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559 lines
20 KiB
559 lines
20 KiB
# hunters.py
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# ----------
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# Licensing Information: You are free to use or extend these projects for
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# educational purposes provided that (1) you do not distribute or publish
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# solutions, (2) you retain this notice, and (3) you provide clear
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# attribution to UC Berkeley, including a link to http://ai.berkeley.edu.
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#
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# Attribution Information: The Pacman AI projects were developed at UC Berkeley.
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# The core projects and autograders were primarily created by John DeNero
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# (denero@cs.berkeley.edu) and Dan Klein (klein@cs.berkeley.edu).
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# Student side autograding was added by Brad Miller, Nick Hay, and
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# Pieter Abbeel (pabbeel@cs.berkeley.edu).
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"""
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Busters.py is a vengeful variant of Pacman where Pacman hunts ghosts, but
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cannot see them. Numbers at the bottom of the display are noisy distance
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readings to each remaining ghost.
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To play your first game, type 'python pacman.py' from the command line.
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The keys are 'a', 's', 'd', and 'w' to move (or arrow keys). Have fun!
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"""
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from game import GameStateData
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from game import Game
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from game import Directions
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from game import Actions
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from game import Configuration
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from game import Grid
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from util import nearestPoint
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from util import manhattanDistance
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import sys, util, types, time, random, layout, os
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WALL_STRING = '%'
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RED_WALL_STRING = 'R'
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BLUE_WALL_STRING = 'B'
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EMPTY_SQUARE_STRING = ' '
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GHOST_COLLISION_REWARD = -500
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WON_GAME_REWARD = 500
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###################################################
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# YOUR INTERFACE TO THE PACMAN WORLD: A GameState #
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###################################################
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class GameState:
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"""
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A GameState specifies the full game state, including the food, capsules,
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agent configurations and score changes.
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GameStates are used by the Game object to capture the actual state of the game and
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can be used by agents to reason about the game.
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Much of the information in a GameState is stored in a GameStateData object. We
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strongly suggest that you access that data via the accessor methods below rather
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than referring to the GameStateData object directly.
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Note that in classic Pacman, Pacman is always agent 0.
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"""
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####################################################
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# Accessor methods: use these to access state data #
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####################################################
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def getLegalActions( self, agentIndex=0 ):
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"""
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Returns the legal actions for the agent specified.
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"""
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if self.isWin() or self.isLose(): return []
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if agentIndex == 0: # Pacman is moving
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return PacmanRules.getLegalActions( self )
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else:
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return GhostRules.getLegalActions( self, agentIndex )
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def generateSuccessor( self, agentIndex, action):
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"""
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Returns the successor state after the specified agent takes the action.
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"""
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# Check that successors exist
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if self.isWin() or self.isLose(): raise Exception('Can\'t generate a successor of a terminal state.')
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# Copy current state
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state = GameState(self)
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# Let agent's logic deal with its action's effects on the board
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if agentIndex == 0: # Pacman is moving
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state.data._eaten = [False for i in range(state.getNumAgents())]
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PacmanRules.applyAction( state, action )
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else: # A ghost is moving
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GhostRules.applyAction( state, action, agentIndex )
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# Time passes
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if agentIndex == 0:
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state.data.scoreChange += -TIME_PENALTY # Penalty for waiting around
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# Resolve multi-agent effects
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GhostRules.checkDeath( state, agentIndex )
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# Book keeping
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state.data._agentMoved = agentIndex
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state.data.score += state.data.scoreChange
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# Pacman observes neighboring squares
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state.getObservation()
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return state
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def getLegalPacmanActions( self ):
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return self.getLegalActions( 0 )
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def generatePacmanSuccessor( self, action ):
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"""
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Generates the successor state after the specified pacman move
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"""
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return self.generateSuccessor( 0, action )
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def getPacmanState( self ):
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"""
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Returns an AgentState object for pacman (in game.py)
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state.pos gives the current position
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state.direction gives the travel vector
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"""
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return self.data.agentStates[0].copy()
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def getPacmanPosition( self ):
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return self.data.agentStates[0].getPosition()
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def getNumAgents( self ):
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return len( self.data.agentStates )
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def getScore( self ):
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return self.data.score
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def isLose( self ):
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return self.data._lose
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def isWin( self ):
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return self.data._win
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################################
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# Additions for Hunters Pacman #
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################################
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def getObservation(self):
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x, y = self.getPacmanPosition()
