我正在尝试使用sklearn为月球着陆器构建机器学习模型。我使用网格搜索来调整模型并使用joblib来持久保存模型。 enter image description here 这是代码:
// int index = Array.BinarySearch(TextFile, "ValueToFind");
int index = Array.IndexOf(TextFile, "ValueToFind");
if (index >= 0)
Console.WriteLine($"Found at {index + 1}");
else
Console.WriteLine($"Not found");
然后我将player_state.pkl复制到月球着陆器的文件夹中。下面是lunar_lander的代码
from sklearn.externals import joblib
joblib.dump(my_tuned_model, 'player_state.pkl')
当我运行代码时,会发生错误
import sys, math
import numpy as np
from sklearn.externals import joblib
import cv2
# MOD Extra imports for image handling
from PIL import Image
import os
import time
import datetime
import keras
import Box2D
from Box2D.b2 import (edgeShape, circleShape, fixtureDef, polygonShape, revoluteJointDef, contactListener)
import gym
from gym import spaces
from gym.utils import seeding
# Rocket trajectory optimization is a classic topic in Optimal Control.
#
# According to Pontryagin's maximum principle it's optimal to fire engine full throttle or
# turn it off. That's the reason this environment is OK to have discreet actions (engine on or off).
#
# Landing pad is always at coordinates (0,0). Coordinates are the first two numbers in state vector.
# Reward for moving from the top of the screen to landing pad and zero speed is about 100..140 points.
# If lander moves away from landing pad it loses reward back. Episode finishes if the lander crashes or
# comes to rest, receiving additional -100 or +100 points. Each leg ground contact is +10. Firing main
# engine is -0.3 points each frame. Solved is 200 points.
#
# Landing outside landing pad is possible. Fuel is infinite, so an agent can learn to fly and then land
# on its first attempt. Please see source code for details.
#
# Too see heuristic landing, run:
#
# python gym/envs/box2d/lunar_lander_mod.py
#
# To play yourself, run:
#
# python examples/agents/keyboard_agent.py LunarLander-v0
#
# Created by Oleg Klimov. Licensed on the same terms as the rest of OpenAI Gym.
FPS = 50
SCALE = 30.0 # affects how fast-paced the game is, forces should be adjusted as well
MAIN_ENGINE_POWER = 13.0
SIDE_ENGINE_POWER = 0.6
INITIAL_RANDOM = 1000.0 # Set 1500 to make game harder
LANDER_POLY = [
(-14, +17), (-17, 0), (-17, -10),
(+17, -10), (+17, 0), (+14, +17)
]
LEG_AWAY = 20
LEG_DOWN = 18
LEG_W, LEG_H = 2, 8
LEG_SPRING_TORQUE = 40
SIDE_ENGINE_HEIGHT = 14.0
SIDE_ENGINE_AWAY = 12.0
VIEWPORT_W = 600
VIEWPORT_H = 400
class ContactDetector(contactListener):
def __init__(self, env):
contactListener.__init__(self)
self.env = env
def BeginContact(self, contact):
if self.env.lander == contact.fixtureA.body or self.env.lander == contact.fixtureB.body:
self.env.game_over = True
for i in range(2):
if self.env.legs[i] in [contact.fixtureA.body, contact.fixtureB.body]:
self.env.legs[i].ground_contact = True
def EndContact(self, contact):
for i in range(2):
if self.env.legs[i] in [contact.fixtureA.body, contact.fixtureB.body]:
self.env.legs[i].ground_contact = False
class LunarLander(gym.Env):
metadata = {
'render.modes': ['human', 'rgb_array'],
'video.frames_per_second': FPS
}
continuous = False
def __init__(self):
self.seed()
self.viewer = None
self.world = Box2D.b2World()
self.moon = None
self.lander = None
self.particles = []
self.prev_reward = None
high = np.array([np.inf] * 8) # useful range is -1 .. +1, but spikes can be higher
self.observation_space = spaces.Box(-high, high)
if self.continuous:
