Initial commit: Pacman AI search project
This commit is contained in:
+281
@@ -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
|
||||
@@ -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()
|
||||
@@ -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
|
||||
+320
@@ -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 <pre> 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("<div>")
|
||||
|
||||
# first sum
|
||||
total_possible = sum(self.maxes.values())
|
||||
total_score = sum(self.points.values())
|
||||
checkOrX = '<span class="incorrect"/>'
|
||||
if (total_score >= total_possible):
|
||||
checkOrX = '<span class="correct"/>'
|
||||
header = """
|
||||
<h3>
|
||||
Total score ({total_score} / {total_possible})
|
||||
</h3>
|
||||
""".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 = '<span class="incorrect"/>'
|
||||
if (self.points[q] >= self.maxes[q]):
|
||||
checkOrX = '<span class="correct"/>'
|
||||
#messages = '\n<br/>\n'.join(self.messages[q])
|
||||
messages = "<pre>%s</pre>" % '\n'.join(self.messages[q])
|
||||
output = """
|
||||
<div class="test">
|
||||
<section>
|
||||
<div class="shortform">
|
||||
Question {q} ({points}/{max}) {checkOrX}
|
||||
</div>
|
||||
<div class="longform">
|
||||
{messages}
|
||||
</div>
|
||||
</section>
|
||||
</div>
|
||||
""".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("</div>")
|
||||
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())
|
||||
@@ -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
|
||||
@@ -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>", _keypress )
|
||||
_root_window.bind( "<KeyRelease>", _keyrelease )
|
||||
_root_window.bind( "<FocusIn>", _clear_keys )
|
||||
_root_window.bind( "<FocusOut>", _clear_keys )
|
||||
_root_window.bind( "<Button-1>", _leftclick )
|
||||
_root_window.bind( "<Button-2>", _rightclick )
|
||||
_root_window.bind( "<Button-3>", _rightclick )
|
||||
_root_window.bind( "<Control-Button-1>", _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)
|
||||
@@ -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
|
||||
@@ -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()
|
||||
@@ -0,0 +1,37 @@
|
||||
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
||||
%. % %.%
|
||||
% %%%%% % %%% %%% %%%%%%% % %
|
||||
% % % % % % % %
|
||||
%%%%% %%%%% %%% % % % %%% %%%%% % %%%
|
||||
% % % % % % % % % % % % %
|
||||
% %%% % % % %%% %%%%% %%% % %%% %%% %
|
||||
% % % % % % % % %
|
||||
%%% %%%%%%%%% %%%%%%% %%% %%% % % % %
|
||||
% % % % % % %
|
||||
% % %%%%% % %%% % % %%% % %%% %%% % %
|
||||
% % % % % % % % % % % % % %
|
||||
% % % %%%%%%% % %%%%%%%%% %%% % %%% %
|
||||
% % % % % % % % % %
|
