# bustersAgents.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 util from game import Agent from game import Directions from keyboardAgents import KeyboardAgent import inference import busters class NullGraphics: "Placeholder for graphics" def initialize(self, state, isBlue = False): pass def update(self, state): pass def pause(self): pass def draw(self, state): pass def updateDistributions(self, dist): pass def finish(self): pass class KeyboardInference(inference.InferenceModule): """ Basic inference module for use with the keyboard. """ def initializeUniformly(self, gameState): "Begin with a uniform distribution over ghost positions." self.beliefs = util.Counter() for p in self.legalPositions: self.beliefs[p] = 1.0 self.beliefs.normalize() def observeUpdate(self, observation, gameState): noisyDistance = observation pacmanPosition = gameState.getPacmanPosition() allPossible = util.Counter() for p in self.legalPositions: trueDistance = util.manhattanDistance(p, pacmanPosition) if noisyDistance != None and \ busters.getObservationProbability(noisyDistance, trueDistance) > 0: allPossible[p] = 1.0 allPossible.normalize() self.beliefs = allPossible def elapseTime(self, gameState): pass def getBeliefDistribution(self): return self.beliefs class BustersAgent: "An agent that tracks and displays its beliefs about ghost positions." def __init__( self, index = 0, inference = "ExactInference", ghostAgents = None, observeEnable = True, elapseTimeEnable = True): inferenceType = util.lookup(inference, globals()) self.inferenceModules = [inferenceType(a) for a in ghostAgents] self.observeEnable = observeEnable self.elapseTimeEnable = elapseTimeEnable def registerInitialState(self, gameState): "Initializes beliefs and inference modules" import __main__ self.display = __main__._display for inference in self.inferenceModules: inference.initialize(gameState) self.ghostBeliefs = [inf.getBeliefDistribution() for inf in self.inferenceModules] self.firstMove = True def observationFunction(self, gameState): "Removes the ghost states from the gameState" agents = gameState.data.agentStates gameState.data.agentStates = [agents[0]] + [None for i in range(1, len(agents))] return gameState def getAction(self, gameState): "Updates beliefs, then chooses an action based on updated beliefs." for index, inf in enumerate(self.inferenceModules): if not self.firstMove and self.elapseTimeEnable: inf.elapseTime(gameState) self.firstMove = False if self.observeEnable: inf.observe(gameState) self.ghostBeliefs[index] = inf.getBeliefDistribution() self.display.updateDistributions(self.ghostBeliefs) return self.chooseAction(gameState) def chooseAction(self, gameState): "By default, a BustersAgent just stops. This should be overridden." return Directions.STOP class BustersKeyboardAgent(BustersAgent, KeyboardAgent): "An agent controlled by the keyboard that displays beliefs about ghost positions." def __init__(self, index = 0, inference = "KeyboardInference", ghostAgents = None): KeyboardAgent.__init__(self, index) BustersAgent.__init__(self, index, inference, ghostAgents) def getAction(self, gameState): return BustersAgent.getAction(self, gameState) def chooseAction(self, gameState): return KeyboardAgent.getAction(self, gameState) from distanceCalculator import Distancer from game import Actions from game import Directions class GreedyBustersAgent(BustersAgent): "An agent that charges the closest ghost." def registerInitialState(self, gameState): "Pre-computes the distance between every two points." BustersAgent.registerInitialState(self, gameState) self.distancer = Distancer(gameState.data.layout, False) def chooseAction(self, gameState): """ First computes the most likely position of each ghost that has not yet been captured, then chooses an action that brings Pacman closest to the closest ghost (according to mazeDistance!). """ pacmanPosition = gameState.getPacmanPosition() legal = [a for a in gameState.getLegalPacmanActions()] livingGhosts = gameState.getLivingGhosts() livingGhostPositionDistributions = \ [beliefs for i, beliefs in enumerate(self.ghostBeliefs) if livingGhosts[i+1]] "*** YOUR CODE HERE ***" distance = float("inf") ghost_position = None for dist in livingGhostPositionDistributions: temp_pos = dist.argMax() temp_distance = self.distancer.getDistance(pacmanPosition, temp_pos) if temp_distance < distance: distance = temp_distance ghost_position = temp_pos dist = float("inf") action = None for a in legal: succ_pos = Actions.getSuccessor(pacmanPosition, a) temp = self.distancer.getDistance(succ_pos, ghost_position) if temp < dist: dist = temp action = a return action