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adjacent = [(x-1, y), (x+1, y), (x, y-1), (x, y+1)]
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for x, y in adjacent:
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self.data.observedPositions[x][y] = True
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return { (x, y) : self.squareInfo(x, y) for x, y in adjacent }
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def squareInfo(self, x, y):
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if self.hasWall(x, y):
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return WALL_STRING
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elif self.data.layout.redWalls[x][y]:
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return RED_WALL_STRING
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elif self.data.layout.blueWalls[x][y]:
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return BLUE_WALL_STRING
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else:
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return EMPTY_SQUARE_STRING
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def getObservedPositions(self):
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return self.data.observedPositions
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def getHouseWalls(self, house):
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return layout.buildHouseAroundCenter(*house)
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def getPossibleHouses(self):
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return layout.pickPossibleLocations(self.data.layout.width, self.data.layout.height)
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def getEvidence(self):
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evidence = {}
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possible = {w for h in self.getPossibleHouses() for w in self.getHouseWalls(h)}
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for pos in self.getObservedPositions().asList():
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if pos in possible:
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evidence[pos] = self.squareInfo(*pos)
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return evidence
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#############################################
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# Helper methods: #
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# You shouldn't need to call these directly #
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#############################################
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def __init__( self, prevState = None ):
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"""
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Generates a new state by copying information from its predecessor.
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"""
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if prevState != None:
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self.data = GameStateData(prevState.data)
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self.numMoves = prevState.numMoves
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self.maxMoves = prevState.maxMoves
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else: # Initial state
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self.data = GameStateData()
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self.numMoves = 0
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self.maxMoves = -1
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def deepCopy( self ):
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state = GameState( self )
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state.data = self.data.deepCopy()
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return state
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def __eq__( self, other ):
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"""
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Allows two states to be compared.
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"""
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return self.data == other.data
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def __hash__( self ):
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"""
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Allows states to be keys of dictionaries.
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"""
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return hash( str( self ) )
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def __str__( self ):
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return str(self.data)
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def initialize( self, layout, numGhostAgents=1000 ):
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"""
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Creates an initial game state from a layout array (see layout.py).
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"""
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self.data.initialize(layout, numGhostAgents)
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def getGhostPosition( self, agentIndex ):
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if agentIndex == 0:
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raise "Pacman's index passed to getGhostPosition"
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return self.data.agentStates[agentIndex].getPosition()
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def getGhostState( self, agentIndex ):
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if agentIndex == 0:
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raise "Pacman's index passed to getGhostPosition"
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return self.data.agentStates[agentIndex]
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def getCapsules(self):
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"""
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Returns a list of positions (x,y) of the remaining capsules.
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"""
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return self.data.capsules
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def getNumFood( self ):
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return self.data.food.count()
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def getFood(self):
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"""
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Returns a Grid of boolean food indicator variables.
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Grids can be accessed via list notation, so to check
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if there is food at (x,y), just call
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currentFood = state.getFood()
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if currentFood[x][y] == True: ...
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"""
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return self.data.food
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def getWalls(self):
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"""
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Returns a Grid of boolean wall indicator variables.
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Grids can be accessed via list notation, so to check
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if there is food at (x,y), just call
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walls = state.getWalls()
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if walls[x][y] == True: ...
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"""
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return self.data.layout.walls
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def hasFood(self, x, y):
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return self.data.food[x][y]
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def hasWall(self, x, y):
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return self.data.layout.walls[x][y]
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############################################################################
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# THE HIDDEN SECRETS OF PACMAN #
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# #
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# You shouldn't need to look through the code in this section of the file. #
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############################################################################
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COLLISION_TOLERANCE = 0.7 # How close ghosts must be to Pacman to kill
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TIME_PENALTY = 1 # Number of points lost each round
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class HuntersGameRules:
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"""
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These game rules manage the control flow of a game, deciding when
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and how the game starts and ends.
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"""
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def newGame( self, layout, pacmanAgent, ghostAgents, display, maxMoves= -1 ):
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agents = [pacmanAgent] + ghostAgents
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initState = GameState()
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initState.initialize( layout, len(ghostAgents) )
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game = Game(agents, display, self)
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game.state = initState
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return game
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def process(self, state, game):
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"""
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Checks to see whether it is time to end the game.
