├── LICENSE.txt
├── Mods
├── HotPositionL2RA.HOT
├── dinput8.dll
└── scripts
│ ├── NFSMWExtraOptions.asi
│ └── NFSMWExtraOptionsSettings.ini
├── README.md
├── createData.py
├── images
├── dataFlowchart.jpg
├── nvidia_arch.png
└── trainFlowchart.jpg
├── model_architectures.py
├── play.py
├── play_util.py
├── processData.py
├── train_model.py
└── trained_models
└── defaultRaw.pth
/LICENSE.txt:
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573 | option of following the terms and conditions either of that numbered
574 | version or of any later version published by the Free Software
575 | Foundation. If the Program does not specify a version number of the
576 | GNU General Public License, you may choose any version ever published
577 | by the Free Software Foundation.
578 |
579 | If the Program specifies that a proxy can decide which future
580 | versions of the GNU General Public License can be used, that proxy's
581 | public statement of acceptance of a version permanently authorizes you
582 | to choose that version for the Program.
583 |
584 | Later license versions may give you additional or different
585 | permissions. However, no additional obligations are imposed on any
586 | author or copyright holder as a result of your choosing to follow a
587 | later version.
588 |
589 | 15. Disclaimer of Warranty.
590 |
591 | THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
592 | APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
593 | HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
594 | OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
595 | THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
596 | PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
597 | IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
598 | ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
599 |
600 | 16. Limitation of Liability.
601 |
602 | IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
603 | WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
604 | THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
605 | GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
606 | USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
607 | DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
608 | PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
609 | EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
610 | SUCH DAMAGES.
611 |
612 | 17. Interpretation of Sections 15 and 16.
613 |
614 | If the disclaimer of warranty and limitation of liability provided
615 | above cannot be given local legal effect according to their terms,
616 | reviewing courts shall apply local law that most closely approximates
617 | an absolute waiver of all civil liability in connection with the
618 | Program, unless a warranty or assumption of liability accompanies a
619 | copy of the Program in return for a fee.
620 |
621 | END OF TERMS AND CONDITIONS
622 |
623 | How to Apply These Terms to Your New Programs
624 |
625 | If you develop a new program, and you want it to be of the greatest
626 | possible use to the public, the best way to achieve this is to make it
627 | free software which everyone can redistribute and change under these terms.
628 |
629 | To do so, attach the following notices to the program. It is safest
630 | to attach them to the start of each source file to most effectively
631 | state the exclusion of warranty; and each file should have at least
632 | the "copyright" line and a pointer to where the full notice is found.
633 |
634 | {one line to give the program's name and a brief idea of what it does.}
635 | Copyright (C) {year} {name of author}
636 |
637 | This program is free software: you can redistribute it and/or modify
638 | it under the terms of the GNU General Public License as published by
639 | the Free Software Foundation, either version 3 of the License, or
640 | (at your option) any later version.
641 |
642 | This program is distributed in the hope that it will be useful,
643 | but WITHOUT ANY WARRANTY; without even the implied warranty of
644 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
645 | GNU General Public License for more details.
646 |
647 | You should have received a copy of the GNU General Public License
648 | along with this program. If not, see .
649 |
650 | Also add information on how to contact you by electronic and paper mail.
651 |
652 | If the program does terminal interaction, make it output a short
653 | notice like this when it starts in an interactive mode:
654 |
655 | {project} Copyright (C) {year} {fullname}
656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
657 | This is free software, and you are welcome to redistribute it
658 | under certain conditions; type `show c' for details.
659 |
660 | The hypothetical commands `show w' and `show c' should show the appropriate
661 | parts of the General Public License. Of course, your program's commands
662 | might be different; for a GUI interface, you would use an "about box".
663 |
664 | You should also get your employer (if you work as a programmer) or school,
665 | if any, to sign a "copyright disclaimer" for the program, if necessary.
666 | For more information on this, and how to apply and follow the GNU GPL, see
667 | .
668 |
669 | The GNU General Public License does not permit incorporating your program
670 | into proprietary programs. If your program is a subroutine library, you
671 | may consider it more useful to permit linking proprietary applications with
672 | the library. If this is what you want to do, use the GNU Lesser General
673 | Public License instead of this License. But first, please read
674 | .
--------------------------------------------------------------------------------
/Mods/HotPositionL2RA.HOT:
--------------------------------------------------------------------------------
1 | //
2 | // HotPosition - TRACKS\HotPositionL2RA.HOT
3 | //
4 |
5 | HOTPOSITION: 1732.85, 2506.55, 148.39 Angle = 0x753d Speed = 10.98
6 |
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/Mods/dinput8.dll:
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https://raw.githubusercontent.com/fehimornek/DeepForSpeed/ddfefa5d87f5a2d2ebe7a6c7145b83c2330c23dd/Mods/dinput8.dll
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/Mods/scripts/NFSMWExtraOptions.asi:
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https://raw.githubusercontent.com/fehimornek/DeepForSpeed/ddfefa5d87f5a2d2ebe7a6c7145b83c2330c23dd/Mods/scripts/NFSMWExtraOptions.asi
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/Mods/scripts/NFSMWExtraOptionsSettings.ini:
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1 | [Hotkeys] // Look at http://cherrytree.at/misc/vk.htm for key values (decimal)
2 | HeatLevelHack = 118 // Enables Ultimate Force Heat Level hack, Force-enables Heat Level Override and lets you select a heat level with the key below. (Default = 118 = F7 key)
3 | ChangeHeatLevel = 33 // Changes heat levels when the Ultimate Force Heat Level hack is enabled. (Default = 33 = PageUp key)
4 | ToggleCops = 145 // Toggles Cops on/off. Use with Ultimate Force Heat Level hack. (Default = 145 = Scroll Lock key)