# Action is two floats [main engine, left-right engines].
# Main engine: -1..0 off, 0..+1 throttle from 50% to 100% power. Engine can't work with less than 50% power.
# Left-right: -1.0..-0.5 fire left engine, +0.5..+1.0 fire right engine, -0.5..0.5 off
self.action_space = spaces.Box(-1, +1, (2,))
else:
# Nop, fire left engine, main engine, right engine
self.action_space = spaces.Discrete(4)
self.reset()
def seed(self, seed=None):
self.np_random, seed = seeding.np_random(seed)
return [seed]
def _destroy(self):
if not self.moon: return
self.world.contactListener = None
self._clean_particles(True)
self.world.DestroyBody(self.moon)
self.moon = None
self.world.DestroyBody(self.lander)
self.lander = None
self.world.DestroyBody(self.legs[0])
self.world.DestroyBody(self.legs[1])
def reset(self):
self._destroy()
self.world.contactListener_keepref = ContactDetector(self)
self.world.contactListener = self.world.contactListener_keepref
self.game_over = False
self.prev_shaping = None
W = VIEWPORT_W / SCALE
H = VIEWPORT_H / SCALE
# terrain
CHUNKS = 11
height = self.np_random.uniform(0, H / 2, size=(CHUNKS + 1,))
chunk_x = [W / (CHUNKS - 1) * i for i in range(CHUNKS)]
self.helipad_x1 = chunk_x[CHUNKS // 2 - 1]
self.helipad_x2 = chunk_x[CHUNKS // 2 + 1]
self.helipad_y = H / 4
height[CHUNKS // 2 - 2] = self.helipad_y
height[CHUNKS // 2 - 1] = self.helipad_y
height[CHUNKS // 2 + 0] = self.helipad_y
height[CHUNKS // 2 + 1] = self.helipad_y
height[CHUNKS // 2 + 2] = self.helipad_y
smooth_y = [0.33 * (height[i - 1] + height[i + 0] + height[i + 1]) for i in range(CHUNKS)]
self.moon = self.world.CreateStaticBody(shapes=edgeShape(vertices=[(0, 0), (W, 0)]))
self.sky_polys = []
for i in range(CHUNKS - 1):
p1 = (chunk_x[i], smooth_y[i])
p2 = (chunk_x[i + 1], smooth_y[i + 1])
self.moon.CreateEdgeFixture(
vertices=[p1, p2],
density=0,
friction=0.1)
self.sky_polys.append([p1, p2, (p2[0], H), (p1[0], H)])
self.moon.color1 = (0.0, 0.0, 0.0)
self.moon.color2 = (0.0, 0.0, 0.0)
initial_y = VIEWPORT_H / SCALE
self.lander = self.world.CreateDynamicBody(
position=(VIEWPORT_W / SCALE / 2, initial_y),
angle=0.0,
fixtures=fixtureDef(
shape=polygonShape(vertices=[(x / SCALE, y / SCALE) for x, y in LANDER_POLY]),
density=5.0,
friction=0.1,
categoryBits=0x0010,
maskBits=0x001, # collide only with ground
restitution=0.0) # 0.99 bouncy
)
self.lander.color1 = (0.5, 0.4, 0.9)
self.lander.color2 = (0.3, 0.3, 0.5)
self.lander.ApplyForceToCenter((
self.np_random.uniform(-INITIAL_RANDOM, INITIAL_RANDOM),
self.np_random.uniform(-INITIAL_RANDOM, INITIAL_RANDOM)
), True)
self.legs = []
for i in [-1, +1]:
leg = self.world.CreateDynamicBody(
position=(VIEWPORT_W / SCALE / 2 - i * LEG_AWAY / SCALE, initial_y),
angle=(i * 0.05),
fixtures=fixtureDef(
shape=polygonShape(box=(LEG_W / SCALE, LEG_H / SCALE)),
density=1.0,
restitution=0.0,
categoryBits=0x0020,
maskBits=0x001)
)
leg.ground_contact = False
leg.color1 = (0.5, 0.4, 0.9)
leg.color2 = (0.3, 0.3, 0.5)
rjd = revoluteJointDef(
bodyA=self.lander,
bodyB=leg,
localAnchorA=(0, 0),
localAnchorB=(i * LEG_AWAY / SCALE, LEG_DOWN / SCALE),
enableMotor=True,
enableLimit=True,
maxMotorTorque=LEG_SPRING_TORQUE,
motorSpeed=+0.3 * i # low enough not to jump back into the sky
)
if i == -1:
rjd.lowerAngle = +0.9 - 0.5 # Yes, the most esoteric numbers here, angles legs have freedom to travel within
