Welcome to part 15 of the AI in StarCraft II series with Python, where we will be building out our new choices for our AI to take.
To begin, inside our __init__ method, we will add:
self.choices = {0: self.build_scout,
1: self.build_zealot,
2: self.build_gateway,
3: self.build_voidray,
4: self.build_stalker,
5: self.build_worker,
6: self.build_assimilator,
7: self.build_stargate,
8: self.build_pylon,
9: self.defend_nexus,
10: self.attack_known_enemy_unit,
11: self.attack_known_enemy_structure,
12: self.expand,
13: self.do_nothing,
}
Next, we'll modify our on_step:
async def on_step(self, iteration):
self.time = (self.state.game_loop/22.4) / 60
#print('Time:',self.time)
await self.distribute_workers()
await self.scout()
await self.intel()
await self.do_something()
Now we need to build that self.do_something() method:
async def do_something(self):
if self.time > self.do_something_after:
if self.use_model:
prediction = self.model.predict([self.flipped.reshape([-1, 176, 200, 3])])
choice = np.argmax(prediction[0])
else:
choice = random.randrange(0, 14)
try:
await self.choices[choice]()
except Exception as e:
print(str(e))
y = np.zeros(14)
y[choice] = 1
self.train_data.append([y, self.flipped])
Easy!
Well, we better make sure we have all of these methods.
We should already have the build scout:
async def build_scout(self):
for rf in self.units(ROBOTICSFACILITY).ready.noqueue:
print(len(self.units(OBSERVER)), self.time/3)
if self.can_afford(OBSERVER) and self.supply_left > 0:
await self.do(rf.train(OBSERVER))
break
Next, build zealot:
async def build_zealot(self):
gateways = self.units(GATEWAY).ready
if gateways.exists:
if self.can_afford(ZEALOT):
await self.do(random.choice(gateways).train(ZEALOT))
Then gateway:
async def build_gateway(self):
pylon = self.units(PYLON).ready.random
if self.can_afford(GATEWAY) and not self.already_pending(GATEWAY):
await self.build(GATEWAY, near=pylon)
Voidray:
async def build_voidray(self):
stargates = self.units(STARGATE).ready
if stargates.exists:
if self.can_afford(VOIDRAY):
await self.do(random.choice(stargates).train(VOIDRAY))
Stalker:
async def build_stalker(self):
pylon = self.units(PYLON).ready.random
gateways = self.units(GATEWAY).ready
cybernetics_cores = self.units(CYBERNETICSCORE).ready
if gateways.exists and cybernetics_cores.exists:
if self.can_afford(STALKER):
await self.do(random.choice(gateways).train(STALKER))
if not cybernetics_cores.exists:
if self.units(GATEWAY).ready.exists:
if self.can_afford(CYBERNETICSCORE) and not self.already_pending(CYBERNETICSCORE):
await self.build(CYBERNETICSCORE, near=pylon)
Worker:
async def build_worker(self):
nexuses = self.units(NEXUS).ready
if nexuses.exists:
if self.can_afford(PROBE):
await self.do(random.choice(nexuses).train(PROBE))
Assimilator:
async def build_assimilator(self):
for nexus in self.units(NEXUS).ready:
vaspenes = self.state.vespene_geyser.closer_than(15.0, nexus)
for vaspene in vaspenes:
if not self.can_afford(ASSIMILATOR):
break
worker = self.select_build_worker(vaspene.position)
if worker is None:
break
if not self.units(ASSIMILATOR).closer_than(1.0, vaspene).exists:
await self.do(worker.build(ASSIMILATOR, vaspene))
Stargate:
async def build_stargate(self):
if self.units(PYLON).ready.exists:
pylon = self.units(PYLON).ready.random
if self.units(CYBERNETICSCORE).ready.exists:
if self.can_afford(STARGATE) and not self.already_pending(STARGATE):
await self.build(STARGATE, near=pylon)
Pylons:
async def build_pylon(self):
nexuses = self.units(NEXUS).ready
if nexuses.exists:
if self.can_afford(PYLON):
await self.build(PYLON, near=self.units(NEXUS).first.position.towards(self.game_info.map_center, 5))
Note with the Pylons the near code has changed a bit to build pylons out and away from clogging up the resource area.