5 | CopLights = 79 // Toggles Cop Lights on/off. Use a cop car for best results. (Default = 79 = O key)
6 | Headlights = 72 // Toggles Headlights on/off. (Default = 72 = H key)
7 | FreezeCar = 115 // Enables Freeze Car hack. (Default = 115 = F4 key)
8 | FreezeCamera = 19 // Freezes/unfreezes camera when pressed. (Default = 19 = Pause/Break key)
9 | UnlockAllThings = 116 // Unlocks everything in game and lets you play hidden tracks. (Default = 116 = F5 key)
10 | AutoDrive = 117 // Enables Auto Drive (Drunk Driver) hack. (Default = 117 = F6 key)
11 | EnableSaveLoadHotPos = 1 // Lets you save (LShift + 1/5) or load (LCtrl + 1/5) your position on the world. (0 = False (Default), 1 = True)
12 |
13 | [LapControllers]
14 | Minimum = 0 // Minimum number of laps can be selected at Quick Race options screen. (Default = 0) (0/127)
15 | Maximum = 127 // Maximum number of laps can be selected at Quick Race options screen. (Default = 127) (0/127)
16 | RandomRace = 127 // Maximum number of laps can be selected at Random Race screen. (Default = 127) (0/127)
17 | UnfreezeKO = 1 // Allows changing the laps count for KO. (0 = False, 1 = True (Default))
18 |
19 | [OpponentControllers]
20 | Minimum = 0 // Minimum number of opponents can be selected at Quick Race options screen. (Default = 0) (0/15)
21 | Maximum = 6 // Maximum number of opponents can be selected at Quick Race options screen. (Default = 6) (0/15)
22 | RandomRace = 6 // Maximum number of opponents can be selected at Random Race screen. (Default = 6) (0/15)
23 | MaxUniqueOpponentCars = 3 // Maximum number of different car models per race that will be used by AI Opponents. (Default = 3)
24 | MoreCarsForOpponents = 0 // Allows opponents to use bonus or police cars. (0 = False (Default), 1 = True)
25 | CarbonStyleRandomCars = 0 // Removes random vinyls from AI opponents. (0 = False (Default), 1 = True)
26 |
27 | [TrafficControllers]
28 | Low = 10 // Traffic Density for option Minimum (Default = 10) (0/100)
29 | Medium = 30 // Traffic Density for option Moderate (Default = 30) (0/100)
30 | High = 50 // Traffic Density for option Maximum (Default = 50) (0/100)
31 |
32 | [Menu]
33 | ShowOnline = 1 // Shows Online option on Main Menu. (0 = False, 1 = True (Default))
34 | ShowOnlineOpts = 0 // Shows Online Options on Options Menu. (0 = False (Default), 1 = True)
35 | ShowSubs = 0 // Shows Subtitles for English Language. (0 = False (Default), 1 = True)
36 | ShowMoreCarCategories = 0 // Shows Debug and Preset car categories on Car Select screen. (0 = False (Default), 1 = True)
37 | ShowSpecialVinyls = 1 // Adds Special vinyl category to vinyls menu. (0 = False, 1 = True (Default))
38 | ShowDebugCarCustomize = 0 // Adds Debug Car Customize option to Main Menu. (0 = False (Default), 1 = True)
39 | ShowDebugEventID = 0 // Shows Event ID for races. (0 = False (Default), 1 = True)
40 | ShowTimeOfDay = 0 // Shows Time of Day from Xbox 360 release in Video Options menu. (0 = False (Default), 1 = True)
41 | ShowHiddenTracks = 0 // Shows Hidden Tracks using a different track listing method. (0 = False (Default), 1 = True)
42 | BetterRandomRaces = 0 // Makes more cars and tracks available in random races. (0 = False (Default), 1 = True)
43 | MaximumBlacklistRival = 15 // (ONLY FOR EXPERTS) Maximum Blacklist Rival. (Default = 15) (0/127)
44 | ReplayBlacklistRaces = 0 // Lets you replay Blacklist Boss Races in Career mode. (0 = False (Default), 1 = True)
45 | ChallengeSeriesBlacklist = 19 // (ONLY FOR EXPERTS) Bin (Blacklist) for Challenge Series events. (Default = 19) (0/127)
46 | RandomizeCount = 30 // Randomize count for the Quick Play menu. (Default = 30) (1/500)
47 | SplashScreenTimeLimit = 30 // Duration of Splash Screen. (Default = 30.0)
48 | CarSelectTireSteerAngle = 21.6723 // Sets the angle of front tires on menus. (Default = 21.6723)
49 | ShowcaseCamInfiniteZoom = 0 // Zoom hack for Showcase Camera mode. (0 = False (Default), 1 = True)
50 | ShowcaseCamInfiniteRotation = 0 // Rotation hack for Showcase Camera mode. (0 = False (Default), 1 = True)
51 | ShowcaseCamAlwaysEnable = 0 // Use Showcase Camera mode on every menu. (0 = False (Default), 1 = True)
52 | AllowLongerProfileNames = 1 // Lets you input up to 15 characters, use spaces and special characters in profile names. (0 = False, 1 = True (Default))
53 | DisableTakeover = 0 // Removes "Extra Options by ExOpts Team" text from Copyright area. (0 = False (Default), 1 = True)
54 |
55 | [Gameplay]
56 | EnableHiddenCameraModes = 0 // Enables hidden camera modes and fixes the names. (0 = False (Default), 1 = True)
57 | EnableDebugCamera = 0 // Enables vanilla debug world camera function. Press Backspace to toggle. (0 = False (Default), 1 = True)
58 | ShowHUDOnLookBack = 0 // Prevents the HUD from disappearing when looked back, like in NFSU2. (0 = False (Default), 1 = True)
59 | GameSpeed = 1 // (FOR FUN) Speed modifier for races. (Default = 1.0)
60 | WorldAnimationSpeed = 45 // Speed modifier for animations (like waving trees) on the world. (Default = 45.0)
61 | DebugCamTurboSpeed = 3.06 // Speed modifier for Debug World Camera Turbo / Num- (Default = 3.06)
62 | DebugCamSuperTurboSpeed = 7.16 // Speed modifier for Debug World Camera Super Turbo / Num+ (Default = 7.16)
63 | CarScale = 1 // (FOR FUN) Resizes car model. (Default = 1.0)
64 | RemoveOldBridgeBarrier = 0 // Removes the barrier which closes the road to the Old Bridge. (0 = False (Default), 1 = True)
65 | RemoveNeonBarriers = 0 // Removes Neon Barriers which show the route or locked areas. (0 = False (Default), 1 = True)
66 | ShowPercentOn1LapRaces = 1 // Shows COMPLETED %X text instead of LAP 1/1 for 1-Lap races. (0 = False, 1 = True (Default))
67 | StartingCash = 0 // Starts the game with specified amount of cash. 30000 from first 3 races are not included. (Default = 0)
68 | AwardedCash = 10000 // Awards (or penalties if you set a negative value) the player with specified amount of cash for having NFSU2 save of their PC. (Default = 10000)
69 | UnlockAllThings = 0 // Current status of UnlockAllThings hack. (0 = False (Default), 1 = True)
70 | ForceBlackEdition = 1 // Force enables Black Edition mode by skipping INGAMEC.BUN file check. (0 = False, 1 = True (Default))
71 | UnlockBurgerKingChallenge = 0 // Unlocks Burger King challenge without using cheat code. (0 = False (Default), 1 = True)
72 | EnableMaxPerformanceOnShop = 1 // Lets you install maximum available parts to your car with one key on Career Performance Shop. (0 = False, 1 = True (Default))
73 | ShowAllCarsInFE = 0 // (ONLY FOR EXPERTS) Makes any car available in Car Lot for NEW save games. It DOESN'T affect existing ones. Disable if you have too many add-on cars installed. (0 = False (Default), 1 = True)
74 | NoCatchUp = 0 // (EXPERIMENTAL) Attempts to remove the catch up. (0 = False (Default), 1 = True)
75 | NoRevLimiter = 0 // Removes rev limiter and lets you achieve better top speeds. (0 = False (Default), 1 = True)
76 | NosTrailRepeatCount = 8 // Sets trail repeat count for your taillights when you use NOS. (Default = 8) (High values may cause rendering issues.)