||||
%%% %%% % %%%%% %%%%% %%% %%% %%%%% %
|
||||
% % % % % % % % %
|
||||
% % % % % % %%% %%% %%% % % % % % %
|
||||
% % % % % %% % % % % % % % % %
|
||||
% % %%%%% % %%% %%% % %%% %%% %%%%%
|
||||
% % % % % % % % % % %
|
||||
% %%% % % % %%% %%% %%%%%%%%% % %%%
|
||||
% % % % % % %
|
||||
% %%% %%%%%%%%%%%%%%%%%%%%% % % %%% %
|
||||
% % % %
|
||||
% % % %%%%% %%% % % % % %%%%%%%%%%%%%
|
||||
% % % % % % % % % % % %
|
||||
% % %%% %%% % % % %%%%%%%%% %%% % % %
|
||||
% % % % % % %P % % % % % %
|
||||
% %%% %%% %%% % %%% % % %%%%% % %%%%%
|
||||
% % % % % % % %
|
||||
%%% % %%%%% %%%%% %%% %%% % %%% % %%%
|
||||
% % % % % % % % % % % % % % %
|
||||
% % %%% % % % % %%%%%%%%% % % % % % %
|
||||
% % % %
|
||||
% % % %%% %%% %%%%%%% %%% %%% %%% %
|
||||
%.% % % % % .%
|
||||
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
||||
@@ -0,0 +1,37 @@
|
||||
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
||||
% % % % % % % %
|
||||
% %%%%%%% % %%% % %%% %%% %%%%%%% % %
|
||||
% % % % % % % %
|
||||
%%%%% %%%%% %%% % % % %%% %%%%% % %%%
|
||||
% % % % % % % % % % % % % %
|
||||
% %%% % % % %%% %%%%% %%% % %%% %%% %
|
||||
% % % % % % % % %
|
||||
%%% %%%%%%%%% %%%%%%% %%% %%% % % % %
|
||||
% % % % % % %
|
||||
% % %%%%% % %%% % % %%% % %%% %%% % %
|
||||
% % % % % % % % % % % % % %
|
||||
% % % %%%%%%% % %%%%%%%%% %%% % %%% %
|
||||
% % % % % % % % % %
|
||||
%%% %%% % %%%%% %%%%% %%% %%% %%%%% %
|
||||
% % % % % % % % % % % %
|
||||
% % % % % %%% %%% %%% %%% % % % % % %
|
||||
% % % % % % % % %
|
||||
%%% %%%%%%% % % %%%%% %%% % %%% %%%%%
|
||||
% % % % % % % % % %
|
||||
%%%%% % % %%%%%%%%% %%%%%%%%%%% % %%%
|
||||
% % % % % % % % %
|
||||
% %%% %%%%% %%%%%%%%% %%%%% % % %%% %
|
||||
% % % % % % %
|
||||
% % % %%%%% %%% % % % % %%%%%%%%%%%%%
|
||||
% % % % % % % % % % % %
|
||||
% % %%% %%% % % % %%%%%%%%% %%% % % %
|
||||
% % % % % % % % % % % % %
|
||||
% %%% %%% %%%%% %%% % % %%%%% % %%%%%
|
||||
% % % % % % % % %
|
||||
%%% % %%%%% %%%%% %%% %%% % %%% % %%%
|
||||
% % % % % % % % % % % % % % %
|
||||
% % %%% % % % % %%%%%%%%% % % % % % %
|
||||
% % % % % %
|
||||
% % % % %%% %%% %%%%%%% %%% %%% %%% %
|
||||
%.% % % % % % % % P%
|
||||
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
||||
@@ -0,0 +1,8 @@
|
||||
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
||||
%.%.........%% G % o%%%%.....%
|
||||
%.%.%%%%%%%.%%%%%% %%%%%%%.%%.%
|
||||
%............%...%............%
|
||||
%%%%%...%%%.. ..%.%...%.%%%
|
||||
%o%%%.%%%%%.%%%%%%%.%%%.%.%%%%%
|
||||
% ..........Po...%...%. o%
|
||||
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
||||
@@ -0,0 +1,15 @@
|
||||
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