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"""
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if state.isWin(): self.win(state, game)
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if state.isLose(): self.lose(state, game)
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def win( self, state, game ):
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print "Pacman found the food! Score: %d" % state.data.score
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game.gameOver = True
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def lose( self, state, game ):
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print "Uh oh, You found the Princess! Wraaaang she's in another house go away. Score: %d" % state.data.score
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game.gameOver = True
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class PacmanRules:
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"""
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These functions govern how pacman interacts with his environment under
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the classic game rules.
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"""
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def getLegalActions( state ):
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"""
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Returns a list of possible actions.
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"""
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return Actions.getPossibleActions( state.getPacmanState().configuration, state.data.layout.walls, state.data.layout.redWalls, state.data.layout.blueWalls )
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getLegalActions = staticmethod( getLegalActions )
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def applyAction( state, action ):
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"""
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Edits the state to reflect the results of the action.
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"""
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legal = PacmanRules.getLegalActions( state )
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if action not in legal:
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raise Exception("Illegal action " + str(action))
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pacmanState = state.data.agentStates[0]
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# Update Configuration
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vector = Actions.directionToVector( action, 1 )
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pacmanState.configuration = pacmanState.configuration.generateSuccessor( vector )
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# Eat
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next = pacmanState.configuration.getPosition()
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nearest = nearestPoint( next )
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if manhattanDistance( nearest, next ) <= 0.5 :
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# Remove food
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PacmanRules.consume( nearest, state )
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applyAction = staticmethod( applyAction )
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def consume( position, state ):
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x,y = position
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# Eat food
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if state.data.food[x][y]:
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state.data.scoreChange += 10
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state.data.food = state.data.food.copy()
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state.data.food[x][y] = False
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state.data._foodEaten = position
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numFood = state.getNumFood()
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if numFood == 0 and not state.data._lose:
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state.data.scoreChange += WON_GAME_REWARD
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state.data._win = True
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consume = staticmethod( consume )
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class GhostRules:
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"""
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These functions dictate how ghosts interact with their environment.
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"""
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def applyAction( state, action, ghostIndex):
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if action != Directions.STOP:
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raise Exception("Illegal ghost action " + str(action))
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ghostState = state.data.agentStates[ghostIndex]
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vector = Actions.directionToVector( action, 1 )
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ghostState.configuration = ghostState.configuration.generateSuccessor( vector )
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applyAction = staticmethod( applyAction )
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def checkDeath( state, agentIndex):
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pacmanPosition = state.getPacmanPosition()
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if agentIndex == 0: # Pacman just moved; Anyone can kill him
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for index in range( 1, len( state.data.agentStates ) ):
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ghostState = state.data.agentStates[index]
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ghostPosition = ghostState.configuration.getPosition()
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if GhostRules.canKill( pacmanPosition, ghostPosition ):
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GhostRules.collide( state, ghostState, index )
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else:
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ghostState = state.data.agentStates[agentIndex]
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ghostPosition = ghostState.configuration.getPosition()
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if GhostRules.canKill( pacmanPosition, ghostPosition ):
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GhostRules.collide( state, ghostState, agentIndex )
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checkDeath = staticmethod( checkDeath )
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def collide( state, ghostState, agentIndex):
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state.data.scoreChange += GHOST_COLLISION_REWARD
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state.data._lose = True
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collide = staticmethod( collide )
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def canKill( pacmanPosition, ghostPosition ):
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return manhattanDistance( ghostPosition, pacmanPosition ) <= COLLISION_TOLERANCE
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canKill = staticmethod( canKill )
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def placeGhost(state, ghostState):
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ghostState.configuration = ghostState.start
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placeGhost = staticmethod( placeGhost )
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#############################
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# FRAMEWORK TO START A GAME #
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#############################
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def default(str):
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return str + ' [Default: %default]'
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def parseAgentArgs(str):
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if str == None: return {}
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pieces = str.split(',')
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opts = {}
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for p in pieces:
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if '=' in p:
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key, val = p.split('=')
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else:
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key,val = p, 1
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opts[key] = val
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return opts
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def readCommand( argv ):
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"""
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Processes the command used to run pacman from the command line.