77 | SelectableMarkerCount = 2 // Lets you select more or less markers when you beat a Blacklist rival. (Default = 2) (1/6)
78 | PurchasedCarLimit = 10 // Allows you to increase/decrease the amount of cars you can purchase in the car lot. (Default = 10) (1/25)
79 | SBRechargeTime = 25 // Recharge time (in seconds) for Speedbreaker. (Default = 25.0)
80 | SBRechargeSpeedLimit = 100 // Speed limit (mph) for Speedbreaker to refill. (Default = 100.0)
81 | SBMassMultiplier = 2 // Car mass multipiler for Speedbreaker. (Default = 2.0)
82 |
83 | [Pursuit]
84 | HeatLevelOverride = 0 // Force minimum and maximum heat levels for every game event. (0 = False (Default), 1 = True)
85 | MinimumHeatLevel = 0 // Minimum heat level when HeatLevelOverride option is enabled. (Default = 1)
86 | MaximumHeatLevel = 0 // Maximum heat level when HeatLevelOverride option is enabled. (Default = 10)
87 | PursuitActionMode = 0 // Makes In-Race pursuits harder with Roadblocks and support units. (0 = False (Default), 1 = True)
88 | ShowPursuitCops = 1 // Shows Pursuit cop cars on your minimap. (0 = False, 1 = True (Default))
89 | ShowNonPursuitCops = 0 // Shows Non-Pursuit cop cars on your minimap. (0 = False (Default), 1 = True)
90 | ShowBustedScreenFrame = 1 // Shows RPD Camera frame on Busted cutscene. (0 = False, 1 = True (Default))
91 | UncensoredBustedScreen = 0 // Removes censor from Busted cutscene. (0 = False (Default), 1 = True)
92 | SpeedingLimit = 67 // Speed limit (in m/s) for Speeding Infraction. (Default = 67.0)
93 | ExcessiveSpeedingLimit = 80.5 // Speed limit (in m/s) for Excessive Speeding Infraction. (Default = 80.5)
94 | RecklessDrivingLimit = 89.4 // Speed limit (in m/s) for Reckless Driving Infraction. (Default = 89.4)
95 |
96 | [VisualTreatment]
97 | EnableVisualTreatmentOverride = 0 // Enables all visual treatment tweaks in this section. (0 = False (Default), 1 = True)
98 | Red = 0.88 // Red amount for Visual Treatment. (Default = 0.88)
99 | Green = 0.8 // Green amount for Visual Treatment. (Default = 0.8)
100 | Blue = 0.44 // Blue amount for Visual Treatment. (Default = 0.44)
101 | ColorBloomIntensity = 1.75 // Color Bloom amount for Visual Treatment. (Default = 1.75)
102 | Saturation = 0.5 // Saturation for Visual Treatment. (Default = 0.5)
103 | BlackBloomIntensity = 0.9 // Black Bloom amount for Visual Treatment. (Default = 0.9)
104 |
105 | [Weather]
106 | AlwaysRain = 0 // Forces rainy weather. (0 = False (Default), 1 = True)
107 | GeneralRainAmount = 0 // General multiplier for rain. (Default = 1)
108 | RoadReflectionAmount = 0 // Road Reflection for rain. (Default = 1)
109 | RainSize = 0 // Falling rain size. (Default = 0.01)
110 | RainIntensity = 0 // Rain intensity. (Default = 0.45)
111 | RainCrossing = 0 // Rain crossing amount. (Default = 0.02)
112 | RainSpeed = 0 // Rain falling speed. (Default = 0.03)
113 | RainGravity = 0 // Rain gravity. (Default = 0.35)
114 |
115 | [Fixes]
116 | DisappearingWheelsFix = 1 // Fixes disappearing wheels when lost focus. Useful for open-wheel cars. (0 = False, 1 = True (Default))
117 | ExperimentalSplitScreenFix = 0 // (ONLY FOR EXPERTS) (EXPERIMENTAL) Fixes black screen and crash for Split Screen mode. Race behaviours are not fixed yet. (0 = False (Default), 1 = True)
118 | HelicopterBountyFix = 1 // Fixes very low bounty reward and lack of screen message for Helicopter. (0 = False, 1 = True (Default))
119 | ZeroBountyFix = 1 // Fixes 0 bounty reward for x10 and higher heat levels. (0 = False, 1 = True (Default))
120 | CarSkinFix = 0 // (EXPERIMENTAL) Fixes skinless ghost cars. (0 = False (Default), 1 = True)
121 | ImmobileCollisionsFix = 0 // (EXPERIMENTAL) Fixes infinite mass of some objects. (0 = False (Default), 1 = True)
122 | DDayFix = 1 // Fixes an issue when the user is forced to play DDay (prologue) events even if they have done so. (0 = False, 1 = True (Default))
123 | BustedNISFix = 1 // Enables unused Busted NISs by fixing a bug in the chooser function. (0 = False, 1 = True (Default))
124 |
125 | [Misc]
126 | WindowedMode = 2 // Runs the game in a window instead of full screen. (0 = False (Default), 1 = True, 2 = Bordered)
127 | SkipMovies = 0 // Skips cutscenes. (0 = False (Default), 1 = True)
128 | SkipNISs = 0 // Skips some NISs (non-interactive scenes). (0 = False (Default), 1 = True)
129 | EnableSound = 1 // Enables in-game sounds. (0 = False, 1 = True (Default))
130 | EnableMusic = 1 // Enables in-game music. (0 = False, 1 = True (Default))
131 | ShowMessage = 1 // Shows in-game messages when you use some features. (0 = False, 1 = True (Default))
132 | SkipCareerIntro = 0 // (ONLY FOR EXPERTS) Skips DDay and Career Intro events. (0 = False (Default), 1 = True)
133 | AllowMultipleInstances = 0 // Allows running more than 1 instance of the game. (0 = False (Default), 1 = True)
134 | ExpandMemoryPools = 0 // Expands memory area of the game. (0 = False (Default), 1 = True)
135 |
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/README.md:
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1 | # DeepForSpeed: Data Wanted
2 | ## A self-driving car in Need For Speed
3 | The inspiration comes from how Nvidia built a self-driving car with just a single convolutional
4 | neural network instead of many fancy algorithms combined. Here my goal is to replicate
5 | the amazing results they've gotten but inside a game. But i also tried to create it as a platform/interface
6 | in which different architectures can be tested relatively easily, so it can also be used as a benchmark.
