DEV Community

Yaser Adel Mehraban
Yaser Adel Mehraban

Posted on • Originally published at yashints.dev

Let's build a game with Tensorflow.js in 10 minutes ๐ŸŽฎ

I've been playing with Tensorflow.js recently and have found the whole concept fascinating. Previously I wrote a piece on how to get started, and I intent to write more around all aspects of creating a new model, transfer learning with it, or just use pre-trained models for inference.

Let's review our plan ๐Ÿ—บ๏ธ

Today we want to:

  • Find a game written with JavaScript
  • Find a model which we can control the game with
  • Mix these two together and have fun ๐Ÿคช
  • Not complain about the code we just wrote to spoil the fun ๐Ÿ˜

Disclaimer

I am not showing any best practices here around the JavaScript code. It is copy pasted from somewhere else and our purpose is to make it work.

Finding the game

The very first thing I did when I was creating one of the demo's for my talk on AI and JavaScript was to search for a game written with JavaScript. I didn't want a complex game, just something lightweight which could be customised easily.

You can now watch my talk ๐Ÿ‘‡๐Ÿผ:

After searching for a JavaScript game in Google, I found this game on W3Schools:

A simple game written in JavaScript and HTML

The game is very simple. You just need to guide the red cube between incoming green bars. If it touches any of the green bars, the game is over.

Finding the right model

For this game, what I could think of really quick was SpeechCommand. This model recognises the spoken commands comprised of simple words. For now it only has 18 words, but we wouldn't even need that since all we need is directions (up, down, left, and right).

This model is using the WebAudio API to listen to your voice through your microphone.

Let's code ๐Ÿ’ป

First thing first, we need to get the code behind our game. Thankfully, it's on the same page we found the game.

<html>
<head>
<meta name="viewport" content="width=device-width, initial-scale=1.0"/>
<style>
canvas {
    border:1px solid #d3d3d3;
    background-color: #f1f1f1;
}
</style>
</head>
<body onload="startGame()">
<script>

var myGamePiece;
var myObstacles = [];
var myScore;

function startGame() {
    myGamePiece = new component(30, 30, "red", 10, 120);
    myScore = new component("30px", "Consolas", "black", 280, 40, "text");
    myGameArea.start();
}

var myGameArea = {
    canvas : document.createElement("canvas"),
    start : function() {
        this.canvas.width = 480;
        this.canvas.height = 270;
        this.context = this.canvas.getContext("2d");
        document.body.insertBefore(this.canvas, document.body.childNodes[0]);
        this.frameNo = 0;
        this.interval = setInterval(updateGameArea, 20);
        },
    clear : function() {
        this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
    },
    stop : function() {
        clearInterval(this.interval);
    }
}

function component(width, height, color, x, y, type) {
    this.type = type;
    this.width = width;
    this.height = height;
    this.speedX = 0;
    this.speedY = 0;    
    this.x = x;
    this.y = y;    
    this.update = function() {
        ctx = myGameArea.context;
        if (this.type == "text") {
            ctx.font = this.width + " " + this.height;
            ctx.fillStyle = color;
            ctx.fillText(this.text, this.x, this.y);
        } else {
            ctx.fillStyle = color;
            ctx.fillRect(this.x, this.y, this.width, this.height);
        }
    }
    this.newPos = function() {
        this.x += this.speedX;
        this.y += this.speedY;        
    }
    this.crashWith = function(otherobj) {
        var myleft = this.x;
        var myright = this.x + (this.width);
        var mytop = this.y;
        var mybottom = this.y + (this.height);
        var otherleft = otherobj.x;
        var otherright = otherobj.x + (otherobj.width);
        var othertop = otherobj.y;
        var otherbottom = otherobj.y + (otherobj.height);
        var crash = true;
        if ((mybottom < othertop) || (mytop > otherbottom) || (myright < otherleft) || (myleft > otherright)) {
            crash = false;
        }
        return crash;
    }
}

