commit d5f60a1f72a359825efc29f56c457de235a9f3f2 Author: Git Date: Mon Sep 21 17:25:17 2026 +0800 Initial commit: Pacman AI search project diff --git a/eightpuzzle.py b/eightpuzzle.py new file mode 100644 index 0000000..bb8ea6f --- /dev/null +++ b/eightpuzzle.py @@ -0,0 +1,281 @@ +# eightpuzzle.py +# -------------- +# Licensing Information: You are free to use or extend these projects for +# educational purposes provided that (1) you do not distribute or publish +# solutions, (2) you retain this notice, and (3) you provide clear +# attribution to UC Berkeley, including a link to http://ai.berkeley.edu. +# +# Attribution Information: The Pacman AI projects were developed at UC Berkeley. +# The core projects and autograders were primarily created by John DeNero +# (denero@cs.berkeley.edu) and Dan Klein (klein@cs.berkeley.edu). +# Student side autograding was added by Brad Miller, Nick Hay, and +# Pieter Abbeel (pabbeel@cs.berkeley.edu). + + +import search +import random + +# Module Classes + +class EightPuzzleState: + """ + The Eight Puzzle is described in the course textbook on + page 64. + + This class defines the mechanics of the puzzle itself. The + task of recasting this puzzle as a search problem is left to + the EightPuzzleSearchProblem class. + """ + + def __init__( self, numbers ): + """ + Constructs a new eight puzzle from an ordering of numbers. + + numbers: a list of integers from 0 to 8 representing an + instance of the eight puzzle. 0 represents the blank + space. Thus, the list + + [1, 0, 2, 3, 4, 5, 6, 7, 8] + + represents the eight puzzle: + ------------- + | 1 | | 2 | + ------------- + | 3 | 4 | 5 | + ------------- + | 6 | 7 | 8 | + ------------ + + The configuration of the puzzle is stored in a 2-dimensional + list (a list of lists) 'cells'. + """ + self.cells = [] + numbers = numbers[:] # Make a copy so as not to cause side-effects. + numbers.reverse() + for row in range( 3 ): + self.cells.append( [] ) + for col in range( 3 ): + self.cells[row].append( numbers.pop() ) + if self.cells[row][col] == 0: + self.blankLocation = row, col + + def isGoal( self ): + """ + Checks to see if the puzzle is in its goal state. + + ------------- + | | 1 | 2 | + ------------- + | 3 | 4 | 5 | + ------------- + | 6 | 7 | 8 | + ------------- + + >>> EightPuzzleState([0, 1, 2, 3, 4, 5, 6, 7, 8]).isGoal() + True + + >>> EightPuzzleState([1, 0, 2, 3, 4, 5, 6, 7, 8]).isGoal() + False + """ + current = 0 + for row in range( 3 ): + for col in range( 3 ): + if current != self.cells[row][col]: + return False + current += 1 + return True + + def legalMoves( self ): + """ + Returns a list of legal moves from the current state. + + Moves consist of moving the blank space up, down, left or right. + These are encoded as 'up', 'down', 'left' and 'right' respectively. + + >>> EightPuzzleState([0, 1, 2, 3, 4, 5, 6, 7, 8]).legalMoves() + ['down', 'right'] + """ + moves = [] + row, col = self.blankLocation + if(row != 0): + moves.append('up') + if(row != 2): + moves.append('down') + if(col != 0): + moves.append('left') + if(col != 2): + moves.append('right') + return moves + + def result(self, move): + """ + Returns a new eightPuzzle with the current state and blankLocation + updated based on the provided move. + + The move should be a string drawn from a list returned by legalMoves. + Illegal moves will raise an exception, which may be an array bounds + exception. + + NOTE: This function *does not* change the current object. Instead, + it returns a new object. + """ + row, col = self.blankLocation + if(move == 'up'): + newrow = row - 1 + newcol = col + elif(move == 'down'): + newrow = row + 1 + newcol = col + elif(move == 'left'): + newrow = row + newcol = col - 1 + elif(move == 'right'): + newrow = row + newcol = col + 1 + else: + raise "Illegal Move" + + # Create a copy of the current eightPuzzle + newPuzzle = EightPuzzleState([0, 0, 0, 0, 0, 0, 0, 0, 0]) + newPuzzle.cells = [values[:] for values in self.cells] + # And update it to reflect the move + newPuzzle.cells[row][col] = self.cells[newrow][newcol] + newPuzzle.cells[newrow][newcol] = self.cells[row][col] + newPuzzle.blankLocation = newrow, newcol + + return newPuzzle + + # Utilities for comparison and display + def __eq__(self, other): + """ + Overloads '==' such that two eightPuzzles with the same configuration + are equal. + + >>> EightPuzzleState([0, 1, 2, 3, 4, 5, 6, 7, 8]) == \ + EightPuzzleState([1, 0, 2, 3, 4, 5, 6, 7, 8]).result('left') + True + """ + for row in range( 3 ): + if self.cells[row] != other.cells[row]: + return False + return True + + def __hash__(self): + return hash(str(self.cells)) + + def __getAsciiString(self): + """ + Returns a display string for the maze + """ + lines = [] + horizontalLine = ('-' * (13)) + lines.append(horizontalLine) + for row in self.cells: + rowLine = '|' + for col in row: + if col == 0: + col = ' ' + rowLine = rowLine + ' ' + col.__str__() + ' |' + lines.append(rowLine) + lines.append(horizontalLine) + return '\n'.join(lines) + + def __str__(self): + return self.__getAsciiString() + +# TODO: Implement The methods in this class + +class EightPuzzleSearchProblem(search.SearchProblem): + """ + Implementation of a SearchProblem for the Eight Puzzle domain + + Each state is represented by an instance of an eightPuzzle. + """ + def __init__(self,puzzle): + "Creates a new EightPuzzleSearchProblem which stores search information." + self.puzzle = puzzle + + def getStartState(self): + return puzzle + + def isGoalState(self,state): + return state.isGoal() + + def getSuccessors(self,state): + """ + Returns list of (successor, action, stepCost) pairs where + each succesor is either left, right, up, or down + from the original state and the cost is 1.0 for each + """ + succ = [] + for a in state.legalMoves(): + succ.append((state.result(a), a, 1)) + return succ + + def getCostOfActions(self, actions): + """ + actions: A list of actions to take + + This method returns the total cost of a particular sequence of actions. The sequence must + be composed of legal moves + """ + return len(actions) + +EIGHT_PUZZLE_DATA = [[1, 0, 2, 3, 4, 5, 6, 7, 8], + [1, 7, 8, 2, 3, 4, 5, 6, 0], + [4, 3, 2, 7, 0, 5, 1, 6, 8], + [5, 1, 3, 4, 0, 2, 6, 7, 8], + [1, 2, 5, 7, 6, 8, 0, 4, 3], + [0, 3, 1, 6, 8, 2, 7, 5, 4]] + +def loadEightPuzzle(puzzleNumber): + """ + puzzleNumber: The number of the eight puzzle to load. + + Returns an eight puzzle object generated from one of the + provided puzzles in EIGHT_PUZZLE_DATA. + + puzzleNumber can range from 0 to 5. + + >>> print(loadEightPuzzle(0)) + ------------- + | 1 | | 2 | + ------------- + | 3 | 4 | 5 | + ------------- + | 6 | 7 | 8 | + ------------- + """ + return EightPuzzleState(EIGHT_PUZZLE_DATA[puzzleNumber]) + +def createRandomEightPuzzle(moves=100): + """ + moves: number of random moves to apply + + Creates a random eight puzzle by applying + a series of 'moves' random moves to a solved + puzzle. + """ + puzzle = EightPuzzleState([0,1,2,3,4,5,6,7,8]) + for i in range(moves): + # Execute a random legal move + puzzle = puzzle.result(random.sample(puzzle.legalMoves(), 1)[0]) + return puzzle + +if __name__ == '__main__': + puzzle = createRandomEightPuzzle(25) + print('A random puzzle:') + print(puzzle) + + problem = EightPuzzleSearchProblem(puzzle) + path = search.breadthFirstSearch(problem) + print('BFS found a path of %d moves: %s' % (len(path), str(path))) + curr = puzzle + i = 1 + for a in path: + curr = curr.result(a) + print('After %d move%s: %s' % (i, ("", "s")[i>1], a)) + print(curr) + + input("Press return for the next state...") # wait for key stroke + i += 1 diff --git a/game.py b/game.py new file mode 100644 index 0000000..3950f27 --- /dev/null +++ b/game.py @@ -0,0 +1,729 @@ +# game.py +# ------- +# Licensing Information: You are free to use or extend these projects for +# educational purposes provided that (1) you do not distribute or publish +# solutions, (2) you retain this notice, and (3) you provide clear +# attribution to UC Berkeley, including a link to http://ai.berkeley.edu. +# +# Attribution Information: The Pacman AI projects were developed at UC Berkeley. +# The core projects and autograders were primarily created by John DeNero +# (denero@cs.berkeley.edu) and Dan Klein (klein@cs.berkeley.edu). +# Student side autograding was added by Brad Miller, Nick Hay, and +# Pieter Abbeel (pabbeel@cs.berkeley.edu). + + +# game.py +# ------- +# Licensing Information: Please do not distribute or publish solutions to this +# project. You are free to use and extend these projects for educational +# purposes. The Pacman AI projects were developed at UC Berkeley, primarily by +# John DeNero (denero@cs.berkeley.edu) and Dan Klein (klein@cs.berkeley.edu). +# For more info, see http://inst.eecs.berkeley.edu/~cs188/sp09/pacman.html + +from util import * +import time, os +import traceback +import sys + +####################### +# Parts worth reading # +####################### + +class Agent: + """ + An agent must define a getAction method, but may also define the + following methods which will be called if they exist: + + def registerInitialState(self, state): # inspects the starting state + """ + def __init__(self, index=0): + self.index = index + + def getAction(self, state): + """ + The Agent will receive a GameState (from either {pacman, capture, sonar}.py) and + must return an action from Directions.{North, South, East, West, Stop} + """ + raiseNotDefined() + +class Directions: + NORTH = 'North' + SOUTH = 'South' + EAST = 'East' + WEST = 'West' + STOP = 'Stop' + + LEFT = {NORTH: WEST, + SOUTH: EAST, + EAST: NORTH, + WEST: SOUTH, + STOP: STOP} + + RIGHT = dict([(y,x) for x, y in LEFT.items()]) + + REVERSE = {NORTH: SOUTH, + SOUTH: NORTH, + EAST: WEST, + WEST: EAST, + STOP: STOP} + +class Configuration: + """ + A Configuration holds the (x,y) coordinate of a character, along with its + traveling direction. + + The convention for positions, like a graph, is that (0,0) is the lower left corner, x increases + horizontally and y increases vertically. Therefore, north is the direction of increasing y, or (0,1). + """ + + def __init__(self, pos, direction): + self.pos = pos + self.direction = direction + + def getPosition(self): + return (self.pos) + + def getDirection(self): + return self.direction + + def isInteger(self): + x,y = self.pos + return x == int(x) and y == int(y) + + def __eq__(self, other): + if other == None: return False + return (self.pos == other.pos and self.direction == other.direction) + + def __hash__(self): + x = hash(self.pos) + y = hash(self.direction) + return hash(x + 13 * y) + + def __str__(self): + return "(x,y)="+str(self.pos)+", "+str(self.direction) + + def generateSuccessor(self, vector): + """ + Generates a new configuration reached by translating the current + configuration by the action vector. This is a low-level call and does + not attempt to respect the legality of the movement. + + Actions are movement vectors. + """ + x, y= self.pos + dx, dy = vector + direction = Actions.vectorToDirection(vector) + if direction == Directions.STOP: + direction = self.direction # There is no stop direction + return Configuration((x + dx, y+dy), direction) + +class AgentState: + """ + AgentStates hold the state of an agent (configuration, speed, scared, etc). + """ + + def __init__( self, startConfiguration, isPacman ): + self.start = startConfiguration + self.configuration = startConfiguration + self.isPacman = isPacman + self.scaredTimer = 0 + self.numCarrying = 0 + self.numReturned = 0 + + def __str__( self ): + if self.isPacman: + return "Pacman: " + str( self.configuration ) + else: + return "Ghost: " + str( self.configuration ) + + def __eq__( self, other ): + if other == None: + return False + return self.configuration == other.configuration and self.scaredTimer == other.scaredTimer + + def __hash__(self): + return hash(hash(self.configuration) + 13 * hash(self.scaredTimer)) + + def copy( self ): + state = AgentState( self.start, self.isPacman ) + state.configuration = self.configuration + state.scaredTimer = self.scaredTimer + state.numCarrying = self.numCarrying + state.numReturned = self.numReturned + return state + + def getPosition(self): + if self.configuration == None: return None + return self.configuration.getPosition() + + def getDirection(self): + return self.configuration.getDirection() + +class Grid: + """ + A 2-dimensional array of objects backed by a list of lists. Data is accessed + via grid[x][y] where (x,y) are positions on a Pacman map with x horizontal, + y vertical and the origin (0,0) in the bottom left corner. + + The __str__ method constructs an output that is oriented like a pacman board. + """ + def __init__(self, width, height, initialValue=False, bitRepresentation=None): + if initialValue not in [False, True]: raise Exception('Grids can only contain booleans') + self.CELLS_PER_INT = 30 + + self.width = width + self.height = height + self.data = [[initialValue for y in range(height)] for x in range(width)] + if bitRepresentation: + self._unpackBits(bitRepresentation) + + def __getitem__(self, i): + return self.data[i] + + def __setitem__(self, key, item): + self.data[key] = item + + def __str__(self): + out = [[str(self.data[x][y])[0] for x in range(self.width)] for y in range(self.height)] + out.reverse() + return '\n'.join([''.join(x) for x in out]) + + def __eq__(self, other): + if other == None: return False + return self.data == other.data + + def __hash__(self): + # return hash(str(self)) + base = 1 + h = 0 + for l in self.data: + for i in l: + if i: + h += base + base *= 2 + return hash(h) + + def copy(self): + g = Grid(self.width, self.height) + g.data = [x[:] for x in self.data] + return g + + def deepCopy(self): + return self.copy() + + def shallowCopy(self): + g = Grid(self.width, self.height) + g.data = self.data + return g + + def count(self, item =True ): + return sum([x.count(item) for x in self.data]) + + def asList(self, key = True): + list = [] + for x in range(self.width): + for y in range(self.height): + if self[x][y] == key: list.append( (x,y) ) + return list + + def packBits(self): + """ + Returns an efficient int list representation + + (width, height, bitPackedInts...) + """ + bits = [self.width, self.height] + currentInt = 0 + for i in range(self.height * self.width): + bit = self.CELLS_PER_INT - (i % self.CELLS_PER_INT) - 1 + x, y = self._cellIndexToPosition(i) + if self[x][y]: + currentInt += 2 ** bit + if (i + 1) % self.CELLS_PER_INT == 0: + bits.append(currentInt) + currentInt = 0 + bits.append(currentInt) + return tuple(bits) + + def _cellIndexToPosition(self, index): + x = index // self.height + y = index % self.height + return x, y + + def _unpackBits(self, bits): + """ + Fills in data from a bit-level representation + """ + cell = 0 + for packed in bits: + for bit in self._unpackInt(packed, self.CELLS_PER_INT): + if cell == self.width * self.height: break + x, y = self._cellIndexToPosition(cell) + self[x][y] = bit + cell += 1 + + def _unpackInt(self, packed, size): + bools = [] + if packed < 0: raise ValueError("must be a positive integer") + for i in range(size): + n = 2 ** (self.CELLS_PER_INT - i - 1) + if packed >= n: + bools.append(True) + packed -= n + else: + bools.append(False) + return bools + +def reconstituteGrid(bitRep): + if type(bitRep) is not type((1,2)): + return bitRep + width, height = bitRep[:2] + return Grid(width, height, bitRepresentation= bitRep[2:]) + +#################################### +# Parts you shouldn't have to read # +#################################### + +class Actions: + """ + A collection of static methods for manipulating move actions. + """ + # Directions + _directions = {Directions.NORTH: (0, 1), + Directions.SOUTH: (0, -1), + Directions.EAST: (1, 0), + Directions.WEST: (-1, 0), + Directions.STOP: (0, 0)} + + _directionsAsList = _directions.items() + + TOLERANCE = .001 + + def reverseDirection(action): + if action == Directions.NORTH: + return Directions.SOUTH + if action == Directions.SOUTH: + return Directions.NORTH + if action == Directions.EAST: + return Directions.WEST + if action == Directions.WEST: + return Directions.EAST + return action + reverseDirection = staticmethod(reverseDirection) + + def vectorToDirection(vector): + dx, dy = vector + if dy > 0: + return Directions.NORTH + if dy < 0: + return Directions.SOUTH + if dx < 0: + return Directions.WEST + if dx > 0: + return Directions.EAST + return Directions.STOP + vectorToDirection = staticmethod(vectorToDirection) + + def directionToVector(direction, speed = 1.0): + dx, dy = Actions._directions[direction] + return (dx * speed, dy * speed) + directionToVector = staticmethod(directionToVector) + + def getPossibleActions(config, walls): + possible = [] + x, y = config.pos + x_int, y_int = int(x + 0.5), int(y + 0.5) + + # In between grid points, all agents must continue straight + if (abs(x - x_int) + abs(y - y_int) > Actions.TOLERANCE): + return [config.getDirection()] + + for dir, vec in Actions._directionsAsList: + dx, dy = vec + next_y = y_int + dy + next_x = x_int + dx + if not walls[next_x][next_y]: possible.append(dir) + + return possible + + getPossibleActions = staticmethod(getPossibleActions) + + def getLegalNeighbors(position, walls): + x,y = position + x_int, y_int = int(x + 0.5), int(y + 0.5) + neighbors = [] + for dir, vec in Actions._directionsAsList: + dx, dy = vec + next_x = x_int + dx + if next_x < 0 or next_x == walls.width: continue + next_y = y_int + dy + if next_y < 0 or next_y == walls.height: continue + if not walls[next_x][next_y]: neighbors.append((next_x, next_y)) + return neighbors + getLegalNeighbors = staticmethod(getLegalNeighbors) + + def getSuccessor(position, action): + dx, dy = Actions.directionToVector(action) + x, y = position + return (x + dx, y + dy) + getSuccessor = staticmethod(getSuccessor) + +class GameStateData: + """ + + """ + def __init__( self, prevState = None ): + """ + Generates a new data packet by copying information from its predecessor. + """ + if prevState != None: + self.food = prevState.food.shallowCopy() + self.capsules = prevState.capsules[:] + self.agentStates = self.copyAgentStates( prevState.agentStates ) + self.layout = prevState.layout + self._eaten = prevState._eaten + self.score = prevState.score + + self._foodEaten = None + self._foodAdded = None + self._capsuleEaten = None + self._agentMoved = None + self._lose = False + self._win = False + self.scoreChange = 0 + + def deepCopy( self ): + state = GameStateData( self ) + state.food = self.food.deepCopy() + state.layout = self.layout.deepCopy() + state._agentMoved = self._agentMoved + state._foodEaten = self._foodEaten + state._foodAdded = self._foodAdded + state._capsuleEaten = self._capsuleEaten + return state + + def copyAgentStates( self, agentStates ): + copiedStates = [] + for agentState in agentStates: + copiedStates.append( agentState.copy() ) + return copiedStates + + def __eq__( self, other ): + """ + Allows two states to be compared. + """ + if other == None: return False + # TODO Check for type of other + if not self.agentStates == other.agentStates: return False + if not self.food == other.food: return False + if not self.capsules == other.capsules: return False + if not self.score == other.score: return False + return True + + def __hash__( self ): + """ + Allows states to be keys of dictionaries. + """ + for i, state in enumerate( self.agentStates ): + try: + int(hash(state)) + except TypeError as e: + print(e) + #hash(state) + return int((hash(tuple(self.agentStates)) + 13*hash(self.food) + 113* hash(tuple(self.capsules)) + 7 * hash(self.score)) % 1048575 ) + + def __str__( self ): + width, height = self.layout.width, self.layout.height + map = Grid(width, height) + if type(self.food) == type((1,2)): + self.food = reconstituteGrid(self.food) + for x in range(width): + for y in range(height): + food, walls = self.food, self.layout.walls + map[x][y] = self._foodWallStr(food[x][y], walls[x][y]) + + for agentState in self.agentStates: + if agentState == None: continue + if agentState.configuration == None: continue + x,y = [int( i ) for i in nearestPoint( agentState.configuration.pos )] + agent_dir = agentState.configuration.direction + if agentState.isPacman: + map[x][y] = self._pacStr( agent_dir ) + else: + map[x][y] = self._ghostStr( agent_dir ) + + for x, y in self.capsules: + map[x][y] = 'o' + + return str(map) + ("\nScore: %d\n" % self.score) + + def _foodWallStr( self, hasFood, hasWall ): + if hasFood: + return '.' + elif hasWall: + return '%' + else: + return ' ' + + def _pacStr( self, dir ): + if dir == Directions.NORTH: + return 'v' + if dir == Directions.SOUTH: + return '^' + if dir == Directions.WEST: + return '>' + return '<' + + def _ghostStr( self, dir ): + return 'G' + if dir == Directions.NORTH: + return 'M' + if dir == Directions.SOUTH: + return 'W' + if dir == Directions.WEST: + return '3' + return 'E' + + def initialize( self, layout, numGhostAgents ): + """ + Creates an initial game state from a layout array (see layout.py). + """ + self.food = layout.food.copy() + #self.capsules = [] + self.capsules = layout.capsules[:] + self.layout = layout + self.score = 0 + self.scoreChange = 0 + + self.agentStates = [] + numGhosts = 0 + for isPacman, pos in layout.agentPositions: + if not isPacman: + if numGhosts == numGhostAgents: continue # Max ghosts reached already + else: numGhosts += 1 + self.agentStates.append( AgentState( Configuration( pos, Directions.STOP), isPacman) ) + self._eaten = [False for a in self.agentStates] + +try: + import boinc + _BOINC_ENABLED = True +except: + _BOINC_ENABLED = False + +class Game: + """ + The Game manages the control flow, soliciting actions from agents. + """ + + def __init__( self, agents, display, rules, startingIndex=0, muteAgents=False, catchExceptions=False ): + self.agentCrashed = False + self.agents = agents + self.display = display + self.rules = rules + self.startingIndex = startingIndex + self.gameOver = False + self.muteAgents = muteAgents + self.catchExceptions = catchExceptions + self.moveHistory = [] + self.totalAgentTimes = [0 for agent in agents] + self.totalAgentTimeWarnings = [0 for agent in agents] + self.agentTimeout = False + import io + self.agentOutput = [io.StringIO() for agent in agents] + + def getProgress(self): + if self.gameOver: + return 1.0 + else: + return self.rules.getProgress(self) + + def _agentCrash( self, agentIndex, quiet=False): + "Helper method for handling agent crashes" + if not quiet: traceback.print_exc() + self.gameOver = True + self.agentCrashed = True + self.rules.agentCrash(self, agentIndex) + + OLD_STDOUT = None + OLD_STDERR = None + + def mute(self, agentIndex): + if not self.muteAgents: return + global OLD_STDOUT, OLD_STDERR + import io + OLD_STDOUT = sys.stdout + OLD_STDERR = sys.stderr + sys.stdout = self.agentOutput[agentIndex] + sys.stderr = self.agentOutput[agentIndex] + + def unmute(self): + if not self.muteAgents: return + global OLD_STDOUT, OLD_STDERR + # Revert stdout/stderr to originals + sys.stdout = OLD_STDOUT + sys.stderr = OLD_STDERR + + + def run( self ): + """ + Main control loop for game play. + """ + self.display.initialize(self.state.data) + self.numMoves = 0 + + ###self.display.initialize(self.state.makeObservation(1).data) + # inform learning agents of the game start + for i in range(len(self.agents)): + agent = self.agents[i] + if not agent: + self.mute(i) + # this is a null agent, meaning it failed to load + # the other team wins + print("Agent %d failed to load" % i, file=sys.stderr) + self.unmute() + self._agentCrash(i, quiet=True) + return + if ("registerInitialState" in dir(agent)): + self.mute(i) + if self.catchExceptions: + try: + timed_func = TimeoutFunction(agent.registerInitialState, int(self.rules.getMaxStartupTime(i))) + try: + start_time = time.time() + timed_func(self.state.deepCopy()) + time_taken = time.time() - start_time + self.totalAgentTimes[i] += time_taken + except TimeoutFunctionException: + print("Agent %d ran out of time on startup!" % i, file=sys.stderr) + self.unmute() + self.agentTimeout = True + self._agentCrash(i, quiet=True) + return + except Exception as data: + self._agentCrash(i, quiet=False) + self.unmute() + return + else: + agent.registerInitialState(self.state.deepCopy()) + ## TODO: could this exceed the total time + self.unmute() + + agentIndex = self.startingIndex + numAgents = len( self.agents ) + + while not self.gameOver: + # Fetch the next agent + agent = self.agents[agentIndex] + move_time = 0 + skip_action = False + # Generate an observation of the state + if 'observationFunction' in dir( agent ): + self.mute(agentIndex) + if self.catchExceptions: + try: + timed_func = TimeoutFunction(agent.observationFunction, int(self.rules.getMoveTimeout(agentIndex))) + try: + start_time = time.time() + observation = timed_func(self.state.deepCopy()) + except TimeoutFunctionException: + skip_action = True + move_time += time.time() - start_time + self.unmute() + except Exception as data: + self._agentCrash(agentIndex, quiet=False) + self.unmute() + return + else: + observation = agent.observationFunction(self.state.deepCopy()) + self.unmute() + else: + observation = self.state.deepCopy() + + # Solicit an action + action = None + self.mute(agentIndex) + if self.catchExceptions: + try: + timed_func = TimeoutFunction(agent.getAction, int(self.rules.getMoveTimeout(agentIndex)) - int(move_time)) + try: + start_time = time.time() + if skip_action: + raise TimeoutFunctionException() + action = timed_func( observation ) + except TimeoutFunctionException: + print("Agent %d timed out on a single move!" % agentIndex, file=sys.stderr) + self.agentTimeout = True + self._agentCrash(agentIndex, quiet=True) + self.unmute() + return + + move_time += time.time() - start_time + + if move_time > self.rules.getMoveWarningTime(agentIndex): + self.totalAgentTimeWarnings[agentIndex] += 1 + print("Agent %d took too long to make a move! This is warning %d" % (agentIndex, self.totalAgentTimeWarnings[agentIndex]), file=sys.stderr) + if self.totalAgentTimeWarnings[agentIndex] > self.rules.getMaxTimeWarnings(agentIndex): + print("Agent %d exceeded the maximum number of warnings: %d" % (agentIndex, self.totalAgentTimeWarnings[agentIndex]), file=sys.stderr) + self.agentTimeout = True + self._agentCrash(agentIndex, quiet=True) + self.unmute() + return + + self.totalAgentTimes[agentIndex] += move_time + #print("Agent: %d, time: %f, total: %f" % (agentIndex, move_time, self.totalAgentTimes[agentIndex])) + if self.totalAgentTimes[agentIndex] > self.rules.getMaxTotalTime(agentIndex): + print("Agent %d ran out of time! (time: %1.2f)" % (agentIndex, self.totalAgentTimes[agentIndex]), file=sys.stderr) + self.agentTimeout = True + self._agentCrash(agentIndex, quiet=True) + self.unmute() + return + self.unmute() + except Exception as data: + self._agentCrash(agentIndex) + self.unmute() + return + else: + action = agent.getAction(observation) + self.unmute() + + # Execute the action + self.moveHistory.append( (agentIndex, action) ) + if self.catchExceptions: + try: + self.state = self.state.generateSuccessor( agentIndex, action ) + except Exception as data: + self.mute(agentIndex) + self._agentCrash(agentIndex) + self.unmute() + return + else: + self.state = self.state.generateSuccessor( agentIndex, action ) + + # Change the display + self.display.update( self.state.data ) + ###idx = agentIndex - agentIndex % 2 + 1 + ###self.display.update( self.state.makeObservation(idx).data ) + + # Allow for game specific conditions (winning, losing, etc.) + self.rules.process(self.state, self) + # Track progress + if agentIndex == numAgents + 1: self.numMoves += 1 + # Next agent + agentIndex = ( agentIndex + 1 ) % numAgents + + if _BOINC_ENABLED: + boinc.set_fraction_done(self.getProgress()) + + # inform a learning agent of the game result + for agentIndex, agent in enumerate(self.agents): + if "final" in dir( agent ) : + try: + self.mute(agentIndex) + agent.final( self.state ) + self.unmute() + except Exception as data: + if not self.catchExceptions: raise data + self._agentCrash(agentIndex) + self.unmute() + return + self.display.finish() diff --git a/ghostAgents.py b/ghostAgents.py new file mode 100644 index 0000000..c3afe1f --- /dev/null +++ b/ghostAgents.py @@ -0,0 +1,81 @@ +# ghostAgents.py +# -------------- +# Licensing Information: You are free to use or extend these projects for +# educational purposes provided that (1) you do not distribute or publish +# solutions, (2) you retain this notice, and (3) you provide clear +# attribution to UC Berkeley, including a link to http://ai.berkeley.edu. +# +# Attribution Information: The Pacman AI projects were developed at UC Berkeley. +# The core projects and autograders were primarily created by John DeNero +# (denero@cs.berkeley.edu) and Dan Klein (klein@cs.berkeley.edu). +# Student side autograding was added by Brad Miller, Nick Hay, and +# Pieter Abbeel (pabbeel@cs.berkeley.edu). + + +from game import Agent +from game import Actions +from game import Directions +import random +from util import manhattanDistance +import util + +class GhostAgent( Agent ): + def __init__( self, index ): + self.index = index + + def getAction( self, state ): + dist = self.getDistribution(state) + if len(dist) == 0: + return Directions.STOP + else: + return util.chooseFromDistribution( dist ) + + def getDistribution(self, state): + "Returns a Counter encoding a distribution over actions from the provided state." + util.raiseNotDefined() + +class RandomGhost( GhostAgent ): + "A ghost that chooses a legal action uniformly at random." + def getDistribution( self, state ): + dist = util.Counter() + for a in state.getLegalActions( self.index ): dist[a] = 1.0 + dist.normalize() + return dist + +class DirectionalGhost( GhostAgent ): + "A ghost that prefers to rush Pacman, or flee when scared." + def __init__( self, index, prob_attack=0.8, prob_scaredFlee=0.8 ): + self.index = index + self.prob_attack = prob_attack + self.prob_scaredFlee = prob_scaredFlee + + def getDistribution( self, state ): + # Read variables from state + ghostState = state.getGhostState( self.index ) + legalActions = state.getLegalActions( self.index ) + pos = state.getGhostPosition( self.index ) + isScared = ghostState.scaredTimer > 0 + + speed = 1 + if isScared: speed = 0.5 + + actionVectors = [Actions.directionToVector( a, speed ) for a in legalActions] + newPositions = [( pos[0]+a[0], pos[1]+a[1] ) for a in actionVectors] + pacmanPosition = state.getPacmanPosition() + + # Select best actions given the state + distancesToPacman = [manhattanDistance( pos, pacmanPosition ) for pos in newPositions] + if isScared: + bestScore = max( distancesToPacman ) + bestProb = self.prob_scaredFlee + else: + bestScore = min( distancesToPacman ) + bestProb = self.prob_attack + bestActions = [action for action, distance in zip( legalActions, distancesToPacman ) if distance == bestScore] + + # Construct distribution + dist = util.Counter() + for a in bestActions: dist[a] = bestProb / len(bestActions) + for a in legalActions: dist[a] += ( 1-bestProb ) / len(legalActions) + dist.normalize() + return dist diff --git a/grading.py b/grading.py new file mode 100644 index 0000000..7a15338 --- /dev/null +++ b/grading.py @@ -0,0 +1,320 @@ +# grading.py +# ---------- +# Licensing Information: You are free to use or extend these projects for +# educational purposes provided that (1) you do not distribute or publish +# solutions, (2) you retain this notice, and (3) you provide clear +# attribution to UC Berkeley, including a link to http://ai.berkeley.edu. +# +# Attribution Information: The Pacman AI projects were developed at UC Berkeley. +# The core projects and autograders were primarily created by John DeNero +# (denero@cs.berkeley.edu) and Dan Klein (klein@cs.berkeley.edu). +# Student side autograding was added by Brad Miller, Nick Hay, and +# Pieter Abbeel (pabbeel@cs.berkeley.edu). + + +"Common code for autograders" + +from html import escape +import time +import json +import traceback +from collections import defaultdict +import util + +class Grades: + "A data structure for project grades, along with formatting code to display them" + def __init__(self, projectName, questionsAndMaxesList, + gsOutput=False, edxOutput=False, muteOutput=False): + """ + Defines the grading scheme for a project + projectName: project name + questionsAndMaxesDict: a list of (question name, max points per question) + """ + self.questions = [el[0] for el in questionsAndMaxesList] + self.maxes = dict(questionsAndMaxesList) + self.points = Counter() + self.messages = dict([(q, []) for q in self.questions]) + self.project = projectName + self.start = time.localtime()[1:6] + self.sane = True # Sanity checks + self.currentQuestion = None # Which question we're grading + self.edxOutput = edxOutput + self.gsOutput = gsOutput # GradeScope output + self.mute = muteOutput + self.prereqs = defaultdict(set) + + #print('Autograder transcript for %s' % self.project) + print('Starting on %d-%d at %d:%02d:%02d' % self.start) + + def addPrereq(self, question, prereq): + self.prereqs[question].add(prereq) + + def grade(self, gradingModule, exceptionMap = {}, bonusPic = False): + """ + Grades each question + gradingModule: the module with all the grading functions (pass in with sys.modules[__name__]) + """ + + completedQuestions = set([]) + for q in self.questions: + print('\nQuestion %s' % q) + print('=' * (9 + len(q))) + print + self.currentQuestion = q + + incompleted = self.prereqs[q].difference(completedQuestions) + if len(incompleted) > 0: + prereq = incompleted.pop() + print( +"""*** NOTE: Make sure to complete Question %s before working on Question %s, +*** because Question %s builds upon your answer for Question %s. +""" % (prereq, q, q, prereq)) + continue + + if self.mute: util.mutePrint() + try: + util.TimeoutFunction(getattr(gradingModule, q),1800)(self) # Call the question's function + #TimeoutFunction(getattr(gradingModule, q),1200)(self) # Call the question's function + except Exception as inst: + self.addExceptionMessage(q, inst, traceback) + self.addErrorHints(exceptionMap, inst, q[1]) + except: + self.fail('FAIL: Terminated with a string exception.') + finally: + if self.mute: util.unmutePrint() + + if self.points[q] >= self.maxes[q]: + completedQuestions.add(q) + + print('\n### Question %s: %d/%d ###\n' % (q, self.points[q], self.maxes[q])) + + + print('\nFinished at %d:%02d:%02d' % time.localtime()[3:6]) + print("\nProvisional grades\n==================") + + for q in self.questions: + print('Question %s: %d/%d' % (q, self.points[q], self.maxes[q])) + print('------------------') + print('Total: %d/%d' % (self.points.totalCount(), sum(self.maxes.values()))) + if bonusPic and self.points.totalCount() == 25: + print(""" + + ALL HAIL GRANDPAC. + LONG LIVE THE GHOSTBUSTING KING. + + --- ---- --- + | \ / + \ / | + | + \--/ \--/ + | + | + + | + | + + + | + @@@@@@@@@@@@@@@@@@@@@@@@@@ + @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ + @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ + @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ + \ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ + \ / @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ + V \ @@@@@@@@@@@@@@@@@@@@@@@@@@@@ + \ / @@@@@@@@@@@@@@@@@@@@@@@@@@ + V @@@@@@@@@@@@@@@@@@@@@@@@ + @@@@@@@@@@@@@@@@@@@@@@ + /\ @@@@@@@@@@@@@@@@@@@@@@ + / \ @@@@@@@@@@@@@@@@@@@@@@@@@ + /\ / @@@@@@@@@@@@@@@@@@@@@@@@@@@ + / \ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ + / @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ + @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ + @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ + @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ + @@@@@@@@@@@@@@@@@@@@@@@@@@ + @@@@@@@@@@@@@@@@@@ + +""") + print(""" +Your grades are NOT yet registered. To register your grades, make sure +to follow your instructor's guidelines to receive credit on your project. +""") + + if self.edxOutput: + self.produceOutput() + if self.gsOutput: + self.produceGradeScopeOutput() + + def addExceptionMessage(self, q, inst, traceback): + """ + Method to format the exception message, this is more complicated because + we need to escape the traceback but wrap the exception in a
 tag
+    """
+    self.fail('FAIL: Exception raised: %s' % inst)
+    self.addMessage('')
+    for line in traceback.format_exc().split('\n'):
+        self.addMessage(line)
+
+  def addErrorHints(self, exceptionMap, errorInstance, questionNum):
+    typeOf = str(type(errorInstance))
+    questionName = 'q' + questionNum
+    errorHint = ''
+
+    # question specific error hints
+    if exceptionMap.get(questionName):
+      questionMap = exceptionMap.get(questionName)
+      if (questionMap.get(typeOf)):
+        errorHint = questionMap.get(typeOf)
+    # fall back to general error messages if a question specific
+    # one does not exist
+    if (exceptionMap.get(typeOf)):
+      errorHint = exceptionMap.get(typeOf)
+
+    # dont include the HTML if we have no error hint
+    if not errorHint:
+      return ''
+
+    for line in errorHint.split('\n'):
+      self.addMessage(line)
+
+  def produceGradeScopeOutput(self):
+    out_dct = {}
+
+    # total of entire submission
+    total_possible = sum(self.maxes.values())
+    total_score = sum(self.points.values())
+    out_dct['score'] = total_score
+    out_dct['max_score'] = total_possible
+    out_dct['output'] = "Total score (%d / %d)" % (total_score, total_possible)
+
+    # individual tests
+    tests_out = []
+    for name in self.questions:
+      test_out = {}
+      # test name
+      test_out['name'] = name
+      # test score
+      test_out['score'] = self.points[name]
+      test_out['max_score'] = self.maxes[name]
+      # others
+      is_correct = self.points[name] >= self.maxes[name]
+      test_out['output'] = "  Question {num} ({points}/{max}) {correct}".format(
+          num=(name[1] if len(name) == 2 else name),
+          points=test_out['score'],
+          max=test_out['max_score'],
+          correct=('X' if not is_correct else ''),
+      )
+      test_out['tags'] = []
+      tests_out.append(test_out)
+    out_dct['tests'] = tests_out
+
+    # file output
+    with open('gradescope_response.json', 'w') as outfile:
+        json.dump(out_dct, outfile)
+    return
+
+  def produceOutput(self):
+    edxOutput = open('edx_response.html', 'w')
+    edxOutput.write("
") + + # first sum + total_possible = sum(self.maxes.values()) + total_score = sum(self.points.values()) + checkOrX = '' + if (total_score >= total_possible): + checkOrX = '' + header = """ +

+ Total score ({total_score} / {total_possible}) +

+ """.format(total_score = total_score, + total_possible = total_possible, + checkOrX = checkOrX + ) + edxOutput.write(header) + + for q in self.questions: + if len(q) == 2: + name = q[1] + else: + name = q + checkOrX = '' + if (self.points[q] >= self.maxes[q]): + checkOrX = '' + #messages = '\n
\n'.join(self.messages[q]) + messages = "
%s
" % '\n'.join(self.messages[q]) + output = """ +
+
+
+ Question {q} ({points}/{max}) {checkOrX} +
+
+ {messages} +
+
+
+ """.format(q = name, + max = self.maxes[q], + messages = messages, + checkOrX = checkOrX, + points = self.points[q] + ) + # print("*** output for Question %s " % q[1]) + # print(output) + edxOutput.write(output) + edxOutput.write("
