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730 lines
25 KiB
730 lines
25 KiB
# game.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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# game.py
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# -------
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# Licensing Information: Please do not distribute or publish solutions to this
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# project. You are free to use and extend these projects for educational
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# purposes. The Pacman AI projects were developed at UC Berkeley, primarily by
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# John DeNero (denero@cs.berkeley.edu) and Dan Klein (klein@cs.berkeley.edu).
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# For more info, see http://inst.eecs.berkeley.edu/~cs188/sp09/pacman.html
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from util import *
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import time, os
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import traceback
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import sys
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#######################
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# Parts worth reading #
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#######################
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class Agent:
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"""
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An agent must define a getAction method, but may also define the
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following methods which will be called if they exist:
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def registerInitialState(self, state): # inspects the starting state
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"""
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def __init__(self, index=0):
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self.index = index
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def getAction(self, state):
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"""
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The Agent will receive a GameState (from either {pacman, capture, sonar}.py) and
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must return an action from Directions.{North, South, East, West, Stop}
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"""
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raiseNotDefined()
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class Directions:
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NORTH = 'North'
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SOUTH = 'South'
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EAST = 'East'
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WEST = 'West'
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STOP = 'Stop'
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LEFT = {NORTH: WEST,
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SOUTH: EAST,
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EAST: NORTH,
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WEST: SOUTH,
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STOP: STOP}
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RIGHT = dict([(y,x) for x, y in LEFT.items()])
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REVERSE = {NORTH: SOUTH,
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SOUTH: NORTH,
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EAST: WEST,
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WEST: EAST,
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STOP: STOP}
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class Configuration:
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"""
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A Configuration holds the (x,y) coordinate of a character, along with its
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traveling direction.
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The convention for positions, like a graph, is that (0,0) is the lower left corner, x increases
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horizontally and y increases vertically. Therefore, north is the direction of increasing y, or (0,1).
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"""
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def __init__(self, pos, direction):
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self.pos = pos
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self.direction = direction
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def getPosition(self):
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return (self.pos)
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def getDirection(self):
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return self.direction
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def isInteger(self):
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x,y = self.pos
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return x == int(x) and y == int(y)
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def __eq__(self, other):
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if other == None: return False
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return (self.pos == other.pos and self.direction == other.direction)
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def __hash__(self):
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x = hash(self.pos)
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y = hash(self.direction)
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return hash(x + 13 * y)
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def __str__(self):
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return "(x,y)="+str(self.pos)+", "+str(self.direction)
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def generateSuccessor(self, vector):
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"""
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Generates a new configuration reached by translating the current
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configuration by the action vector. This is a low-level call and does
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not attempt to respect the legality of the movement.
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Actions are movement vectors.
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"""
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x, y= self.pos
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dx, dy = vector
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direction = Actions.vectorToDirection(vector)
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if direction == Directions.STOP:
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direction = self.direction # There is no stop direction
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return Configuration((x + dx, y+dy), direction)
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class AgentState:
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"""
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AgentStates hold the state of an agent (configuration, speed, scared, etc).
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"""
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def __init__( self, startConfiguration, isPacman ):
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self.start = startConfiguration
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self.configuration = startConfiguration
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self.isPacman = isPacman
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self.scaredTimer = 0
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self.numCarrying = 0
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self.numReturned = 0
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def __str__( self ):
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if self.isPacman:
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return "Pacman: " + str( self.configuration )
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else:
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return "Ghost: " + str( self.configuration )
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def __eq__( self, other ):
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if other == None:
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return False
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return self.configuration == other.configuration and self.scaredTimer == other.scaredTimer
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def __hash__(self):
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return hash(hash(self.configuration) + 13 * hash(self.scaredTimer))
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def copy( self ):
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state = AgentState( self.start, self.isPacman )
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state.configuration = self.configuration
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state.scaredTimer = self.scaredTimer
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state.numCarrying = self.numCarrying
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state.numReturned = self.numReturned
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return state
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def getPosition(self):
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if self.configuration == None: return None
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return self.configuration.getPosition()
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def getDirection(self):
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return self.configuration.getDirection()
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class Grid:
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"""
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A 2-dimensional array of objects backed by a list of lists. Data is accessed
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via grid[x][y] where (x,y) are positions on a Pacman map with x horizontal,
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y vertical and the origin (0,0) in the bottom left corner.
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The __str__ method constructs an output that is oriented like a pacman board.
