You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
730 lines
25 KiB
730 lines
25 KiB
3 years ago
|
# 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, 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 cStringIO
|
||
|
self.agentOutput = [cStringIO.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 cStringIO
|
||
|
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 >>sys.stderr, "Agent %d failed to load" % i
|
||
|
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 >>sys.stderr, "Agent %d ran out of time on startup!" % i
|
||
|
self.unmute()
|
||
|
self.agentTimeout = True
|
||
|
self._agentCrash(i, quiet=True)
|
||
|
return
|
||
|
except Exception,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,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 >>sys.stderr, "Agent %d timed out on a single move!" % agentIndex
|
||
|
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 >>sys.stderr, "Agent %d took too long to make a move! This is warning %d" % (agentIndex, self.totalAgentTimeWarnings[agentIndex])
|
||
|
if self.totalAgentTimeWarnings[agentIndex] > self.rules.getMaxTimeWarnings(agentIndex):
|
||
|
print >>sys.stderr, "Agent %d exceeded the maximum number of warnings: %d" % (agentIndex, self.totalAgentTimeWarnings[agentIndex])
|
||
|
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 >>sys.stderr, "Agent %d ran out of time! (time: %1.2f)" % (agentIndex, self.totalAgentTimes[agentIndex])
|
||
|
self.agentTimeout = True
|
||
|
self._agentCrash(agentIndex, quiet=True)
|
||
|
self.unmute()
|
||
|
return
|
||
|
self.unmute()
|
||
|
except Exception,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,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,data:
|
||
|
if not self.catchExceptions: raise
|
||
|
self._agentCrash(agentIndex)
|
||
|
self.unmute()
|
||
|
return
|
||
|
self.display.finish()
|