571 lines
26 KiB
Python
571 lines
26 KiB
Python
from core import Trainer
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import game_data as gd
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import random
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import copy
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import numpy as np
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import pickle
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import joblib
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import os
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import pandas as pd
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from sklearn.model_selection import train_test_split
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from sklearn.ensemble import RandomForestClassifier
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from sklearn.metrics import accuracy_score, classification_report, confusion_matrix
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from sklearn.model_selection import RandomizedSearchCV
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from scipy.stats import randint
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from sklearn.tree import export_graphviz
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import graphviz
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game_status = 'story'
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game_active_flag = True
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if os.path.exists('trained_model.joblib'):
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recommender_sys_avail = True
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else:
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recommender_sys_avail = False
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def recommend(player_pokemon, opponent_pokemon):
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global recommender_sys_avail
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if recommender_sys_avail:
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model = joblib.load('trained_model.joblib')
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# Prepare input data
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all_pokemon_types = list(gd.available_types)
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player_ActStats = list(player_pokemon.ActStats.values())
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player_pokemon_type = player_pokemon.types
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player_pokemon_type_encoded = [1 if t in player_pokemon_type else 0 for t in all_pokemon_types]
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opponent_ActStats = list(opponent_pokemon.ActStats.values())
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opponent_pokemon_type = opponent_pokemon.types
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opponent_pokemon_type_encoded = [1 if t in opponent_pokemon_type else 0 for t in all_pokemon_types]
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input_data = player_ActStats + player_pokemon_type_encoded + opponent_ActStats + opponent_pokemon_type_encoded
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labels = build_dataset()[:-1] # Exclude the last label which is 'battle_result'
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df_to_eval = pd.DataFrame([input_data], columns=labels)
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prediction_proba = model.predict_proba(df_to_eval)
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return prediction_proba[0][1] # Returns 1 if prediction is a win, 0 otherwise, and the probability of winning
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else:
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raise ValueError("Recommender system is not available. Play NewRandomBattle once!")
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def Battle(trainer,cpu_trainer):
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global game_status
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global game_active_flag
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print(f"You are in battle against CPU's {cpu_trainer.get_active_pokemon().name}!")
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battle_active = True
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while battle_active:
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player_battle_action_selected = False
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while not player_battle_action_selected:
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print("Type the number of one of the following actions:")
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print(f"1) Attack - [Your active Pokemon - {trainer.get_active_pokemon().name}]")
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print("2) Change pokemon")
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print("3) Use item")
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print("4) Consult the Oracle")
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print("5) Run away")
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print('6) Check status')
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try:
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action = int(input("Choose an action (1-6): ").strip())
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player_battle_action_selected = True
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except ValueError:
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print("Invalid input. Please enter a number between 1 and 6.")
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continue
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if action == 1:
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#check if the player can sustain a battle: first check the active pokemon,
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#then check the pokemons in the list
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if not trainer.active_pokemon_can_battle():
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print("Your active pokemon cannot battle!")
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if not trainer.can_battle():
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print("You have no more pokemon that can battle! You lost the battle!")
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battle_active = False
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game_status = 'pokemon_center'
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break
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else:
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print("You have other pokemon that can battle! Please change your active pokemon!")
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continue
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selected_combat_move_flag = False
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while not selected_combat_move_flag:
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active_pokemon = trainer.get_active_pokemon()
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cpu_active_pokemon = cpu_trainer.get_active_pokemon()
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print(f"Choose a move for {active_pokemon.name} to use against {cpu_active_pokemon.name}:\n", active_pokemon.get_moves())
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player_move_name = input("Choose:")
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try:
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active_pokemon.useMove(player_move_name,cpu_active_pokemon)
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selected_combat_move_flag = True
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#check if the opponent has been defeated
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if not cpu_trainer.active_pokemon_can_battle():
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print(f"{cpu_trainer.get_active_pokemon().name} has been defeated!")
