (data, targets) in enumerate(train_loader):
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data = data.to(device=DEVICE)
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targets = targets.to(device=DEVICE)
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scores = model(data)
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loss = criterion(scores, targets)
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optimizer.zero_grad()
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loss.backward()
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optimizer.step()
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if batch_idx % 4 == 0:
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print("epoch: %d loss: %.4f" % (epoch, loss.item()))
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print("FINISHED TRAINING!")
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torch.save(model.state_dict(), "./learnednetwork.pth")
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print("Checking accuracy for the train set.")
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check_accuracy(train_loader)
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print("Checking accuracy for the test set.")
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check_accuracy(test_loader)
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print("Checking accuracy for the tiles.")
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check_accuracy_tiles()
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def check_accuracy_tiles():
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answer = 0
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for i in range(100):
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if what_is_it('../../resources/textures/grass_with_tree.jpg') == 'tree':
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answer = answer + 1
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print("Accuracy(%) grass_with_tree.jpg", answer)
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answer = 0
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for i in range(100):
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if what_is_it('../../resources/textures/grass2.png') == 'grass':
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answer = answer + 1
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print("Accuracy(%) grass2.png", answer)
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answer = 0
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for i in range(100):
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if what_is_it('../../resources/textures/grass3.png') == 'grass':
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answer = answer + 1
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print("Accuracy(%) grass3.png", answer)
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answer = 0
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for i in range(100):
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if what_is_it('../../resources/textures/grass4.png') == 'grass':
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answer = answer + 1
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print("Accuracy(%) grass4.png", answer)
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answer = 0
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for i in range(100):
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if what_is_it('../../resources/textures/grass1.png') == 'grass':
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answer = answer + 1
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print("Accuracy(%) grass1.png", answer)
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answer = 0
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for i in range(100):
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if what_is_it('../../resources/textures/water.png') == 'water':
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answer = answer + 1
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print("Accuracy(%) water.png", answer)
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answer = 0
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for i in range(100):
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if what_is_it('../../resources/textures/sand.png') == 'sand':
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answer = answer + 1
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print("Accuracy(%) sand.png", answer)
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def what_is_it(img_path, show_img=False):
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image = read_image(img_path, mode=ImageReadMode.RGB)
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if show_img:
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plt.imshow(plt.imread(img_path))
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plt.show()
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image = SETUP_PHOTOS(image).unsqueeze(0)
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model = NeuralNetwork.load_from_checkpoint('./lightning_logs/version_3/checkpoints/epoch=8-step=810.ckpt')
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with torch.no_grad():
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model.eval()
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idx = int(model(image).argmax(dim=1))
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return ID_TO_CLASS[idx]
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CNN = NeuralNetwork()
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trainer = pl.Trainer(accelerator='gpu', devices=1, auto_scale_batch_size=True, callbacks=[EarlyStopping('val_loss')], max_epochs=NUM_EPOCHS)
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#trainer = pl.Trainer(accelerator='gpu', devices=1, auto_lr_find=True, max_epochs=NUM_EPOCHS)
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trainset = WaterSandTreeGrass('./data/train_csv_file.csv', transform=SETUP_PHOTOS)
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testset = WaterSandTreeGrass('./data/test_csv_file.csv', transform=SETUP_PHOTOS)
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train_loader = DataLoader(trainset, batch_size=BATCH_SIZE, shuffle=True)
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test_loader = DataLoader(testset, batch_size=BATCH_SIZE)
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#trainer.fit(CNN, train_loader, test_loader)
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#trainer.tune(CNN, train_loader, test_loader)
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check_accuracy_tiles()
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print(what_is_it('../../resources/textures/sand.png', True))
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25
algorithms/neural_network/watersandtreegrass.py
Normal file
@ -0,0 +1,25 @@
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import torch
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from torch.utils.data import Dataset
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import pandas as pd
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from torchvision.io import read_image, ImageReadMode
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from common.helpers import createCSV
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class WaterSandTreeGrass(Dataset):
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def __init__(self, annotations_file, transform=None):
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createCSV()
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self.img_labels = pd.read_csv(annotations_file)
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self.transform = transform
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def __len__(self):
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return len(self.img_labels)
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def __getitem__(self, idx):
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image = read_image(self.img_labels.iloc[idx, 0], mode=ImageReadMode.RGB)
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label = torch.tensor(int(self.img_labels.iloc[idx, 1]))
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if self.transform:
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image = self.transform(image)
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return image, label
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@ -1,4 +1,6 @@
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from enum import Enum
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import torchvision.transforms as transforms
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import torch
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GAME_TITLE = 'WMICraft'
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WINDOW_HEIGHT = 800
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@ -63,12 +65,34 @@ ACTION = {
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"go": 0,
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}
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LEFT = 'LEFT'
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RIGHT = 'RIGHT'
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UP = 'UP'
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DOWN = 'DOWN'
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# HEALTH_BAR
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BAR_ANIMATION_SPEED = 1
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BAR_WIDTH_MULTIPLIER = 0.9 # (0;1>
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BAR_HEIGHT_MULTIPLIER = 0.1