||||
%.....%.................%.....%
|
||||
%.%%%.%.%%%.%%%%%%%.%%%.%.....%
|
||||
%.%...%.%......%......%.%.....%
|
||||
%...%%%.%.%%%%.%.%%%%...%%%...%
|
||||
%%%.%.%.%.%......%..%.%...%.%%%
|
||||
%...%.%%%.%.%%% %%%.%.%%%.%...%
|
||||
%.%%%.......% %.......%%%.%
|
||||
%...%.%%%%%.%%%%%%%.%.%%%.%...%
|
||||
%%%.%...%.%....%....%.%...%.%%%
|
||||
%...%%%.%.%%%%.%.%%%%.%.%%%...%
|
||||
%.......%......%......%.....%.%
|
||||
%.....%.%%%.%%%%%%%.%%%.%.%%%.%
|
||||
%.....%........P....%...%.....%
|
||||
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
||||
@@ -0,0 +1,14 @@
|
||||
%%%%%%%%%%%%%%
|
||||
%. . . . . % %
|
||||
% % %
|
||||
%. . . . . %G%
|
||||
% % %
|
||||
%. . . . . % %
|
||||
% % %
|
||||
%. . . . . % %
|
||||
% P %G%
|
||||
%. . . . . % %
|
||||
% % %
|
||||
%. . . . . % %
|
||||
% % %
|
||||
%%%%%%%%%%%%%%
|
||||
@@ -0,0 +1,7 @@
|
||||
%%%%%%%%%%%%%%%%%%%
|
||||
%G. G ....%
|
||||
%.% % %%%%%% %.%%.%
|
||||
%.%o% % o% %.o%.%
|
||||
%.%%%.% %%% %..%.%
|
||||
%..... P %..%G%
|
||||
%%%%%%%%%%%%%%%%%%%%
|
||||
@@ -0,0 +1,9 @@
|
||||
%%%%%%%%%%%%%%%%%%%%
|
||||
%o...%........%...o%
|
||||
%.%%.%.%%..%%.%.%%.%
|
||||
%...... G GG%......%
|
||||
%.%.%%.%% %%%.%%.%.%
|
||||
%.%....% ooo%.%..%.%
|
||||
%.%.%%.% %% %.%.%%.%
|
||||
%o%......P....%....%
|
||||
%%%%%%%%%%%%%%%%%%%%
|
||||
@@ -0,0 +1,11 @@
|
||||
%%%%%%%%%%%%%%%%%%%%%
|
||||
% %
|
||||
% %
|
||||
% %
|
||||
% %
|
||||
% P %
|
||||
% %
|
||||
% %
|
||||
% %
|
||||
%. %
|
||||
%%%%%%%%%%%%%%%%%%%%%
|
||||
@@ -0,0 +1,8 @@
|
||||
%%%%%%
|
||||
%....%
|
||||
% %%.%
|
||||
% %%.%
|
||||
%.P .%
|
||||
%.%%%%
|
||||
%....%
|
||||
%%%%%%
|
||||
@@ -0,0 +1,11 @@
|
||||
%%%%%%%%%%%%%%%%%%%%
|
||||
%o...%........%....%
|
||||
%.%%.%.%%%%%%.%.%%.%
|
||||
%.%..............%.%
|
||||
%.%.%%.%% %%.%%.%.%
|
||||
%......%G G%......%
|
||||
%.%.%%.%%%%%%.%%.%.%
|
||||
%.%..............%.%
|
||||
%.%%.%.%%%%%%.%.%%.%
|
||||
%....%...P....%...o%
|
||||
%%%%%%%%%%%%%%%%%%%%
|
||||
@@ -0,0 +1,14 @@
|
||||
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
||||
%. % % % %.%
|
||||
% % % %%%%%% %%%%%%% % %
|
||||
% % % % % %
|
||||
%%%%% %%%%% %%% %% %%%%% % %%%
|
||||
% % % % % % % % %
|
||||
% %%% % % % %%%%%%%% %%% %%% %
|
||||
% % %% % % % %
|
||||
%%% % %%%%%%% %%%% %%% % % % %
|
||||
% % %% % % %
|
||||
% % %%%%% % %%%% % %%% %%% % %
|
||||
% % % % % % %%% %
|
||||
%. %P%%%%% % %%% % .%
|
||||
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
||||
@@ -0,0 +1,18 @@
|
||||
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
||||
% P%
|
||||
% %%%%%%%%%%%%%%%%%%% %%% %%%%%%%% %
|
||||
% %% % % %%% %%% %% ... %
|
||||
% %% % % % % %%%% %%%%%%%%% %% %%%%%
|
||||