Expand:
async def expand(self):
try:
if self.can_afford(NEXUS):
await self.expand_now()
except Exception as e:
print(str(e))
Our 4 attack choices:
async def do_nothing(self):
wait = random.randrange(7, 100)/100
self.do_something_after = self.time + wait
async def defend_nexus(self):
if len(self.known_enemy_units) > 0:
target = self.known_enemy_units.closest_to(random.choice(self.units(NEXUS)))
for u in self.units(VOIDRAY).idle:
await self.do(u.attack(target))
for u in self.units(STALKER).idle:
await self.do(u.attack(target))
for u in self.units(ZEALOT).idle:
await self.do(u.attack(target))
async def attack_known_enemy_structure(self):
if len(self.known_enemy_structures) > 0:
target = random.choice(self.known_enemy_structures)
for u in self.units(VOIDRAY).idle:
await self.do(u.attack(target))
for u in self.units(STALKER).idle:
await self.do(u.attack(target))
for u in self.units(ZEALOT).idle:
await self.do(u.attack(target))
async def attack_known_enemy_unit(self):
if len(self.known_enemy_units) > 0:
target = self.known_enemy_units.closest_to(random.choice(self.units(NEXUS)))
for u in self.units(VOIDRAY).idle:
await self.do(u.attack(target))
for u in self.units(STALKER).idle:
await self.do(u.attack(target))
for u in self.units(ZEALOT).idle:
await self.do(u.attack(target))
I also added a modification so the AI could more easily fight itself:
def __init__(self, use_model=False, title=1):
self.MAX_WORKERS = 50
self.do_something_after = 0
self.use_model = use_model
self.title = title
...
Adding self.title, and then, inside the intel method:
if not HEADLESS:
cv2.imshow(str(self.title), resized)
cv2.waitKey(1)
Full code up to this point:
import sc2
from sc2 import run_game, maps, Race, Difficulty, Result
from sc2.player import Bot, Computer
from sc2 import position
from sc2.constants import NEXUS, PROBE, PYLON, ASSIMILATOR, GATEWAY, \
CYBERNETICSCORE, STARGATE, VOIDRAY, SCV, DRONE, ROBOTICSFACILITY, OBSERVER, \
ZEALOT, STALKER
import random
import cv2
import numpy as np
import os
import time
import math
#import keras
#os.environ["SC2PATH"] = '/starcraftstuff/StarCraftII/'
HEADLESS = False
class SentdeBot(sc2.BotAI):
def __init__(self, use_model=False, title=1):
self.MAX_WORKERS = 50
self.do_something_after = 0
self.use_model = use_model
self.title = title
self.scouts_and_spots = {}
# ADDED THE CHOICES #
self.choices = {0: self.build_scout,
1: self.build_zealot,
2: self.build_gateway,
3: self.build_voidray,
4: self.build_stalker,
5: self.build_worker,
6: self.build_assimilator,
7: self.build_stargate,
8: self.build_pylon,
9: self.defend_nexus,
10: self.attack_known_enemy_unit,
11: self.attack_known_enemy_structure,
12: self.expand,
13: self.do_nothing,
}
self.train_data = []
if self.use_model:
print("USING MODEL!")