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"""
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from optparse import OptionParser
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usageStr = """
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USAGE: python busters.py <options>
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EXAMPLE: python busters.py --layout bigHunt
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- starts an interactive game on a big board
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"""
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parser = OptionParser(usageStr)
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parser.add_option('-n', '--numGames', dest='numGames', type='int',
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help=default('the number of GAMES to play'), metavar='GAMES', default=1)
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parser.add_option('-l', '--layout', dest='layout',
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help=default('the LAYOUT_FILE from which to load the map layout'),
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metavar='LAYOUT_FILE', default='treasureHunt')
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parser.add_option('-p', '--pacman', dest='pacman',
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help=default('the agent TYPE in the pacmanAgents module to use'),
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metavar='TYPE', default='KeyboardAgent')
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parser.add_option('-a','--agentArgs',dest='agentArgs',
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help='Comma seperated values sent to agent. e.g. "opt1=val1,opt2,opt3=val3"')
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parser.add_option('-g', '--ghosts', dest='ghost',
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help=default('the ghost agent TYPE in the ghostAgents module to use'),
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metavar = 'TYPE', default='StationaryGhostAgent')
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parser.add_option('-q', '--quietTextGraphics', action='store_true', dest='quietGraphics',
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help='Generate minimal output and no graphics', default=False)
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parser.add_option('-k', '--numghosts', type='int', dest='numGhosts',
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help=default('The maximum number of ghosts to use'), default=1)
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parser.add_option('-z', '--zoom', type='float', dest='zoom',
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help=default('Zoom the size of the graphics window'), default=1.0)
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parser.add_option('-d', '--displayGhosts', action='store_true', dest='displayGhosts',
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help='Renders the ghosts in the display (cheating)', default=False)
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parser.add_option('-t', '--frameTime', dest='frameTime', type='float',
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help=default('Time to delay between frames; <0 means keyboard'), default=0.1)
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parser.add_option('-r', '--randomBoard', action='store_true', dest='randomBoard',
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help='Generates some random board', default=False)
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parser.add_option('-v', '--vpiBoard', action='store_true', dest='vpiBoard',
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help='Generates a special board for the VPI sub-problem',
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default=False)
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parser.add_option('-s', '--seed', type='str', dest='seed',
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help=default('Generates a random board using the specified seed'), default=None)
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options, otherjunk = parser.parse_args()
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if len(otherjunk) != 0:
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raise Exception('Command line input not understood: ' + otherjunk)
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args = dict()
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if options.randomBoard or options.seed:
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# options.seed defaults to None which uses system time
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args['layout'] = layout.Layout(options.seed)
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elif options.vpiBoard:
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args['layout'] = layout.Layout(options.seed, vpi=True)
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else:
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# Choose a layout
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args['layout'] = layout.getLayout( options.layout )
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if args['layout'] == None: raise Exception("The layout " + options.layout + " cannot be found")
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# Choose a ghost agent
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ghostType = loadAgent(options.ghost, options.quietGraphics)
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args['ghosts'] = [ghostType( i+1 ) for i in range( options.numGhosts )]
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# Choose a Pacman agent
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noKeyboard = options.quietGraphics
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pacmanType = loadAgent(options.pacman, noKeyboard)
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agentOpts = parseAgentArgs(options.agentArgs)
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# agentOpts['ghostAgents'] = args['ghosts']
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pacman = pacmanType(**agentOpts) # Instantiate Pacman with agentArgs
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args['pacman'] = pacman
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import graphicsDisplay
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args['display'] = graphicsDisplay.FirstPersonPacmanGraphics(options.zoom, options.displayGhosts, frameTime = options.frameTime, hunters=True)
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args['numGames'] = options.numGames
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return args
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def loadAgent(pacman, nographics):
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# Looks through all pythonPath Directories for the right module,
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pythonPathStr = os.path.expandvars("$PYTHONPATH")
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if pythonPathStr.find(';') == -1:
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pythonPathDirs = pythonPathStr.split(':')
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else:
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pythonPathDirs = pythonPathStr.split(';')
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pythonPathDirs.append('.')
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for moduleDir in pythonPathDirs:
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if not os.path.isdir(moduleDir): continue
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moduleNames = [f for f in os.listdir(moduleDir) if f.endswith('gents.py')]
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for modulename in moduleNames:
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try:
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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 runGames( layout, pacman, ghosts, display, numGames, maxMoves=-1):
|
|
# Hack for agents writing to the display
|
|
import __main__
|
|
__main__.__dict__['_display'] = display
|
|
|
|
rules = HuntersGameRules()
|
|
games = []
|
|
|
|
for i in range( numGames ):
|
|
game = rules.newGame( layout, pacman, ghosts, display, maxMoves )
|
|
game.run()
|
|
games.append(game)
|
|
|
|
if numGames > 1:
|
|
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 )
|