Using Neural Network Model - Python AI in StarCraft II p.12




In this part 12 of the artificial intelligence in StarCraft II with python series, we're going to cover the code used to actually test the model in game, and some of the results I found.

If you do not have a model, you can use mine: Stage 1 neural network.

To begin, we want our AI to be easily distinguishable between random or neural network. To handle for this, I am going to add a handle for whether or not to use the model to our __init__ method:

    def __init__(self, use_model=False):
        self.ITERATIONS_PER_MINUTE = 165
        self.MAX_WORKERS = 50
        self.do_something_after = 0
        self.use_model = use_model

        self.train_data = []
        if self.use_model:
            print("USING MODEL!")
            self.model = keras.models.load_model("BasicCNN-30-epochs-0.0001-LR-4.2")

Next, I want a way to compare the models, so I am going to be logging the game result:

    def on_end(self, game_result):
        print('--- on_end called ---')
        print(game_result, self.use_model)

        with open("log.txt","a") as f:
            if self.use_model:
                f.write("Model {}\n".format(game_result))
            else:
                f.write("Random {}\n".format(game_result))

Finally, in our attack method, we want to either use the model if the use_model flag is true, otherwise go with random:

    async def attack(self):

        if len(self.units(VOIDRAY).idle) > 0:

            target = False
            if self.iteration > self.do_something_after:
                if self.use_model:
                    prediction = self.model.predict([self.flipped.reshape([-1, 176, 200, 3])])
                    choice = np.argmax(prediction[0])
                    #print('prediction: ',choice)

                    choice_dict = {0: "No Attack!",
                                   1: "Attack close to our nexus!",
                                   2: "Attack Enemy Structure!",
                                   3: "Attack Eneemy Start!"}

                    print("Choice #{}:{}".format(choice, choice_dict[choice]))

                else:
                    choice = random.randrange(0, 4)

Then, for actually running the game, you can do:

for i in range(100):
    run_game(maps.get("AbyssalReefLE"), [
        Bot(Race.Protoss, SentdeBot(use_model=True)),
        Computer(Race.Protoss, Difficulty.Medium),
        ], realtime=False)

Full script:

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
import random
import cv2
import numpy as np
import os
import time
import keras

#os.environ["SC2PATH"] = '/starcraftstuff/StarCraftII/'
HEADLESS = False

class SentdeBot(sc2.BotAI):
    def __init__(self, use_model=False):
        self.ITERATIONS_PER_MINUTE = 165
        self.MAX_WORKERS = 50
        self.do_something_after = 0
        self.use_model = use_model

        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))
            else:
                f.write("Random {}\n".format(game_result))

    async def on_step(self, iteration):
        self.iteration = iteration
        await self.scout()
        await self.distribute_workers()
        await self.build_workers()
        await self.build_pylons()
        await self.build_assimilators()
        await self.expand()
        await self.offensive_force_buildings()
        await self.build_offensive_force()
        await self.intel()
        await self.attack()

    def random_location_variance(self, enemy_start_location):
        x = enemy_start_location[0]
        y = enemy_start_location[1]

        #  FIXED THIS
        x += ((random.randrange(-20, 20))/100) * self.game_info.map_size[0]
        y += ((random.randrange(-20, 20))/100) * self.game_info.map_size[1]

        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']
        '''

        if len(self.units(OBSERVER)) > 0:
            scout = self.units(OBSERVER)[0]
            if scout.is_idle:
                enemy_location = self.enemy_start_locations[0]
                move_to = self.random_location_variance(enemy_location)
                print(move_to)
                await self.do(scout.move(move_to))

        else:
            for rf in self.units(ROBOTICSFACILITY).ready.noqueue:
                if self.can_afford(OBSERVER) and self.supply_left > 0:
                    await self.do(rf.train(OBSERVER))

    async def intel(self):

        # for game_info: https://github.com/Dentosal/python-sc2/blob/master/sc2/game_info.py#L162
        #print(self.game_info.map_size)
        # flip around. It's y, x when you're dealing with an array.
        game_data = np.zeros((self.game_info.map_size[1], self.game_info.map_size[0], 3), np.uint8)

        # UNIT: [SIZE, (BGR COLOR)]
        '''from sc2.constants import NEXUS, PROBE, PYLON, ASSIMILATOR, GATEWAY, \
 CYBERNETICSCORE, STARGATE, VOIDRAY'''
        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)

        # NOT THE MOST IDEAL, BUT WHATEVER LOL
        main_base_names = ["nexus", "commandcenter", "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

        military_weight = len(self.units(VOIDRAY)) / (self.supply_cap-self.supply_left)
        if military_weight > 1.0:
            military_weight = 1.0

        cv2.line(game_data, (0, 19), (int(line_max*military_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:
            if self.use_model:
                cv2.imshow('Model Intel', resized)
                cv2.waitKey(1)
            else:
                cv2.imshow('Random Intel', resized)
                cv2.waitKey(1)

    async def build_workers(self):
        if (len(self.units(NEXUS)) * 16) > len(self.units(PROBE)) and len(self.units(PROBE)) < self.MAX_WORKERS:
            for nexus in self.units(NEXUS).ready.noqueue:
                if self.can_afford(PROBE):
                    await self.do(nexus.train(PROBE))