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battle_active = False
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game_status = 'story'
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break
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#if the opponent has not been defeated, then its the CPU turn to play
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cpu_active_pokemon_selected_move_name = random.choice(cpu_active_pokemon.get_moves())
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print(f"CPU's {cpu_active_pokemon.name} is using {cpu_active_pokemon_selected_move_name} against your {active_pokemon.name}!")
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cpu_active_pokemon.useMove(cpu_active_pokemon_selected_move_name, active_pokemon)
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#update the player pokemon list
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trainer.update_pokemon_list(active_pokemon)
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#check if the player has been defeated
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if not trainer.active_pokemon_can_battle():
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print(f"Your {active_pokemon.name} has been defeated!")
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if not trainer.can_battle():
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print("You have no more Pokemons that can battle! You lost!")
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battle_active = False
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game_status = 'pokemon_center'
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break
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else:
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print("You have other Pokemons that can battle!")
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continue
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except ValueError as e:
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print(e)
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print("Please try again...")
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elif action == 2:
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print('='*30)
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print("Change active pokemon")
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print('-'*30)
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change_pokemon_success = False
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while not change_pokemon_success:
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try:
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print("Select the name of a pokemon in your list:")
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print(trainer.get_pokemon_list())
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chosen_new_pokemon_name = input('Choose...')
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trainer.change_active_pokemon(chosen_new_pokemon_name)
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change_pokemon_success = True
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except ValueError as e:
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print(e)
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elif action == 3:
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print("Select the item index to use:")
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trainer.print_items()
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item_selected_flag = False
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while not item_selected_flag:
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try:
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avail_items = list(trainer.items.keys())
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item_index = int(input("Choose an item index (1-2): ").strip())
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item_selected_flag = True
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is_pokeball = trainer.use_item(item_name=avail_items[item_index - 1])
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if is_pokeball:
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catch_prob = 1 - (cpu_trainer.get_active_pokemon().get_current_hp() / cpu_trainer.get_active_pokemon().baseStats['hp'])
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random_value = random.uniform(0, 1)
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if random_value < catch_prob:
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print(f"You caught {cpu_trainer.get_active_pokemon().name}!")
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trainer.add_pokemon(cpu_trainer.get_active_pokemon())
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battle_active = False
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game_status = 'story'
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else:
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print(f"{cpu_trainer.get_active_pokemon().name} escaped your pokeball!")
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except ValueError:
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print("Please enter a number between 1 and 2.")
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continue
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elif action == 4:
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global recommender_sys_avail
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if recommender_sys_avail:
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try:
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for pokemon in trainer.pokemon_list:
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win_prob = recommend(player_pokemon=pokemon, opponent_pokemon=cpu_trainer.get_active_pokemon())
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print(f"The Oracle predicts {pokemon.name} to have {win_prob:.2f} of chances to win against {cpu_trainer.get_active_pokemon().name}.")
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except ValueError as e:
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print(e)
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elif action == 5:
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runaway_prob = 0.6
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random_value = random.uniform(0, 1)
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if random_value < runaway_prob:
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print("You successfully ran away from the battle!")
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battle_active = False
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game_status = 'story'
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else:
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print("You could not run away from the battle!")
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elif action == 6:
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print('='*30)
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print("BATTLE INFO")
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print('-'*30)
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print("Your items:")
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trainer.print_items()
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print("Your pokemon list info:")
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for pokemon in trainer.pokemon_list:
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pokemon.print_pokemon_info()
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print("-"*30)
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print("CPU active pokemon info:")
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cpu_trainer.get_active_pokemon().print_pokemon_info()
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print('='*30)
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else:
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print("Invalid action. Please choose again.")
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def RandomBattle(trainer,cpu_trainer):
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#print(f"You are in battle against {cpu_trainer.name}!")
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battle_active = True
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active_pokemon = trainer.get_active_pokemon()
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cpu_active_pokemon = cpu_trainer.get_active_pokemon()
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#print(f"Your active Pokemon is {active_pokemon.name} and the CPU's active Pokemon is {cpu_active_pokemon.name}.")