self.model = keras.models.load_model("BasicCNN-30-epochs-0.0001-LR-4.2")
def on_end(self, game_result):
print('--- on_end called ---')
print(game_result, self.use_model)
with open("gameout-random-vs-medium.txt","a") as f:
if self.use_model:
f.write("Model {} - {}\n".format(game_result, int(time.time())))
else:
f.write("Random {} - {}\n".format(game_result, int(time.time())))
async def on_step(self, iteration):
self.time = (self.state.game_loop/22.4) / 60
#print('Time:',self.time)
await self.distribute_workers()
await self.scout()
await self.intel()
await self.do_something()
def random_location_variance(self, location):
x = location[0]
y = location[1]
# FIXED THIS
x += random.randrange(-5,5)
y += random.randrange(-5,5)
if x < 0:
print("x below")
x = 0
if y < 0:
print("y below")
y = 0
if x > self.game_info.map_size[0]:
print("x above")
x = self.game_info.map_size[0]
if y > self.game_info.map_size[1]:
print("y above")
y = self.game_info.map_size[1]
go_to = position.Point2(position.Pointlike((x,y)))
return go_to
async def scout(self):
'''
['__call__', '__class__', '__delattr__', '__dict__', '__dir__', '__doc__', '__eq__', '__format__', '__ge__', '__getattribute__', '__gt__', '__hash__', '__init__', '__init_subclass__', '__le__', '__lt__', '__module__', '__ne__', '__new__', '__reduce__', '__reduce_ex__', '__repr__', '__setattr__', '__sizeof__', '__str__', '__subclasshook__', '__weakref__', '_game_data', '_proto', '_type_data', 'add_on_tag', 'alliance', 'assigned_harvesters', 'attack', 'build', 'build_progress', 'cloak', 'detect_range', 'distance_to', 'energy', 'facing', 'gather', 'has_add_on', 'has_buff', 'health', 'health_max', 'hold_position', 'ideal_harvesters', 'is_blip', 'is_burrowed', 'is_enemy', 'is_flying', 'is_idle', 'is_mine', 'is_mineral_field', 'is_powered', 'is_ready', 'is_selected', 'is_snapshot', 'is_structure', 'is_vespene_geyser', 'is_visible', 'mineral_contents', 'move', 'name', 'noqueue', 'orders', 'owner_id', 'position', 'radar_range', 'radius', 'return_resource', 'shield', 'shield_max', 'stop', 'tag', 'train', 'type_id', 'vespene_contents', 'warp_in']
'''
self.expand_dis_dir = {}
for el in self.expansion_locations:
distance_to_enemy_start = el.distance_to(self.enemy_start_locations[0])
#print(distance_to_enemy_start)
self.expand_dis_dir[distance_to_enemy_start] = el
self.ordered_exp_distances = sorted(k for k in self.expand_dis_dir)
existing_ids = [unit.tag for unit in self.units]
# removing of scouts that are actually dead now.
to_be_removed = []
for noted_scout in self.scouts_and_spots:
if noted_scout not in existing_ids:
to_be_removed.append(noted_scout)
for scout in to_be_removed:
del self.scouts_and_spots[scout]
if len(self.units(ROBOTICSFACILITY).ready) == 0:
unit_type = PROBE
unit_limit = 1
else:
unit_type = OBSERVER
unit_limit = 15
assign_scout = True
if unit_type == PROBE:
for unit in self.units(PROBE):
if unit.tag in self.scouts_and_spots:
assign_scout = False
if assign_scout:
if len(self.units(unit_type).idle) > 0:
for obs in self.units(unit_type).idle[:unit_limit]:
if obs.tag not in self.scouts_and_spots:
for dist in self.ordered_exp_distances:
try:
location = next(value for key, value in self.expand_dis_dir.items() if key == dist)
# DICT {UNIT_ID:LOCATION}
active_locations = [self.scouts_and_spots[k] for k in self.scouts_and_spots]
if location not in active_locations:
if unit_type == PROBE:
for unit in self.units(PROBE):
if unit.tag in self.scouts_and_spots:
continue
await self.do(obs.move(location))
self.scouts_and_spots[obs.tag] = location
break
except Exception as e:
pass
for obs in self.units(unit_type):
if obs.tag in self.scouts_and_spots:
if obs in [probe for probe in self.units(PROBE)]:
await self.do(obs.move(self.random_location_variance(self.scouts_and_spots[obs.tag])))