") + edxOutput.close() + edxOutput = open('edx_grade', 'w') + edxOutput.write(str(self.points.totalCount())) + edxOutput.close() + + def fail(self, message, raw=False): + "Sets sanity check bit to false and outputs a message" + self.sane = False + self.assignZeroCredit() + self.addMessage(message, raw) + + def assignZeroCredit(self): + self.points[self.currentQuestion] = 0 + + def addPoints(self, amt): + self.points[self.currentQuestion] += amt + + def deductPoints(self, amt): + self.points[self.currentQuestion] -= amt + + def assignFullCredit(self, message="", raw=False): + self.points[self.currentQuestion] = self.maxes[self.currentQuestion] + if message != "": + self.addMessage(message, raw) + + def addMessage(self, message, raw=False): + if not raw: + # We assume raw messages, formatted for HTML, are printed separately + if self.mute: util.unmutePrint() + print('*** ' + message) + if self.mute: util.mutePrint() + message = escape(message) + self.messages[self.currentQuestion].append(message) + + def addMessageToEmail(self, message): + print("WARNING**** addMessageToEmail is deprecated %s" % message) + for line in message.split('\n'): + pass + #print('%%% ' + line + ' %%%') + #self.messages[self.currentQuestion].append(line) + + + + + +class Counter(dict): + """ + Dict with default 0 + """ + def __getitem__(self, idx): + try: + return dict.__getitem__(self, idx) + except KeyError: + return 0 + + def totalCount(self): + """ + Returns the sum of counts for all keys. + """ + return sum(self.values()) diff --git a/graphicsDisplay.py b/graphicsDisplay.py new file mode 100644 index 0000000..bd53e9a --- /dev/null +++ b/graphicsDisplay.py @@ -0,0 +1,679 @@ +# graphicsDisplay.py +# ------------------ +# Licensing Information: You are free to use or extend these projects for +# educational purposes provided that (1) you do not distribute or publish +# solutions, (2) you retain this notice, and (3) you provide clear +# attribution to UC Berkeley, including a link to http://ai.berkeley.edu. +# +# Attribution Information: The Pacman AI projects were developed at UC Berkeley. +# The core projects and autograders were primarily created by John DeNero +# (denero@cs.berkeley.edu) and Dan Klein (klein@cs.berkeley.edu). +# Student side autograding was added by Brad Miller, Nick Hay, and +# Pieter Abbeel (pabbeel@cs.berkeley.edu). + + +from graphicsUtils import * +import math, time +from game import Directions + +########################### +# GRAPHICS DISPLAY CODE # +########################### + +# Most code by Dan Klein and John Denero written or rewritten for cs188, UC Berkeley. +# Some code from a Pacman implementation by LiveWires, and used / modified with permission. + +DEFAULT_GRID_SIZE = 30.0 +INFO_PANE_HEIGHT = 35 +BACKGROUND_COLOR = formatColor(0,0,0) +WALL_COLOR = formatColor(0.0/255.0, 51.0/255.0, 255.0/255.0) +INFO_PANE_COLOR = formatColor(.4,.4,0) +SCORE_COLOR = formatColor(.9, .9, .9) +PACMAN_OUTLINE_WIDTH = 2 +PACMAN_CAPTURE_OUTLINE_WIDTH = 4 + +GHOST_COLORS = [] +GHOST_COLORS.append(formatColor(.9,0,0)) # Red +GHOST_COLORS.append(formatColor(0,.3,.9)) # Blue +GHOST_COLORS.append(formatColor(.98,.41,.07)) # Orange +GHOST_COLORS.append(formatColor(.1,.75,.7)) # Green +GHOST_COLORS.append(formatColor(1.0,0.6,0.0)) # Yellow +GHOST_COLORS.append(formatColor(.4,0.13,0.91)) # Purple + +TEAM_COLORS = GHOST_COLORS[:2] + +GHOST_SHAPE = [ + ( 0, 0.3 ), + ( 0.25, 0.75 ), + ( 0.5, 0.3 ), + ( 0.75, 0.75 ), + ( 0.75, -0.5 ), + ( 0.5, -0.75 ), + (-0.5, -0.75 ), + (-0.75, -0.5 ), + (-0.75, 0.75 ), + (-0.5, 0.3 ), + (-0.25, 0.75 ) + ] +GHOST_SIZE = 0.65 +SCARED_COLOR = formatColor(1,1,1) + +GHOST_VEC_COLORS = [colorToVector(c) for c in GHOST_COLORS] + +PACMAN_COLOR = formatColor(255.0/255.0,255.0/255.0,61.0/255) +PACMAN_SCALE = 0.5 +#pacman_speed = 0.25 + +# Food +FOOD_COLOR = formatColor(1,1,1) +FOOD_SIZE = 0.1 + +# Laser +LASER_COLOR = formatColor(1,0,0) +LASER_SIZE = 0.02 + +# Capsule graphics +CAPSULE_COLOR = formatColor(1,1,1) +CAPSULE_SIZE = 0.25 + +# Drawing walls +WALL_RADIUS = 0.15 + +class InfoPane: + def __init__(self, layout, gridSize): + self.gridSize = gridSize + self.width = (layout.width) * gridSize + self.base = (layout.height + 1) * gridSize + self.height = INFO_PANE_HEIGHT + self.fontSize = 24 + self.textColor = PACMAN_COLOR + self.drawPane() + + def toScreen(self, pos, y = None): + """ + Translates a point relative from the bottom left of the info pane. + """ + if y == None: + x,y = pos + else: + x = pos + + x = self.gridSize + x # Margin + y = self.base + y + return x,y + + def drawPane(self): + self.scoreText = text( self.toScreen(0, 0 ), self.textColor, "SCORE: 0", "Times", self.fontSize, "bold") + + def initializeGhostDistances(self, distances): + self.ghostDistanceText = [] + + size = 20 + if self.width < 240: + size = 12 + if self.width < 160: + size = 10 + + for i, d in enumerate(distances): + t = text( self.toScreen(self.width//2 + self.width//8 * i, 0), GHOST_COLORS[i+1], d, "Times", size, "bold") + self.ghostDistanceText.append(t) + + def updateScore(self, score): + changeText(self.scoreText, "SCORE: % 4d" % score) + + def setTeam(self, isBlue): + text = "RED TEAM" + if isBlue: text = "BLUE TEAM" + self.teamText = text( self.toScreen(300, 0 ), self.textColor, text, "Times", self.fontSize, "bold") + + def updateGhostDistances(self, distances): + if len(distances) == 0: return + if 'ghostDistanceText' not in dir(self): self.initializeGhostDistances(distances) + else: + for i, d in enumerate(distances): + changeText(self.ghostDistanceText[i], d) + + def drawGhost(self): + pass + + def drawPacman(self): + pass + + def drawWarning(self): + pass + + def clearIcon(self): + pass + + def updateMessage(self, message): + pass + + def clearMessage(self): + pass + + +class PacmanGraphics: + def __init__(self, zoom=1.0, frameTime=0.0, capture=False): + self.have_window = 0 + self.currentGhostImages = {} + self.pacmanImage = None + self.zoom = zoom + self.gridSize = DEFAULT_GRID_SIZE * zoom + self.capture = capture + self.frameTime = frameTime + + def checkNullDisplay(self): + return False + + def initialize(self, state, isBlue = False): + self.isBlue = isBlue + self.startGraphics(state) + + # self.drawDistributions(state) + self.distributionImages = None # Initialized lazily + self.drawStaticObjects(state) + self.drawAgentObjects(state) + + # Information + self.previousState = state + + def startGraphics(self, state): + self.layout = state.layout + layout = self.layout + self.width = layout.width + self.height = layout.height + self.make_window(self.width, self.height) + self.infoPane = InfoPane(layout, self.gridSize) + self.currentState = layout + + def drawDistributions(self, state): + walls = state.layout.walls + dist = [] + for x in range(walls.width): + distx = [] + dist.append(distx) + for y in range(walls.height): + ( screen_x, screen_y ) = self.to_screen( (x, y) ) + block = square( (screen_x, screen_y), + 0.5 * self.gridSize, + color = BACKGROUND_COLOR, + filled = 1, behind=2) + distx.append(block) + self.distributionImages = dist + + def drawStaticObjects(self, state): + layout = self.layout + self.drawWalls(layout.walls) + self.food = self.drawFood(layout.food) + self.capsules = self.drawCapsules(layout.capsules) + refresh() + + def drawAgentObjects(self, state): + self.agentImages = [] # (agentState, image) + for index, agent in enumerate(state.agentStates): + if agent.isPacman: + image = self.drawPacman(agent, index) + self.agentImages.append( (agent, image) ) + else: + image = self.drawGhost(agent, index) + self.agentImages.append( (agent, image) ) + refresh() + + def swapImages(self, agentIndex, newState): + """ + Changes an image from a ghost to a pacman or vis versa (for capture) + """ + prevState, prevImage = self.agentImages[agentIndex] + for item in prevImage: remove_from_screen(item) + if newState.isPacman: + image = self.drawPacman(newState, agentIndex) + self.agentImages[agentIndex] = (newState, image ) + else: + image = self.drawGhost(newState, agentIndex) + self.agentImages[agentIndex] = (newState, image ) + refresh() + + def update(self, newState): + agentIndex = newState._agentMoved + agentState = newState.agentStates[agentIndex] + + if self.agentImages[agentIndex][0].isPacman != agentState.isPacman: self.swapImages(agentIndex, agentState) + prevState, prevImage = self.agentImages[agentIndex] + if agentState.isPacman: + self.animatePacman(agentState, prevState, prevImage) + else: + self.moveGhost(agentState, agentIndex, prevState, prevImage) + self.agentImages[agentIndex] = (agentState, prevImage) + + if newState._foodEaten != None: + self.removeFood(newState._foodEaten, self.food) + if newState._capsuleEaten != None: + self.removeCapsule(newState._capsuleEaten, self.capsules) + self.infoPane.updateScore(newState.score) + if 'ghostDistances' in dir(newState): + self.infoPane.updateGhostDistances(newState.ghostDistances) + + def make_window(self, width, height): + grid_width = (width-1) * self.gridSize + grid_height = (height-1) * self.gridSize + screen_width = 2*self.gridSize + grid_width + screen_height = 2*self.gridSize + grid_height + INFO_PANE_HEIGHT + + begin_graphics(screen_width, + screen_height, + BACKGROUND_COLOR, + "CS188 Pacman") + + def drawPacman(self, pacman, index): + position = self.getPosition(pacman) + screen_point = self.to_screen(position) + endpoints = self.getEndpoints(self.getDirection(pacman)) + + width = PACMAN_OUTLINE_WIDTH + outlineColor = PACMAN_COLOR + fillColor = PACMAN_COLOR + + if self.capture: + outlineColor = TEAM_COLORS[index % 2] + fillColor = GHOST_COLORS[index] + width = PACMAN_CAPTURE_OUTLINE_WIDTH + + return [circle(screen_point, PACMAN_SCALE * self.gridSize, + fillColor = fillColor, outlineColor = outlineColor, + endpoints = endpoints, + width = width)] + + def getEndpoints(self, direction, position=(0,0)): + x, y = position + pos = x - int(x) + y - int(y) + width = 30 + 80 * math.sin(math.pi* pos) + + delta = width / 2 + if (direction == 'West'): + endpoints = (180+delta, 180-delta) + elif (direction == 'North'): + endpoints = (90+delta, 90-delta) + elif (direction == 'South'): + endpoints = (270+delta, 270-delta) + else: + endpoints = (0+delta, 0-delta) + return endpoints + + def movePacman(self, position, direction, image): + screenPosition = self.to_screen(position) + endpoints = self.getEndpoints( direction, position ) + r = PACMAN_SCALE * self.gridSize + moveCircle(image[0], screenPosition, r, endpoints) + refresh() + + def animatePacman(self, pacman, prevPacman, image): + if self.frameTime < 0: + print('Press any key to step forward, "q" to play') + keys = wait_for_keys() + if 'q' in keys: + self.frameTime = 0.1 + if self.frameTime > 0.01 or self.frameTime < 0: + start = time.time() + fx, fy = self.getPosition(prevPacman) + px, py = self.getPosition(pacman) + frames = 4.0 + for i in range(1,int(frames) + 1): + pos = px*i/frames + fx*(frames-i)/frames, py*i/frames + fy*(frames-i)/frames + self.movePacman(pos, self.getDirection(pacman), image) + refresh() + sleep(abs(self.frameTime) / frames) + else: + self.movePacman(self.getPosition(pacman), self.getDirection(pacman), image) + refresh() + + def getGhostColor(self, ghost, ghostIndex): + if ghost.scaredTimer > 0: + return SCARED_COLOR + else: + return GHOST_COLORS[ghostIndex] + + def drawGhost(self, ghost, agentIndex): + pos = self.getPosition(ghost) + dir = self.getDirection(ghost) + (screen_x, screen_y) = (self.to_screen(pos) ) + coords = [] + for (x, y) in GHOST_SHAPE: + coords.append((x*self.gridSize*GHOST_SIZE + screen_x, y*self.gridSize*GHOST_SIZE + screen_y)) + + colour = self.getGhostColor(ghost, agentIndex) + body = polygon(coords, colour, filled = 1) + WHITE = formatColor(1.0, 1.0, 1.0) + BLACK = formatColor(0.0, 0.0, 0.0) + + dx = 0 + dy = 0 + if dir == 'North': + dy = -0.2 + if dir == 'South': + dy = 0.2 + if dir == 'East': + dx = 0.2 + if dir == 'West': + dx = -0.2 + leftEye = circle((screen_x+self.gridSize*GHOST_SIZE*(-0.3+dx/1.5), screen_y-self.gridSize*GHOST_SIZE*(0.3-dy/1.5)), self.gridSize*GHOST_SIZE*0.2, WHITE, WHITE) + rightEye = circle((screen_x+self.gridSize*GHOST_SIZE*(0.3+dx/1.5), screen_y-self.gridSize*GHOST_SIZE*(0.3-dy/1.5)), self.gridSize*GHOST_SIZE*0.2, WHITE, WHITE) + leftPupil = circle((screen_x+self.gridSize*GHOST_SIZE*(-0.3+dx), screen_y-self.gridSize*GHOST_SIZE*(0.3-dy)), self.gridSize*GHOST_SIZE*0.08, BLACK, BLACK) + rightPupil = circle((screen_x+self.gridSize*GHOST_SIZE*(0.3+dx), screen_y-self.gridSize*GHOST_SIZE*(0.3-dy)), self.gridSize*GHOST_SIZE*0.08, BLACK, BLACK) + ghostImageParts = [] + ghostImageParts.append(body) + ghostImageParts.append(leftEye) + ghostImageParts.append(rightEye) + ghostImageParts.append(leftPupil) + ghostImageParts.append(rightPupil) + + return ghostImageParts + + def moveEyes(self, pos, dir, eyes): + (screen_x, screen_y) = (self.to_screen(pos) ) + dx = 0 + dy = 0 + if dir == 'North': + dy = -0.2 + if dir == 'South': + dy = 0.2 + if dir == 'East': + dx = 0.2 + if dir == 'West': + dx = -0.2 + moveCircle(eyes[0],(screen_x+self.gridSize*GHOST_SIZE*(-0.3+dx/1.5), screen_y-self.gridSize*GHOST_SIZE*(0.3-dy/1.5)), self.gridSize*GHOST_SIZE*0.2) + moveCircle(eyes[1],(screen_x+self.gridSize*GHOST_SIZE*(0.3+dx/1.5), screen_y-self.gridSize*GHOST_SIZE*(0.3-dy/1.5)), self.gridSize*GHOST_SIZE*0.2) + moveCircle(eyes[2],(screen_x+self.gridSize*GHOST_SIZE*(-0.3+dx), screen_y-self.gridSize*GHOST_SIZE*(0.3-dy)), self.gridSize*GHOST_SIZE*0.08) + moveCircle(eyes[3],(screen_x+self.gridSize*GHOST_SIZE*(0.3+dx), screen_y-self.gridSize*GHOST_SIZE*(0.3-dy)), self.gridSize*GHOST_SIZE*0.08) + + def moveGhost(self, ghost, ghostIndex, prevGhost, ghostImageParts): + old_x, old_y = self.to_screen(self.getPosition(prevGhost)) + new_x, new_y = self.to_screen(self.getPosition(ghost)) + delta = new_x - old_x, new_y - old_y + + for ghostImagePart in ghostImageParts: + move_by(ghostImagePart, delta) + refresh() + + if ghost.scaredTimer > 0: + color = SCARED_COLOR + else: + color = GHOST_COLORS[ghostIndex] + edit(ghostImageParts[0], ('fill', color), ('outline', color)) + self.moveEyes(self.getPosition(ghost), self.getDirection(ghost), ghostImageParts[-4:]) + refresh() + + def getPosition(self, agentState): + if agentState.configuration == None: return (-1000, -1000) + return agentState.getPosition() + + def getDirection(self, agentState): + if agentState.configuration == None: return Directions.STOP + return agentState.configuration.getDirection() + + def finish(self): + end_graphics() + + def to_screen(self, point): + ( x, y ) = point + #y = self.height - y + x = (x + 1)*self.gridSize + y = (self.height - y)*self.gridSize + return ( x, y ) + + # Fixes some TK issue with off-center circles + def to_screen2(self, point): + ( x, y ) = point + #y = self.height - y + x = (x + 1)*self.gridSize + y = (self.height - y)*self.gridSize + return ( x, y ) + + def drawWalls(self, wallMatrix): + wallColor = WALL_COLOR + for xNum, x in enumerate(wallMatrix): + if self.capture and (xNum * 2) < wallMatrix.width: wallColor = TEAM_COLORS[0] + if self.capture and (xNum * 2) >= wallMatrix.width: wallColor = TEAM_COLORS[1] + + for yNum, cell in enumerate(x): + if cell: # There's a wall here + pos = (xNum, yNum) + screen = self.to_screen(pos) + screen2 = self.to_screen2(pos) + + # draw each quadrant of the square based on adjacent walls + wIsWall = self.isWall(xNum-1, yNum, wallMatrix) + eIsWall = self.isWall(xNum+1, yNum, wallMatrix) + nIsWall = self.isWall(xNum, yNum+1, wallMatrix) + sIsWall = self.isWall(xNum, yNum-1, wallMatrix) + nwIsWall = self.isWall(xNum-1, yNum+1, wallMatrix) + swIsWall = self.isWall(xNum-1, yNum-1, wallMatrix) + neIsWall = self.isWall(xNum+1, yNum+1, wallMatrix) + seIsWall = self.isWall(xNum+1, yNum-1, wallMatrix) + + # NE quadrant + if (not nIsWall) and (not eIsWall): + # inner circle + circle(screen2, WALL_RADIUS * self.gridSize, wallColor, wallColor, (0,91), 'arc') + if (nIsWall) and (not eIsWall): + # vertical line + line(add(screen, (self.gridSize*WALL_RADIUS, 0)), add(screen, (self.gridSize*WALL_RADIUS, self.gridSize*(-0.5)-1)), wallColor) + if (not nIsWall) and (eIsWall): + # horizontal line + line(add(screen, (0, self.gridSize*(-1)*WALL_RADIUS)), add(screen, (self.gridSize*0.5+1, self.gridSize*(-1)*WALL_RADIUS)), wallColor) + if (nIsWall) and (eIsWall) and (not neIsWall): + # outer circle + circle(add(screen2, (self.gridSize*2*WALL_RADIUS, self.gridSize*(-2)*WALL_RADIUS)), WALL_RADIUS * self.gridSize-1, wallColor, wallColor, (180,271), 'arc') + line(add(screen, (self.gridSize*2*WALL_RADIUS-1, self.gridSize*(-1)*WALL_RADIUS)), add(screen, (self.gridSize*0.5+1, self.gridSize*(-1)*WALL_RADIUS)), wallColor) + line(add(screen, (self.gridSize*WALL_RADIUS, self.gridSize*(-2)*WALL_RADIUS+1)), add(screen, (self.gridSize*WALL_RADIUS, self.gridSize*(-0.5))), wallColor) + + # NW quadrant + if (not nIsWall) and (not wIsWall): + # inner circle + circle(screen2, WALL_RADIUS * self.gridSize, wallColor, wallColor, (90,181), 'arc') + if (nIsWall) and (not wIsWall): + # vertical line + line(add(screen, (self.gridSize*(-1)*WALL_RADIUS, 0)), add(screen, (self.gridSize*(-1)*WALL_RADIUS, self.gridSize*(-0.5)-1)), wallColor) + if (not nIsWall) and (wIsWall): + # horizontal line + line(add(screen, (0, self.gridSize*(-1)*WALL_RADIUS)), add(screen, (self.gridSize*(-0.5)-1, self.gridSize*(-1)*WALL_RADIUS)), wallColor) + if (nIsWall) and (wIsWall) and (not nwIsWall): + # outer circle + circle(add(screen2, (self.gridSize*(-2)*WALL_RADIUS, self.gridSize*(-2)*WALL_RADIUS)), WALL_RADIUS * self.gridSize-1, wallColor, wallColor, (270,361), 'arc') + line(add(screen, (self.gridSize*(-2)*WALL_RADIUS+1, self.gridSize*(-1)*WALL_RADIUS)), add(screen, (self.gridSize*(-0.5), self.gridSize*(-1)*WALL_RADIUS)), wallColor) + line(add(screen, (self.gridSize*(-1)*WALL_RADIUS, self.gridSize*(-2)*WALL_RADIUS+1)), add(screen, (self.gridSize*(-1)*WALL_RADIUS, self.gridSize*(-0.5))), wallColor) + + # SE quadrant + if (not sIsWall) and (not eIsWall): + # inner circle + circle(screen2, WALL_RADIUS * self.gridSize, wallColor, wallColor, (270,361), 'arc') + if (sIsWall) and (not eIsWall): + # vertical line + line(add(screen, (self.gridSize*WALL_RADIUS, 0)), add(screen, (self.gridSize*WALL_RADIUS, self.gridSize*(0.5)+1)), wallColor) + if (not sIsWall) and (eIsWall): + # horizontal line + line(add(screen, (0, self.gridSize*(1)*WALL_RADIUS)), add(screen, (self.gridSize*0.5+1, self.gridSize*(1)*WALL_RADIUS)), wallColor) + if (sIsWall) and (eIsWall) and (not seIsWall): + # outer circle + circle(add(screen2, (self.gridSize*2*WALL_RADIUS, self.gridSize*(2)*WALL_RADIUS)), WALL_RADIUS * self.gridSize-1, wallColor, wallColor, (90,181), 'arc') + line(add(screen, (self.gridSize*2*WALL_RADIUS-1, self.gridSize*(1)*WALL_RADIUS)), add(screen, (self.gridSize*0.5, self.gridSize*(1)*WALL_RADIUS)), wallColor) + line(add(screen, (self.gridSize*WALL_RADIUS, self.gridSize*(2)*WALL_RADIUS-1)), add(screen, (self.gridSize*WALL_RADIUS, self.gridSize*(0.5))), wallColor) + + # SW quadrant + if (not sIsWall) and (not wIsWall): + # inner circle + circle(screen2, WALL_RADIUS * self.gridSize, wallColor, wallColor, (180,271), 'arc') + if (sIsWall) and (not wIsWall): + # vertical line + line(add(screen, (self.gridSize*(-1)*WALL_RADIUS, 0)), add(screen, (self.gridSize*(-1)*WALL_RADIUS, self.gridSize*(0.5)+1)), wallColor) + if (not sIsWall) and (wIsWall): + # horizontal line + line(add(screen, (0, self.gridSize*(1)*WALL_RADIUS)), add(screen, (self.gridSize*(-0.5)-1, self.gridSize*(1)*WALL_RADIUS)), wallColor) + if (sIsWall) and (wIsWall) and (not swIsWall): + # outer circle + circle(add(screen2, (self.gridSize*(-2)*WALL_RADIUS, self.gridSize*(2)*WALL_RADIUS)), WALL_RADIUS * self.gridSize-1, wallColor, wallColor, (0,91), 'arc') + line(add(screen, (self.gridSize*(-2)*WALL_RADIUS+1, self.gridSize*(1)*WALL_RADIUS)), add(screen, (self.gridSize*(-0.5), self.gridSize*(1)*WALL_RADIUS)), wallColor) + line(add(screen, (self.gridSize*(-1)*WALL_RADIUS, self.gridSize*(2)*WALL_RADIUS-1)), add(screen, (self.gridSize*(-1)*WALL_RADIUS, self.gridSize*(0.5))), wallColor) + + def isWall(self, x, y, walls): + if x < 0 or y < 0: + return False + if x >= walls.width or y >= walls.height: + return False + return walls[x][y] + + def drawFood(self, foodMatrix ): + foodImages = [] + color = FOOD_COLOR + for xNum, x in enumerate(foodMatrix): + if self.capture and (xNum * 2) <= foodMatrix.width: color = TEAM_COLORS[0] + if self.capture and (xNum * 2) > foodMatrix.width: color = TEAM_COLORS[1] + imageRow = [] + foodImages.append(imageRow) + for yNum, cell in enumerate(x): + if cell: # There's food here + screen = self.to_screen((xNum, yNum )) + dot = circle( screen, + FOOD_SIZE * self.gridSize, + outlineColor = color, fillColor = color, + width = 1) + imageRow.append(dot) + else: + imageRow.append(None) + return foodImages + + def drawCapsules(self, capsules ): + capsuleImages = {} + for capsule in capsules: + ( screen_x, screen_y ) = self.to_screen(capsule) + dot = circle( (screen_x, screen_y), + CAPSULE_SIZE * self.gridSize, + outlineColor = CAPSULE_COLOR, + fillColor = CAPSULE_COLOR, + width = 1) + capsuleImages[capsule] = dot + return capsuleImages + + def removeFood(self, cell, foodImages ): + x, y = cell + remove_from_screen(foodImages[x][y]) + + def removeCapsule(self, cell, capsuleImages ): + x, y = cell + remove_from_screen(capsuleImages[(x, y)]) + + def drawExpandedCells(self, cells): + """ + Draws an overlay of expanded grid positions for search agents + """ + n = float(len(cells)) + baseColor = [1.0, 0.0, 0.0] + self.clearExpandedCells() + self.expandedCells = [] + for k, cell in enumerate(cells): + screenPos = self.to_screen( cell) + cellColor = formatColor(*[(n-k) * c * .5 / n + .25 for c in baseColor]) + block = square(screenPos, + 0.5 * self.gridSize, + color = cellColor, + filled = 1, behind=2) + self.expandedCells.append(block) + if self.frameTime < 0: + refresh() + + def clearExpandedCells(self): + if 'expandedCells' in dir(self) and len(self.expandedCells) > 0: + for cell in self.expandedCells: + remove_from_screen(cell) + + + def updateDistributions(self, distributions): + "Draws an agent's belief distributions" + # copy all distributions so we don't change their state + distributions = map(lambda x: x.copy(), distributions) + if self.distributionImages == None: + self.drawDistributions(self.previousState) + for x in range(len(self.distributionImages)): + for y in range(len(self.distributionImages[0])): + image = self.distributionImages[x][y] + weights = [dist[ (x,y) ] for dist in distributions] + + if sum(weights) != 0: + pass + # Fog of war + color = [0.0,0.0,0.0] + colors = GHOST_VEC_COLORS[1:] # With Pacman + if self.capture: colors = GHOST_VEC_COLORS + for weight, gcolor in zip(weights, colors): + color = [min(1.0, c + 0.95 * g * weight ** .3) for c,g in zip(color, gcolor)] + changeColor(image, formatColor(*color)) + refresh() + +class FirstPersonPacmanGraphics(PacmanGraphics): + def __init__(self, zoom = 1.0, showGhosts = True, capture = False, frameTime=0): + PacmanGraphics.