7 | So it's like a fun driving simulator (of course not an accurate one) that you can test your own neural networks
8 | at and maybe conduct some experiments.
9 |
10 | ## Watch The Latest Version
11 | [](https://youtu.be/t0iqfM36mRc)
12 | note: this is a cherry picked example and many times model will not perform this well. Im hoping to change that in future versions.
13 |
14 | ## Things used
15 | > Python 3.9
16 | >
17 | > Pytorch 1.10
18 | >
19 | > Numpy
20 | >
21 | > OpenCV
22 | >
23 | > Matplotlib
24 | >
25 | > Need For Speed: Most Wanted 2005
26 | >
27 | > Base architecture
28 | >
29 | >
30 |
31 |
32 | ## How to use it
33 | There is different ways to use it depending on what you want. Additional info can be found inside the scripts.
34 |
35 |
36 | Creating and processing data
37 |
38 |
39 |
40 | Using models
41 |
42 |
43 |
44 |
45 | ## Pull requests
46 | TLDR: Basically any improvements are really appreciated.
47 |
48 | - Other Neural Network architectures
49 | - Refinements in the code
50 | - Trained Models
51 | - Anything you can get done on future updates part
52 |
53 |
54 |
55 | ## For Future Updates:
56 | - Add tensorflow board
57 | - Only use np arrays instead of both lists and np arrays in data
58 | - RGB images instead of gray images
59 | - Train on more data
60 | - Increase data resolution
61 | - Controller or a steering wheel to get the input
62 | - Different activation functions
63 | - Try Weight Decay
64 | - Add merging data function for easing data creation
65 | - Save models whilst training
66 |
67 | ### References:
68 | paper by nvidia: https://images.nvidia.com/content/tegra/automotive/images/2016/solutions/pdf/end-to-end-dl-using-px.pdf
69 |
70 | Sentdex's PyGta5 playlist: https://www.youtube.com/watch?v=ks4MPfMq8aQ&list=PLQVvvaa0QuDeETZEOy4VdocT7TOjfSA8a
71 |
72 | NFS:MW mods are taken from: https://github.com/ExOptsTeam/NFSMWExOpts
73 |
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/createData.py:
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1 | import cv2
2 | import time
3 | import mss
4 | import numpy as np
5 | import keyboard
6 | import os
7 |
8 |
9 | """
10 | this script records road, minimap and speed-o-meter with the correct key presses associated with them.
11 | I can get around 20fps with this script with i5 9th generation processor. If your fps is less than this
12 | it may not create enough data or play the game right. To check your fps you can uncomment the lines that show fps.
13 | """
14 |
15 |
16 | class CreateData:
17 | def __init__(self):
18 | # places of the screen that are relevant to us
19 | self.road = {'left': 120, 'top': 310, 'width': 570, 'height': 110}
20 | self.minimap = {'left': 60, 'top': 460, 'width': 125, 'height': 110}
21 | self.speed = {'left': 645, 'top': 535, 'width': 67, 'height': 30}
22 | # variable for seeing fps
23 | self.last_time = time.time()
24 |
25 | def key_press(self):
26 | onehotencoding = [0,0,0,0,0,0] # elements of the list on the left corresponds to [w, a, d, wa, wd, nothing]
27 | if keyboard.is_pressed("w"):
28 | if keyboard.is_pressed("a"):
29 | onehotencoding[3] = 1
30 | elif keyboard.is_pressed("d"):
31 | onehotencoding[4] = 1
32 | else:
33 | onehotencoding[0] = 1
34 | elif keyboard.is_pressed("a"):
35 | onehotencoding[1] = 1
36 | elif keyboard.is_pressed("d"):
37 | onehotencoding[2] = 1
38 | else:
39 | onehotencoding[5] = 1
40 | return onehotencoding
41 |
42 | def get_screen(self):
43 | with mss.mss() as sct:
44 | # take the screenshot of the relevant places on the screen
45 | road_arr = np.array(sct.grab(self.road))
46 | minimap_arr = np.array(sct.grab(self.minimap))
47 | speed_arr = np.array(sct.grab(self.speed))
48 |
49 | road_gray = cv2.cvtColor(road_arr, cv2.COLOR_RGB2GRAY)
50 | minimap_gray = cv2.cvtColor(minimap_arr, cv2.COLOR_RGB2GRAY)
51 | speed_gray = cv2.cvtColor(speed_arr, cv2.COLOR_RGB2GRAY)
52 |
53 | # resize
54 | road_arr = list(cv2.resize(road_gray,(120,60)))
55 | minimap_arr = list(cv2.resize(minimap_gray, (50, 50)))
56 | speed_arr = list(cv2.resize(speed_gray, (15, 15)))
57 |
58 | # uncomment the next lines to test if road is visible if it is not make the needed adjustments
59 | #cv2.imshow("window", np.array(road_arr))
60 | #if cv2.waitKey(25) & 0xFF == ord("q"):
61 | # cv2.destroyAllWindows()
62 |
63 | # return list of images as a list
64 | return [road_arr, minimap_arr, speed_arr]
65 |
66 | def main(self):
67 | name = input("enter the name for the training file: ")
68 |
69 | # get current directory and add the data to the training_data folder
70 | file = os.getcwd() + "\\training_data\\{}".format(name)
71 |
72 | if not os.path.exists(file):
73 | print("new data created!")
74 | os.mkdir(file)
75 | training_data_X = []
76 | training_data_Y = []
77 |
78 | else:
79 | print("data already exists! appending to the data.")