% %% % % % % % %% %% %% ... %
|
||||
% %% % % % % % %%%% %%% %%%%%% %
|
||||
% % % % % % %% %%%%%%%% ... %
|
||||
% %% % % %%%%%%%% %% %% %%%%%
|
||||
% %% % %% %%%%%%%%% %% ... %
|
||||
% %%%%%% %%%%%%% %% %%%%%% %
|
||||
%%%%%% % %%%% %% % ... %
|
||||
% %%%%%% %%%%% % %% %% %%%%%
|
||||
% %%%%%% % %%%%% %% %
|
||||
% %%%%%% %%%%%%%%%%% %% %% %
|
||||
%%%%%%%%%% %%%%%% %
|
||||
%. %%%%%%%%%%%%%%%% ...... %
|
||||
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
||||
@@ -0,0 +1,18 @@
|
||||
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
||||
% P%
|
||||
% %%%%%%%%%%%%%%%%%%%%%%% %%%%%%%% %
|
||||
% %% % % %%%%%%% %% %
|
||||
% %% % % % % %%%% %%%%%%%%% %% %%%%%
|
||||
% %% % % % % %% %% %
|
||||
% %% % % % % % %%%% %%% %%%%%% %
|
||||
% % % % % % %% %%%%%%%% %
|
||||
% %% % % %%%%%%%% %% %% %%%%%
|
||||
% %% % %% %%%%%%%%% %% %
|
||||
% %%%%%% %%%%%%% %% %%%%%% %
|
||||
%%%%%% % %%%% %% % %
|
||||
% %%%%%% %%%%% % %% %% %%%%%
|
||||
% %%%%%% % %%%%% %% %
|
||||
% %%%%%% %%%%%%%%%%% %% %% %
|
||||
%%%%%%%%%% %%%%%% %
|
||||
%. %%%%%%%%%%%%%%%% %
|
||||
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
||||
@@ -0,0 +1,6 @@
|
||||
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
||||
%.% ....%% G %%%%%% o%%.%
|
||||
%.%o%%%%%%%.%%%%%%% %%%%%.%
|
||||
% %%%.%%%%%.%%%%%%%.%%%.%.%%%.%
|
||||
% ..........Po...%.........%
|
||||
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
||||
@@ -0,0 +1,18 @@
|
||||
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
||||
% P%
|
||||
% %%%%%%%%%%%%%%%%%%% %%% %%%%%%%% %
|
||||
% %% % % %%% %%% %%GG %
|
||||
% %% % % % % %%%% %%%%%%%%% %% %%%%%
|
||||
% %% % % % % % %%GG %% %
|
||||
% %% % % % % % %%%%% %%% %%%%%% %
|
||||
% %% % % % % %% %%%%%%%%% %
|
||||
% %% % % %%%%%%%% %% %% %%%%%
|
||||
% %% % %% %%%%%%%%% %% %
|
||||
% %%% %% %%%%%%% %% %%%%%% %
|
||||
%%%%%% % % %% %% %
|
||||
% %%%%%% %% %% %% %% %%%%%
|
||||
% %%%%%% % %%%%% %% %
|
||||
% %%%% %%%%% %%%%%% %
|
||||
%%%%%%%% % %%%%%% %
|
||||
%. %%%%%%%%%%%%%%%% %
|
||||
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
||||
@@ -0,0 +1,8 @@
|
||||
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
||||
%............%%%%%............%
|
||||
%%%.%...%%%.........%.%...%.%%%
|
||||
%...%%%.%.%%%%.%.%%%%%%.%%%...%
|
||||
%.%.....%......%......%.....%.%
|
||||
%.%%%.%%%%%.%%%%%%%.%%%.%.%%%%%
|
||||
%.....%........P....%...%.....%
|
||||
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
||||
@@ -0,0 +1,5 @@
|
||||
%%%%%%%%%
|
||||
%.P G%
|
||||
% %.%G%%%
|
||||
%G %%%
|
||||
%%%%%%%%%
|
||||
@@ -0,0 +1,7 @@
|
||||
%%%%%%%%%%%%%%%%%%%%
|
||||
%...%.........%%...%
|
||||
%.%.%.%%%%%%%%%%.%.%
|
||||
%..................%