    async def build_pylons(self):
        if self.supply_left < 5 and not self.already_pending(PYLON):
            nexuses = self.units(NEXUS).ready
            if nexuses.exists:
                if self.can_afford(PYLON):
                    await self.build(PYLON, near=nexuses.first)

    async def build_assimilators(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 expand(self):
        try:
            if self.units(NEXUS).amount < (self.iteration / self.ITERATIONS_PER_MINUTE)/2 and self.can_afford(NEXUS):
                await self.expand_now()
        except Exception as e:
            print(str(e))

    async def offensive_force_buildings(self):
        if self.units(PYLON).ready.exists:
            pylon = self.units(PYLON).ready.random

            if self.units(GATEWAY).ready.exists and not self.units(CYBERNETICSCORE):
                if self.can_afford(CYBERNETICSCORE) and not self.already_pending(CYBERNETICSCORE):
                    await self.build(CYBERNETICSCORE, near=pylon)

            elif len(self.units(GATEWAY)) < 1:
                if self.can_afford(GATEWAY) and not self.already_pending(GATEWAY):
                    await self.build(GATEWAY, near=pylon)

            if self.units(CYBERNETICSCORE).ready.exists:
                if len(self.units(ROBOTICSFACILITY)) < 1:
                    if self.can_afford(ROBOTICSFACILITY) and not self.already_pending(ROBOTICSFACILITY):
                        await self.build(ROBOTICSFACILITY, near=pylon)

            if self.units(CYBERNETICSCORE).ready.exists:
                if len(self.units(STARGATE)) < (self.iteration / self.ITERATIONS_PER_MINUTE):
                    if self.can_afford(STARGATE) and not self.already_pending(STARGATE):
                        await self.build(STARGATE, near=pylon)

    async def build_offensive_force(self):
        for sg in self.units(STARGATE).ready.noqueue:
            if self.can_afford(VOIDRAY) and self.supply_left > 0:
                await self.do(sg.train(VOIDRAY))

    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 attack(self):

        if len(self.units(VOIDRAY).idle) > 0:

            target = False
            if self.iteration > self.do_something_after:
                if self.use_model:
                    prediction = self.model.predict([self.flipped.reshape([-1, 176, 200, 3])])
                    choice = np.argmax(prediction[0])
                    #print('prediction: ',choice)

                    choice_dict = {0: "No Attack!",
                                   1: "Attack close to our nexus!",
                                   2: "Attack Enemy Structure!",
                                   3: "Attack Eneemy Start!"}

                    print("Choice #{}:{}".format(choice, choice_dict[choice]))

                else:
                    choice = random.randrange(0, 4)


                if choice == 0:
                    # no attack
                    wait = random.randrange(20,165)
                    self.do_something_after = self.iteration + wait

                elif choice == 1:
                    #attack_unit_closest_nexus
                    if len(self.known_enemy_units) > 0:
                        target = self.known_enemy_units.closest_to(random.choice(self.units(NEXUS)))

                elif choice == 2:
                    #attack enemy structures
                    if len(self.known_enemy_structures) > 0:
                        target = random.choice(self.known_enemy_structures)

                elif choice == 3:
                    #attack_enemy_start
                    target = self.enemy_start_locations[0]

                if target:
                    for vr in self.units(VOIDRAY).idle:
                        await self.do(vr.attack(target))

                y = np.zeros(4)
                y[choice] = 1
                #print(y)
                self.train_data.append([y,self.flipped])

            #print(len(self.train_data))

for i in range(100):
    run_game(maps.get("AbyssalReefLE"), [
        Bot(Race.Protoss, SentdeBot(use_model=True)),
        Computer(Race.Protoss, Difficulty.Medium),
        ], realtime=False)

Through testing, I found that the Random model had a 44% chance of victory against the Medium AI in 100 games, and the neural network had a 66% chance of victory.

Okay, great, now what? Time to make a bunch of fixes, and add to the complexity. We can definitely learn here, and the learning shows improvement in the game. We, however, have a lot of things that we need to improve upon, such as a better way to track time, doing scouting better, some bug fixes, and more. We also have a lot more choices that we would like the network to be in control of. In the next tutorial, we'll begin tackling all of these things.

The next tutorial:





  • Introduction and Collecting Minerals - Python AI in StarCraft II p.1
  • Workers and Pylons - Python AI in StarCraft II p.2
  • Geysers and Expanding - Python AI in StarCraft II p.3
  • Building an AI Army - Python AI in StarCraft II p.4
  • Commanding your AI Army - Python AI in StarCraft II p.5
  • Defeating Hard AI - Python AI in StarCraft II p.6
  • Deep Learning with SC2 Intro - Python AI in StarCraft II p.7
  • Scouting and more Visual inputs - Python AI in StarCraft II p.8
  • Building our training data - Python AI in StarCraft II p.9
  • Building Neural Network Model - Python AI in StarCraft II p.10
  • Training Neural Network Model - Python AI in StarCraft II p.11
  • Using Neural Network Model - Python AI in StarCraft II p.12
  • Version 2 Changes - Python AI in StarCraft II p.13
  • Improving Scouting - Python AI in StarCraft II p.14
  • Adding Choices - Python AI in StarCraft II p.15
  • Visualization Changes - Python AI in StarCraft II p.16
  • More Training and Findings - Python AI in StarCraft II p.17