rjd.upperAngle = +0.9
else:
rjd.lowerAngle = -0.9
rjd.upperAngle = -0.9 + 0.5
leg.joint = self.world.CreateJoint(rjd)
self.legs.append(leg)
self.drawlist = [self.lander] + self.legs
return self.step(np.array([0, 0]) if self.continuous else 0)[0]
def _create_particle(self, mass, x, y, ttl):
p = self.world.CreateDynamicBody(
position=(x, y),
angle=0.0,
fixtures=fixtureDef(
shape=circleShape(radius=2 / SCALE, pos=(0, 0)),
density=mass,
friction=0.1,
categoryBits=0x0100,
maskBits=0x001, # collide only with ground
restitution=0.3)
)
p.ttl = ttl
self.particles.append(p)
self._clean_particles(False)
return p
def _clean_particles(self, all):
while self.particles and (all or self.particles[0].ttl < 0):
self.world.DestroyBody(self.particles.pop(0))
def step(self, action):
assert self.action_space.contains(action), "%r (%s) invalid " % (action, type(action))
# Engines
tip = (math.sin(self.lander.angle), math.cos(self.lander.angle))
side = (-tip[1], tip[0]);
dispersion = [self.np_random.uniform(-1.0, +1.0) / SCALE for _ in range(2)]
m_power = 0.0
if (self.continuous and action[0] > 0.0) or (not self.continuous and action == 2):
# Main engine
if self.continuous:
m_power = (np.clip(action[0], 0.0, 1.0) + 1.0) * 0.5 # 0.5..1.0
assert m_power >= 0.5 and m_power <= 1.0
else:
m_power = 1.0
ox = tip[0] * (4 / SCALE + 2 * dispersion[0]) + side[0] * dispersion[
1] # 4 is move a bit downwards, +-2 for randomness
oy = -tip[1] * (4 / SCALE + 2 * dispersion[0]) - side[1] * dispersion[1]
impulse_pos = (self.lander.position[0] + ox, self.lander.position[1] + oy)
p = self._create_particle(3.5, impulse_pos[0], impulse_pos[1],
m_power) # particles are just a decoration, 3.5 is here to make particle speed adequate
p.ApplyLinearImpulse((ox * MAIN_ENGINE_POWER * m_power, oy * MAIN_ENGINE_POWER * m_power), impulse_pos,
True)
self.lander.ApplyLinearImpulse((-ox * MAIN_ENGINE_POWER * m_power, -oy * MAIN_ENGINE_POWER * m_power),
impulse_pos, True)
s_power = 0.0
if (self.continuous and np.abs(action[1]) > 0.5) or (not self.continuous and action in [1, 3]):
# Orientation engines
if self.continuous:
direction = np.sign(action[1])
s_power = np.clip(np.abs(action[1]), 0.5, 1.0)
assert s_power >= 0.5 and s_power <= 1.0
else:
direction = action - 2
s_power = 1.0
ox = tip[0] * dispersion[0] + side[0] * (3 * dispersion[1] + direction * SIDE_ENGINE_AWAY / SCALE)
oy = -tip[1] * dispersion[0] - side[1] * (3 * dispersion[1] + direction * SIDE_ENGINE_AWAY / SCALE)
impulse_pos = (self.lander.position[0] + ox - tip[0] * 17 / SCALE,
self.lander.position[1] + oy + tip[1] * SIDE_ENGINE_HEIGHT / SCALE)
p = self._create_particle(0.7, impulse_pos[0], impulse_pos[1], s_power)
p.ApplyLinearImpulse((ox * SIDE_ENGINE_POWER * s_power, oy * SIDE_ENGINE_POWER * s_power), impulse_pos,
True)
self.lander.ApplyLinearImpulse((-ox * SIDE_ENGINE_POWER * s_power, -oy * SIDE_ENGINE_POWER * s_power),
impulse_pos, True)
self.world.Step(1.0 / FPS, 6 * 30, 2 * 30)
pos = self.lander.position
vel = self.lander.linearVelocity
state = [
(pos.x - VIEWPORT_W / SCALE / 2) / (VIEWPORT_W / SCALE / 2),
(pos.y - (self.helipad_y + LEG_DOWN / SCALE)) / (VIEWPORT_W / SCALE / 2),
vel.x * (VIEWPORT_W / SCALE / 2) / FPS,
vel.y * (VIEWPORT_H / SCALE / 2) / FPS,
self.lander.angle,
20.0 * self.lander.angularVelocity / FPS,