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did_player_won = False
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battle_turns_num = 0
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player_hp_evolution = []
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player_selected_moves = []
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player_damage_done = []
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cpu_hp_evolution = []
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cpu_selected_moves = []
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cpu_damage_done = []
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while battle_active:
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player_move_name = random.choice(active_pokemon.get_moves())
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player_selected_moves.append(player_move_name)
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#print(f"{active_pokemon.name} selected {player_move_name} to use against {cpu_active_pokemon.name}:\n")
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try:
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player_damage_done_value = active_pokemon.useMove(player_move_name,cpu_active_pokemon,game_status='new_random_battle')
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player_damage_done.append(player_damage_done_value)
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player_hp_evolution.append(active_pokemon.get_current_hp())
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cpu_hp_evolution.append(cpu_active_pokemon.get_current_hp())
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battle_turns_num += 1
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#check if the opponent has been defeated
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if not cpu_trainer.active_pokemon_can_battle():
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#print(f"{cpu_trainer.get_active_pokemon().name} has been defeated! You win!")
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did_player_won = True
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battle_active = False
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break
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#if the opponent has not been defeated, then its the CPU turn to play
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cpu_active_pokemon_selected_move_name = random.choice(cpu_active_pokemon.get_moves())
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#print(f"CPU's {cpu_active_pokemon.name} is using {cpu_active_pokemon_selected_move_name} against your {active_pokemon.name}!")
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cpu_selected_moves.append(cpu_active_pokemon_selected_move_name)
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cpu_damage_done_value = cpu_active_pokemon.useMove(cpu_active_pokemon_selected_move_name, active_pokemon,game_status='new_random_battle')
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cpu_damage_done.append(cpu_damage_done_value)
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player_hp_evolution.append(active_pokemon.get_current_hp())
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cpu_hp_evolution.append(cpu_active_pokemon.get_current_hp())
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battle_turns_num += 1
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#update the player pokemon list
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trainer.update_pokemon_list(active_pokemon)
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#check if the player has been defeated
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if not trainer.active_pokemon_can_battle():
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#print(f"Your {active_pokemon.name} has been defeated!")
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if not trainer.can_battle():
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#print("You have no more Pokemons that can battle! You lose!")
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did_player_won=False
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battle_active = False
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break
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else:
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#print("You have other Pokemons that can battle!")
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continue
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except ValueError as e:
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print(e)
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#manage those cases for which the player wins in the first turn and the cpu does not play any turn
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if len(player_damage_done) == 0:
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player_damage_done = [0]
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if len(cpu_damage_done) == 0:
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cpu_damage_done = [0]
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player_avg_damage_done = np.mean(player_damage_done) #average damage done per turn
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cpu_avg_damage_done = np.mean(cpu_damage_done) #average damage done per turn
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player_residual_hp_percent = trainer.get_active_pokemon().get_current_hp_percent()
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player_history = {'player_hp_evolution':player_hp_evolution,
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'player_selected_moves':player_selected_moves,
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'player_damage_done':player_damage_done,
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'player_avg_damage_done':player_avg_damage_done
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}
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cpu_history = {'cpu_hp_evolution':cpu_hp_evolution,
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'cpu_selected_moves':cpu_selected_moves,
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'cpu_damage_done':cpu_damage_done,
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'cpu_avg_damage_done':cpu_avg_damage_done
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}
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turn_history = {'player_history':player_history,
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'cpu_history':cpu_history
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}
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battle_results = {
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'player_pokemon':trainer.get_active_pokemon(),
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'encountered_pokemon':cpu_trainer.get_active_pokemon(),
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'result':did_player_won,
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'battle_turns_num':battle_turns_num,
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'player_residual_hp_percent':player_residual_hp_percent,
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'turn_history':turn_history
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}
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return battle_results
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def build_dataset():
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#if the dataset.csv file does not exist, then build, otherwise load it
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all_pokemon_types = list(gd.available_types)