80 | training_data_X = list(np.load(file + f"\\{name}X.npy", allow_pickle=True))
81 | training_data_Y = list(np.load(file + f"\\{name}y.npy", allow_pickle=True))
82 |
83 | for i in range(3, 0, -1):
84 | print("data collection starts in {}".format(i))
85 | time.sleep(1)
86 |
87 | print("started collecting data!")
88 | while True:
89 | key = self.key_press() # key is a one hot encoded array
90 | image = self.get_screen() # image is an array of three elements
91 |
92 | training_data_X.append(image)
93 | training_data_Y.append(key)
94 |
95 | # code snippet by sentdex <3
96 | if len(training_data_X) % 1500 == 0:
97 | print("training files saved! frame count: {}".format(len(training_data_X)))
98 | np.save(file + f"\\{name}X.npy", training_data_X)
99 | np.save(file + f"\\{name}Y.npy", training_data_Y)
100 |
101 | if keyboard.is_pressed("q"): # if q is pressed data collection ends
102 | print("stopping data collection!")
103 | break
104 |
105 | # you can test your fps through uncommenting these lines
106 | # print("fps:", round(1/(time.time() - self.last_time)))
107 | # self.last_time = time.time()
108 |
109 | if __name__ == "__main__":
110 | a = CreateData()
111 | a.main()
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/images/nvidia_arch.png:
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https://raw.githubusercontent.com/fehimornek/DeepForSpeed/ddfefa5d87f5a2d2ebe7a6c7145b83c2330c23dd/images/nvidia_arch.png
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/images/trainFlowchart.jpg:
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https://raw.githubusercontent.com/fehimornek/DeepForSpeed/ddfefa5d87f5a2d2ebe7a6c7145b83c2330c23dd/images/trainFlowchart.jpg
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/model_architectures.py:
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1 | import torch
2 | import torch.nn as nn
3 |
4 | # slightly modified nvidia architecture
5 | class nvidia_arch(nn.Module):
6 | """
7 | 1- nvidia doesn't mention any activation function in their paper so i took the liberty to use ReLU.
8 | 2- nvidia uses 200x66 resolution image but to make things just a little faster and more memory.
9 | efficient we will be using images of size 120x60 but this might change in the future.
10 | 3- hyper parameters are also chosen by me because they are not mentioned.
11 | 4- network will also do additional convolutions to understand information from minimap and speedometer.
12 | """
13 |
14 | def __str__(self):
15 | return "this is nvidia architecture"
16 |
17 | def __init__(self):
18 | super().__init__()
19 | # conv1 will look at the road, conv2 will look at the minimap and conv3 will look at the speedometer
20 | self.conv1 = nn.Sequential(
21 | nn.Conv2d(in_channels=1, out_channels=24, kernel_size=(5,5), stride=(2,2)),
22 | nn.ReLU(),
23 | nn.Conv2d(in_channels=24, out_channels=36, kernel_size=(5,5), stride=(2,2)),
24 | nn.ReLU(),
25 | nn.Conv2d(in_channels=36, out_channels=48, kernel_size=(5,5), stride=(2,2)),
26 | nn.ReLU(),
27 | nn.Conv2d(in_channels=48, out_channels=64, kernel_size=(3,3), stride=(1,1), padding=1),
28 | nn.ReLU(),
29 | nn.Conv2d(in_channels=64, out_channels=64, kernel_size=(3,3), stride=(1,1)),
30 | nn.Flatten()
31 | )
32 | self.conv2 = nn.Sequential(
33 | nn.Conv2d(in_channels=1, out_channels=6, kernel_size=(5,5), stride=(2,2)),
34 | nn.ReLU(),
35 | nn.Conv2d(in_channels=6, out_channels=12, kernel_size=(5, 5), stride=(2, 2)),
36 | nn.ReLU(),
37 | nn.Conv2d(in_channels=12, out_channels=18, kernel_size=(5, 5), stride=(2, 2)),
38 | nn.Flatten()
39 | )
40 | self.conv3 = nn.Sequential(
41 | nn.Conv2d(in_channels=1, out_channels=6, kernel_size=(5, 5), stride=(2, 2)),
42 | nn.ReLU(),
43 | nn.Conv2d(in_channels=6, out_channels=12, kernel_size=(5, 5), stride=(2, 2)),
44 | nn.Flatten()
45 | )
46 |
47 | # fully connected dense layers
48 | self.linear = nn.Sequential(
49 | # input to the fully connected layer will be a (17x1) image with 64 channels
50 | nn.Linear(in_features=1454, out_features=100, bias=False),
51 | nn.ReLU(),
52 | nn.Linear(in_features=100, out_features=50, bias=False),
53 | nn.ReLU(),
54 | nn.Linear(in_features=50, out_features=10, bias=False),
55 | nn.ReLU(),
56 | nn.Linear(in_features=10, out_features=6, bias=False)
57 | )
58 |
59 | # x1 is road x2 is minimap and x3 is the speedometer
60 | def forward(self, x1, x2, x3):
61 | x1 = self.conv1(x1)
62 | x2 = self.conv2(x2)
63 | x3 = self.conv3(x3)
64 | x = torch.concat((x1,x2,x3), dim=1)
65 | x = self.linear(x)
66 | return x
67 |
68 |
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/play.py:
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1 | from play_util import *
2 | from createData import CreateData
3 | import model_architectures
4 | import torch
5 | import os
6 | import keyboard
7 | import time
8 | import numpy as np
9 |
10 | def calcProb(tensor):
11 | return (np.array(tensor)*100) / sum(sum(np.array(tensor)))
12 |
13 |
14 | # function that acts as an api between game and the neural network
15 | def playGame(modelName, trainedModelName):
16 | # get the neuralnet from model architectures
17 | neural_net = getattr(model_architectures, modelName)
18 | neuralnet = neural_net()
19 | # check if trained model exists if it does load them else return from the function
20 | nn_location = os.getcwd() + f"\\trained_models\\{trainedModelName}.pth"
21 | if os.path.exists(nn_location):
22 | neuralnet.load_state_dict(torch.load(nn_location))