1.0 if self.legs[0].ground_contact else 0.0,
1.0 if self.legs[1].ground_contact else 0.0
]
assert len(state) == 8
reward = 0
shaping = \
- 100 * np.sqrt(state[0] * state[0] + state[1] * state[1]) \
- 100 * np.sqrt(state[2] * state[2] + state[3] * state[3]) \
- 100 * abs(state[4]) + 10 * state[6] + 10 * state[7] # And ten points for legs contact, the idea is if you
# lose contact again after landing, you get negative reward
if self.prev_shaping is not None:
reward = shaping - self.prev_shaping
self.prev_shaping = shaping
reward -= m_power * 0.30 # less fuel spent is better, about -30 for heurisic landing
reward -= s_power * 0.03
done = False
if self.game_over or abs(state[0]) >= 1.0:
done = True
reward = -100
if not self.lander.awake:
done = True
reward = +100
return np.array(state), reward, done, {}
def render(self, mode='human'):
from gym.envs.classic_control import rendering
if self.viewer is None:
self.viewer = rendering.Viewer(VIEWPORT_W, VIEWPORT_H)
self.viewer.set_bounds(0, VIEWPORT_W / SCALE, 0, VIEWPORT_H / SCALE)
for obj in self.particles:
obj.ttl -= 0.15
obj.color1 = (max(0.2, 0.2 + obj.ttl), max(0.2, 0.5 * obj.ttl), max(0.2, 0.5 * obj.ttl))
obj.color2 = (max(0.2, 0.2 + obj.ttl), max(0.2, 0.5 * obj.ttl), max(0.2, 0.5 * obj.ttl))
self._clean_particles(False)
for p in self.sky_polys:
self.viewer.draw_polygon(p, color=(0, 0, 0))
for obj in self.particles + self.drawlist:
for f in obj.fixtures:
trans = f.body.transform
if type(f.shape) is circleShape:
t = rendering.Transform(translation=trans * f.shape.pos)
self.viewer.draw_circle(f.shape.radius, 20, color=obj.color1).add_attr(t)
self.viewer.draw_circle(f.shape.radius, 20, color=obj.color2, filled=False, linewidth=2).add_attr(t)
else:
path = [trans * v for v in f.shape.vertices]
self.viewer.draw_polygon(path, color=obj.color1)
path.append(path[0])
self.viewer.draw_polyline(path, color=obj.color2, linewidth=2)
for x in [self.helipad_x1, self.helipad_x2]:
flagy1 = self.helipad_y
flagy2 = flagy1 + 50 / SCALE
self.viewer.draw_polyline([(x, flagy1), (x, flagy2)], color=(1, 1, 1))
self.viewer.draw_polygon([(x, flagy2), (x, flagy2 - 10 / SCALE), (x + 25 / SCALE, flagy2 - 5 / SCALE)],
color=(0.8, 0.8, 0))
return self.viewer.render(return_rgb_array=mode == 'rgb_array')
def close(self):
if self.viewer is not None:
self.viewer.close()
self.viewer = None
class LunarLanderContinuous(LunarLander):
continuous = True
if __name__ == "__main__":
# Load the Lunar Lander environment
env = LunarLander()
total_rewards = list()
for i in range(0, 10):
s = env.reset()
# Load and initialise the contrll model
ROWS = 64
COLS = 64
CHANNELS = 1
model = joblib.load('player_state.pkl')
# Run the game loop
total_reward = 0
steps = 0
while True:
# Get the model to make a prediction
a = model.predict_classes(s)
a = a[0]
# Step on the game
s, r, done, info = env.step(a)
env.render()
total_reward += r
if steps % 20 == 0 or done:
print(["{:+0.2f}".format(x) for x in s])
print("step {} total_reward {:+0.2f}".format(steps, total_reward))
steps += 1
if done:
total_rewards.append(total_reward)
break
print("total rewards", total_rewards)
print("average total reward", np.mean(total_rewards))
# Write total rewards to file
f = open("lunarlander_ml_states_rewards.csv", 'w')
wr = csv.writer(f)
for r in total_rewards:
wr.writerow([r, ])
f.close()
任何人都可以帮我解决问题