async def intel(self):
game_data = np.zeros((self.game_info.map_size[1], self.game_info.map_size[0], 3), np.uint8)
draw_dict = {
NEXUS: [15, (0, 255, 0)],
PYLON: [3, (20, 235, 0)],
PROBE: [1, (55, 200, 0)],
ASSIMILATOR: [2, (55, 200, 0)],
GATEWAY: [3, (200, 100, 0)],
CYBERNETICSCORE: [3, (150, 150, 0)],
STARGATE: [5, (255, 0, 0)],
ROBOTICSFACILITY: [5, (215, 155, 0)],
#VOIDRAY: [3, (255, 100, 0)],
}
for unit_type in draw_dict:
for unit in self.units(unit_type).ready:
pos = unit.position
cv2.circle(game_data, (int(pos[0]), int(pos[1])), draw_dict[unit_type][0], draw_dict[unit_type][1], -1)
# from Александр Тимофеев via YT
main_base_names = ['nexus', 'commandcenter', 'orbitalcommand', 'planetaryfortress', 'hatchery']
for enemy_building in self.known_enemy_structures:
pos = enemy_building.position
if enemy_building.name.lower() not in main_base_names:
cv2.circle(game_data, (int(pos[0]), int(pos[1])), 5, (200, 50, 212), -1)
for enemy_building in self.known_enemy_structures:
pos = enemy_building.position
if enemy_building.name.lower() in main_base_names:
cv2.circle(game_data, (int(pos[0]), int(pos[1])), 15, (0, 0, 255), -1)
for enemy_unit in self.known_enemy_units:
if not enemy_unit.is_structure:
worker_names = ["probe",
"scv",
"drone"]
# if that unit is a PROBE, SCV, or DRONE... it's a worker
pos = enemy_unit.position
if enemy_unit.name.lower() in worker_names:
cv2.circle(game_data, (int(pos[0]), int(pos[1])), 1, (55, 0, 155), -1)
else:
cv2.circle(game_data, (int(pos[0]), int(pos[1])), 3, (50, 0, 215), -1)
for obs in self.units(OBSERVER).ready:
pos = obs.position
cv2.circle(game_data, (int(pos[0]), int(pos[1])), 1, (255, 255, 255), -1)
for vr in self.units(VOIDRAY).ready:
pos = vr.position
cv2.circle(game_data, (int(pos[0]), int(pos[1])), 3, (255, 100, 0), -1)
line_max = 50
mineral_ratio = self.minerals / 1500
if mineral_ratio > 1.0:
mineral_ratio = 1.0
vespene_ratio = self.vespene / 1500
if vespene_ratio > 1.0:
vespene_ratio = 1.0
population_ratio = self.supply_left / self.supply_cap
if population_ratio > 1.0:
population_ratio = 1.0
plausible_supply = self.supply_cap / 200.0
worker_weight = len(self.units(PROBE)) / (self.supply_cap-self.supply_left)
if worker_weight > 1.0:
worker_weight = 1.0
cv2.line(game_data, (0, 19), (int(line_max*worker_weight), 19), (250, 250, 200), 3) # worker/supply ratio
cv2.line(game_data, (0, 15), (int(line_max*plausible_supply), 15), (220, 200, 200), 3) # plausible supply (supply/200.0)
cv2.line(game_data, (0, 11), (int(line_max*population_ratio), 11), (150, 150, 150), 3) # population ratio (supply_left/supply)
cv2.line(game_data, (0, 7), (int(line_max*vespene_ratio), 7), (210, 200, 0), 3) # gas / 1500
cv2.line(game_data, (0, 3), (int(line_max*mineral_ratio), 3), (0, 255, 25), 3) # minerals minerals/1500
# flip horizontally to make our final fix in visual representation:
self.flipped = cv2.flip(game_data, 0)
resized = cv2.resize(self.flipped, dsize=None, fx=2, fy=2)
if not HEADLESS:
cv2.imshow(str(self.title), resized)
cv2.waitKey(1)
def find_target(self, state):
if len(self.known_enemy_units) > 0:
return random.choice(self.known_enemy_units)
elif len(self.known_enemy_structures) > 0:
return random.choice(self.known_enemy_structures)
else:
return self.enemy_start_locations[0]
async def build_scout(self):
for rf in self.units(ROBOTICSFACILITY).ready.noqueue:
print(len(self.units(OBSERVER)), self.time/3)
if self.can_afford(OBSERVER) and self.supply_left > 0:
await self.do(rf.train(OBSERVER))
break
async def build_worker(self):
nexuses = self.units(NEXUS).ready
if nexuses.exists:
if self.can_afford(PROBE):
await self.do(random.choice(nexuses).train(PROBE))
async def build_zealot(self):
gateways = self.units(GATEWAY).ready