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player_ActStats_labels = ["player_hp", "player_attack", "player_defense", "player_speed", "player_special"]
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player_type_label = ['player_type_' + t for t in all_pokemon_types]
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opponent_ActStats_labels = ["opponent_hp", "opponent_attack", "opponent_defense", "opponent_speed", "opponent_special"]
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opponent_type_label = ['opponent_type_' + t for t in all_pokemon_types]
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#define a padas dataframe to store the dataset
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dataset_column_labels = player_ActStats_labels + player_type_label + opponent_ActStats_labels + opponent_type_label + ['battle_result']
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dataset = pd.DataFrame(columns=dataset_column_labels)
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files_to_analyze = os.listdir('results/')
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dataset_row = []
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for file_name in files_to_analyze:
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pickle_in = open(f"results/{file_name}",'rb')
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all_battle_results = pickle.load(pickle_in)
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pickle_in.close()
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for battle_result in all_battle_results:
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player_pokemon_ActStats = list(battle_result['player_pokemon'].ActStats.values())
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player_pokemon_type = battle_result['player_pokemon'].types
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player_pokemon_type_encoded = [1 if t in player_pokemon_type else 0 for t in all_pokemon_types]
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opponent_pokemon = list(battle_result['encountered_pokemon'].ActStats.values())
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opponent_pokemon_type = battle_result['encountered_pokemon'].types
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opponent_pokemon_type_encoded = [1 if t in opponent_pokemon_type else 0 for t in all_pokemon_types]
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battle_result_integer = 1 if battle_result['result'] else 0
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dataset_row = player_pokemon_ActStats + player_pokemon_type_encoded + opponent_pokemon + opponent_pokemon_type_encoded + [battle_result_integer]
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#append the row to the dataset
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dataset.loc[len(dataset)] = dataset_row
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#save the dataset to a csv file
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dataset.to_csv('dataset.csv', index=False)
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return dataset_column_labels
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def train_model(dataset_column_labels):
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dataset_labels = dataset_column_labels[:-1]
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# Load the dataset
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dataset = pd.read_csv('dataset.csv')
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# Split the dataset into features and target variable
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X = dataset.drop('battle_result', axis=1)
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y = dataset['battle_result']
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# Split the data into training and testing sets
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X_train, X_test, y_train, y_test = train_test_split(X, y, test_size=0.2, random_state=42)
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# Create a Random Forest Classifier
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model = RandomForestClassifier()
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param_dist = {
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'n_estimators': randint(50, 500),
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'max_depth': randint(1, 20),
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}
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rand_search = RandomizedSearchCV(model,
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param_distributions=param_dist,
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n_iter=5, cv=5).fit(X_train, y_train)
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# Train the model
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best_model = rand_search.best_estimator_
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print(f"Best parameters found: {rand_search.best_params_}")
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# Make predictions on the test set
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y_pred = best_model.predict(X_test)
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# Evaluate the model
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accuracy = accuracy_score(y_test, y_pred)
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print(f"Model Accuracy: {accuracy:.2f}")
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print("Classification Report:")
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print(classification_report(y_test, y_pred))
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print("Confusion Matrix:")
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print(confusion_matrix(y_test, y_pred))
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# Visualize the first three estimators
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for i in range(3):
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tree = best_model.estimators_[i]
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dot_data = export_graphviz(tree,
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feature_names=dataset_labels,
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filled = True,
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max_depth = 2,
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impurity = False,
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proportion = True)
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graph = graphviz.Source(dot_data)
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graph.render(outfile=f"plots/tree_{i}.pdf", format='pdf')
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# Save the trained model
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joblib.dump(best_model, 'trained_model.joblib')
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def MainRandomBattle(starter_choice,Nbattles):
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try:
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starter_name = starter_choice
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trainer = Trainer(name='trainer', starter_name=starter_name)
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#print(f"{trainer.name} has chosen {trainer.starter} as their starter Pokemon!")
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#print("Adding potions and pokeballs to your inventory...")
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trainer.items = {"potions": 10, "pokeball": 10}
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#print("Your character is ready!")
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#print(f"Welcome {trainer.name}! Your adventure begins now!")