__init__(self, zoom, frameTime=frameTime) + self.showGhosts = showGhosts + self.capture = capture + + def initialize(self, state, isBlue = False): + + self.isBlue = isBlue + PacmanGraphics.startGraphics(self, state) + # Initialize distribution images + walls = state.layout.walls + dist = [] + self.layout = state.layout + + # Draw the rest + self.distributionImages = None # initialize lazily + self.drawStaticObjects(state) + self.drawAgentObjects(state) + + # Information + self.previousState = state + + def lookAhead(self, config, state): + if config.getDirection() == 'Stop': + return + else: + pass + # Draw relevant ghosts + allGhosts = state.getGhostStates() + visibleGhosts = state.getVisibleGhosts() + for i, ghost in enumerate(allGhosts): + if ghost in visibleGhosts: + self.drawGhost(ghost, i) + else: + self.currentGhostImages[i] = None + + def getGhostColor(self, ghost, ghostIndex): + return GHOST_COLORS[ghostIndex] + + def getPosition(self, ghostState): + if not self.showGhosts and not ghostState.isPacman and ghostState.getPosition()[1] > 1: + return (-1000, -1000) + else: + return PacmanGraphics.getPosition(self, ghostState) + +def add(x, y): + return (x[0] + y[0], x[1] + y[1]) + + +# Saving graphical output +# ----------------------- +# Note: to make an animated gif from this postscript output, try the command: +# convert -delay 7 -loop 1 -compress lzw -layers optimize frame* out.gif +# convert is part of imagemagick (freeware) + +SAVE_POSTSCRIPT = False +POSTSCRIPT_OUTPUT_DIR = 'frames' +FRAME_NUMBER = 0 +import os + +def saveFrame(): + "Saves the current graphical output as a postscript file" + global SAVE_POSTSCRIPT, FRAME_NUMBER, POSTSCRIPT_OUTPUT_DIR + if not SAVE_POSTSCRIPT: return + if not os.path.exists(POSTSCRIPT_OUTPUT_DIR): os.mkdir(POSTSCRIPT_OUTPUT_DIR) + name = os.path.join(POSTSCRIPT_OUTPUT_DIR, 'frame_%08d.ps' % FRAME_NUMBER) + FRAME_NUMBER += 1 + writePostscript(name) # writes the current canvas diff --git a/graphicsUtils.py b/graphicsUtils.py new file mode 100644 index 0000000..22e6ae1 --- /dev/null +++ b/graphicsUtils.py @@ -0,0 +1,402 @@ +# graphicsUtils.py +# ---------------- +# Licensing Information: You are free to use or extend these projects for +# educational purposes provided that (1) you do not distribute or publish +# solutions, (2) you retain this notice, and (3) you provide clear +# attribution to UC Berkeley, including a link to http://ai.berkeley.edu. +# +# Attribution Information: The Pacman AI projects were developed at UC Berkeley. +# The core projects and autograders were primarily created by John DeNero +# (denero@cs.berkeley.edu) and Dan Klein (klein@cs.berkeley.edu). +# Student side autograding was added by Brad Miller, Nick Hay, and +# Pieter Abbeel (pabbeel@cs.berkeley.edu). + + +import sys +import math +import random +import string +import time +import types +import tkinter +import os.path + +_Windows = sys.platform == 'win32' # True if on Win95/98/NT + +_root_window = None # The root window for graphics output +_canvas = None # The canvas which holds graphics +_canvas_xs = None # Size of canvas object +_canvas_ys = None +_canvas_x = None # Current position on canvas +_canvas_y = None +_canvas_col = None # Current colour (set to black below) +_canvas_tsize = 12 +_canvas_tserifs = 0 + +def formatColor(r, g, b): + return '#%02x%02x%02x' % (int(r * 255), int(g * 255), int(b * 255)) + +def colorToVector(color): + return list(map(lambda x: int(x, 16) / 256.0, [color[1:3], color[3:5], color[5:7]])) + +if _Windows: + _canvas_tfonts = ['times new roman', 'lucida console'] +else: + _canvas_tfonts = ['times', 'lucidasans-24'] + pass # XXX need defaults here + +def sleep(secs): + global _root_window + if _root_window == None: + time.sleep(secs) + else: + _root_window.update_idletasks() + _root_window.after(int(1000 * secs), _root_window.quit) + _root_window.mainloop() + +def begin_graphics(width=640, height=480, color=formatColor(0, 0, 0), title=None): + + global _root_window, _canvas, _canvas_x, _canvas_y, _canvas_xs, _canvas_ys, _bg_color + + # Check for duplicate call + if _root_window is not None: + # Lose the window. + _root_window.destroy() + + # Save the canvas size parameters + _canvas_xs, _canvas_ys = width - 1, height - 1 + _canvas_x, _canvas_y = 0, _canvas_ys + _bg_color = color + + # Create the root window + _root_window = tkinter.Tk() + _root_window.protocol('WM_DELETE_WINDOW', _destroy_window) + _root_window.title(title or 'Graphics Window') + _root_window.resizable(0, 0) + + # Create the canvas object + try: + _canvas = tkinter.Canvas(_root_window, width=width, height=height) + _canvas.pack() + draw_background() + _canvas.update() + except: + _root_window = None + raise + + # Bind to key-down and key-up events + _root_window.bind( "", _keypress ) + _root_window.bind( "", _keyrelease ) + _root_window.bind( "", _clear_keys ) + _root_window.bind( "", _clear_keys ) + _root_window.bind( "", _leftclick ) + _root_window.bind( "", _rightclick ) + _root_window.bind( "", _rightclick ) + _root_window.bind( "", _ctrl_leftclick) + _clear_keys() + +_leftclick_loc = None +_rightclick_loc = None +_ctrl_leftclick_loc = None + +def _leftclick(event): + global _leftclick_loc + _leftclick_loc = (event.x, event.y) + +def _rightclick(event): + global _rightclick_loc + _rightclick_loc = (event.x, event.y) + +def _ctrl_leftclick(event): + global _ctrl_leftclick_loc + _ctrl_leftclick_loc = (event.x, event.y) + +def wait_for_click(): + while True: + global _leftclick_loc + global _rightclick_loc + global _ctrl_leftclick_loc + if _leftclick_loc != None: + val = _leftclick_loc + _leftclick_loc = None + return val, 'left' + if _rightclick_loc != None: + val = _rightclick_loc + _rightclick_loc = None + return val, 'right' + if _ctrl_leftclick_loc != None: + val = _ctrl_leftclick_loc + _ctrl_leftclick_loc = None + return val, 'ctrl_left' + sleep(0.05) + +def draw_background(): + corners = [(0,0), (0, _canvas_ys), (_canvas_xs, _canvas_ys), (_canvas_xs, 0)] + polygon(corners, _bg_color, fillColor=_bg_color, filled=True, smoothed=False) + +def _destroy_window(event=None): + sys.exit(0) +# global _root_window +# _root_window.destroy() +# _root_window = None + #print("DESTROY") + +def end_graphics(): + global _root_window, _canvas, _mouse_enabled + try: + try: + sleep(1) + if _root_window != None: + _root_window.destroy() + except SystemExit as e: + print('Ending graphics raised an exception:', e) + finally: + _root_window = None + _canvas = None + _mouse_enabled = 0 + _clear_keys() + +def clear_screen(background=None): + global _canvas_x, _canvas_y + _canvas.delete('all') + draw_background() + _canvas_x, _canvas_y = 0, _canvas_ys + +def polygon(coords, outlineColor, fillColor=None, filled=1, smoothed=1, behind=0, width=1): + c = [] + for coord in coords: + c.append(coord[0]) + c.append(coord[1]) + if fillColor == None: fillColor = outlineColor + if filled == 0: fillColor = "" + poly = _canvas.create_polygon(c, outline=outlineColor, fill=fillColor, smooth=smoothed, width=width) + if behind > 0: + _canvas.tag_lower(poly, behind) # Higher should be more visible + return poly + +def square(pos, r, color, filled=1, behind=0): + x, y = pos + coords = [(x - r, y - r), (x + r, y - r), (x + r, y + r), (x - r, y + r)] + return polygon(coords, color, color, filled, 0, behind=behind) + +def circle(pos, r, outlineColor, fillColor=None, endpoints=None, style='pieslice', width=2): + x, y = pos + x0, x1 = x - r - 1, x + r + y0, y1 = y - r - 1, y + r + if endpoints == None: + e = [0, 359] + else: + e = list(endpoints) + while e[0] > e[1]: e[1] = e[1] + 360 + + return _canvas.create_arc(x0, y0, x1, y1, outline=outlineColor, fill=fillColor or outlineColor, + extent=e[1] - e[0], start=e[0], style=style, width=width) + +def image(pos, file="../../blueghost.gif"): + x, y = pos + # img = PhotoImage(file=file) + return _canvas.create_image(x, y, image = tkinter.PhotoImage(file=file), anchor = tkinter.NW) + + +def refresh(): + _canvas.update_idletasks() + +def moveCircle(id, pos, r, endpoints=None): + global _canvas_x, _canvas_y + + x, y = pos +# x0, x1 = x - r, x + r + 1 +# y0, y1 = y - r, y + r + 1 + x0, x1 = x - r - 1, x + r + y0, y1 = y - r - 1, y + r + if endpoints == None: + e = [0, 359] + else: + e = list(endpoints) + while e[0] > e[1]: e[1] = e[1] + 360 + + if os.path.isfile('flag'): + edit(id, ('extent', e[1] - e[0])) + else: + edit(id, ('start', e[0]), ('extent', e[1] - e[0])) + move_to(id, x0, y0) + +def edit(id, *args): + _canvas.itemconfigure(id, **dict(args)) + +def text(pos, color, contents, font='Helvetica', size=12, style='normal', anchor="nw"): + global _canvas_x, _canvas_y + x, y = pos + font = (font, str(size), style) + return _canvas.create_text(x, y, fill=color, text=contents, font=font, anchor=anchor) + +def changeText(id, newText, font=None, size=12, style='normal'): + _canvas.itemconfigure(id, text=newText) + if font != None: + _canvas.itemconfigure(id, font=(font, '-%d' % size, style)) + +def changeColor(id, newColor): + _canvas.itemconfigure(id, fill=newColor) + +def line(here, there, color=formatColor(0, 0, 0), width=2): + x0, y0 = here[0], here[1] + x1, y1 = there[0], there[1] + return _canvas.create_line(x0, y0, x1, y1, fill=color, width=width) + +############################################################################## +### Keypress handling ######################################################## +############################################################################## + +# We bind to key-down and key-up events. + +_keysdown = {} +_keyswaiting = {} +# This holds an unprocessed key release. We delay key releases by up to +# one call to keys_pressed() to get round a problem with auto repeat. +_got_release = None + +def _keypress(event): + global _got_release + #remap_arrows(event) + _keysdown[event.keysym] = 1 + _keyswaiting[event.keysym] = 1 +# print(event.char, event.keycode) + _got_release = None + +def _keyrelease(event): + global _got_release + #remap_arrows(event) + try: + del _keysdown[event.keysym] + except: + pass + _got_release = 1 + +def remap_arrows(event): + # TURN ARROW PRESSES INTO LETTERS (SHOULD BE IN KEYBOARD AGENT) + if event.char in ['a', 's', 'd', 'w']: + return + if event.keycode in [37, 101]: # LEFT ARROW (win / x) + event.char = 'a' + if event.keycode in [38, 99]: # UP ARROW + event.char = 'w' + if event.keycode in [39, 102]: # RIGHT ARROW + event.char = 'd' + if event.keycode in [40, 104]: # DOWN ARROW + event.char = 's' + +def _clear_keys(event=None): + global _keysdown, _got_release, _keyswaiting + _keysdown = {} + _keyswaiting = {} + _got_release = None + +def keys_pressed(d_o_e=lambda arg: _root_window.dooneevent(arg), + d_w=tkinter._tkinter.DONT_WAIT): + d_o_e(d_w) + if _got_release: + d_o_e(d_w) + return _keysdown.keys() + +def keys_waiting(): + global _keyswaiting + keys = _keyswaiting.keys() + _keyswaiting = {} + return keys + +# Block for a list of keys... + +def wait_for_keys(): + keys = [] + while keys == []: + keys = keys_pressed() + sleep(0.05) + return keys + +def remove_from_screen(x, + d_o_e=lambda arg: _root_window.dooneevent(arg), + d_w=tkinter._tkinter.DONT_WAIT): + _canvas.delete(x) + d_o_e(d_w) + +def _adjust_coords(coord_list, x, y): + for i in range(0, len(coord_list), 2): + coord_list[i] = coord_list[i] + x + coord_list[i + 1] = coord_list[i + 1] + y + return coord_list + +def move_to(object, x, y=None, + d_o_e=lambda arg: _root_window.dooneevent(arg), + d_w=tkinter._tkinter.DONT_WAIT): + if y is None: + try: x, y = x + except: raise 'incomprehensible coordinates' + + horiz = True + newCoords = [] + current_x, current_y = _canvas.coords(object)[0:2] # first point + for coord in _canvas.coords(object): + if horiz: + inc = x - current_x + else: + inc = y - current_y + horiz = not horiz + + newCoords.append(coord + inc) + + _canvas.coords(object, *newCoords) + d_o_e(d_w) + +def move_by(object, x, y=None, + d_o_e=lambda arg: _root_window.dooneevent(arg), + d_w=tkinter._tkinter.DONT_WAIT, lift=False): + if y is None: + try: x, y = x + except: raise Exception('incomprehensible coordinates') + + horiz = True + newCoords = [] + for coord in _canvas.coords(object): + if horiz: + inc = x + else: + inc = y + horiz = not horiz + + newCoords.append(coord + inc) + + _canvas.coords(object, *newCoords) + d_o_e(d_w) + if lift: + _canvas.tag_raise(object) + +def writePostscript(filename): + "Writes the current canvas to a postscript file." + psfile = open(filename, 'w') + psfile.write(_canvas.postscript(pageanchor='sw', + y='0.c', + x='0.c')) + psfile.close() + +ghost_shape = [ + (0, - 0.5), + (0.25, - 0.75), + (0.5, - 0.5), + (0.75, - 0.75), + (0.75, 0.5), + (0.5, 0.75), + (- 0.5, 0.75), + (- 0.75, 0.5), + (- 0.75, - 0.75), + (- 0.5, - 0.5), + (- 0.25, - 0.75) + ] + +if __name__ == '__main__': + begin_graphics() + clear_screen() + ghost_shape = [(x * 10 + 20, y * 10 + 20) for x, y in ghost_shape] + g = polygon(ghost_shape, formatColor(1, 1, 1)) + move_to(g, (50, 50)) + circle((150, 150), 20, formatColor(0.7, 0.3, 0.0), endpoints=[15, - 15]) + sleep(2) diff --git a/keyboardAgents.py b/keyboardAgents.py new file mode 100644 index 0000000..624021d --- /dev/null +++ b/keyboardAgents.py @@ -0,0 +1,84 @@ +# keyboardAgents.py +# ----------------- +# Licensing Information: You are free to use or extend these projects for +# educational purposes provided that (1) you do not distribute or publish +# solutions, (2) you retain this notice, and (3) you provide clear +# attribution to UC Berkeley, including a link to http://ai.berkeley.edu. +# +# Attribution Information: The Pacman AI projects were developed at UC Berkeley. +# The core projects and autograders were primarily created by John DeNero +# (denero@cs.berkeley.edu) and Dan Klein (klein@cs.berkeley.edu). +# Student side autograding was added by Brad Miller, Nick Hay, and +# Pieter Abbeel (pabbeel@cs.berkeley.edu). + + +from game import Agent +from game import Directions +import random + +class KeyboardAgent(Agent): + """ + An agent controlled by the keyboard. + """ + # NOTE: Arrow keys also work. + WEST_KEY = 'a' + EAST_KEY = 'd' + NORTH_KEY = 'w' + SOUTH_KEY = 's' + STOP_KEY = 'q' + + def __init__( self, index = 0 ): + + self.lastMove = Directions.STOP + self.index = index + self.keys = [] + + def getAction( self, state): + from graphicsUtils import keys_waiting + from graphicsUtils import keys_pressed + keys = list(keys_waiting()) + list(keys_pressed()) + if keys != []: + self.keys = keys + + legal = state.getLegalActions(self.index) + move = self.getMove(legal) + + if move == Directions.STOP: + # Try to move in the same direction as before + if self.lastMove in legal: + move = self.lastMove + + if (self.STOP_KEY in self.keys) and Directions.STOP in legal: move = Directions.STOP + + if move not in legal: + move = random.choice(legal) + + self.lastMove = move + return move + + def getMove(self, legal): + move = Directions.STOP + if (self.WEST_KEY in self.keys or 'Left' in self.keys) and Directions.WEST in legal: move = Directions.WEST + if (self.EAST_KEY in self.keys or 'Right' in self.keys) and Directions.EAST in legal: move = Directions.EAST + if (self.NORTH_KEY in self.keys or 'Up' in self.keys) and Directions.NORTH in legal: move = Directions.NORTH + if (self.SOUTH_KEY in self.keys or 'Down' in self.keys) and Directions.SOUTH in legal: move = Directions.SOUTH + return move + +class KeyboardAgent2(KeyboardAgent): + """ + A second agent controlled by the keyboard. + """ + # NOTE: Arrow keys also work. + WEST_KEY = 'j' + EAST_KEY = "l" + NORTH_KEY = 'i' + SOUTH_KEY = 'k' + STOP_KEY = 'u' + + def getMove(self, legal): + move = Directions.STOP + if (self.WEST_KEY in self.keys) and Directions.WEST in legal: move = Directions.WEST + if (self.EAST_KEY in self.keys) and Directions.EAST in legal: move = Directions.EAST + if (self.NORTH_KEY in self.keys) and Directions.NORTH in legal: move = Directions.NORTH + if (self.SOUTH_KEY in self.keys) and Directions.SOUTH in legal: move = Directions.SOUTH + return move diff --git a/layout.py b/layout.py new file mode 100644 index 0000000..ebba32a --- /dev/null +++ b/layout.py @@ -0,0 +1,150 @@ +# layout.py +# --------- +# Licensing Information: You are free to use or extend these projects for +# educational purposes provided that (1) you do not distribute or publish +# solutions, (2) you retain this notice, and (3) you provide clear +# attribution to UC Berkeley, including a link to http://ai.berkeley.edu. +# +# Attribution Information: The Pacman AI projects were developed at UC Berkeley. +# The core projects and autograders were primarily created by John DeNero +# (denero@cs.berkeley.edu) and Dan Klein (klein@cs.berkeley.edu). +# Student side autograding was added by Brad Miller, Nick Hay, and +# Pieter Abbeel (pabbeel@cs.berkeley.edu). + + +from util import manhattanDistance +from game import Grid +import os +import random +from functools import reduce + +VISIBILITY_MATRIX_CACHE = {} + +class Layout: + """ + A Layout manages the static information about the game board. + """ + + def __init__(self, layoutText): + self.width = len(layoutText[0]) + self.height= len(layoutText) + self.walls = Grid(self.width, self.height, False) + self.food = Grid(self.width, self.height, False) + self.capsules = [] + self.agentPositions = [] + self.numGhosts = 0 + self.processLayoutText(layoutText) + self.layoutText = layoutText + self.totalFood = len(self.food.asList()) + # self.initializeVisibilityMatrix() + + def getNumGhosts(self): + return self.numGhosts + + def initializeVisibilityMatrix(self): + global VISIBILITY_MATRIX_CACHE + if reduce(str.__add__, self.layoutText) not in VISIBILITY_MATRIX_CACHE: + from game import Directions + vecs = [(-0.5,0), (0.5,0),(0,-0.5),(0,0.5)] + dirs = [Directions.NORTH, Directions.SOUTH, Directions.WEST, Directions.EAST] + vis = Grid(self.width, self.height, {Directions.NORTH:set(), Directions.SOUTH:set(), Directions.EAST:set(), Directions.WEST:set(), Directions.STOP:set()}) + for x in range(self.width): + for y in range(self.height): + if self.walls[x][y] == False: + for vec, direction in zip(vecs, dirs): + dx, dy = vec + nextx, nexty = x + dx, y + dy + while (nextx + nexty) != int(nextx) + int(nexty) or not self.walls[int(nextx)][int(nexty)] : + vis[x][y][direction].add((nextx, nexty)) + nextx, nexty = x + dx, y + dy + self.visibility = vis + VISIBILITY_MATRIX_CACHE[reduce(str.