if gateways.exists:
if self.can_afford(ZEALOT):
await self.do(random.choice(gateways).train(ZEALOT))
async def build_gateway(self):
pylon = self.units(PYLON).ready.random
if self.can_afford(GATEWAY) and not self.already_pending(GATEWAY):
await self.build(GATEWAY, near=pylon)
async def build_voidray(self):
stargates = self.units(STARGATE).ready
if stargates.exists:
if self.can_afford(VOIDRAY):
await self.do(random.choice(stargates).train(VOIDRAY))
async def build_stalker(self):
pylon = self.units(PYLON).ready.random
gateways = self.units(GATEWAY).ready
cybernetics_cores = self.units(CYBERNETICSCORE).ready
if gateways.exists and cybernetics_cores.exists:
if self.can_afford(STALKER):
await self.do(random.choice(gateways).train(STALKER))
if not cybernetics_cores.exists:
if self.units(GATEWAY).ready.exists:
if self.can_afford(CYBERNETICSCORE) and not self.already_pending(CYBERNETICSCORE):
await self.build(CYBERNETICSCORE, near=pylon)
async def build_assimilator(self):
for nexus in self.units(NEXUS).ready:
vaspenes = self.state.vespene_geyser.closer_than(15.0, nexus)
for vaspene in vaspenes:
if not self.can_afford(ASSIMILATOR):
break
worker = self.select_build_worker(vaspene.position)
if worker is None:
break
if not self.units(ASSIMILATOR).closer_than(1.0, vaspene).exists:
await self.do(worker.build(ASSIMILATOR, vaspene))
async def build_stargate(self):
if self.units(PYLON).ready.exists:
pylon = self.units(PYLON).ready.random
if self.units(CYBERNETICSCORE).ready.exists:
if self.can_afford(STARGATE) and not self.already_pending(STARGATE):
await self.build(STARGATE, near=pylon)
async def build_pylon(self):
nexuses = self.units(NEXUS).ready
if nexuses.exists:
if self.can_afford(PYLON):
await self.build(PYLON, near=self.units(NEXUS).first.position.towards(self.game_info.map_center, 5))
async def expand(self):
try:
if self.can_afford(NEXUS):
await self.expand_now()
except Exception as e:
print(str(e))
async def do_nothing(self):
wait = random.randrange(7, 100)/100
self.do_something_after = self.time + wait
async def defend_nexus(self):
if len(self.known_enemy_units) > 0:
target = self.known_enemy_units.closest_to(random.choice(self.units(NEXUS)))
for u in self.units(VOIDRAY).idle:
await self.do(u.attack(target))
for u in self.units(STALKER).idle:
await self.do(u.attack(target))
for u in self.units(ZEALOT).idle:
await self.do(u.attack(target))
async def attack_known_enemy_structure(self):
if len(self.known_enemy_structures) > 0:
target = random.choice(self.known_enemy_structures)
for u in self.units(VOIDRAY).idle:
await self.do(u.attack(target))
for u in self.units(STALKER).idle:
await self.do(u.attack(target))
for u in self.units(ZEALOT).idle:
await self.do(u.attack(target))
async def attack_known_enemy_unit(self):
if len(self.known_enemy_units) > 0:
target = self.known_enemy_units.closest_to(random.choice(self.units(NEXUS)))
for u in self.units(VOIDRAY).idle:
await self.do(u.attack(target))
for u in self.units(STALKER).idle:
await self.do(u.attack(target))
for u in self.units(ZEALOT).idle:
await self.do(u.attack(target))
async def do_something(self):
if self.time > self.do_something_after:
if self.use_model:
prediction = self.model.predict([self.flipped.reshape([-1, 176, 200, 3])])
choice = np.argmax(prediction[0])
else:
choice = random.randrange(0, 14)
try:
await self.choices[choice]()
except Exception as e:
print(str(e))
###### NEW CHOICE HANDLING HERE #########
###### NEW CHOICE HANDLING HERE #########
y = np.zeros(14)
y[choice] = 1
self.train_data.append([y, self.flipped])
if True:
run_game(maps.get("AbyssalReefLE"), [
Bot(Race.Protoss, SentdeBot(use_model=False, title=1)),
#Bot(Race.Protoss, SentdeBot(use_model=False, title=2)),
Computer(Race.Protoss, Difficulty.Medium),
], realtime=False)