23 | neuralnet.eval()
24 | else:
25 | print("that trained model does not exist")
26 | return
27 |
28 | # read the screen
29 | dataloader = CreateData()
30 |
31 | # wait a little before running the script to give time to open the game
32 | for i in range(5,0,-1):
33 | print(i)
34 | time.sleep(1)
35 |
36 | pause = False
37 | # main loop
38 | with torch.no_grad():
39 | while True:
40 | while not pause:
41 | screen = dataloader.get_screen()
42 | # turn the screen to tensors
43 | road, minimap, speed = torch.tensor(screen[0]), torch.tensor(screen[1]), torch.tensor(screen[2])
44 | # some dummy dimension for pytorch
45 | road = road[None, None]
46 | minimap = minimap[None, None]
47 | speed = speed[None, None]
48 | output = neuralnet.forward(road/255, minimap/255, speed/255)
49 | print(calcProb(output))
50 | index = torch.argmax(output)
51 | """
52 | directx scan codes http://www.gamespp.com/directx/directInputKeyboardScanCodes.html
53 | 0x11 = w
54 | 0x1E = A
55 | 0x20 = D
56 | """
57 | if index == 0: # press w
58 | PressKey(0x11)
59 | time.sleep(0.3)
60 | ReleaseKey(0x11)
61 | print("forward")
62 | elif index == 1: # press a
63 | PressKey(0x1E)
64 | time.sleep(0.05)
65 | ReleaseKey(0x1E)
66 | print("left")
67 | elif index == 2: # press d
68 | PressKey(0x20)
69 | time.sleep(0.05)
70 | ReleaseKey(0x20)
71 | print("right")
72 | elif index == 3: # press wa
73 | PressKey(0x11)
74 | PressKey(0x1E)
75 | time.sleep(0.05)
76 | ReleaseKey(0x11)
77 | ReleaseKey(0x1E)
78 | print("forward left")
79 | elif index == 4: # press wd
80 | PressKey(0x11)
81 | PressKey(0x20)
82 | time.sleep(0.05)
83 | ReleaseKey(0x11)
84 | ReleaseKey(0x20)
85 | print("forward right")
86 |
87 | elif index == 5: # nothing
88 | time.sleep(0.05)
89 | print("do nothing")
90 |
91 | # if q is pressed quit
92 | if keyboard.is_pressed("q"):
93 | return
94 |
95 | # pause the game
96 | if keyboard.is_pressed("z"):
97 | pause = True
98 |
99 | if keyboard.is_pressed("z"):
100 | pause = False
101 |
102 | playGame("nvidia_arch", "defaultRaw" )
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/play_util.py:
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1 | """
2 | inspired by: sentdex
3 | code taken from: https://stackoverflow.com/questions/14489013/simulate-python-keypresses-for-controlling-a-game
4 | """
5 |
6 | import ctypes
7 |
8 | SendInput = ctypes.windll.user32.SendInput
9 |
10 | # C struct redefinitions
11 | PUL = ctypes.POINTER(ctypes.c_ulong)
12 | class KeyBdInput(ctypes.Structure):
13 | _fields_ = [("wVk", ctypes.c_ushort),
14 | ("wScan", ctypes.c_ushort),
15 | ("dwFlags", ctypes.c_ulong),
16 | ("time", ctypes.c_ulong),
17 | ("dwExtraInfo", PUL)]
18 |
19 | class HardwareInput(ctypes.Structure):
20 | _fields_ = [("uMsg", ctypes.c_ulong),
21 | ("wParamL", ctypes.c_short),
22 | ("wParamH", ctypes.c_ushort)]
23 |
24 | class MouseInput(ctypes.Structure):
25 | _fields_ = [("dx", ctypes.c_long),
26 | ("dy", ctypes.c_long),
27 | ("mouseData", ctypes.c_ulong),
28 | ("dwFlags", ctypes.c_ulong),
29 | ("time",ctypes.c_ulong),
30 | ("dwExtraInfo", PUL)]
31 |
32 | class Input_I(ctypes.Union):
33 | _fields_ = [("ki", KeyBdInput),
34 | ("mi", MouseInput),
35 | ("hi", HardwareInput)]
36 |
37 | class Input(ctypes.Structure):
38 | _fields_ = [("type", ctypes.c_ulong),
39 | ("ii", Input_I)]
40 | # Actuals Functions
41 |
42 | def PressKey(hexKeyCode):
43 | extra = ctypes.c_ulong(0)
44 | ii_ = Input_I()
45 | ii_.ki = KeyBdInput( 0, hexKeyCode, 0x0008, 0, ctypes.pointer(extra) )
46 | x = Input( ctypes.c_ulong(1), ii_ )
47 | ctypes.windll.user32.SendInput(1, ctypes.pointer(x), ctypes.sizeof(x))
48 |
49 | def ReleaseKey(hexKeyCode):
50 | extra = ctypes.c_ulong(0)
51 | ii_ = Input_I()
52 | ii_.ki = KeyBdInput( 0, hexKeyCode, 0x0008 | 0x0002, 0, ctypes.pointer(extra) )
53 | x = Input( ctypes.c_ulong(1), ii_ )
54 | ctypes.windll.user32.SendInput(1, ctypes.pointer(x), ctypes.sizeof(x))
55 |
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/processData.py:
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1 | import os
2 | import numpy as np
3 | import random
4 |
5 | from PIL import Image, ImageEnhance
6 |
7 | """
8 | The training data is quite imbalanced because most of the time we are just
9 | pressing the forward key and maybe only half of the time we are steering. If our convnet
10 | sees this data it will be super biased to just going forward all the time so we need to change that.
11 | Amount of do nothings is also quite big too this also needs to be taken care of.
12 | """
13 |
14 |
15 | def preprocess():
16 | # this code piece is added for safety and ensures that there always will be the folder
17 | check_processed_folder = os.getcwd() + "\\training_data\\balanced"
18 | if not os.path.exists(check_processed_folder):
19 | os.mkdir(check_processed_folder)
20 |
21 | data_name = input("which data do you want to preprocess: ")
22 | file = os.getcwd() + f"\\training_data\\raw\\{data_name}"
23 |
24 | if os.path.exists(file):
25 | print("loading data!")
26 | training_dataX = list(np.load(file + f"\\{data_name}X.npy", allow_pickle=True))
27 | training_dataY = list(np.load(file + f"\\{data_name}Y.npy", allow_pickle=True))
28 | else:
29 | print("data doesnt exist!")
30 | return
31 |
32 | os.mkdir(os.getcwd() + f"\\training_data\\processed\\{data_name}")
33 |
34 | forward, right, left, forward_right, forward_left, do_nothing = [], [], [], [], [], []
35 |
36 | idx = 0
37 |
38 | print("separating data!")
