├── Cargo.lock ├── Cargo.toml ├── LICENSE ├── README.md ├── assets ├── Magero.ttf ├── agent.png ├── bound-truck.png ├── car-icon.png ├── end-point.png ├── enemy-blue-1.png ├── enemy-blue-2.png ├── enemy-blue-3.png ├── enemy-red-2.png ├── enemy-red.png ├── enemy-truck.png ├── enemy-yellow-1.png ├── enemy-yellow-2.png ├── enemy-yellow-3.png ├── flag-bottom.png ├── flag-top.png └── road.png ├── gui.png └── src ├── car.rs ├── configs.rs ├── enemy.rs ├── gui.rs ├── lib.rs ├── main.rs ├── nn.rs ├── population.rs ├── resources.rs └── road.rs /Cargo.lock: -------------------------------------------------------------------------------- 1 | # This file is automatically @generated by Cargo. 2 | # It is not intended for manual editing. 3 | version = 3 4 | 5 | [[package]] 6 | name = "ab_glyph" 7 | version = "0.2.21" 8 | source = "registry+https://github.com/rust-lang/crates.io-index" 9 | checksum = "5110f1c78cf582855d895ecd0746b653db010cec6d9f5575293f27934d980a39" 10 | dependencies = [ 11 | 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"0.10.1", features = ["dynamic_linking"] } 10 | bevy-inspector-egui = "0.18.3" 11 | bevy_pancam = "0.8.0" 12 | bevy_prototype_debug_lines = "0.10.1" 13 | bevy_rapier2d = "0.21.0" 14 | rand = "0.8.5" 15 | 16 | [workspace] 17 | resolver = "2" # Important! wgpu/Bevy needs this! 18 | 19 | # Enable a small amount of optimization in debug mode 20 | [profile.dev] 21 | opt-level = 1 22 | 23 | # Enable high optimizations for dependencies (incl. Bevy), but not for our code: 24 | [profile.dev.package."*"] 25 | opt-level = 3 26 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2023 Bones-ai 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # AI learns to drive 2 | AI learns to drive in a road-fighter inspired environment 3 | 4 | The cars are controlled using a neural network, and are trained using a genetic algorithm. 5 | 6 | Built with [Rust](https://www.rust-lang.org/) and [Bevy](https://bevyengine.org/) game engine 7 | 8 | ![gui](/gui.png) 9 | 10 | # Demo 11 | Here's the entire timelapse of the AI learning to drive 12 | 13 | [![youtube](https://img.youtube.com/vi/H7RWcNgE-6s/0.jpg)](https://youtu.be/H7RWcNgE-6s) 14 | 15 | # Devlog 16 | Here's a devlog of how this was built 17 | 18 | [![youtube](https://img.youtube.com/vi/Pq1sKS-q1sA/0.jpg)](https://youtu.be/Pq1sKS-q1sA) 19 | 20 | ## Usage 21 | - Clone the repo 22 | ``` 23 | git clone git@github.com:bones-ai/rust-drive-ai.git 24 | cd rust-drive-ai 25 | ``` 26 | - Run the simulation 27 | ``` 28 | cargo run --release 29 | ``` 30 | ## Configurations 31 | - The project config file is located at `src/configs.rs` 32 | 33 | ## Forks 34 | Here's a list of of forks that extend this project, let me know if you have an interesting fork to add: 35 | - https://gitlab.com/ThibaultLemaire/rust-drive-ai 36 | 37 | 38 | ## Assets 39 | - [https://www.spriters-resource.com/nes/roadfighter/sheet/57232/](https://www.spriters-resource.com/nes/roadfighter/sheet/57232/) 40 | - Font - [https://code807.itch.io/magero](https://code807.itch.io/magero) 41 | -------------------------------------------------------------------------------- /assets/Magero.ttf: 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bevy_prototype_debug_lines::{DebugLines, DebugLinesPlugin}; 8 | use bevy_rapier2d::prelude::*; 9 | use rand::Rng; 10 | 11 | use crate::nn::Net; 12 | use crate::*; 13 | 14 | pub struct CarPlugin; 15 | 16 | #[derive(Component)] 17 | pub struct Car; 18 | 19 | #[derive(Component)] 20 | pub struct Brain { 21 | pub nn: Net, 22 | pub nn_outputs: Vec>, 23 | 24 | ray_inputs: Vec, 25 | } 26 | 27 | #[derive(Component, Reflect)] 28 | struct TurnSpeed(f32); 29 | 30 | #[derive(Component, Reflect)] 31 | struct Speed(f32); 32 | 33 | #[derive(Component)] 34 | pub struct Fitness(pub f32); 35 | 36 | #[derive(Resource, Default)] 37 | struct RayCastSensors(Vec<(f32, f32)>); 38 | 39 | // wasd controls 40 | struct CarControls(bool, bool, bool, bool); 41 | 42 | #[derive(Bundle)] 43 | pub struct CarBundle { 44 | sprite_bundle: SpriteBundle, 45 | car: Car, 46 | fitness: Fitness, 47 | brain: Brain, 48 | turn_speed: TurnSpeed, 49 | speed: Speed, 50 | velocity: Velocity, 51 | mass: ColliderMassProperties, 52 | rigid_body: RigidBody, 53 | collider: Collider, 54 | events: ActiveEvents, 55 | damping: Damping, 56 | sleep: Sleeping, 57 | ccd: Ccd, 58 | collision_groups: CollisionGroups, 59 | } 60 | 61 | impl Plugin for CarPlugin { 62 | fn build(&self, app: &mut App) { 63 | app.add_plugin(DebugLinesPlugin::default()) 64 | .register_type::() 65 | .register_type::() 66 | .insert_resource(RayCastSensors::default()) 67 | .add_startup_system(setup) 68 | // .add_system(car_manual_input_system) 69 | .add_system(car_nn_controlled_system) 70 | // .add_system(car_gas_system) 71 | // .add_system(car_steer_system) 72 | .add_system(collision_events_system) 73 | .add_system(sensors_system); 74 | } 75 | } 76 | 77 | fn position_based_movement_system( 78 | controls: CarControls, 79 | transform: &mut Transform 80 | ) { 81 | let w_key = controls.0; 82 | let a_key = controls.1; 83 | let s_key = controls.2; 84 | let d_key = controls.3; 85 | 86 | let time_step = 1.0 / 60.0; 87 | let mut rotation_factor = 0.0; 88 | let mut movement_factor = 0.0; 89 | 90 | if w_key { 91 | movement_factor += 3.5; 92 | } 93 | if a_key { 94 | rotation_factor += 0.5; 95 | } else if d_key { 96 | rotation_factor -= 0.5; 97 | } 98 | 99 | transform.rotate_z(rotation_factor * 5.0 * time_step); 100 | let movement_direction = transform.rotation * Vec3::Y; 101 | let movement_distance = movement_factor; 102 | let translation_delta = movement_direction * movement_distance; 103 | transform.translation += translation_delta; 104 | } 105 | 106 | fn setup(mut ray_cast_sensors: ResMut) { 107 | // Pre compute the raycast directions 108 | let angle_per_ray = RAYCAST_SPREAD_ANGLE_DEG / (NUM_RAY_CASTS as f32) + 1.0; 109 | let mut current_angle = RAYCAST_START_ANGLE_DEG; 110 | for _ in 0..NUM_RAY_CASTS { 111 | let angle = current_angle * (PI / 180.0); 112 | let x = angle.cos(); 113 | let y = angle.sin(); 114 | ray_cast_sensors.0.push((x, y)); 115 | 116 | current_angle += angle_per_ray; 117 | } 118 | } 119 | 120 | fn collision_events_system( 121 | mut commands: Commands, 122 | mut collision_events: EventReader, 123 | ) { 124 | for collision_event in collision_events.iter() { 125 | match collision_event { 126 | CollisionEvent::Started(entity1, entity2, _) => { 127 | commands.entity(*entity2).remove::(); 128 | commands.entity(*entity1).remove::(); 129 | } 130 | _ => {} 131 | } 132 | } 133 | } 134 | 135 | fn car_nn_controlled_system( 136 | time: Res