function updateGameArea() {
    var x, height, gap, minHeight, maxHeight, minGap, maxGap;
    for (i = 0; i < myObstacles.length; i += 1) {
        if (myGamePiece.crashWith(myObstacles[i])) {
            myGameArea.stop();
            return;
        } 
    }
    myGameArea.clear();
    myGameArea.frameNo += 1;
    if (myGameArea.frameNo == 1 || everyinterval(150)) {
        x = myGameArea.canvas.width;
        minHeight = 20;
        maxHeight = 200;
        height = Math.floor(Math.random()*(maxHeight-minHeight+1)+minHeight);
        minGap = 50;
        maxGap = 200;
        gap = Math.floor(Math.random()*(maxGap-minGap+1)+minGap);
        myObstacles.push(new component(10, height, "green", x, 0));
        myObstacles.push(new component(10, x - height - gap, "green", x, height + gap));
    }
    for (i = 0; i < myObstacles.length; i += 1) {
        myObstacles[i].speedX = -1;
        myObstacles[i].newPos();
        myObstacles[i].update();
    }
    myScore.text="SCORE: " + myGameArea.frameNo;
    myScore.update();
    myGamePiece.newPos();    
    myGamePiece.update();
}

function everyinterval(n) {
    if ((myGameArea.frameNo / n) % 1 == 0) {return true;}
    return false;
}

function moveup() {
    myGamePiece.speedY = -1; 
}

function movedown() {
    myGamePiece.speedY = 1; 
}

function moveleft() {
    myGamePiece.speedX = -1; 
}

function moveright() {
    myGamePiece.speedX = 1; 
}

function clearmove() {
    myGamePiece.speedX = 0; 
    myGamePiece.speedY = 0; 
}
</script>
<div style="text-align:center;width:480px;">
  <button onmousedown="moveup()" onmouseup="clearmove()" ontouchstart="moveup()">UP</button><br><br>
  <button onmousedown="moveleft()" onmouseup="clearmove()" ontouchstart="moveleft()">LEFT</button>
  <button onmousedown="moveright()" onmouseup="clearmove()" ontouchstart="moveright()">RIGHT</button><br><br>
  <button onmousedown="movedown()" onmouseup="clearmove()" ontouchstart="movedown()">DOWN</button>
</div>

<p>The score will count one point for each frame you manage to "stay alive".</p>
</body>
</html>
Enter fullscreen mode Exit fullscreen mode

Creating the project structure

Let's setup our project structure at this point. We will need the following files:

  • package.json
  • index.html
  • game.js
  • index.js

In our package.json we will need some dependencies and a script command to run the app.

{
...
  "dependencies": {
    "@tensorflow-models/speech-commands": "^0.3.9",
    "@tensorflow/tfjs": "^1.2.8"
  },
  "scripts": {
    "watch": "cross-env NODE_OPTIONS=--max_old_space_size=4096 NODE_ENV=development parcel index.html --no-hmr --open"
  },
  "devDependencies": {
    "@babel/core": "^7.0.0-0",
    "@babel/plugin-transform-runtime": "^7.1.0",
    "babel-core": "^6.26.3",
    "babel-polyfill": "~6.26.0",
    "babel-preset-env": "~1.6.1",
    "babel-preset-es2017": "^6.24.1",
    "clang-format": "~1.2.2",
    "cross-env": "^5.2.0",
    "eslint": "^4.19.1",
    "eslint-config-google": "^0.9.1",
    "parcel-bundler": "~1.10.3"
  },
...
}
Enter fullscreen mode Exit fullscreen mode

I am using parcel here since it's easy to setup and it just works. Besides, most of the demo's on Tensorflow.js models GitHub repository are using parcel.