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LEFT = 'LEFT'
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RIGHT = 'RIGHT'
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UP = 'UP'
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DOWN = 'DOWN'
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#NEURAL_NETWORK
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LEARNING_RATE = 0.13182567385564073
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BATCH_SIZE = 64
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NUM_EPOCHS = 50
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DEVICE = torch.device('cuda') if torch.cuda.is_available() else torch.device('cpu')
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print("Using ", DEVICE)
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CLASSES = ['grass', 'sand', 'tree', 'water']
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SETUP_PHOTOS = transforms.Compose([
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transforms.Resize(36),
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transforms.CenterCrop(36),
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transforms.ToPILImage(),
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transforms.ToTensor(),
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transforms.Normalize([0.5, 0.5, 0.5], [0.5, 0.5, 0.5])
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])
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ID_TO_CLASS = {i: j for i, j in enumerate(CLASSES)}
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CLASS_TO_ID = {value: key for key, value in ID_TO_CLASS.items()}
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@ -1,6 +1,9 @@
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from typing import Tuple, List
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import pygame
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from common.constants import GRID_CELL_PADDING, GRID_CELL_SIZE, COLUMNS, ROWS, CLASSES, CLASS_TO_ID
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import csv
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import os
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from common.constants import GRID_CELL_PADDING, GRID_CELL_SIZE
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from common.constants import ROWS, COLUMNS, LEFT, RIGHT, UP, DOWN
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@ -24,6 +27,44 @@ def draw_text(text, color, surface, x, y, text_size=30, is_bold=False):
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surface.blit(textobj, textrect)
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def createCSV():
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train_data_path = './data/train'
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test_data_path = './data/test'
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if os.path.exists(train_data_path):
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train_csvfile = open('./data/train_csv_file.csv', 'w', newline="")
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writer = csv.writer(train_csvfile)
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writer.writerow(["filepath", "type"])
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for class_name in CLASSES:
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class_dir = train_data_path + "/" + class_name
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for filename in os.listdir(class_dir):
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f = os.path.join(class_dir, filename)
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if os.path.isfile(f):
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writer.writerow([f, CLASS_TO_ID[class_name]])
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train_csvfile.close()
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else:
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print("Brak plików do uczenia")
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if os.path.exists(test_data_path):
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test_csvfile = open('./data/test_csv_file.csv', 'w', newline="")
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writer = csv.writer(test_csvfile)
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writer.writerow(["filepath", "type"])
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for class_name in CLASSES:
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class_dir = test_data_path + "/" + class_name
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for filename in os.listdir(class_dir):
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f = os.path.join(class_dir, filename)
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if os.path.isfile(f):
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writer.writerow([f, CLASS_TO_ID[class_name]])
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test_csvfile.close()
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else:
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print("Brak plików do testowania")
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def print_numbers():
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display_surface = pygame.display.get_surface()
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font = pygame.font.SysFont('Arial', 16)
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@ -46,7 +46,7 @@ class HealthBar:
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def heal(self, amount):
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if self.current_hp + amount < self.max_hp:
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self.current_hp += amount
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elif self.current_hp + amount > self.max_hp:
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elif self.current_hp + amount >= self.max_hp:
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self.current_hp = self.max_hp
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def show(self):
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@ -155,19 +155,6 @@ class Level:
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self.logs.enqueue_log(f'AI {current_knight.team}: Ruch w lewo.')
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self.map[knight_pos_y][knight_pos_x - 1] = current_knight.team_alias()
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def update_health_bars(self):
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for knight in self.list_knights_blue:
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knight.health_bar.update()
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for knight in self.list_knights_red:
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knight.health_bar.update()
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for monster in self.list_monsters:
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monster.health_bar.update()
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for castle in self.list_castles:
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castle.health_bar.update()
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def update(self):
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bg_width = (GRID_CELL_PADDING + GRID_CELL_SIZE) * COLUMNS + BORDER_WIDTH
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bg_height = (GRID_CELL_PADDING + GRID_CELL_SIZE) * ROWS + BORDER_WIDTH
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@ -175,4 +162,4 @@ class Level:
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# update and draw the game
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self.sprites.draw(self.screen)
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self.update_health_bars() # has to be called last
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self.sprites.update()
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|
@ -18,3 +18,6 @@ class Castle(pygame.sprite.Sprite):
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self.max_hp = 80
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self.current_hp = random.randint(1, self.max_hp)
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self.health_bar = HealthBar(screen, self.rect, current_hp=self.current_hp, max_hp=self.max_hp, calculate_xy=True, calculate_size=True)
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def update(self):
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self.health_bar.update()
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|
@ -43,6 +43,9 @@ class Knight(pygame.sprite.Sprite):
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self.direction = self.direction.left()
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self.image = self.states[self.direction.value]
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def update(self):
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self.health_bar.update()
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def rotate_right(self):
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self.direction = self.direction.right()
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self.image = self.states[self.direction.value]
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|
@ -43,3 +43,6 @@ class Monster(pygame.sprite.Sprite):
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self.max_hp = 7
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self.attack = 2
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self.points = 2
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def update(self):
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self.health_bar.update()
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|