__add__, self.layoutText)] = vis + else: + self.visibility = VISIBILITY_MATRIX_CACHE[reduce(str.__add__, self.layoutText)] + + def isWall(self, pos): + x, col = pos + return self.walls[x][col] + + def getRandomLegalPosition(self): + x = random.choice(range(self.width)) + y = random.choice(range(self.height)) + while self.isWall( (x, y) ): + x = random.choice(range(self.width)) + y = random.choice(range(self.height)) + return (x,y) + + def getRandomCorner(self): + poses = [(1,1), (1, self.height - 2), (self.width - 2, 1), (self.width - 2, self.height - 2)] + return random.choice(poses) + + def getFurthestCorner(self, pacPos): + poses = [(1,1), (1, self.height - 2), (self.width - 2, 1), (self.width - 2, self.height - 2)] + dist, pos = max([(manhattanDistance(p, pacPos), p) for p in poses]) + return pos + + def isVisibleFrom(self, ghostPos, pacPos, pacDirection): + row, col = [int(x) for x in pacPos] + return ghostPos in self.visibility[row][col][pacDirection] + + def __str__(self): + return "\n".join(self.layoutText) + + def deepCopy(self): + return Layout(self.layoutText[:]) + + def processLayoutText(self, layoutText): + """ + Coordinates are flipped from the input format to the (x,y) convention here + + The shape of the maze. Each character + represents a different type of object. + % - Wall + . - Food + o - Capsule + G - Ghost + P - Pacman + Other characters are ignored. + """ + maxY = self.height - 1 + for y in range(self.height): + for x in range(self.width): + layoutChar = layoutText[maxY - y][x] + self.processLayoutChar(x, y, layoutChar) + self.agentPositions.sort() + self.agentPositions = [ ( i == 0, pos) for i, pos in self.agentPositions] + + def processLayoutChar(self, x, y, layoutChar): + if layoutChar == '%': + self.walls[x][y] = True + elif layoutChar == '.': + self.food[x][y] = True + elif layoutChar == 'o': + self.capsules.append((x, y)) + elif layoutChar == 'P': + self.agentPositions.append( (0, (x, y) ) ) + elif layoutChar in ['G']: + self.agentPositions.append( (1, (x, y) ) ) + self.numGhosts += 1 + elif layoutChar in ['1', '2', '3', '4']: + self.agentPositions.append( (int(layoutChar), (x,y))) + self.numGhosts += 1 +def getLayout(name, back = 2): + if name.endswith('.lay'): + layout = tryToLoad('layouts/' + name) + if layout == None: layout = tryToLoad(name) + else: + layout = tryToLoad('layouts/' + name + '.lay') + if layout == None: layout = tryToLoad(name + '.lay') + if layout == None and back >= 0: + curdir = os.path.abspath('.') + os.chdir('..') + layout = getLayout(name, back -1) + os.chdir(curdir) + return layout + +def tryToLoad(fullname): + if(not os.path.exists(fullname)): return None + f = open(fullname) + try: return Layout([line.strip() for line in f]) + finally: f.close() diff --git a/layouts/bigCorners.lay b/layouts/bigCorners.lay new file mode 100644 index 0000000..4d89d7b --- /dev/null +++ b/layouts/bigCorners.lay @@ -0,0 +1,37 @@ +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +%. % %.% +% %%%%% % %%% %%% %%%%%%% % % +% % % % % % % % +%%%%% %%%%% %%% % % % %%% %%%%% % %%% +% % % % % % % % % % % % % +% %%% % % % %%% %%%%% %%% % %%% %%% % +% % % % % % % % % +%%% %%%%%%%%% %%%%%%% %%% %%% % % % % +% % % % % % % +% % %%%%% % %%% % % %%% % %%% %%% % % +% % % % % % % % % % % % % % +% % % %%%%%%% % %%%%%%%%% %%% % %%% % +% % % % % % % % % % +%%% %%% % %%%%% %%%%% %%% %%% %%%%% % +% % % % % % % % % +% % % % % % %%% %%% %%% % % % % % % +% % % % % %% % % % % % % % % % +% % %%%%% % %%% %%% % %%% %%% %%%%% +% % % % % % % % % % % +% %%% % % % %%% %%% %%%%%%%%% % %%% +% % % % % % % +% %%% %%%%%%%%%%%%%%%%%%%%% % % %%% % +% % % % +% % % %%%%% %%% % % % % %%%%%%%%%%%%% +% % % % % % % % % % % % +% % %%% %%% % % % %%%%%%%%% %%% % % % +% % % % % % %P % % % % % % +% %%% %%% %%% % %%% % % %%%%% % %%%%% +% % % % % % % % +%%% % %%%%% %%%%% %%% %%% % %%% % %%% +% % % % % % % % % % % % % % % +% % %%% % % % % %%%%%%%%% % % % % % % +% % % % +% % % %%% %%% %%%%%%% %%% %%% %%% % +%.% % % % % .% +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% \ No newline at end of file diff --git a/layouts/bigMaze.lay b/layouts/bigMaze.lay new file mode 100644 index 0000000..e11fade --- /dev/null +++ b/layouts/bigMaze.lay @@ -0,0 +1,37 @@ +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +% % % % % % % % +% %%%%%%% % %%% % %%% %%% %%%%%%% % % +% % % % % % % % +%%%%% %%%%% %%% % % % %%% %%%%% % %%% +% % % % % % % % % % % % % % +% %%% % % % %%% %%%%% %%% % %%% %%% % +% % % % % % % % % +%%% %%%%%%%%% %%%%%%% %%% %%% % % % % +% % % % % % % +% % %%%%% % %%% % % %%% % %%% %%% % % +% % % % % % % % % % % % % % +% % % %%%%%%% % %%%%%%%%% %%% % %%% % +% % % % % % % % % % +%%% %%% % %%%%% %%%%% %%% %%% %%%%% % +% % % % % % % % % % % % +% % % % % %%% %%% %%% %%% % % % % % % +% % % % % % % % % +%%% %%%%%%% % % %%%%% %%% % %%% %%%%% +% % % % % % % % % % +%%%%% % % %%%%%%%%% %%%%%%%%%%% % %%% +% % % % % % % % % +% %%% %%%%% %%%%%%%%% %%%%% % % %%% % +% % % % % % % +% % % %%%%% %%% % % % % %%%%%%%%%%%%% +% % % % % % % % % % % % +% % %%% %%% % % % %%%%%%%%% %%% % % % +% % % % % % % % % % % % % +% %%% %%% %%%%% %%% % % %%%%% % %%%%% +% % % % % % % % % +%%% % %%%%% %%%%% %%% %%% % %%% % %%% +% % % % % % % % % % % % % % % +% % %%% % % % % %%%%%%%%% % % % % % % +% % % % % % +% % % % %%% %%% %%%%%%% %%% %%% %%% % +%.% % % % % % % % P% +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% \ No newline at end of file diff --git a/layouts/bigSafeSearch.lay b/layouts/bigSafeSearch.lay new file mode 100644 index 0000000..b5fd414 --- /dev/null +++ b/layouts/bigSafeSearch.lay @@ -0,0 +1,8 @@ +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +%.%.........%% G % o%%%%.....% +%.%.%%%%%%%.%%%%%% %%%%%%%.%%.% +%............%...%............% +%%%%%...%%%.. ..%.%...%.%%% +%o%%%.%%%%%.%%%%%%%.%%%.%.%%%%% +% ..........Po...%...%. o% +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% diff --git a/layouts/bigSearch.lay b/layouts/bigSearch.lay new file mode 100644 index 0000000..bb59eb8 --- /dev/null +++ b/layouts/bigSearch.lay @@ -0,0 +1,15 @@ +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% +%.....%.................%.....% +%.%%%.%.%%%.%%%%%%%.%%%.%.....% +%.%...%.%......%......%.%.....% +%...%%%.%.%%%%.%.%%%%...%%%...% +%%%.%.%.%.%......%..%.%...%.%%% +%...%.%%%.%.%%% %%%.%.%%%.%...% +%.%%%.......% %.......%%%.% +%...%.%%%%%.%%%%%%%.%.%%%.%...% +%%%.%...%.%....%....%.%...%.%%% +%...%%%.%.%%%%.%.%%%%.%.%%%...% +%.......%......%......%.....%.% +%.....%.%%%.%%%%%%%.%%%.%.%%%.% +%.....%........P....%...%.....% +%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% diff --git a/layouts/boxSearch.lay b/layouts/boxSearch.lay new file mode 100644 index 0000000..4a113fc --- /dev/null +++ b/layouts/boxSearch.lay @@ -0,0 +1,14 @@ +%%%%%%%%%%%%%% +%. . . . . % % +% % % +%. . . . . %G% +% % % +%. . . . . % % +% % % +%. . . . . % % +% P %G% +%. . . . . % % +% % % +%. . . . . % % +% % % +%%%%%%%%%%%%%% diff --git a/layouts/capsuleClassic.lay b/layouts/capsuleClassic.lay new file mode 100644 index 0000000..06a5c51 --- /dev/null +++ b/layouts/capsuleClassic.lay @@ -0,0 +1,7 @@ +%%%%%%%%%%%%%%%%%%% +%G. 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GGGG%.%....% +%.%....%%%%%%.%..%.% +%.%....% oo%.%..%.% +%.%....% %%%%.%..%.% +%.%...........%..%.% +%.%%.%.%%%%%%.%.%%.% +%o...%...P....%...o% +%%%%%%%%%%%%%%%%%%%% diff --git a/layouts/trickySearch.lay b/layouts/trickySearch.lay new file mode 100644 index 0000000..4a607e6 --- /dev/null +++ b/layouts/trickySearch.lay @@ -0,0 +1,7 @@ +%%%%%%%%%%%%%%%%%%%% +%. ..% % +%.%%.%%.%%.%%.%% % % +% P % % +%%%%%%%%%%%%%%%%%% % +%..... % +%%%%%%%%%%%%%%%%%%%% diff --git a/pacman.py b/pacman.py new file mode 100644 index 0000000..0a527c2 --- /dev/null +++ b/pacman.py @@ -0,0 +1,684 @@ +# pacman.py +# --------- +# Licensing Information: You are free to use or extend these projects for +# educational purposes provided that (1) you do not distribute or publish +# solutions, (2) you retain this notice, and (3) you provide clear +# attribution to UC Berkeley, including a link to http://ai.berkeley.edu. +# +# Attribution Information: The Pacman AI projects were developed at UC Berkeley. +# The core projects and autograders were primarily created by John DeNero +# (denero@cs.berkeley.edu) and Dan Klein (klein@cs.berkeley.edu). +# Student side autograding was added by Brad Miller, Nick Hay, and +# Pieter Abbeel (pabbeel@cs.berkeley.edu). + + +""" +Pacman.py holds the logic for the classic pacman game along with the main +code to run a game. This file is divided into three sections: + + (i) Your interface to the pacman world: + Pacman is a complex environment. You probably don't want to + read through all of the code we wrote to make the game runs + correctly. This section contains the parts of the code + that you will need to understand in order to complete the + project. There is also some code in game.py that you should + understand. + + (ii) The hidden secrets of pacman: + This section contains all of the logic code that the pacman + environment uses to decide who can move where, who dies when + things collide, etc. You shouldn't need to read this section + of code, but you can if you want. + + (iii) Framework to start a game: + The final section contains the code for reading the command + you use to set up the game, then starting up a new game, along with + linking in all the external parts (agent functions, graphics). + Check this section out to see all the options available to you. + +To play your first game, type 'python pacman.py' from the command line. +The keys are 'a', 's', 'd', and 'w' to move (or arrow keys). Have fun! +""" +from game import GameStateData +from game import Game +from game import Directions +from game import Actions +from util import nearestPoint +from util import manhattanDistance +import util, layout +import sys, types, time, random, os + +################################################### +# YOUR INTERFACE TO THE PACMAN WORLD: A GameState # +################################################### + +class GameState: + """ + A GameState specifies the full game state, including the food, capsules, + agent configurations and score changes. + + GameStates are used by the Game object to capture the actual state of the game and + can be used by agents to reason about the game. + + Much of the information in a GameState is stored in a GameStateData object. We + strongly suggest that you access that data via the accessor methods below rather + than referring to the GameStateData object directly. + + Note that in classic Pacman, Pacman is always agent 0. + """ + + #################################################### + # Accessor methods: use these to access state data # + #################################################### + + # static variable keeps track of which states have had getLegalActions called + explored = set() + def getAndResetExplored(): + tmp = GameState.explored.copy() + GameState.explored = set() + return tmp + getAndResetExplored = staticmethod(getAndResetExplored) + + def getLegalActions( self, agentIndex=0 ): + """ + Returns the legal actions for the agent specified. + """ +# GameState.explored.add(self) + if self.isWin() or self.isLose(): return [] + + if agentIndex == 0: # Pacman is moving + return PacmanRules.getLegalActions( self ) + else: + return GhostRules.getLegalActions( self, agentIndex ) + + def generateSuccessor( self, agentIndex, action): + """ + Returns the successor state after the specified agent takes the action. + """ + # Check that successors exist + if self.isWin() or self.isLose(): raise Exception('Can\'t generate a successor of a terminal state.') + + # Copy current state + state = GameState(self) + + # Let agent's logic deal with its action's effects on the board + if agentIndex == 0: # Pacman is moving + state.data._eaten = [False for i in range(state.getNumAgents())] + PacmanRules.applyAction( state, action ) + else: # A ghost is moving + GhostRules.applyAction( state, action, agentIndex ) + + # Time passes + if agentIndex == 0: + state.data.scoreChange += -TIME_PENALTY # Penalty for waiting around + else: + GhostRules.decrementTimer( state.data.agentStates[agentIndex] ) + + # Resolve multi-agent effects + GhostRules.checkDeath( state, agentIndex ) + + # Book keeping + state.data._agentMoved = agentIndex + state.data.score += state.data.scoreChange + GameState.explored.add(self) + GameState.explored.add(state) + return state + + def getLegalPacmanActions( self ): + return self.getLegalActions( 0 ) + + def generatePacmanSuccessor( self, action ): + """ + Generates the successor state after the specified pacman move + """ + return self.generateSuccessor( 0, action ) + + def getPacmanState( self ): + """ + Returns an AgentState object for pacman (in game.py) + + state.pos gives the current position + state.direction gives the travel vector + """ + return self.data.agentStates[0].copy() + + def getPacmanPosition( self ): + return self.data.agentStates[0].getPosition() + + def getGhostStates( self ): + return self.data.agentStates[1:] + + def getGhostState( self, agentIndex ): + if agentIndex == 0 or agentIndex >= self.getNumAgents(): + raise Exception("Invalid index passed to getGhostState") + return self.data.agentStates[agentIndex] + + def getGhostPosition( self, agentIndex ): + if agentIndex == 0: + raise Exception("Pacman's index passed to getGhostPosition") + return self.data.agentStates[agentIndex].getPosition() + + def getGhostPositions(self): + return [s.getPosition() for s in self.getGhostStates()] + + def getNumAgents( self ): + return len( self.data.agentStates ) + + def getScore( self ): + return float(self.data.score) + + def getCapsules(self): + """ + Returns a list of positions (x,y) of the remaining capsules. + """ + return self.data.capsules + + def getNumFood( self ): + return self.data.food.count() + + def getFood(self): + """ + Returns a Grid of boolean food indicator variables. + + Grids can be accessed via list notation, so to check + if there is food at (x,y), just call + + currentFood = state.getFood() + if currentFood[x][y] == True: ... + """ + return self.data.food + + def getWalls(self): + """ + Returns a Grid of boolean wall indicator variables. + + Grids can be accessed via list notation, so to check + if there is a wall at (x,y), just call + + walls = state.getWalls() + if walls[x][y] == True: ... + """ + return self.data.layout.walls + + def hasFood(self, x, y): + return self.data.food[x][y] + + def hasWall(self, x, y): + return self.data.layout.walls[x][y] + + def isLose( self ): + return self.data._lose + + def isWin( self ): + return self.data._win + + ############################################# + # Helper methods: # + # You shouldn't need to call these directly # + ############################################# + + def __init__( self, prevState = None ): + """ + Generates a new state by copying information from its predecessor. + """ + if prevState != None: # Initial state + self.data = GameStateData(prevState.data) + else: + self.data = GameStateData() + + def deepCopy( self ): + state = GameState( self ) + state.data = self.data.deepCopy() + return state + + def __eq__( self, other ): + """ + Allows two states to be compared. + """ + return hasattr(other, 'data') and self.data == other.data + + def __hash__( self ): + """ + Allows states to be keys of dictionaries. + """ + return hash( self.data ) + + def __str__( self ): + + return str(self.data) + + def initialize( self, layout, numGhostAgents=1000 ): + """ + Creates an initial game state from a layout array (see layout.py). + """ + self.data.initialize(layout, numGhostAgents) + +############################################################################ +# THE HIDDEN SECRETS OF PACMAN # +# # +# You shouldn't need to look through the code in this section of the file. # +############################################################################ + +SCARED_TIME = 40 # Moves ghosts are scared +COLLISION_TOLERANCE = 0.7 # How close ghosts must be to Pacman to kill +TIME_PENALTY = 1 # Number of points lost each round + +class ClassicGameRules: + """ + These game rules manage the control flow of a game, deciding when + and how the game starts and ends. + """ + def __init__(self, timeout=30): + self.timeout = timeout + + def newGame( self, layout, pacmanAgent, ghostAgents, display, quiet = False, catchExceptions=False): + agents = [pacmanAgent] + ghostAgents[:layout.getNumGhosts()] + initState = GameState() + initState.initialize( layout, len(ghostAgents) ) + game = Game(agents, display, self, catchExceptions=catchExceptions) + game.state = initState + self.initialState = initState.deepCopy() + self.quiet = quiet + return game + + def process(self, state, game): + """ + Checks to see whether it is time to end the game. + """ + if state.isWin(): self.win(state, game) + if state.isLose(): self.lose(state, game) + + def win( self, state, game ): + if not self.quiet: print("Pacman emerges victorious! Score: %d" % state.data.score) + game.gameOver = True + + def lose( self, state, game ): + if not self.quiet: print("Pacman died! Score: %d" % state.data.score) + game.gameOver = True + + def getProgress(self, game): + return float(game.state.getNumFood()) / self.initialState.getNumFood() + + def agentCrash(self, game, agentIndex): + if agentIndex == 0: + print("Pacman crashed") + else: + print("A ghost crashed") + + def getMaxTotalTime(self, agentIndex): + return self.timeout + + def getMaxStartupTime(self, agentIndex): + return self.timeout + + def getMoveWarningTime(self, agentIndex): + return self.timeout + + def getMoveTimeout(self, agentIndex): + return self.timeout + + def getMaxTimeWarnings(self, agentIndex): + return 0 + +class PacmanRules: + """ + These functions govern how pacman interacts with his environment under + the classic game rules. + """ + PACMAN_SPEED=1 + + def getLegalActions( state ): + """ + Returns a list of possible actions. + """ + return Actions.getPossibleActions( state.getPacmanState().configuration, state.data.layout.walls ) + getLegalActions = staticmethod( getLegalActions ) + + def applyAction( state, action ): + """ + Edits the state to reflect the results of the action. + """ + legal = PacmanRules.getLegalActions( state ) + if action not in legal: + raise Exception("Illegal action " + str(action)) + + pacmanState = state.data.agentStates[0] + + # Update Configuration + vector = Actions.directionToVector( action, PacmanRules.PACMAN_SPEED ) + pacmanState.configuration = pacmanState.configuration.generateSuccessor( vector ) + + # Eat + next = pacmanState.configuration.getPosition() + nearest = nearestPoint( next ) + if manhattanDistance( nearest, next ) <= 0.5 : + # Remove food + PacmanRules.consume( nearest, state ) + applyAction = staticmethod( applyAction ) + + def consume( position, state ): + x,y = position + # Eat food + if state.data.food[x][y]: + state.data.scoreChange += 10 + state.data.food = state.data.food.copy() + state.data.food[x][y] = False + state.data._foodEaten = position + # TODO: cache numFood? + numFood = state.getNumFood() + if numFood == 0 and not state.data._lose: + state.data.scoreChange += 500 + state.data._win = True + # Eat capsule + if( position in state.getCapsules() ): + state.data.capsules.remove( position ) + state.data._capsuleEaten = position + # Reset all ghosts' scared timers + for index in range( 1, len( state.data.agentStates ) ): + state.data.agentStates[index].scaredTimer = SCARED_TIME + consume = staticmethod( consume ) + +class GhostRules: + """ + These functions dictate how ghosts interact with their environment. + """ + GHOST_SPEED=1.0 + def getLegalActions( state, ghostIndex ): + """ + Ghosts cannot stop, and cannot turn around unless they + reach a dead end, but can turn 90 degrees at intersections. + """ + conf = state.getGhostState( ghostIndex ).configuration + possibleActions = Actions.getPossibleActions( conf, state.data.layout.walls ) + reverse = Actions.reverseDirection( conf.direction ) + if Directions.STOP in possibleActions: + possibleActions.remove( Directions.STOP ) + if reverse in possibleActions and len( possibleActions ) > 1: + possibleActions.remove( reverse ) + return possibleActions + getLegalActions = staticmethod( getLegalActions ) + + def applyAction( state, action, ghostIndex): + + legal = GhostRules.getLegalActions( state, ghostIndex ) + if action not in legal: + raise Exception("Illegal ghost action " + str(action)) + + ghostState = state.data.agentStates[ghostIndex] + speed = GhostRules.GHOST_SPEED + if ghostState.scaredTimer > 0: speed /= 2.0 + vector = Actions.directionToVector( action, speed ) + ghostState.configuration = ghostState.configuration.generateSuccessor( vector ) + applyAction = staticmethod( applyAction ) + + def decrementTimer( ghostState): + timer = ghostState.scaredTimer + if timer == 1: + ghostState.configuration.pos = nearestPoint( ghostState.configuration.pos ) + ghostState.scaredTimer = max( 0, timer - 1 ) + decrementTimer = staticmethod( decrementTimer ) + + def checkDeath( state, agentIndex): + pacmanPosition = state.getPacmanPosition() + if agentIndex == 0: # Pacman just moved; Anyone can kill him + for index in range( 1, len( state.data.agentStates ) ): + ghostState = state.data.agentStates[index] + ghostPosition = ghostState.configuration.getPosition() + if GhostRules.canKill( pacmanPosition, ghostPosition ): + GhostRules.collide( state, ghostState, index ) + else: + ghostState = state.data.agentStates[agentIndex] + ghostPosition = ghostState.configuration.getPosition() + if GhostRules.canKill( pacmanPosition, ghostPosition ): + GhostRules.collide( state, ghostState, agentIndex ) + checkDeath = staticmethod( checkDeath ) + + def collide( state, ghostState, agentIndex): + if ghostState.scaredTimer > 0: + state.data.scoreChange += 200 + GhostRules.placeGhost(state, ghostState) + ghostState.scaredTimer = 0 + # Added for first-person + state.data._eaten[agentIndex] = True + else: + if not state.data._win: + state.data.scoreChange -= 500 + state.data._lose = True + collide = staticmethod( collide ) + + def canKill( pacmanPosition, ghostPosition ): + return manhattanDistance( ghostPosition, pacmanPosition ) <= COLLISION_TOLERANCE + canKill = staticmethod( canKill ) + + def placeGhost(state, ghostState): + ghostState.configuration = ghostState.start + placeGhost = staticmethod( placeGhost ) + +############################# +# FRAMEWORK TO START A GAME # +############################# + +def default(str): + return str + ' [Default: %default]' + +def parseAgentArgs(str): + if str == None: return {} + pieces = str.split(',') + opts = {} + for p in pieces: + if '=' in p: + key, val = p.split('=') + else: + key,val = p, 1 + opts[key] = val + return opts + +def readCommand( argv ): + """ + Processes the command used to run pacman from the command line. + """ + from optparse import OptionParser + usageStr = """ + USAGE: python pacman.py + EXAMPLES: (1) python pacman.py + - starts an interactive game + (2) python pacman.py --layout smallClassic --zoom 2 + OR python pacman.py -l smallClassic -z 2 + - starts an interactive game on a smaller board, zoomed in + """ + parser = OptionParser(usageStr) + + parser.add_option('-n', '--numGames', dest='numGames', type='int', + help=default('the number of GAMES to play'), metavar='GAMES', default=1) + parser.add_option('-l', '--layout', dest='layout', + help=default('the LAYOUT_FILE from which to load the map layout'), + metavar='LAYOUT_FILE', default='mediumClassic') + parser.add_option('-p', '--pacman', dest='pacman', + help=default('the agent TYPE in the pacmanAgents module to use'), + metavar='TYPE', default='KeyboardAgent') + parser.add_option('-t', '--textGraphics', action='store_true', dest='textGraphics', + help='Display output as text only', default=False) + parser.add_option('-q', '--quietTextGraphics', action='store_true', dest='quietGraphics', + help='Generate minimal output and no graphics', default=False) + parser.add_option('-g', '--ghosts', dest='ghost', + help=default('the ghost agent TYPE in the ghostAgents module to use'), + metavar = 'TYPE', default='RandomGhost') + parser.add_option('-k', '--numghosts', type='int', dest='numGhosts', + help=default('The maximum number of ghosts to use'), default=4) + parser.add_option('-z', '--zoom', type='float', dest='zoom', + help=default('Zoom the size of the graphics window'), default=1.0) + parser.add_option('-f', '--fixRandomSeed', action='store_true', dest='fixRandomSeed', + help='Fixes the random seed to always play the same game', default=False) + parser.add_option('-r', '--recordActions', action='store_true', dest='record', + help='Writes game histories to a file (named by the time they were played)', default=False) + parser.add_option('--replay', dest='gameToReplay', + help='A recorded game file (pickle) to replay', default=None) + parser.add_option('-a','--agentArgs',dest='agentArgs', + help='Comma separated values sent to agent. e.g. "opt1=val1,opt2,opt3=val3"') + parser.add_option('-x', '--numTraining', dest='numTraining', type='int', + help=default('How many episodes are training (suppresses output)'), default=0) + parser.add_option('--frameTime', dest='frameTime', type='float', + help=default('Time to delay between frames; <0 means keyboard'), default=0.1) + parser.add_option('-c', '--catchExceptions', action='store_true', dest='catchExceptions', + help='Turns on exception handling and timeouts during games', default=False) + parser.add_option('--timeout', dest='timeout', type='int', + help=default('Maximum length of time an agent can spend computing in a single game'), default=30) + + options, otherjunk = parser.parse_args(argv) + if len(otherjunk) != 0: + raise Exception('Command line input not understood: ' + str(otherjunk)) + args = dict() + + # Fix the random seed + if options.fixRandomSeed: random.seed('cs188') + + # Choose a layout + args['layout'] = layout.getLayout( options.layout ) + if args['layout'] == None: raise Exception("The layout " + options.layout + " cannot be found") + + # Choose a Pacman agent + noKeyboard = options.gameToReplay == None and (options.textGraphics or options.quietGraphics) + pacmanType = loadAgent(options.pacman, noKeyboard) + agentOpts = parseAgentArgs(options.agentArgs) + if options.numTraining > 0: + args['numTraining'] = options.numTraining + if 'numTraining' not in agentOpts: agentOpts['numTraining'] = options.numTraining + pacman = pacmanType(**agentOpts) # Instantiate Pacman with agentArgs + args['pacman'] = pacman + + # Don't display training games + if 'numTrain' in agentOpts: + options.numQuiet = int(agentOpts['numTrain']) + options.numIgnore = int(agentOpts['numTrain']) + + # Choose a ghost agent + ghostType = loadAgent(options.ghost, noKeyboard) + args['ghosts'] = [ghostType( i+1 ) for i in range( options.numGhosts )] + + # Choose a display format + if options.quietGraphics: + import textDisplay + args['display'] = textDisplay.NullGraphics() + elif options.textGraphics: + import textDisplay + textDisplay.SLEEP_TIME = options.frameTime + args['display'] = textDisplay.PacmanGraphics() + else: + import graphicsDisplay + args['display'] = graphicsDisplay.PacmanGraphics(options.zoom, frameTime = options.frameTime) + args['numGames'] = options.numGames + args['record'] = options.record + args['catchExceptions'] = options.catchExceptions + args['timeout'] = options.timeout + + # Special case: recorded games don't use the runGames method or args structure + if options.gameToReplay != None: + print('Replaying recorded game %s.' % options.gameToReplay) + import pickle + f = open(options.gameToReplay, 'rb') + try: recorded = pickle.load(f) + finally: f.close() + recorded['display'] = args['display'] + replayGame(**recorded) + sys.exit(0) + + return args + +def loadAgent(pacman, nographics): + # Looks through all pythonPath Directories for the right module, + pythonPathStr = os.path.expandvars("$PYTHONPATH") + if pythonPathStr.find(';') == -1: + pythonPathDirs = pythonPathStr.split(':') + else: + pythonPathDirs = pythonPathStr.split(';') + pythonPathDirs.append('.') + + for moduleDir in pythonPathDirs: + if not os.path.isdir(moduleDir): continue + moduleNames = [f for f in os.listdir(moduleDir) if f.endswith('gents.py')] + for modulename in moduleNames: + try: + module = __import__(modulename[:-3]) + except ImportError: + continue + if pacman in dir(module): + if nographics and modulename == 'keyboardAgents.py': + raise Exception('Using the keyboard requires graphics (not text display)') + return getattr(module, pacman) + raise Exception('The agent ' + pacman + ' is not specified in any *Agents.py.') + +def replayGame( layout, actions, display ): + import pacmanAgents, ghostAgents + rules = ClassicGameRules() + agents = [pacmanAgents.GreedyAgent()] + [ghostAgents.RandomGhost(i+1) for i in range(layout.getNumGhosts())] + game = rules.newGame( layout, agents[0], agents[1:], display ) + state = game.state + display.initialize(state.data) + + for action in actions: + # Execute the action + state = state.generateSuccessor( *action ) + # Change the display + display.update( state.data ) + # Allow for game specific conditions (winning, losing, etc.) + rules.process(state, game) + + display.finish() + +def runGames( layout, pacman, ghosts, display, numGames, record, numTraining = 0, catchExceptions=False, timeout=30 ): + import __main__ + __main__.__dict__['_display'] = display + + rules = ClassicGameRules(timeout) + games = [] + + for i in range( numGames ): + beQuiet = i < numTraining + if beQuiet: + # Suppress output and graphics + import textDisplay + gameDisplay = textDisplay.NullGraphics() + rules.quiet = True + else: + gameDisplay = display + rules.quiet = False + game = rules.newGame( layout, pacman, ghosts, gameDisplay, beQuiet, catchExceptions) + game.run() + if not beQuiet: games.append(game) + + if record: + import time, pickle + fname = ('recorded-game-%d' % (i + 1)) + '-'.join([str(t) for t in time.localtime()[1:6]]) + f = open(fname, 'wb') + components = {'layout': layout, 'actions': game.moveHistory} + pickle.dump(components, f) + f.close() + + if (numGames-numTraining) > 0: + scores = [game.state.getScore() for game in games] + wins = [game.state.isWin() for game in games] + winRate = wins.count(True)/ float(len(wins)) + print('Average Score:', sum(scores) / float(len(scores))) + print('Scores: ', ', '.join([str(score) for score in scores])) + print('Win Rate: %d/%d (%.2f)' % (wins.count(True), len(wins), winRate)) + print('Record: ', ', '.join([ ['Loss', 'Win'][int(w)] for w in wins])) + + return games + +if __name__ == '__main__': + """ + The main function called when pacman.py is run + from the command line: + + > python pacman.py + + See the usage string for more details. + + > python pacman.py --help + """ + args = readCommand( sys.argv[1:] ) # Get game components based on input + runGames( **args ) + + # import cProfile + # cProfile.run("runGames( **args )") + pass diff --git a/pacmanAgents.py b/pacmanAgents.py new file mode 100644 index 0000000..ae97634 --- /dev/null +++ b/pacmanAgents.py @@ -0,0 +1,52 @@ +# pacmanAgents.py +# --------------- +# Licensing Information: You are free to use or extend these projects for +# educational purposes provided that (1) you do not distribute or publish +# solutions, (2) you retain this notice, and (3) you provide clear +# attribution to UC Berkeley, including a link to http://ai.berkeley.edu. +# +# Attribution Information: The Pacman AI projects were developed at UC Berkeley. +# The core projects and autograders were primarily created by John DeNero +# (denero@cs.berkeley.edu) and Dan Klein (klein@cs.berkeley.edu). +# Student side autograding was added by Brad Miller, Nick Hay, and +# Pieter Abbeel (pabbeel@cs.berkeley.edu). + + +from pacman import Directions +from game import Agent +import random +import game +import util + +class LeftTurnAgent(game.Agent): + "An agent that turns left at every opportunity" + + def getAction(self, state): + legal = state.getLegalPacmanActions() + current = state.getPacmanState().configuration.direction + if current == Directions.STOP: current = Directions.NORTH + left = Directions.LEFT[current] + if left in legal: return left + if current in legal: return current + if Directions.RIGHT[current] in legal: return Directions.RIGHT[current] + if Directions.LEFT[left] in legal: return Directions.LEFT[left] + return Directions.STOP + +class GreedyAgent(Agent): + def __init__(self, evalFn="scoreEvaluation"): + self.evaluationFunction = util.lookup(evalFn, globals()) + assert self.evaluationFunction != None + + def getAction(self, state): + # Generate candidate actions + legal = state.getLegalPacmanActions() + if Directions.STOP in legal: legal.remove(Directions.STOP) + + successors = [(state.generateSuccessor(0, action), action) for action in legal] + scored = [(self.evaluationFunction(state), action) for state, action in successors] + bestScore = max(scored)[0] + bestActions = [pair[1] for pair in scored if pair[0] == bestScore] + return random.choice(bestActions) + +def scoreEvaluation(state): + return state.getScore() diff --git a/projectParams.py b/projectParams.py new file mode 100644 index 0000000..dc3e9d1 --- /dev/null +++ b/projectParams.py @@ -0,0 +1,18 @@ +# projectParams.py +# ---------------- +# Licensing Information: You are free to use or extend these projects for +# educational purposes provided that (1) you do not distribute or publish +# solutions, (2) you retain this notice, and (3) you provide clear +# attribution to UC Berkeley, including a link to http://ai.berkeley.edu. +# +# Attribution Information: The Pacman AI projects were developed at UC Berkeley. +# The core projects and autograders were primarily created by John DeNero +# (denero@cs.berkeley.edu) and Dan Klein (klein@cs.berkeley.edu). +# Student side autograding was added by Brad Miller, Nick Hay, and +# Pieter Abbeel (pabbeel@cs.berkeley.edu). + + +STUDENT_CODE_DEFAULT = 'searchAgents.py,search.py' +PROJECT_TEST_CLASSES = 'searchTestClasses.py' +PROJECT_NAME = 'Project 1: Search' +BONUS_PIC = False diff --git a/search.py b/search.py new file mode 100644 index 0000000..b7b934b --- /dev/null +++ b/search.py @@ -0,0 +1,121 @@ +# search.py +# --------- +# Licensing Information: You are free to use or extend these projects for +# educational purposes provided that (1) you do not distribute or publish +# solutions, (2) you retain this notice, and (3) you provide clear +# attribution to UC Berkeley, including a link to http://ai.berkeley.edu. +# +# Attribution Information: The Pacman AI projects were developed at UC Berkeley. +# The core projects and autograders were primarily created by John DeNero +# (denero@cs.berkeley.edu) and Dan Klein (klein@cs.berkeley.edu). +# Student side autograding was added by Brad Miller, Nick Hay, and +# Pieter Abbeel (pabbeel@cs.berkeley.edu). + + +""" +In search.py, you will implement generic search algorithms which are called by +Pacman agents (in searchAgents.py). +""" + +import util +from game import Directions +from typing import List + +class SearchProblem: + """ + This class outlines the structure of a search problem, but doesn't implement + any of the methods (in object-oriented terminology: an abstract class). + + You do not need to change anything in this class, ever. + """ + + def getStartState(self): + """ + Returns the start state for the search problem. + """ + util.raiseNotDefined() + + def isGoalState(self, state): + """ + state: Search state + + Returns True if and only if the state is a valid goal state. + """ + util.raiseNotDefined() + + def getSuccessors(self, state): + """ + state: Search state + + For a given state, this should return a list of triples, (successor, + action, stepCost), where 'successor' is a successor to the current + state, 'action' is the action required to get there, and 'stepCost' is + the incremental cost of expanding to that successor. + """ + util.raiseNotDefined() + + def getCostOfActions(self, actions): + """ + actions: A list of actions to take + + This method returns the total cost of a particular sequence of actions. + The sequence must be composed of legal moves. + """ + util.raiseNotDefined() + + + + +def tinyMazeSearch(problem: SearchProblem) -> List[Directions]: + """ + Returns a sequence of moves that solves tinyMaze. For any other maze, the + sequence of moves will be incorrect, so only use this for tinyMaze. + """ + s = Directions.SOUTH + w = Directions.WEST + return [s, s, w, s, w, w, s, w] + +def depthFirstSearch(problem: SearchProblem) -> List[Directions]: + """ + Search the deepest nodes in the search tree first. + + Your search algorithm needs to return a list of actions that reaches the + goal. Make sure to implement a graph search algorithm. + + To get started, you might want to try some of these simple commands to + understand the search problem that is being passed in: + + print("Start:", problem.getStartState()) + print("Is the start a goal?", problem.isGoalState(problem.getStartState())) + print("Start's successors:", problem.getSuccessors(problem.getStartState())) + """ + "*** YOUR CODE HERE ***" + util.raiseNotDefined() + +def breadthFirstSearch(problem: SearchProblem) -> List[Directions]: + """Search the shallowest nodes in the search tree first.""" + "*** YOUR CODE HERE ***" + util.raiseNotDefined() + +def uniformCostSearch(problem: SearchProblem) -> List[Directions]: + """Search the node of least total cost first.""" + "*** YOUR CODE HERE ***" + util.raiseNotDefined() + +def nullHeuristic(state, problem=None) -> float: + """ + A heuristic function estimates the cost from the current state to the nearest + goal in the provided SearchProblem. This heuristic is trivial. + """ + return 0 + +def aStarSearch(problem: SearchProblem, heuristic=nullHeuristic) -> List[Directions]: + """Search the node that has the lowest combined cost and heuristic first.""" + "*** YOUR CODE HERE ***" + util.raiseNotDefined() + +# Abbreviations +bfs = breadthFirstSearch +dfs = depthFirstSearch +astar = aStarSearch +ucs = uniformCostSearch diff --git a/searchAgents.py b/searchAgents.py new file mode 100644 index 0000000..a91bd0d --- /dev/null +++ b/searchAgents.py @@ -0,0 +1,542 @@ +# searchAgents.py +# --------------- +# Licensing Information: You are free to use or extend these projects for +# educational purposes provided that (1) you do not distribute or publish +# solutions, (2) you retain this notice, and (3) you provide clear +# attribution to UC Berkeley, including a link to http://ai.berkeley.edu. +# +# Attribution Information: The Pacman AI projects were developed at UC Berkeley. +# The core projects and autograders were primarily created by John DeNero +# (denero@cs.berkeley.edu) and Dan Klein (klein@cs.berkeley.edu). +# Student side autograding was added by Brad Miller, Nick Hay, and +# Pieter Abbeel (pabbeel@cs.berkeley.edu). + + +""" +This file contains all of the agents that can be selected to control Pacman. To +select an agent, use the '-p' option when running pacman.py. Arguments can be +passed to your agent using '-a'. For example, to load a SearchAgent that uses +depth first search (dfs), run the following command: + +> python pacman.py -p SearchAgent -a fn=depthFirstSearch + +Commands to invoke other search strategies can be found in the project +description. + +Please only change the parts of the file you are asked to. Look for the lines +that say + +"*** YOUR CODE HERE ***" + +The parts you fill in start about 3/4 of the way down. Follow the project +description for details. + +Good luck and happy searching! +""" + +from typing import List, Tuple, Any +from game import Directions +from game import Agent +from game import Actions +import util +import time +import search +import pacman + +class GoWestAgent(Agent): + "An agent that goes West until it can't." + + def getAction(self, state): + "The agent receives a GameState (defined in pacman.py)." + if Directions.WEST in state.getLegalPacmanActions(): + return Directions.WEST + else: + return Directions.STOP + +####################################################### +# This portion is written for you, but will only work # +# after you fill in parts of search.py # +####################################################### + +class SearchAgent(Agent): + """ + This very general search agent finds a path using a supplied search + algorithm for a supplied search problem, then returns actions to follow that + path. + + As a default, this agent runs DFS on a PositionSearchProblem to find + location (1,1) + + Options for fn include: + depthFirstSearch or dfs + breadthFirstSearch or bfs + + + Note: You should NOT change any code in SearchAgent + """ + + def __init__(self, fn='depthFirstSearch', prob='PositionSearchProblem', heuristic='nullHeuristic'): + # Warning: some advanced Python magic is employed below to find the right functions and problems + + # Get the search function from the name and heuristic + if fn not in dir(search): + raise AttributeError(fn + ' is not a search function in search.py.') + func = getattr(search, fn) + if 'heuristic' not in func.