|
||||
%%%%%%%%.%.%%%%%%%P%
|
||||
%%%%%%%%....... %
|
||||
%%%%%%%%%%%%%%%%%%%%
|
||||
@@ -0,0 +1,9 @@
|
||||
%%%%%%%%%%%%%%%%%%%%%%%%%
|
||||
%.. P .... .... %
|
||||
%.. ... ... ... ... %
|
||||
%.. ... ... ... ... %
|
||||
%.. .... .... G %
|
||||
%.. ... ... ... ... %
|
||||
%.. ... ... ... ... %
|
||||
%.. .... .... o%
|
||||
%%%%%%%%%%%%%%%%%%%%%%%%%
|
||||
@@ -0,0 +1,23 @@
|
||||
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
||||
% P%
|
||||
% % %
|
||||
% % %
|
||||
% % %
|
||||
% % %
|
||||
% % %
|
||||
% % % %
|
||||
% % % %
|
||||
% % % %
|
||||
% % % %
|
||||
% % % %
|
||||
% % % %
|
||||
% % % %
|
||||
%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%
|
||||
% % %
|
||||
% % %
|
||||
% % %
|
||||
% %
|
||||
% %
|
||||
% %
|
||||
%. %
|
||||
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
||||
@@ -0,0 +1,7 @@
|
||||
%%%%%%%%%%%%%%%%%%%%
|
||||
%..................%
|
||||
%..................%
|
||||
%........P.........%
|
||||
%..................%
|
||||
%..................%
|
||||
%%%%%%%%%%%%%%%%%%%%
|
||||
@@ -0,0 +1,27 @@
|
||||
%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
||||
%............%%............%
|
||||
%.%%%%.%%%%%.%%.%%%%%.%%%%.%
|
||||
%o%%%%.%%%%%.%%.%%%%%.%%%%o%
|
||||
%.%%%%.%%%%%.%%.%%%%%.%%%%.%
|
||||
%..........................%
|
||||
%.%%%%.%%.%%%%%%%%.%%.%%%%.%
|
||||
%.%%%%.%%.%%%%%%%%.%%.%%%%.%
|
||||
%......%%....%%....%%......%
|
||||
%%%%%%.%%%%% %% %%%%%.%%%%%%
|
||||
%%%%%%.%%%%% %% %%%%%.%%%%%%
|
||||
%%%%%%.% %.%%%%%%
|
||||
%%%%%%.% %%%% %%%% %.%%%%%%
|
||||
% . %G GG G% . %
|
||||
%%%%%%.% %%%%%%%%%% %.%%%%%%
|
||||
%%%%%%.% %.%%%%%%
|
||||
%%%%%%.% %%%%%%%%%% %.%%%%%%
|
||||
%............%%............%
|
||||
%.%%%%.%%%%%.%%.%%%%%.%%%%.%
|
||||
%.%%%%.%%%%%.%%.%%%%%.%%%%.%
|
||||
%o..%%....... .......%%..o%
|
||||
%%%.%%.%%.%%%%%%%%.%%.%%.%%%
|
||||
%%%.%%.%%.%%%%%%%%.%%.%%.%%%
|
||||
%......%%....%%....%%......%
|
||||
%.%%%%%%%%%%.%%.%%%%%%%%%%.%
|
||||
%.............P............%
|
||||
%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
||||
@@ -0,0 +1,7 @@
|
||||
%%%%%%%%%%%%%%%%%%%%
|
||||
%o....o%GGGG%o....o%
|
||||
%..%...%% %%...%..%
|
||||
%.%o.%........%.o%.%
|
||||
%.o%.%.%%%%%%.%.%o.%
|
||||
%........P.........%
|
||||
%%%%%%%%%%%%%%%%%%%%
|
||||
@@ -0,0 +1,7 @@
|
||||
%%%%%%%%%%%%%%%%%%%%
|
||||
%......%G G%......%
|
||||
%.%%...%% %%...%%.%
|
||||
%.%o.%........%.o%.%
|
||||
%.%%.%.%%%%%%.%.%%.%
|
||||
%........P.........%
|
||||
%%%%%%%%%%%%%%%%%%%%
|
||||
@@ -0,0 +1,10 @@
|
||||
%%%%%%%%%%%%%%%%%%%%%%
|
||||
% %% % % %
|
||||
% %%%%%% % %%%%%% %
|
||||
%%%%%% P % %
|
||||
% % %%%%%% %% %%%%%
|
||||
% %%%% % % %
|
||||
% %%% %%% % %