39 | for data in training_dataX:
40 | # if data is a forward
41 | if training_dataY[idx][0] == 1:
42 | """
43 | append the data and then remove it from training_dataX this is done because
44 | we will remove most of the forwards and then add them back to training_dataX
45 | if we dont remove them we will just have even more forwards which would be super bad.
46 | """
47 | forward.append(data)
48 |
49 | elif training_dataY[idx][1] == 1:
50 | left.append(data)
51 |
52 | elif training_dataY[idx][2] == 1:
53 | right.append(data)
54 |
55 | elif training_dataY[idx][3] == 1: # forward lefts
56 | forward_left.append(data)
57 |
58 | elif training_dataY[idx][4] == 1: # forward rights
59 | forward_right.append(data)
60 |
61 | elif training_dataY[idx][5] == 1: # do nothing
62 | do_nothing.append(data)
63 |
64 | # used to move on to the next data
65 | idx += 1
66 |
67 | random.shuffle(forward),random.shuffle(forward_left),random.shuffle(forward_right)
68 | random.shuffle(do_nothing), random.shuffle(left),random.shuffle(right)
69 |
70 | lengths = [len(forward),len(forward_left),len(forward_right),len(do_nothing), len(left), len(right)]
71 |
72 | minimum_length = min(lengths)
73 |
74 | balanced_forward = [forward[i] for i in range(round(minimum_length))]
75 | balanced_forward_left = [forward_left[i] for i in range(round(minimum_length))]
76 | balanced_forward_right = [forward_right[i] for i in range(round(minimum_length))]
77 | balanced_do_nothing = [do_nothing[i] for i in range(round(minimum_length))]
78 | balanced_left = [left[i] for i in range(minimum_length)]
79 | balanced_right = [right[i] for i in range(minimum_length)]
80 |
81 | training_dataX = balanced_forward + balanced_left + balanced_right + \
82 | balanced_forward_left + balanced_forward_right + balanced_do_nothing
83 |
84 | for i in range(minimum_length):
85 | training_dataY.append([1,0,0,0,0,0])
86 | for i in range(minimum_length):
87 | training_dataY.append([0,1,0,0,0,0])
88 | for i in range(minimum_length):
89 | training_dataY.append([0,0,1,0,0,0])
90 | for i in range(minimum_length):
91 | training_dataY.append([0,0,0,1,0,0])
92 | for i in range(minimum_length):
93 | training_dataY.append([0,0,0,0,1,0])
94 | for i in range(minimum_length):
95 | training_dataY.append([0,0,0,0,0,1])
96 |
97 | permutation = np.arange(len(training_dataX))
98 | np.random.shuffle(permutation)
99 | training_dataY = np.array(training_dataY)
100 | training_dataX = np.array(training_dataX)
101 | dataX_shuffled = training_dataX[permutation]
102 | dataY_shuffled = training_dataY[permutation]
103 |
104 | np.save(os.getcwd() + f"\\training_data\\balanced\\{data_name}\\{data_name}X.npy", dataX_shuffled)
105 | np.save(os.getcwd() + f"\\training_data\\balanced\\{data_name}\\{data_name}Y.npy", dataY_shuffled)
106 | print("balanced data saved!")
107 |
108 | """
109 | Augmentations
110 | 1-change brightness values
111 | 2-flip the images when going either to right or left to create more turning data
112 | might add rotation by a small degree
113 | """
114 |
115 | def augmentData():
116 | # this code piece is added for safety and ensures that there always will be the folder
117 | check_augment_folder = os.getcwd() + "\\training_data\\augmented"
118 | if not os.path.exists(check_augment_folder):
119 | os.mkdir(check_augment_folder)
120 |
121 | data_name = input("what data do you want to augment: ")
122 | data_location = input("will you augment raw data or processed data? (options: raw - augmented): ")
123 | img_path = os.getcwd() + f"\\training_data\\{data_location}\\{data_name}"
124 |
125 | # load data in a safe manner
126 | if os.path.exists(img_path):
127 | print("loading data!")
128 | imageData = np.load(img_path + f"\\{data_name}X.npy", allow_pickle=True)
129 | labels = np.load(img_path + f"\\{data_name}Y.npy", allow_pickle=True)
130 | else:
131 | print("data doesnt exist!")
132 | return
133 |
134 | new_images = []
135 | new_labels = []
136 |
137 | print("processing darker versions of images...")
138 | # for every image add that image that's %40 darker
139 | for i in range(len(imageData)):
140 | # get every individual image
141 | image = np.array(imageData[i][0])
142 | image_normal = Image.fromarray(image, mode="L")
143 | # get a new image that has %60 of the originals brightness
144 | img = ImageEnhance.Brightness(image_normal)
145 | image_dark = img.enhance(0.6)
146 | # add the new image to the data list
147 | image_arr = np.array(image_dark)
148 | new_images.append([image_arr, imageData[i][1], imageData[i][2]])
149 | new_labels.append(labels[i])
150 |
151 | """
152 | for images where label is either right, left, forward right or forward left we will flip the images.
153 | example: if the images label is left then when we flip it, the flipped image will have label right.
154 | """
155 | print("processing flipped images...")
156 | for i in range(len(imageData)):
157 | label = labels[i]
158 | # if label is not forward and do nothing
159 | if label[0] == 0 and label[-1] == 0:
160 | # take road and minimap images and flip them
161 | road_image = np.array(imageData[i][0])
162 | minimap_image = np.array(imageData[i][1])
163 | road_pil = Image.fromarray(road_image, mode="L")
164 | minimap_pil = Image.fromarray(minimap_image, mode="L")
165 | road_flipped = road_pil.transpose(Image.FLIP_LEFT_RIGHT)
166 | minimap_flipped = minimap_pil.transpose(Image.FLIP_LEFT_RIGHT)
167 | # add the flipped images to the list
168 | new_images.append([np.array(road_flipped), np.array(minimap_flipped), imageData[i][2]])
169 | # get the correct label for the flipped image (logic is explained above)
170 | if label[1] == 1:
171 | new_labels.append([0,0,1,0,0,0])
172 | elif label[2] == 1:
173 | new_labels.append([0,1,0,0,0,0])
174 | elif label[3] == 1:
175 | new_labels.append([0,0,0,0,1,0])
176 | elif label[4] == 1:
177 | new_labels.append([0,0,0,1,0,0])
178 |
179 | new_image_data = np.concatenate((imageData, new_images))
180 | new_label_data = np.concatenate((labels, new_labels))
181 | perm = np.arange((len(new_image_data)))
182 | np.random.shuffle(perm)
183 | image_shuffled = new_image_data[perm]
184 | label_shuffled = new_label_data[perm]
185 | print("operations complete! previous data amount was", len(imageData), "new data amount is", len(image_shuffled))
186 | folder = input("what your data should be saved as: ")
187 | print("saving data!")