__code__.co_varnames: + print('[SearchAgent] using function ' + fn) + self.searchFunction = func + else: + if heuristic in globals().keys(): + heur = globals()[heuristic] + elif heuristic in dir(search): + heur = getattr(search, heuristic) + else: + raise AttributeError(heuristic + ' is not a function in searchAgents.py or search.py.') + print('[SearchAgent] using function %s and heuristic %s' % (fn, heuristic)) + # Note: this bit of Python trickery combines the search algorithm and the heuristic + self.searchFunction = lambda x: func(x, heuristic=heur) + + # Get the search problem type from the name + if prob not in globals().keys() or not prob.endswith('Problem'): + raise AttributeError(prob + ' is not a search problem type in SearchAgents.py.') + self.searchType = globals()[prob] + print('[SearchAgent] using problem type ' + prob) + + def registerInitialState(self, state): + """ + This is the first time that the agent sees the layout of the game + board. Here, we choose a path to the goal. In this phase, the agent + should compute the path to the goal and store it in a local variable. + All of the work is done in this method! + + state: a GameState object (pacman.py) + """ + if self.searchFunction == None: raise Exception("No search function provided for SearchAgent") + starttime = time.time() + problem = self.searchType(state) # Makes a new search problem + self.actions = self.searchFunction(problem) # Find a path + if self.actions == None: + self.actions = [] + totalCost = problem.getCostOfActions(self.actions) + print('Path found with total cost of %d in %.1f seconds' % (totalCost, time.time() - starttime)) + if '_expanded' in dir(problem): print('Search nodes expanded: %d' % problem._expanded) + + def getAction(self, state): + """ + Returns the next action in the path chosen earlier (in + registerInitialState). Return Directions.STOP if there is no further + action to take. + + state: a GameState object (pacman.py) + """ + if 'actionIndex' not in dir(self): self.actionIndex = 0 + i = self.actionIndex + self.actionIndex += 1 + if i < len(self.actions): + return self.actions[i] + else: + return Directions.STOP + +class PositionSearchProblem(search.SearchProblem): + """ + A search problem defines the state space, start state, goal test, successor + function and cost function. This search problem can be used to find paths + to a particular point on the pacman board. + + The state space consists of (x,y) positions in a pacman game. + + Note: this search problem is fully specified; you should NOT change it. + """ + + def __init__(self, gameState, costFn = lambda x: 1, goal=(1,1), start=None, warn=True, visualize=True): + """ + Stores the start and goal. + + gameState: A GameState object (pacman.py) + costFn: A function from a search state (tuple) to a non-negative number + goal: A position in the gameState + """ + self.walls = gameState.getWalls() + self.startState = gameState.getPacmanPosition() + if start != None: self.startState = start + self.goal = goal + self.costFn = costFn + self.visualize = visualize + if warn and (gameState.getNumFood() != 1 or not gameState.hasFood(*goal)): + print('Warning: this does not look like a regular search maze') + + # For display purposes + self._visited, self._visitedlist, self._expanded = {}, [], 0 # DO NOT CHANGE + + def getStartState(self): + return self.startState + + def isGoalState(self, state): + isGoal = state == self.goal + + # For display purposes only + if isGoal and self.visualize: + self._visitedlist.append(state) + import __main__ + if '_display' in dir(__main__): + if 'drawExpandedCells' in dir(__main__._display): #@UndefinedVariable + __main__._display.drawExpandedCells(self._visitedlist) #@UndefinedVariable + + return isGoal + + def getSuccessors(self, state): + """ + Returns successor states, the actions they require, and a cost of 1. + + As noted in search.py: + For a given state, this should return a list of triples, + (successor, action, stepCost), where 'successor' is a + successor to the current state, 'action' is the action + required to get there, and 'stepCost' is the incremental + cost of expanding to that successor + """ + + successors = [] + for action in [Directions.NORTH, Directions.SOUTH, Directions.EAST, Directions.WEST]: + x,y = state + dx, dy = Actions.directionToVector(action) + nextx, nexty = int(x + dx), int(y + dy) + if not self.walls[nextx][nexty]: + nextState = (nextx, nexty) + cost = self.costFn(nextState) + successors.append( ( nextState, action, cost) ) + + # Bookkeeping for display purposes + self._expanded += 1 # DO NOT CHANGE + if state not in self._visited: + self._visited[state] = True + self._visitedlist.append(state) + + return successors + + def getCostOfActions(self, actions): + """ + Returns the cost of a particular sequence of actions. If those actions + include an illegal move, return 999999. + """ + if actions == None: return 999999 + x,y= self.getStartState() + cost = 0 + for action in actions: + # Check figure out the next state and see whether its' legal + dx, dy = Actions.directionToVector(action) + x, y = int(x + dx), int(y + dy) + if self.walls[x][y]: return 999999 + cost += self.costFn((x,y)) + return cost + +class StayEastSearchAgent(SearchAgent): + """ + An agent for position search with a cost function that penalizes being in + positions on the West side of the board. + + The cost function for stepping into a position (x,y) is 1/2^x. + """ + def __init__(self): + self.searchFunction = search.uniformCostSearch + costFn = lambda pos: .5 ** pos[0] + self.searchType = lambda state: PositionSearchProblem(state, costFn, (1, 1), None, False) + +class StayWestSearchAgent(SearchAgent): + """ + An agent for position search with a cost function that penalizes being in + positions on the East side of the board. + + The cost function for stepping into a position (x,y) is 2^x. + """ + def __init__(self): + self.searchFunction = search.uniformCostSearch + costFn = lambda pos: 2 ** pos[0] + self.searchType = lambda state: PositionSearchProblem(state, costFn) + +def manhattanHeuristic(position, problem, info={}): + "The Manhattan distance heuristic for a PositionSearchProblem" + xy1 = position + xy2 = problem.goal + return abs(xy1[0] - xy2[0]) + abs(xy1[1] - xy2[1]) + +def euclideanHeuristic(position, problem, info={}): + "The Euclidean distance heuristic for a PositionSearchProblem" + xy1 = position + xy2 = problem.goal + return ( (xy1[0] - xy2[0]) ** 2 + (xy1[1] - xy2[1]) ** 2 ) ** 0.5 + +##################################################### +# This portion is incomplete. Time to write code! # +##################################################### + +class CornersProblem(search.SearchProblem): + """ + This search problem finds paths through all four corners of a layout. + + You must select a suitable state space and successor function + """ + + def __init__(self, startingGameState: pacman.GameState): + """ + Stores the walls, pacman's starting position and corners. + """ + self.walls = startingGameState.getWalls() + self.startingPosition = startingGameState.getPacmanPosition() + top, right = self.walls.height-2, self.walls.width-2 + self.corners = ((1,1), (1,top), (right, 1), (right, top)) + for corner in self.corners: + if not startingGameState.hasFood(*corner): + print('Warning: no food in corner ' + str(corner)) + self._expanded = 0 # DO NOT CHANGE; Number of search nodes expanded + + def getStartState(self): + """ + Returns the start state (in your state space, not the full Pacman state + space) + """ + "*** YOUR CODE HERE ***" + util.raiseNotDefined() + + def isGoalState(self, state: Any): + """ + Returns whether this search state is a goal state of the problem. + """ + "*** YOUR CODE HERE ***" + util.raiseNotDefined() + + def getSuccessors(self, state: Any): + """ + Returns successor states, the actions they require, and a cost of 1. + + As noted in search.py: + For a given state, this should return a list of triples, (successor, + action, stepCost), where 'successor' is a successor to the current + state, 'action' is the action required to get there, and 'stepCost' + is the incremental cost of expanding to that successor + """ + + successors = [] + for action in [Directions.NORTH, Directions.SOUTH, Directions.EAST, Directions.WEST]: + # Add a successor state to the successor list if the action is legal + # Here's a code snippet for figuring out whether a new position hits a wall: + # x,y = currentPosition + # dx, dy = Actions.directionToVector(action) + # nextx, nexty = int(x + dx), int(y + dy) + # hitsWall = self.walls[nextx][nexty] + + "*** YOUR CODE HERE ***" + + self._expanded += 1 # DO NOT CHANGE + return successors + + def getCostOfActions(self, actions): + """ + Returns the cost of a particular sequence of actions. If those actions + include an illegal move, return 999999. This is implemented for you. + """ + if actions == None: return 999999 + x,y= self.startingPosition + for action in actions: + dx, dy = Actions.directionToVector(action) + x, y = int(x + dx), int(y + dy) + if self.walls[x][y]: return 999999 + return len(actions) + + + +def cornersHeuristic(state: Any, problem: CornersProblem): + """ + A heuristic for the CornersProblem that you defined. + + state: The current search state + (a data structure you chose in your search problem) + + problem: The CornersProblem instance for this layout. + + This function should always return a number that is a lower bound on the + shortest path from the state to a goal of the problem; i.e. it should be + admissible. + """ + corners = problem.corners # These are the corner coordinates + walls = problem.walls # These are the walls of the maze, as a Grid (game.py) + + "*** YOUR CODE HERE ***" + return 0 # Default to trivial solution + + + +class AStarCornersAgent(SearchAgent): + "A SearchAgent for FoodSearchProblem using A* and your foodHeuristic" + def __init__(self): + self.searchFunction = lambda prob: search.aStarSearch(prob, cornersHeuristic) + self.searchType = CornersProblem + +class FoodSearchProblem: + """ + A search problem associated with finding the a path that collects all of the + food (dots) in a Pacman game. + + A search state in this problem is a tuple ( pacmanPosition, foodGrid ) where + pacmanPosition: a tuple (x,y) of integers specifying Pacman's position + foodGrid: a Grid (see game.py) of either True or False, specifying remaining food + """ + def __init__(self, startingGameState: pacman.GameState): + self.start = (startingGameState.getPacmanPosition(), startingGameState.getFood()) + self.walls = startingGameState.getWalls() + self.startingGameState = startingGameState + self._expanded = 0 # DO NOT CHANGE + self.heuristicInfo = {} # A dictionary for the heuristic to store information + + def getStartState(self): + return self.start + + def isGoalState(self, state): + return state[1].count() == 0 + + def getSuccessors(self, state): + "Returns successor states, the actions they require, and a cost of 1." + successors = [] + self._expanded += 1 # DO NOT CHANGE + for direction in [Directions.NORTH, Directions.SOUTH, Directions.EAST, Directions.WEST]: + x,y = state[0] + dx, dy = Actions.directionToVector(direction) + nextx, nexty = int(x + dx), int(y + dy) + if not self.walls[nextx][nexty]: + nextFood = state[1].copy() + nextFood[nextx][nexty] = False + successors.append( ( ((nextx, nexty), nextFood), direction, 1) ) + return successors + + def getCostOfActions(self, actions): + """Returns the cost of a particular sequence of actions. If those actions + include an illegal move, return 999999""" + x,y= self.getStartState()[0] + cost = 0 + for action in actions: + # figure out the next state and see whether it's legal + dx, dy = Actions.directionToVector(action) + x, y = int(x + dx), int(y + dy) + if self.walls[x][y]: + return 999999 + cost += 1 + return cost + +class AStarFoodSearchAgent(SearchAgent): + "A SearchAgent for FoodSearchProblem using A* and your foodHeuristic" + def __init__(self): + self.searchFunction = lambda prob: search.aStarSearch(prob, foodHeuristic) + self.searchType = FoodSearchProblem + +def foodHeuristic(state: Tuple[Tuple, List[List]], problem: FoodSearchProblem): + """ + Your heuristic for the FoodSearchProblem goes here. + + If using A* ever finds a solution that is worse uniform cost search finds, + your search may have a but our your heuristic is not admissible! On the + other hand, inadmissible heuristics may find optimal solutions, so be careful. + + The state is a tuple ( pacmanPosition, foodGrid ) where foodGrid is a Grid + (see game.py) of either True or False. You can call foodGrid.asList() to get + a list of food coordinates instead. + + If you want access to info like walls, capsules, etc., you can query the + problem. For example, problem.walls gives you a Grid of where the walls + are. + + If you want to *store* information to be reused in other calls to the + heuristic, there is a dictionary called problem.heuristicInfo that you can + use. For example, if you only want to count the walls once and store that + value, try: problem.heuristicInfo['wallCount'] = problem.walls.count() + Subsequent calls to this heuristic can access + problem.heuristicInfo['wallCount'] + """ + position, foodGrid = state + "*** YOUR CODE HERE ***" + return 0 + + +class ClosestDotSearchAgent(SearchAgent): + "Search for all food using a sequence of searches" + def registerInitialState(self, state): + self.actions = [] + currentState = state + while(currentState.getFood().count() > 0): + nextPathSegment = self.findPathToClosestDot(currentState) # The missing piece + self.actions += nextPathSegment + for action in nextPathSegment: + legal = currentState.getLegalActions() + if action not in legal: + t = (str(action), str(currentState)) + raise Exception('findPathToClosestDot returned an illegal move: %s!\n%s' % t) + currentState = currentState.generateSuccessor(0, action) + self.actionIndex = 0 + print('Path found with cost %d.' % len(self.actions)) + + def findPathToClosestDot(self, gameState: pacman.GameState): + """ + Returns a path (a list of actions) to the closest dot, starting from + gameState. + """ + # Here are some useful elements of the startState + startPosition = gameState.getPacmanPosition() + food = gameState.getFood() + walls = gameState.getWalls() + problem = AnyFoodSearchProblem(gameState) + + "*** YOUR CODE HERE ***" + util.raiseNotDefined() + +class AnyFoodSearchProblem(PositionSearchProblem): + """ + A search problem for finding a path to any food. + + This search problem is just like the PositionSearchProblem, but has a + different goal test, which you need to fill in below. The state space and + successor function do not need to be changed. + + The class definition above, AnyFoodSearchProblem(PositionSearchProblem), + inherits the methods of the PositionSearchProblem. + + You can use this search problem to help you fill in the findPathToClosestDot + method. + """ + + def __init__(self, gameState): + "Stores information from the gameState. You don't need to change this." + # Store the food for later reference + self.food = gameState.getFood() + + # Store info for the PositionSearchProblem (no need to change this) + self.walls = gameState.getWalls() + self.startState = gameState.getPacmanPosition() + self.costFn = lambda x: 1 + self._visited, self._visitedlist, self._expanded = {}, [], 0 # DO NOT CHANGE + + def isGoalState(self, state: Tuple[int, int]): + """ + The state is Pacman's position. Fill this in with a goal test that will + complete the problem definition. + """ + x,y = state + + "*** YOUR CODE HERE ***" + util.raiseNotDefined() + +def mazeDistance(point1: Tuple[int, int], point2: Tuple[int, int], gameState: pacman.GameState) -> int: + """ + Returns the maze distance between any two points, using the search functions + you have already built. The gameState can be any game state -- Pacman's + position in that state is ignored. + + Example usage: mazeDistance( (2,4), (5,6), gameState) + + This might be a useful helper function for your ApproximateSearchAgent. + """ + x1, y1 = point1 + x2, y2 = point2 + walls = gameState.getWalls() + assert not walls[x1][y1], 'point1 is a wall: ' + str(point1) + assert not walls[x2][y2], 'point2 is a wall: ' + str(point2) + prob = PositionSearchProblem(gameState, start=point1, goal=point2, warn=False, visualize=False) + return len(search.bfs(prob)) diff --git a/util.py b/util.py new file mode 100644 index 0000000..c1ca40b --- /dev/null +++ b/util.py @@ -0,0 +1,673 @@ +# util.py +# ------- +# Licensing Information: You are free to use or extend these projects for +# educational purposes provided that (1) you do not distribute or publish +# solutions, (2) you retain this notice, and (3) you provide clear +# attribution to UC Berkeley, including a link to http://ai.berkeley.edu. +# +# Attribution Information: The Pacman AI projects were developed at UC Berkeley. +# The core projects and autograders were primarily created by John DeNero +# (denero@cs.berkeley.edu) and Dan Klein (klein@cs.berkeley.edu). +# Student side autograding was added by Brad Miller, Nick Hay, and +# Pieter Abbeel (pabbeel@cs.berkeley.edu). + + +# util.py +# ------- +# Licensing Information: You are free to use or extend these projects for +# educational purposes provided that (1) you do not distribute or publish +# solutions, (2) you retain this notice, and (3) you provide clear +# attribution to UC Berkeley, including a link to http://ai.berkeley.edu. +# +# Attribution Information: The Pacman AI projects were developed at UC Berkeley. +# The core projects and autograders were primarily created by John DeNero +# (denero@cs.berkeley.edu) and Dan Klein (klein@cs.berkeley.edu). +# Student side autograding was added by Brad Miller, Nick Hay, and +# Pieter Abbeel (pabbeel@cs.berkeley.edu). + + +import sys +import inspect +import heapq, random + + +class FixedRandom: + def __init__(self): + fixedState = (3, (2147483648, 507801126, 683453281, 310439348, 2597246090, \ + 2209084787, 2267831527, 979920060, 3098657677, 37650879, 807947081, 3974896263, \ + 881243242, 3100634921, 1334775171, 3965168385, 746264660, 4074750168, 500078808, \ + 776561771, 702988163, 1636311725, 2559226045, 157578202, 2498342920, 2794591496, \ + 4130598723, 496985844, 2944563015, 3731321600, 3514814613, 3362575829, 3038768745, \ + 2206497038, 1108748846, 1317460727, 3134077628, 988312410, 1674063516, 746456451, \ + 3958482413, 1857117812, 708750586, 1583423339, 3466495450, 1536929345, 1137240525, \ + 3875025632, 2466137587, 1235845595, 4214575620, 3792516855, 657994358, 1241843248, \ + 1695651859, 3678946666, 1929922113, 2351044952, 2317810202, 2039319015, 460787996, \ + 3654096216, 4068721415, 1814163703, 2904112444, 1386111013, 574629867, 2654529343, \ + 3833135042, 2725328455, 552431551, 4006991378, 1331562057, 3710134542, 303171486, \ + 1203231078, 2670768975, 54570816, 2679609001, 578983064, 1271454725, 3230871056, \ + 2496832891, 2944938195, 1608828728, 367886575, 2544708204, 103775539, 1912402393, \ + 1098482180, 2738577070, 3091646463, 1505274463, 2079416566, 659100352, 839995305, \ + 1696257633, 274389836, 3973303017, 671127655, 1061109122, 517486945, 1379749962, \ + 3421383928, 3116950429, 2165882425, 2346928266, 2892678711, 2936066049, 1316407868, \ + 2873411858, 4279682888, 