Your project structure should look like:

Project structure

Converting the game code into a module

For now, let's not focus on the code that much since we need to do some refactoring. First thing first, let's separate our JavaScript code into a separate file. With doing so your HTML should look like:

<!DOCTYPE html>

<html class="no-js">
  <head>
    <meta charset="utf-8" />
    <meta http-equiv="X-UA-Compatible" content="IE=edge" />
    <title>TensorFlow.js Speech Commands Model Demo</title>
    <meta name="description" content="" />
    <meta name="viewport" content="width=device-width, initial-scale=1" />
    <style>
      canvas {
        border: 1px solid #d3d3d3;
        background-color: #f1f1f1;
      }
    </style>

  </head>
  <body>
    <script src="index.js"></script>
  </body>
</html>
Enter fullscreen mode Exit fullscreen mode

Since we are going to use SpeechCommand module, we need to change our JavaScript code to support that. Create a file called main.js and paste the below code in it.

var myGamePiece;
var myObstacles = [];
var myScore;

export const startGame = function() {
    myGamePiece = new component(30, 30, "red", 10, 120);
    myScore = new component("30px", "Consolas", "black", 280, 40, "text");
    myGameArea.start();
}

var myGameArea = {
    canvas : document.createElement("canvas"),
    start : function() {
        this.canvas.width = 480;
        this.canvas.height = 270;
        this.context = this.canvas.getContext("2d");
        document.body.insertBefore(this.canvas, document.body.childNodes[0]);
        this.frameNo = 0;
        this.interval = setInterval(updateGameArea, 40);
        },
    clear : function() {
        this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
    },
    stop : function() {
        clearInterval(this.interval);
    }
}

function component(width, height, color, x, y, type) {
    this.type = type;
    this.width = width;
    this.height = height;
    this.speedX = 0;
    this.speedY = 0;    
    this.x = x;
    this.y = y;    
    this.update = function() {
        let ctx = myGameArea.context;
        if (this.type == "text") {
            ctx.font = this.width + " " + this.height;
            ctx.fillStyle = color;
            ctx.fillText(this.text, this.x, this.y);
        } else {
            ctx.fillStyle = color;
            ctx.fillRect(this.x, this.y, this.width, this.height);
        }
    }
    this.newPos = function() {
        this.x += this.speedX;
        this.y += this.speedY;        
    }
    this.crashWith = function(otherobj) {
        let myleft = this.x;
        let myright = this.x + (this.width);
        let mytop = this.y;
        let mybottom = this.y + (this.height);
        let otherleft = otherobj.x;
        let otherright = otherobj.x + (otherobj.width);
        let othertop = otherobj.y;
        let otherbottom = otherobj.y + (otherobj.height);
        let crash = true;
        if ((mybottom < othertop) || (mytop > otherbottom) || (myright < otherleft) || (myleft > otherright)) {
            crash = false;
        }
        return crash;
    }
}

function updateGameArea() {
    let x, height, gap, minHeight, maxHeight, minGap, maxGap;
    for (let i = 0; i < myObstacles.length; i += 1) {
        if (myGamePiece.crashWith(myObstacles[i])) {
            myGameArea.stop();
            return;
        } 
    }
    myGameArea.clear();
    myGameArea.frameNo += 1;
    if (myGameArea.frameNo == 1 || everyinterval(180)) {
        x = myGameArea.canvas.width;
        minHeight = 20;
        maxHeight = 200;
        height = Math.floor(Math.random()*(maxHeight-minHeight+1)+minHeight);
        minGap = 50;
        maxGap = 200;
        gap = Math.floor(Math.random()*(maxGap-minGap+1)+minGap);
        myObstacles.push(new component(10, height, "green", x, 0));
        myObstacles.push(new component(10, x - height - gap, "green", x, height + gap));
    }
    for (let j = 0; j < myObstacles.length; j += 1) {
        myObstacles[j].speedX = -1;
        myObstacles[j].newPos();
        myObstacles[j].update();
    }
    myScore.text="SCORE: " + myGameArea.frameNo;
    myScore.update();
    myGamePiece.newPos();    
    myGamePiece.update();
}

export const everyinterval = function(n) {
    if ((myGameArea.frameNo / n) % 1 == 0) {return true;}
    return false;
}

export const moveup = function() {
    myGamePiece.speedY = -1; 
}

export const movedown = function() {
    myGamePiece.speedY = 1; 
}

export const moveleft = function() {
    myGamePiece.speedX = -1; 
}

export const moveright = function() {
    myGamePiece.speedX = 1; 
}

export const clearmove = function() {
    myGamePiece.speedX = 0; 
    myGamePiece.speedY = 0; 
}
Enter fullscreen mode Exit fullscreen mode

