perf: pre-alloc fade surface, pre-render gradient bar, add --steps-per-frame

fix: fast mode now opens pygame replay window after headless training
This commit is contained in:
2026-06-13 15:26:02 +02:00
parent e0a0f5cd7f
commit 20d9e99d5f
2 changed files with 56 additions and 29 deletions

55
main.py
View File

@@ -25,12 +25,17 @@ def run_generation_headless(agents, grid, goal_row, goal_col, cfg):
agent.step(grid, goal_row, goal_col, cfg)
def run_generation_visual(agents, grid, goal_row, goal_col, cfg, viz, clock, fps, gen) -> bool:
def run_generation_visual(agents, grid, goal_row, goal_col, cfg, viz, clock, fps, gen, steps_per_frame) -> bool:
"""Run one generation with rendering. Returns False if user quit."""
import pygame
for step in range(cfg.max_steps):
for agent in agents:
agent.step(grid, goal_row, goal_col, cfg)
step = 0
while step < cfg.max_steps:
# Advance simulation N steps per render frame
for _ in range(steps_per_frame):
if step >= cfg.max_steps:
break
for agent in agents:
agent.step(grid, goal_row, goal_col, cfg)
step += 1
if not handle_events():
return False
viz.render(agents, gen, step)
@@ -45,6 +50,7 @@ def main():
parser.add_argument("--maze-size", type=int, default=25, help="Maze cols and rows (square)")
parser.add_argument("--seed", type=int, default=None)
parser.add_argument("--speed", type=int, default=60, help="FPS cap for visual mode")
parser.add_argument("--steps-per-frame", type=int, default=3, help="Simulation steps rendered per frame (higher = faster)")
args = parser.parse_args()
cfg = MazeConfig(maze_cols=args.maze_size, maze_rows=args.maze_size)
@@ -59,7 +65,7 @@ def main():
print(f"Starting training: {args.generations} generations, population={cfg.population}")
if args.fast:
# --- Headless fast mode: no pygame, no display ---
# --- Headless fast mode: train without display ---
print("Fast mode: rendering disabled during training.")
for gen in range(args.generations):
@@ -75,7 +81,28 @@ def main():
nets = next_generation(agents, cfg)
print("Training complete.")
# Init pygame now for the visual replay
print("\nTraining complete. Opening replay window...")
import pygame
from visualizer import Visualizer
pygame.init()
win_w = cfg.maze_cols * cfg.cell_size + 200
win_h = cfg.maze_rows * cfg.cell_size
screen = pygame.display.set_mode((win_w, win_h))
pygame.display.set_caption(cfg.window_title + " — Replay")
clock = pygame.time.Clock()
viz = Visualizer(screen, grid, cfg)
replay_agents = [Agent(net, 0, 0) for net in nets]
ok = run_generation_visual(replay_agents, grid, goal_row, goal_col, cfg, viz, clock, args.speed, args.generations, args.steps_per_frame)
if ok:
print("Done. Press ESC or close window to exit.")
running = True
while running:
running = handle_events()
clock.tick(30)
pygame.quit()
sys.exit(0)
else:
@@ -95,7 +122,7 @@ def main():
for gen in range(args.generations):
agents = [Agent(net, 0, 0) for net in nets]
ok = run_generation_visual(agents, grid, goal_row, goal_col, cfg, viz, clock, args.speed, gen)
ok = run_generation_visual(agents, grid, goal_row, goal_col, cfg, viz, clock, args.speed, gen, args.steps_per_frame)
if not ok:
print("Quit by user.")
pygame.quit()
@@ -112,18 +139,10 @@ def main():
viz.reset_trails()
# Final visual replay with best generation
best_nets = nets
print("\nTraining complete. Showing final generation replay...")
replay_agents = [Agent(net, 0, 0) for net in best_nets]
replay_agents = [Agent(net, 0, 0) for net in nets]
viz.reset_trails()
for step in range(cfg.max_steps):
for agent in replay_agents:
agent.step(grid, goal_row, goal_col, cfg)
agent.compute_fitness(goal_row, goal_col, cfg)
if not handle_events():
break
viz.render(replay_agents, args.generations, step)
clock.tick(args.speed)
run_generation_visual(replay_agents, grid, goal_row, goal_col, cfg, viz, clock, args.speed, args.generations, args.steps_per_frame)
print("Done. Press ESC or close window to exit.")
running = True

View File

@@ -16,6 +16,12 @@ class Visualizer:
# Trail surface with per-pixel alpha
self.trail_surf = pygame.Surface((self.maze_w, self.maze_h), pygame.SRCALPHA)
self.trail_surf.fill((0, 0, 0, 0))
# Pre-allocate fade surface — reused every frame (avoids per-frame Surface creation)
self._fade_surf = pygame.Surface((self.maze_w, self.maze_h), pygame.SRCALPHA)
subtract = max(1, int(255 * (1.0 - cfg.trail_decay)))
self._fade_surf.fill((0, 0, 0, subtract))
# Pre-render static gradient bar for HUD
self._gradient_bar = self._make_gradient_bar(170)
# Font
pygame.font.init()
self.font = pygame.font.SysFont("monospace", cfg.hud_font_size)
@@ -24,15 +30,21 @@ class Visualizer:
self._goal_flash = 0
self._first_goal = False
def _make_gradient_bar(self, width: int) -> pygame.Surface:
surf = pygame.Surface((width, 10))
for i in range(width):
t = i / width
surf.set_at((i, 0), (int(255 * (1 - t)), int(255 * t), 30))
for y in range(1, 10):
surf.set_at((i, y), (int(255 * (1 - t)), int(255 * t), 30))
return surf
def _rank_color(self, rank: int, total: int) -> tuple[int, int, int]:
t = rank / max(1, total - 1)
return (int(255 * t), int(255 * (1.0 - t)), 30)
def _fade_trails(self):
subtract = max(1, int(255 * (1.0 - self.cfg.trail_decay)))
fade = pygame.Surface((self.maze_w, self.maze_h), pygame.SRCALPHA)
fade.fill((0, 0, 0, subtract))
self.trail_surf.blit(fade, (0, 0), special_flags=pygame.BLEND_RGBA_SUB)
self.trail_surf.blit(self._fade_surf, (0, 0), special_flags=pygame.BLEND_RGBA_SUB)
def _draw_hud(self, gen: int, best_fitness: float, step: int, alive: int, reached: int):
# Dark sidebar background
@@ -55,20 +67,16 @@ class Visualizer:
self.screen.blit(val_surf, (self.hud_x, y + 16))
y += 52
# Legend
# Legend — pre-rendered gradient bar (no per-frame line drawing)
y += 20
legend_label = self.font_sm.render("RANK", True, (80, 80, 100))
self.screen.blit(legend_label, (self.hud_x, y))
y += 18
bar_w = 170
for i in range(bar_w):
t = i / bar_w
r, g = int(255 * t), int(255 * (1 - t))
pygame.draw.line(self.screen, (r, g, 30), (self.hud_x + bar_w - i, y), (self.hud_x + bar_w - i, y + 10))
self.screen.blit(self._gradient_bar, (self.hud_x, y))
best_lbl = self.font_sm.render("best", True, (0, 255, 30))
wrst_lbl = self.font_sm.render("worst", True, (255, 0, 30))
self.screen.blit(best_lbl, (self.hud_x, y + 14))
self.screen.blit(wrst_lbl, (self.hud_x + bar_w - 35, y + 14))
self.screen.blit(wrst_lbl, (self.hud_x + 120, y + 14))
def render(self, agents, gen: int, step: int):
# Sort by fitness for ranking colors