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except ValueError as e:
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print(e)
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print("Something went wrong!")
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game_active_flag = True
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while game_active_flag:
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all_battle_results = []
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for i in range(0,Nbattles):
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#print("You entered the Random Battle mode")
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#print("Battle #",i)
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cpu_trainer = Trainer(name='CPU',starter_name=gd.pokemons_df.index[random.randint(0,len(gd.pokemons_df.index)-1)],is_CPU=True)
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battle_results = RandomBattle(trainer,cpu_trainer)
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all_battle_results.append(battle_results)
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heal_flag = 'yes'
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if heal_flag == 'yes':
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for pokemon in trainer.pokemon_list:
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pokemon.curr_hp = pokemon.baseStats['hp']
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#print("All your Pokemon have been healed!")
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game_active_flag = False
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#save all battle results
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return all_battle_results
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def Main():
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global game_status
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global game_active_flag
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player_created_flag = False
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while not player_created_flag:
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try:
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trainer_name = input("Enter your trainer name: ")
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print("Available starter Pokemon: ", gd.available_starter_names)
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starter_name = input("Choose your starter Pokemon: ")
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trainer = Trainer(name=trainer_name, starter_name=starter_name)
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print(f"{trainer.name} has chosen {trainer.starter} as their starter Pokemon!")
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print("Adding potions and pokeballs to your inventory...")
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trainer.items = {"potions": 10, "pokeball": 10}
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print("Your character is ready!")
|
|
#trainer.print_trainer_info()
|
|
player_created_flag = True
|
|
print(f"Welcome {trainer.name}! Your adventure begins now!")
|
|
except ValueError as e:
|
|
print(e)
|
|
print("Please try again...")
|
|
continue
|
|
|
|
while game_active_flag:
|
|
if game_status == 'story':
|
|
print("Type the number of one of the following actions:")
|
|
print("1) Explore ")
|
|
print("2) Pokemon Center")
|
|
print("3) Pokemon Store")
|
|
print("4) Show trainer data")
|
|
print("5) NewRandomBattle")
|
|
print("6) Exit")
|
|
|
|
try:
|
|
action = int(input("Choose an action (1-6): ").strip())
|
|
except ValueError:
|
|
print("Invalid input. Please enter a number between 1 and 6.")
|
|
continue
|
|
if action == 1:
|
|
game_status = 'explore'
|
|
elif action == 2:
|
|
game_status = 'pokemon_center'
|
|
elif action == 3:
|
|
game_status = 'pokemon_store'
|
|
elif action == 4:
|
|
print("Showing trainer data:")
|
|
trainer.print_trainer_info()
|
|
elif action == 5:
|
|
confirm=input("Are you sure you want to start a new random battle? This will generate data and train the model. Type 'yes' to continue: ")
|
|
if confirm.lower() == 'yes':
|
|
print("Starting a new random battle!")
|
|
game_status = 'new_random_battle'
|
|
else:
|
|
print("Cancelled starting a new random battle.")
|
|
elif action == 6:
|
|
print("Exiting the game. Goodbye!")
|
|
game_active_flag = False
|
|
else:
|
|
print("Invalid action. Please choose again.")
|
|
|
|
elif game_status == 'explore':
|
|
print("You are exploring")
|
|
battle_prob = random.uniform(0, 1)
|
|
#print(f"Battle probability: {battle_prob:.2f}")
|
|
if battle_prob < 0.8:
|
|
cpu_trainer = Trainer(name='CPU',starter_name=gd.pokemons_df.index[random.randint(0,len(gd.pokemons_df.index)-1)],is_CPU=True)
|
|
print(f"A wild {cpu_trainer.get_active_pokemon().name} appeared!")