All I did here is change some of those functions to be constant and export what need later on. Now let's write our index.js and import the speech command model.

import * as speechCommands from "@tensorflow-models/speech-commands";
Enter fullscreen mode Exit fullscreen mode

Next, import the functions we will need to play the game:

import { startGame, moveup, movedown, clearmove } from './main';
Enter fullscreen mode Exit fullscreen mode

I am not going to use left and write, but you could totally use them too. Next up, we need to create an instance of the model and initialise it. Since loading the model requires an async call, we will use an IIFE (Immediately-Invoked Function Expression):

const recognizer = speechCommands.create("BROWSER_FFT");

(async function() {
  await recognizer.ensureModelLoaded();

  console.log(recognizer.wordLabels());

  startGame();
})();
Enter fullscreen mode Exit fullscreen mode

We call start game once the model is loaded. At last, we need to call the listen method on our instance to be able to listen to commands:

const suppressionTimeMillis = 1000;
const allowedCommands = ['up', 'down'];

recognizer
  .listen(
    result => {
      checkPredictions(recognizer.wordLabels(), result.scores,
      2, suppressionTimeMillis);
    },
    {
      includeSpectrogram: true,
      suppressionTimeMillis,
      probabilityThreshold: 0.8
    }
  )
  .then(() => {
    console.log("Streaming recognition started.");
  })
  .catch(err => {
    console.log("ERROR: Failed to start streaming display: " + err.message);
  });

const checkPredictions = (
  candidateWords,
  probabilities,
  topK,
  timeToLiveMillis
) => {
  if (topK != null) {
    let wordsAndProbs = [];
    for (let i = 0; i < candidateWords.length; ++i) {
      wordsAndProbs.push([candidateWords[i], probabilities[i]]);
    }
    wordsAndProbs.sort((a, b) => b[1] - a[1]);
    wordsAndProbs = wordsAndProbs.slice(0, topK);
    candidateWords = wordsAndProbs.map(item => item[0]);
    probabilities = wordsAndProbs.map(item => item[1]);
    console.log(wordsAndProbs);
    // Highlight the top word.
    const topWord = wordsAndProbs[0][0];
    if(allowedCommands.includes(topWord)) {
      if(topWord === 'up') {
        moveup();
        setTimeout(() => clearmove(), 850);
        console.log('up');
      } else {
        movedown();
        setTimeout(() => clearmove(), 850);
        console.log('down');
      }
    }

  }
}
Enter fullscreen mode Exit fullscreen mode

This will start our game and also listens to your mic. You will need to give permission to your browser to use your mic if you haven't done already.

Listen method returns a promise which will have a result object. When we get the result, we will call our little helper function to check which words are recognised an fire an action based on that.

Check the live demo here.

Improvement

If you've had a look at the documentation on SpeechCommand repo, you can see when calling speechCommands.create(), you can specify the vocabulary the loaded model will be able to recognize. This is specified as the second, optional argument to speechCommands.create(). We can use that to limit the words to only directional:

const recognizer = speechCommands.create('BROWSER_FFT', 'directional4w');
Enter fullscreen mode Exit fullscreen mode

Now if you try the model, it will be more accurate because it only focuses on directional words (up, down, left, and right).

Summary

That's it. This is all you need to do in order to control this mini game using your voice with Tensorflow.js SpeechCommand model.

Now go and create something fun with those pre-trained models and make sure to check their example repository.

For more inspiring demo's check aijs.rocks which is built by Asim Hussain, Eleanor Haproff and Osama Jandali.

Top comments (0)