188 | os.mkdir(os.getcwd() + f"\\training_data\\augmented\\{folder}")
189 | np.save(os.getcwd() + f"\\training_data\\augmented\\{folder}\\{folder}X.npy", image_shuffled)
190 | np.save(os.getcwd() + f"\\training_data\\augmented\\{folder}\\{folder}Y.npy", label_shuffled)
191 | print("augmented data saved!")
192 |
193 | augmentData()
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/train_model.py:
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1 | import time
2 | import model_architectures
3 | import torch.optim as optim
4 | import torch
5 | import os
6 | import numpy as np
7 | import matplotlib.pyplot as plt
8 |
9 | # training the neural network
10 | def training(neural_net_name, epochs, batches, learning_rate,neural_net_folder_name = "default"):
11 | """
12 | - neural_net_name = is a string, used for choosing model from model_architectures.py
13 | - epochs = is an int, how many times neural network will see the whole data
14 | - batches = is an int, how many images will be used for training at every iteration
15 | - learning_rate = is a float, determines how much of an effect each gradient update has on the network
16 | - neural_net_folder_name = is a string, which is the saved models name. If you write a new name instead of default it will start
17 | training a new neural net.
18 | """
19 |
20 | ## get the training data
21 | data_name = input("enter the name of the data: ")
22 | data_location = input("which folder do you want to get the data from? (options: raw - balanced - augmented): ")
23 | file = os.getcwd() + f"\\training_data\\{data_location}\\{data_name}"
24 |
25 | ## check if the training file exists,
26 | if os.path.exists(file):
27 | print("loading training data...")
28 | training_data_X = np.load(file + f"\\{data_name}X.npy", allow_pickle=True)
29 | training_data_Y = np.load(file + f"\\{data_name}Y.npy", allow_pickle=True)
30 | else:
31 | print("data doesnt exist at this path!")
32 |
33 | # get the model from model_architectures
34 | class_neuralnet = getattr(model_architectures, neural_net_name)
35 | neural_net = class_neuralnet()
36 | neural_net.train()
37 | device = "cuda" if torch.cuda.is_available() else "cpu"
38 | neural_net = neural_net.to(device)
39 |
40 | print("loaded neural network: ", neural_net)
41 | print("using: ", device)
42 |
43 | # get or set a new model weights
44 | nn_file = os.getcwd() + f"\\trained_models\\{neural_net_folder_name}.pth"
45 | if os.path.exists(nn_file):
46 | neural_net.load_state_dict(torch.load(os.getcwd() + f"\\trained_models\\{neural_net_folder_name}.pth"))
47 | print("loaded model weights of {}.pth".format(neural_net_folder_name))
48 | else:
49 | print("model weights initialized!")
50 |
51 | optimizer = optim.Adam(neural_net.parameters(), lr=learning_rate)
52 | loss_func = torch.nn.CrossEntropyLoss()
53 |
54 | # separation of images in training_data_X
55 | road = []
56 | minimap = []
57 | speed = []
58 |
59 | print("separating data...")
60 | for data in training_data_X:
61 | road.append(data[0])
62 | minimap.append(data[1])
63 | speed.append(data[2])
64 |
65 | # turn the training data to tensor and load them to gpu with .cuda()
66 | road, minimap, speed, training_data_Y = torch.tensor(road).cuda(), torch.tensor(minimap).cuda(), torch.tensor(speed).cuda(), torch.tensor(training_data_Y).cuda()
67 | loss_arr = []
68 | start_time = time.time()
69 | print("starting training!")
70 | # training starts here
71 | for epoch in range(epochs):
72 | # take random permutation of the data this will be used for mini batch training
73 | permutation = torch.randperm(len(road))
74 | print("epoch: ", epoch + 1)
75 | for i in range(0, len(road), batches):
76 | # take indices using the random permutation
77 | indices = permutation[i:i + batches]
78 | # take batches of data with the indices and then turn them into tensors because numpy arrays can't be fed to the neural net
79 | road_batch, minimap_batch, speed_batch, y_batch = road[indices], minimap[indices], speed[indices], \
80 | training_data_Y[indices].float()
81 |
82 | # add a dummy dimension because we dont have a channel value
83 | road_batch = road_batch[None, :]
84 | minimap_batch = minimap_batch[None, :]
85 | speed_batch = speed_batch[None, :]
86 |
87 | # turn the data from (channel, batches, width, height ) to (batches, channel, width, height )
88 | road_batch = torch.permute(road_batch, (1, 0, 2, 3))
89 | minimap_batch = torch.permute(minimap_batch, (1, 0, 2, 3))
90 | speed_batch = torch.permute(speed_batch, (1, 0, 2, 3))
91 |
92 | """
93 | y_batch = [0,0,0,0,0,1] is sth like this and argmax turns it into y_batch = 6 this
94 | is needed because the loss function expects target as an int
95 | """
96 | y_batch = torch.argmax(y_batch, dim=1)
97 |
98 | """
99 | we have to turn data into float because pytorch expects data to be float type. This can be achieved by dividing by 255 which also
100 | regularizes the data.
101 | """
102 | output = neural_net(road_batch / 255, minimap_batch / 255, speed_batch / 255)
103 | # calculate the error
104 | loss = loss_func(output, y_batch)
105 | loss_arr.append(loss.detach().cpu().numpy())
106 | # backprop, thank god pytorch for that am i right? lol
107 | neural_net.zero_grad()
108 | loss.backward()
109 | optimizer.step()
110 |
111 | torch.save(neural_net.state_dict(), os.getcwd() + f"\\trained_models\\{neural_net_folder_name}.pth")
112 | print("saved neural network weights!")
113 | print("training took: ", (time.time() - start_time) / 60, "minutes")
114 | # show how loss changed
115 | plt.plot(loss_arr)
116 | plt.show()
117 |
118 |
119 | if __name__ == "__main__":
120 | training(learning_rate=0.001, epochs=200, neural_net_name="nvidia_arch", batches=32, neural_net_folder_name="defaultBetter")
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/trained_models/defaultRaw.pth:
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https://raw.githubusercontent.com/fehimornek/DeepForSpeed/ddfefa5d87f5a2d2ebe7a6c7145b83c2330c23dd/trained_models/defaultRaw.pth
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