2744351923, 3290373816, 1014377279, 955200944, 4220990860, \ + 2386098930, 1772997650, 3757346974, 1621616438, 2877097197, 442116595, 2010480266, \ + 2867861469, 2955352695, 605335967, 2222936009, 2067554933, 4129906358, 1519608541, \ + 1195006590, 1942991038, 2736562236, 279162408, 1415982909, 4099901426, 1732201505, \ + 2934657937, 860563237, 2479235483, 3081651097, 2244720867, 3112631622, 1636991639, \ + 3860393305, 2312061927, 48780114, 1149090394, 2643246550, 1764050647, 3836789087, \ + 3474859076, 4237194338, 1735191073, 2150369208, 92164394, 756974036, 2314453957, \ + 323969533, 4267621035, 283649842, 810004843, 727855536, 1757827251, 3334960421, \ + 3261035106, 38417393, 2660980472, 1256633965, 2184045390, 811213141, 2857482069, \ + 2237770878, 3891003138, 2787806886, 2435192790, 2249324662, 3507764896, 995388363, \ + 856944153, 619213904, 3233967826, 3703465555, 3286531781, 3863193356, 2992340714, \ + 413696855, 3865185632, 1704163171, 3043634452, 2225424707, 2199018022, 3506117517, \ + 3311559776, 3374443561, 1207829628, 668793165, 1822020716, 2082656160, 1160606415, \ + 3034757648, 741703672, 3094328738, 459332691, 2702383376, 1610239915, 4162939394, \ + 557861574, 3805706338, 3832520705, 1248934879, 3250424034, 892335058, 74323433, \ + 3209751608, 3213220797, 3444035873, 3743886725, 1783837251, 610968664, 580745246, \ + 4041979504, 201684874, 2673219253, 1377283008, 3497299167, 2344209394, 2304982920, \ + 3081403782, 2599256854, 3184475235, 3373055826, 695186388, 2423332338, 222864327, \ + 1258227992, 3627871647, 3487724980, 4027953808, 3053320360, 533627073, 3026232514, \ + 2340271949, 867277230, 868513116, 2158535651, 2487822909, 3428235761, 3067196046, \ + 3435119657, 1908441839, 788668797, 3367703138, 3317763187, 908264443, 2252100381, \ + 764223334, 4127108988, 384641349, 3377374722, 1263833251, 1958694944, 3847832657, \ + 1253909612, 1096494446, 555725445, 2277045895, 3340096504, 1383318686, 4234428127, \ + 1072582179, 94169494, 1064509968, 2681151917, 2681864920, 734708852, 1338914021, \ + 1270409500, 1789469116, 4191988204, 1716329784, 2213764829, 3712538840, 919910444, \ + 1318414447, 3383806712, 3054941722, 3378649942, 1205735655, 1268136494, 2214009444, \ + 2532395133, 3232230447, 230294038, 342599089, 772808141, 4096882234, 3146662953, \ + 2784264306, 1860954704, 2675279609, 2984212876, 2466966981, 2627986059, 2985545332, \ + 2578042598, 1458940786, 2944243755, 3959506256, 1509151382, 325761900, 942251521, \ + 4184289782, 2756231555, 3297811774, 1169708099, 3280524138, 3805245319, 3227360276, \ + 3199632491, 2235795585, 2865407118, 36763651, 2441503575, 3314890374, 1755526087, \ + 17915536, 1196948233, 949343045, 3815841867, 489007833, 2654997597, 2834744136, \ + 417688687, 2843220846, 85621843, 747339336, 2043645709, 3520444394, 1825470818, \ + 647778910, 275904777, 1249389189, 3640887431, 4200779599, 323384601, 3446088641, \ + 4049835786, 1718989062, 3563787136, 44099190, 3281263107, 22910812, 1826109246, \ + 745118154, 3392171319, 1571490704, 354891067, 815955642, 1453450421, 940015623, \ + 796817754, 1260148619, 3898237757, 176670141, 1870249326, 3317738680, 448918002, \ + 4059166594, 2003827551, 987091377, 224855998, 3520570137, 789522610, 2604445123, \ + 454472869, 475688926, 2990723466, 523362238, 3897608102, 806637149, 2642229586, \ + 2928614432, 1564415411, 1691381054, 3816907227, 4082581003, 1895544448, 3728217394, \ + 3214813157, 4054301607, 1882632454, 2873728645, 3694943071, 1297991732, 2101682438, \ + 3952579552, 678650400, 1391722293, 478833748, 2976468591, 158586606, 2576499787, \ + 662690848, 3799889765, 3328894692, 2474578497, 2383901391, 1718193504, 3003184595, \ + 3630561213, 1929441113, 3848238627, 1594310094, 3040359840, 3051803867, 2462788790, \ + 954409915, 802581771, 681703307, 545982392, 2738993819, 8025358, 2827719383, \ + 770471093, 3484895980, 3111306320, 3900000891, 2116916652, 397746721, 2087689510, \ + 721433935, 1396088885, 2751612384, 1998988613, 2135074843, 2521131298, 707009172, \ + 2398321482, 688041159, 2264560137, 482388305, 207864885, 3735036991, 3490348331, \ + 1963642811, 3260224305, 3493564223, 1939428454, 1128799656, 1366012432, 2858822447, \ + 1428147157, 2261125391, 1611208390, 1134826333, 2374102525, 3833625209, 2266397263, \ + 3189115077, 770080230, 2674657172, 4280146640, 3604531615, 4235071805, 3436987249, \ + 509704467, 2582695198, 4256268040, 3391197562, 1460642842, 1617931012, 457825497, \ + 1031452907, 1330422862, 4125947620, 2280712485, 431892090, 2387410588, 2061126784, \ + 896457479, 3480499461, 2488196663, 4021103792, 1877063114, 2744470201, 1046140599, \ + 2129952955, 3583049218, 4217723693, 2720341743, 820661843, 1079873609, 3360954200, \ + 3652304997, 3335838575, 2178810636, 1908053374, 4026721976, 1793145418, 476541615, \ + 973420250, 515553040, 919292001, 2601786155, 1685119450, 3030170809, 1590676150, \ + 1665099167, 651151584, 2077190587, 957892642, 646336572, 2743719258, 866169074, \ + 851118829, 4225766285, 963748226, 799549420, 1955032629, 799460000, 2425744063, \ + 2441291571, 1928963772, 528930629, 2591962884, 3495142819, 1896021824, 901320159, \ + 3181820243, 843061941, 3338628510, 3782438992, 9515330, 1705797226, 953535929, \ + 764833876, 3202464965, 2970244591, 519154982, 3390617541, 566616744, 3438031503, \ + 1853838297, 170608755, 1393728434, 676900116, 3184965776, 1843100290, 78995357, \ + 2227939888, 3460264600, 1745705055, 1474086965, 572796246, 4081303004, 882828851, \ + 1295445825, 137639900, 3304579600, 2722437017, 4093422709, 273203373, 2666507854, \ + 3998836510, 493829981, 1623949669, 3482036755, 3390023939, 833233937, 1639668730, \ + 1499455075, 249728260, 1210694006, 3836497489, 1551488720, 3253074267, 3388238003, \ + 2372035079, 3945715164, 2029501215, 3362012634, 2007375355, 4074709820, 631485888, \ + 3135015769, 4273087084, 3648076204, 2739943601, 1374020358, 1760722448, 3773939706, \ + 1313027823, 1895251226, 4224465911, 421382535, 1141067370, 3660034846, 3393185650, \ + 1850995280, 1451917312, 3841455409, 3926840308, 1397397252, 2572864479, 2500171350, \ + 3119920613, 531400869, 1626487579, 1099320497, 407414753, 2438623324, 99073255, \ + 3175491512, 656431560, 1153671785, 236307875, 2824738046, 2320621382, 892174056, \ + 230984053, 719791226, 2718891946, 624), None) + self.random = random.Random() + self.random.setstate(fixedState) + +""" + Data structures useful for implementing SearchAgents +""" + +class Stack: + "A container with a last-in-first-out (LIFO) queuing policy." + def __init__(self): + self.list = [] + + def push(self,item): + "Push 'item' onto the stack" + self.list.append(item) + + def pop(self): + "Pop the most recently pushed item from the stack" + return self.list.pop() + + def isEmpty(self): + "Returns true if the stack is empty" + return len(self.list) == 0 + +class Queue: + "A container with a first-in-first-out (FIFO) queuing policy." + def __init__(self): + self.list = [] + + def push(self,item): + "Enqueue the 'item' into the queue" + self.list.insert(0,item) + + def pop(self): + """ + Dequeue the earliest enqueued item still in the queue. This + operation removes the item from the queue. + """ + return self.list.pop() + + def isEmpty(self): + "Returns true if the queue is empty" + return len(self.list) == 0 + +class PriorityQueue: + """ + Implements a priority queue data structure. Each inserted item + has a priority associated with it and the client is usually interested + in quick retrieval of the lowest-priority item in the queue. This + data structure allows O(1) access to the lowest-priority item. + """ + def __init__(self): + self.heap = [] + self.count = 0 + + def push(self, item, priority): + entry = (priority, self.count, item) + heapq.heappush(self.heap, entry) + self.count += 1 + + def pop(self): + (_, _, item) = heapq.heappop(self.heap) + return item + + def isEmpty(self): + return len(self.heap) == 0 + + def update(self, item, priority): + # If item already in priority queue with higher priority, update its priority and rebuild the heap. + # If item already in priority queue with equal or lower priority, do nothing. + # If item not in priority queue, do the same thing as self.push. + for index, (p, c, i) in enumerate(self.heap): + if i == item: + if p <= priority: + break + del self.heap[index] + self.heap.append((priority, c, item)) + heapq.heapify(self.heap) + break + else: + self.push(item, priority) + +class PriorityQueueWithFunction(PriorityQueue): + """ + Implements a priority queue with the same push/pop signature of the + Queue and the Stack classes. This is designed for drop-in replacement for + those two classes. The caller has to provide a priority function, which + extracts each item's priority. + """ + def __init__(self, priorityFunction): + "priorityFunction (item) -> priority" + self.priorityFunction = priorityFunction # store the priority function + PriorityQueue.__init__(self) # super-class initializer + + def push(self, item): + "Adds an item to the queue with priority from the priority function" + PriorityQueue.push(self, item, self.priorityFunction(item)) + + +def manhattanDistance( xy1, xy2 ): + "Returns the Manhattan distance between points xy1 and xy2" + return abs( xy1[0] - xy2[0] ) + abs( xy1[1] - xy2[1] ) + +""" + Data structures and functions useful for various course projects + + The search project should not need anything below this line. +""" + +class Counter(dict): + """ + A counter keeps track of counts for a set of keys. + + The counter class is an extension of the standard python + dictionary type. It is specialized to have number values + (integers or floats), and includes a handful of additional + functions to ease the task of counting data. In particular, + all keys are defaulted to have value 0. Using a dictionary: + + a = {} + print(a['test']) + + would give an error, while the Counter class analogue: + + >>> a = Counter() + >>> print(a['test']) + 0 + + returns the default 0 value. Note that to reference a key + that you know is contained in the counter, + you can still use the dictionary syntax: + + >>> a = Counter() + >>> a['test'] = 2 + >>> print(a['test']) + 2 + + This is very useful for counting things without initializing their counts, + see for example: + + >>> a['blah'] += 1 + >>> print(a['blah']) + 1 + + The counter also includes additional functionality useful in implementing + the classifiers for this assignment. Two counters can be added, + subtracted or multiplied together. See below for details. They can + also be normalized and their total count and arg max can be extracted. + """ + def __getitem__(self, idx): + self.setdefault(idx, 0) + return dict.__getitem__(self, idx) + + def incrementAll(self, keys, count): + """ + Increments all elements of keys by the same count. + + >>> a = Counter() + >>> a.incrementAll(['one','two', 'three'], 1) + >>> a['one'] + 1 + >>> a['two'] + 1 + """ + for key in keys: + self[key] += count + + def argMax(self): + """ + Returns the key with the highest value. + """ + if len(self.keys()) == 0: return None + all = self.items() + values = [x[1] for x in all] + maxIndex = values.index(max(values)) + return all[maxIndex][0] + + def sortedKeys(self): + """ + Returns a list of keys sorted by their values. Keys + with the highest values will appear first. + + >>> a = Counter() + >>> a['first'] = -2 + >>> a['second'] = 4 + >>> a['third'] = 1 + >>> a.sortedKeys() + ['second', 'third', 'first'] + """ + sortedItems = self.items() + compare = lambda x, y: sign(y[1] - x[1]) + sortedItems.sort(cmp=compare) + return [x[0] for x in sortedItems] + + def totalCount(self): + """ + Returns the sum of counts for all keys. + """ + return sum(self.values()) + + def normalize(self): + """ + Edits the counter such that the total count of all + keys sums to 1. The ratio of counts for all keys + will remain the same. Note that normalizing an empty + Counter will result in an error. + """ + total = float(self.totalCount()) + if total == 0: return + for key in self.keys(): + self[key] = self[key] / total + + def divideAll(self, divisor): + """ + Divides all counts by divisor + """ + divisor = float(divisor) + for key in self: + self[key] /= divisor + + def copy(self): + """ + Returns a copy of the counter + """ + return Counter(dict.copy(self)) + + def __mul__(self, y ): + """ + Multiplying two counters gives the dot product of their vectors where + each unique label is a vector element. + + >>> a = Counter() + >>> b = Counter() + >>> a['first'] = -2 + >>> a['second'] = 4 + >>> b['first'] = 3 + >>> b['second'] = 5 + >>> a['third'] = 1.5 + >>> a['fourth'] = 2.5 + >>> a * b + 14 + """ + sum = 0 + x = self + if len(x) > len(y): + x,y = y,x + for key in x: + if key not in y: + continue + sum += x[key] * y[key] + return sum + + def __radd__(self, y): + """ + Adding another counter to a counter increments the current counter + by the values stored in the second counter. + + >>> a = Counter() + >>> b = Counter() + >>> a['first'] = -2 + >>> a['second'] = 4 + >>> b['first'] = 3 + >>> b['third'] = 1 + >>> a += b + >>> a['first'] + 1 + """ + for key, value in y.items(): + self[key] += value + + def __add__( self, y ): + """ + Adding two counters gives a counter with the union of all keys and + counts of the second added to counts of the first. + + >>> a = Counter() + >>> b = Counter() + >>> a['first'] = -2 + >>> a['second'] = 4 + >>> b['first'] = 3 + >>> b['third'] = 1 + >>> (a + b)['first'] + 1 + """ + addend = Counter() + for key in self: + if key in y: + addend[key] = self[key] + y[key] + else: + addend[key] = self[key] + for key in y: + if key in self: + continue + addend[key] = y[key] + return addend + + def __sub__( self, y ): + """ + Subtracting a counter from another gives a counter with the union of all keys and + counts of the second subtracted from counts of the first. + + >>> a = Counter() + >>> b = Counter() + >>> a['first'] = -2 + >>> a['second'] = 4 + >>> b['first'] = 3 + >>> b['third'] = 1 + >>> (a - b)['first'] + -5 + """ + addend = Counter() + for key in self: + if key in y: + addend[key] = self[key] - y[key] + else: + addend[key] = self[key] + for key in y: + if key in self: + continue + addend[key] = -1 * y[key] + return addend + +def raiseNotDefined(): + fileName = inspect.stack()[1][1] + line = inspect.stack()[1][2] + method = inspect.stack()[1][3] + + print("*** Method not implemented: %s at line %s of %s" % (method, line, fileName)) + sys.exit(1) + +def normalize(vectorOrCounter): + """ + normalize a vector or counter by dividing each value by the sum of all values + """ + normalizedCounter = Counter() + if type(vectorOrCounter) == type(normalizedCounter): + counter = vectorOrCounter + total = float(counter.totalCount()) + if total == 0: return counter + for key in counter.keys(): + value = counter[key] + normalizedCounter[key] = value / total + return normalizedCounter + else: + vector = vectorOrCounter + s = float(sum(vector)) + if s == 0: return vector + return [el / s for el in vector] + +def nSample(distribution, values, n): + if sum(distribution) != 1: + distribution = normalize(distribution) + rand = [random.random() for i in range(n)] + rand.sort() + samples = [] + samplePos, distPos, cdf = 0,0, distribution[0] + while samplePos < n: + if rand[samplePos] < cdf: + samplePos += 1 + samples.append(values[distPos]) + else: + distPos += 1 + cdf += distribution[distPos] + return samples + +def sample(distribution, values = None): + if type(distribution) == Counter: + items = sorted(distribution.items()) + distribution = [i[1] for i in items] + values = [i[0] for i in items] + if sum(distribution) != 1: + distribution = normalize(distribution) + choice = random.random() + i, total= 0, distribution[0] + while choice > total: + i += 1 + total += distribution[i] + return values[i] + +def sampleFromCounter(ctr): + items = sorted(ctr.items()) + return sample([v for k,v in items], [k for k,v in items]) + +def getProbability(value, distribution, values): + """ + Gives the probability of a value under a discrete distribution + defined by (distributions, values). + """ + total = 0.0 + for prob, val in zip(distribution, values): + if val == value: + total += prob + return total + +def flipCoin( p ): + r = random.random() + return r < p + +def chooseFromDistribution( distribution ): + "Takes either a counter or a list of (prob, key) pairs and samples" + if type(distribution) == dict or type(distribution) == Counter: + return sample(distribution) + r = random.random() + base = 0.0 + for prob, element in distribution: + base += prob + if r <= base: return element + +def nearestPoint( pos ): + """ + Finds the nearest grid point to a position (discretizes). + """ + ( current_row, current_col ) = pos + + grid_row = int( current_row + 0.5 ) + grid_col = int( current_col + 0.5 ) + return ( grid_row, grid_col ) + +def sign( x ): + """ + Returns 1 or -1 depending on the sign of x + """ + if( x >= 0 ): + return 1 + else: + return -1 + +def arrayInvert(array): + """ + Inverts a matrix stored as a list of lists. + """ + result = [[] for i in array] + for outer in array: + for inner in range(len(outer)): + result[inner].append(outer[inner]) + return result + +def matrixAsList( matrix, value = True ): + """ + Turns a matrix into a list of coordinates matching the specified value + """ + rows, cols = len( matrix ), len( matrix[0] ) + cells = [] + for row in range( rows ): + for col in range( cols ): + if matrix[row][col] == value: + cells.append( ( row, col ) ) + return cells + +def lookup(name, namespace): + """ + Get a method or class from any imported module from its name. + Usage: lookup(functionName, globals()) + """ + dots = name.count('.') + if dots > 0: + moduleName, objName = '.'.join(name.split('.')[:-1]), name.split('.')[-1] + module = __import__(moduleName) + return getattr(module, objName) + else: + modules = [obj for obj in namespace.values() if str(type(obj)) == ""] + options = [getattr(module, name) for module in modules if name in dir(module)] + options += [obj[1] for obj in namespace.items() if obj[0] == name ] + if len(options) == 1: return options[0] + if len(options) > 1: raise Exception('Name conflict for %s') + raise Exception('%s not found as a method or class' % name) + +def pause(): + """ + Pauses the output stream awaiting user feedback. + """ + print("") + input() + + +# code to handle timeouts +# +# FIXME +# NOTE: TimeoutFuncton is NOT reentrant. Later timeouts will silently +# disable earlier timeouts. Could be solved by maintaining a global list +# of active time outs. Currently, questions which have test cases calling +# this have all student code so wrapped. +# +import signal +import time +class TimeoutFunctionException(Exception): + """Exception to raise on a timeout""" + pass + + +class TimeoutFunction: + def __init__(self, function, timeout): + self.timeout = timeout + self.function = function + + def handle_timeout(self, signum, frame): + raise TimeoutFunctionException() + + def __call__(self, *args, **keyArgs): + # If we have SIGALRM signal, use it to cause an exception if and + # when this function runs too long. Otherwise check the time taken + # after the method has returned, and throw an exception then. + if hasattr(signal, 'SIGALRM'): + old = signal.signal(signal.SIGALRM, self.handle_timeout) + signal.alarm(self.timeout) + try: + result = self.function(*args, **keyArgs) + finally: + signal.signal(signal.SIGALRM, old) + signal.alarm(0) + else: + startTime = time.time() + result = self.function(*args, **keyArgs) + timeElapsed = time.time() - startTime + if timeElapsed >= self.timeout: + self.handle_timeout(None, None) + return result + + + +_ORIGINAL_STDOUT = None +_ORIGINAL_STDERR = None +_MUTED = False + +class WritableNull: + def write(self, string): + pass + +def mutePrint(): + global _ORIGINAL_STDOUT, _ORIGINAL_STDERR, _MUTED + if _MUTED: + return + _MUTED = True + + _ORIGINAL_STDOUT = sys.stdout + #_ORIGINAL_STDERR = sys.stderr + sys.stdout = WritableNull() + #sys.stderr = WritableNull() + +def unmutePrint(): + global _ORIGINAL_STDOUT, _ORIGINAL_STDERR, _MUTED + if not _MUTED: + return + _MUTED = False + + sys.stdout = _ORIGINAL_STDOUT + #sys.stderr = _ORIGINAL_STDERR +