|
|
|
|
#print(cpu_trainer.get_active_pokemon().print_pokemon_info())
|
|
game_status = 'battle'
|
|
#before entering the battle, we predict the win probability of
|
|
#each of the player's pokemon against the opponent's pokemon
|
|
try:
|
|
win_probs = []
|
|
for pokemon in trainer.pokemon_list:
|
|
win_prob = recommend(player_pokemon=pokemon, opponent_pokemon=cpu_trainer.get_active_pokemon())
|
|
win_probs.append(win_prob)
|
|
print(f"The Oracle predicts {pokemon.name} to have {win_prob:.2f} of chances to win.")
|
|
#if all the win probabilities are below 0.5, we suggest the player to run away
|
|
if all(prob < 0.5 for prob in win_probs):
|
|
print("The Oracle suggests to RUN AWAY!")
|
|
else:
|
|
if len(win_probs) > 1:
|
|
#find the pokemon with the highest win probability
|
|
best_pokemon_index = win_probs.index(max(win_probs))
|
|
best_pokemon = trainer.pokemon_list[best_pokemon_index]
|
|
print(f"The Oracle suggests to use {best_pokemon.name}!")
|
|
else:
|
|
continue
|
|
except ValueError as e:
|
|
print("HINT: Unlock access to the Oracle by playing NewRandomBattle!")
|
|
|
|
Battle(trainer,cpu_trainer)
|
|
else:
|
|
print('-'*30)
|
|
print("No wild Pokemon appeared.")
|
|
game_status = 'story'
|
|
|
|
elif game_status == 'pokemon_center':
|
|
print("You are at the Pokemon Center. You can heal your Pokemon here.")
|
|
heal_flag = input("Type 'yes' to heal your Pokemons or any other key to exit: ").strip().lower()
|
|
if heal_flag == 'yes':
|
|
for pokemon in trainer.pokemon_list:
|
|
pokemon.curr_hp = pokemon.baseStats['hp']
|
|
for move in pokemon.moves_dict.keys():
|
|
pokemon.moves_dict[move]['pp'] = copy.deepcopy(gd.available_moves_df.loc[move]['pp'])
|
|
print("All your Pokemon have been healed!")
|
|
game_status = 'story'
|
|
else:
|
|
print("You exited the Pokemon Center.")
|
|
game_status = 'story'
|
|
# Add Pokemon Center logic here
|
|
|
|
elif game_status == 'pokemon_store':
|
|
print("You are in the Pokemon Store. You can buy items here.")
|
|
restore_items_flag = input("Type 'yes' to restore your items: ").strip().lower()
|
|
if restore_items_flag == 'yes':
|
|
trainer.items = {"potions": 10, "pokeball": 10}
|
|
print("Your items have been restored!")
|
|
game_status = 'story'
|
|
else:
|
|
print("You exited the Pokemon Store.")
|
|
game_status = 'story'
|
|
|
|
elif game_status == 'new_random_battle':
|
|
Ngames = 1000
|
|
Nbattles = 500
|
|
print("Generating data...")
|
|
for i in range(Ngames):
|
|
starter_choice = gd.pokemons_df.index[random.randint(0,len(gd.pokemons_df.index)-1)]
|
|
#print(f"Generating data for {starter_choice}, game {i}...")
|
|
results = MainRandomBattle(starter_choice=starter_choice, Nbattles=Nbattles)
|
|
pickle_out = open(f"results/{starter_choice}_game_{i}_{Nbattles}_battles.pickle",'wb')
|
|
pickle.dump(results,pickle_out)
|
|
pickle_out.close()
|
|
|
|
print("Generating dataset")
|
|
dataset_column_labels = build_dataset()
|
|
print("Training model")
|
|
try:
|
|
train_model(dataset_column_labels)
|
|
print("Model has been trained! Ending NewRandomBattle")
|
|
global recommender_sys_avail
|
|
recommender_sys_avail = True
|
|
except Exception as e:
|
|
print(f"An error occurred during model training: {e}")
|
|
print("Ending NewRandomBattle without training the model.")
|
|
game_status = 'story'
|
|
|
|
else:
|
|
print("Unknown game status. Try again.")
|
|
|
|
if __name__ == "__main__":
|
|
if not os.path.exists('results'):
|
|
os.makedirs('results')
|
|
|
|
Main() |