|
||||
%%%%%%%%%% %%%%%% %
|
||||
%. %% %
|
||||
%%%%%%%%%%%%%%%%%%%%%%
|
||||
@@ -0,0 +1,15 @@
|
||||
%%%%%%%%%
|
||||
%.. % G %
|
||||
%%% %%%%%
|
||||
% %
|
||||
%%%%%%% %
|
||||
% %
|
||||
% %%%%% %
|
||||
% % %
|
||||
%%%%% % %
|
||||
% %o%
|
||||
% %%%%%%%
|
||||
% .%
|
||||
%%%%%%%.%
|
||||
%Po .%
|
||||
%%%%%%%%%
|
||||
@@ -0,0 +1,5 @@
|
||||
%%%%%%%%%%%%%%%%%%%%
|
||||
%. ...P .%
|
||||
%.%%.%%.%%.%%.%% %.%
|
||||
% %% %..... %.%
|
||||
%%%%%%%%%%%%%%%%%%%%
|
||||
@@ -0,0 +1,10 @@
|
||||
%%%%%
|
||||
% . %
|
||||
%.G.%
|
||||
% . %
|
||||
%. .%
|
||||
% %
|
||||
% .%
|
||||
% %
|
||||
%P .%
|
||||
%%%%%
|
||||
@@ -0,0 +1,3 @@
|
||||
%%%%%%%%%%
|
||||
%. P%
|
||||
%%%%%%%%%%
|
||||
@@ -0,0 +1,5 @@
|
||||
%%%%%
|
||||
%.P %
|
||||
%%% %
|
||||
%. %
|
||||
%%%%%
|
||||
@@ -0,0 +1,8 @@
|
||||
%%%%%%%%
|
||||
%. .%
|
||||
% P %
|
||||
% %%%% %
|
||||
% % %
|
||||
% % %%%%
|
||||
%.% .%
|
||||
%%%%%%%%
|
||||
@@ -0,0 +1,7 @@
|
||||
%%%%%%%
|
||||
% P%
|
||||
% %%% %
|
||||
% % %
|
||||
%% %%
|
||||
%. %%%%
|
||||
%%%%%%%
|
||||
@@ -0,0 +1,7 @@
|
||||
%%%%%%%%%
|
||||
% G %...%
|
||||
%%%%%%% %
|
||||
%Po %
|
||||
%.%%.%%.%
|
||||
%.%%....%
|
||||
%%%%%%%%%
|
||||
@@ -0,0 +1,7 @@
|
||||
%%%%%%%%%
|
||||
%.. ..%
|
||||
%%%%.%% %
|
||||
% P %
|
||||
%.%% %%.%
|
||||
%.%. .%
|
||||
%%%%%%%%%
|
||||
@@ -0,0 +1,5 @@
|
||||
%%%%%%%%
|
||||
% P G%
|
||||
%G%%%%%%
|
||||
%.... %
|
||||
%%%%%%%%
|
||||
@@ -0,0 +1,13 @@
|
||||
%%%%%%%%%%%%%%%%%%%%
|
||||
%o...%........%...o%
|
||||
%.%%.%.%%..%%.%.%%.%
|
||||
%.%.....%..%.....%.%
|
||||
%.%.%%.%% %%.%%.%.%
|
||||
%...... GGGG%.%....%
|
||||
%.%....%%%%%%.%..%.%
|
||||
%.%....% oo%.%..%.%
|
||||
%.%....% %%%%.%..%.%
|
||||
%.%...........%..%.%
|
||||
%.%%.%.%%%%%%.%.%%.%
|
||||
%o...%...P....%...o%
|
||||
%%%%%%%%%%%%%%%%%%%%
|
||||
@@ -0,0 +1,7 @@
|
||||
%%%%%%%%%%%%%%%%%%%%
|
||||
%. ..% %
|
||||
%.%%.%%.%%.%%.%% % %
|
||||
% P % %
|
||||
%%%%%%%%%%%%%%%%%% %
|
||||
%..... %
|
||||
%%%%%%%%%%%%%%%%%%%%
|
||||
@@ -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 <options>
|
||||
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
|
||||
@@ -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()
|
||||
@@ -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
|
||||
@@ -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
|
||||
+542
@@ -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))
|
||||
@@ -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)) == "<type 'module'>"]
|
||||
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("<Press enter/return to continue>")
|
||||
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
|
||||
|
||||
Reference in New Issue
Block a user