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"""
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def __init__(self, width, height, initialValue=False, bitRepresentation=None):
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if initialValue not in [False, True]: raise Exception('Grids can only contain booleans')
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self.CELLS_PER_INT = 30
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self.width = width
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self.height = height
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self.data = [[initialValue for y in range(height)] for x in range(width)]
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if bitRepresentation:
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self._unpackBits(bitRepresentation)
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def __getitem__(self, i):
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return self.data[i]
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def __setitem__(self, key, item):
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self.data[key] = item
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def __str__(self):
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out = [[str(self.data[x][y])[0] for x in range(self.width)] for y in range(self.height)]
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out.reverse()
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return '\n'.join([''.join(x) for x in out])
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def __eq__(self, other):
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if other == None: return False
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return self.data == other.data
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def __hash__(self):
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# return hash(str(self))
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base = 1
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h = 0
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for l in self.data:
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for i in l:
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if i:
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h += base
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base *= 2
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return hash(h)
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def copy(self):
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g = Grid(self.width, self.height)
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g.data = [x[:] for x in self.data]
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return g
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def deepCopy(self):
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return self.copy()
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def shallowCopy(self):
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g = Grid(self.width, self.height)
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g.data = self.data
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return g
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def count(self, item =True ):
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return sum([x.count(item) for x in self.data])
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def asList(self, key = True):
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list = []
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for x in range(self.width):
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for y in range(self.height):
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if self[x][y] == key: list.append( (x,y) )
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return list
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def packBits(self):
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"""
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Returns an efficient int list representation
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(width, height, bitPackedInts...)
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"""
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bits = [self.width, self.height]
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currentInt = 0
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for i in range(self.height * self.width):
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bit = self.CELLS_PER_INT - (i % self.CELLS_PER_INT) - 1
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x, y = self._cellIndexToPosition(i)
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if self[x][y]:
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currentInt += 2 ** bit
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if (i + 1) % self.CELLS_PER_INT == 0:
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bits.append(currentInt)
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currentInt = 0
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bits.append(currentInt)
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return tuple(bits)
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def _cellIndexToPosition(self, index):
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x = index / self.height
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y = index % self.height
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return x, y
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def _unpackBits(self, bits):
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"""
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Fills in data from a bit-level representation
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"""
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cell = 0
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for packed in bits:
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for bit in self._unpackInt(packed, self.CELLS_PER_INT):
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if cell == self.width * self.height: break
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x, y = self._cellIndexToPosition(cell)
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self[x][y] = bit
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cell += 1
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def _unpackInt(self, packed, size):
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bools = []
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if packed < 0: raise ValueError, "must be a positive integer"
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for i in range(size):
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n = 2 ** (self.CELLS_PER_INT - i - 1)
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if packed >= n:
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bools.append(True)
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packed -= n
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else:
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bools.append(False)
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return bools
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def reconstituteGrid(bitRep):
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if type(bitRep) is not type((1,2)):
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return bitRep
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width, height = bitRep[:2]
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return Grid(width, height, bitRepresentation= bitRep[2:])
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####################################
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# Parts you shouldn't have to read #
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####################################
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class Actions:
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"""
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A collection of static methods for manipulating move actions.
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"""
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# Directions
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_directions = {Directions.NORTH: (0, 1),
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Directions.SOUTH: (0, -1),
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Directions.EAST: (1, 0),
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Directions.WEST: (-1, 0),
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Directions.STOP: (0, 0)}
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_directionsAsList = _directions.items()
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TOLERANCE = .001
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def reverseDirection(action):
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if action == Directions.NORTH:
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return Directions.SOUTH
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if action == Directions.SOUTH:
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return Directions.NORTH
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if action == Directions.EAST:
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return Directions.WEST
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if action == Directions.WEST:
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return Directions.EAST
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return action
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reverseDirection = staticmethod(reverseDirection)
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def vectorToDirection(vector):
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dx, dy = vector
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if dy > 0:
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return Directions.NORTH
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if dy < 0:
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return Directions.SOUTH
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if dx < 0:
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return Directions.WEST
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if dx > 0:
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return Directions.EAST
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return Directions.STOP
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vectorToDirection = staticmethod(vectorToDirection)
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def directionToVector(direction, speed = 1.0):
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dx, dy = Actions._directions[direction]
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return (dx * speed, dy * speed)
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directionToVector = staticmethod(directionToVector)
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def getPossibleActions(config, walls):
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possible = []
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x, y = config.pos
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x_int, y_int = int(x + 0.5), int(y + 0.5)
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# In between grid points, all agents must continue straight
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if (abs(x - x_int) + abs(y - y_int) > Actions.TOLERANCE):
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return [config.getDirection()]
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for dir, vec in Actions._directionsAsList:
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dx, dy = vec
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next_y = y_int + dy
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next_x = x_int + dx
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if not walls[next_x][next_y]: possible.append(dir)
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return possible
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getPossibleActions = staticmethod(getPossibleActions)
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def getLegalNeighbors(position, walls):
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x,y = position
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x_int, y_int = int(x + 0.5), int(y + 0.5)
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neighbors = []
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for dir, vec in Actions._directionsAsList:
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dx, dy = vec
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next_x = x_int + dx
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if next_x < 0 or next_x == walls.width: continue
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next_y = y_int + dy
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if next_y < 0 or next_y == walls.height: continue
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if not walls[next_x][next_y]: neighbors.append((next_x, next_y))
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return neighbors
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getLegalNeighbors = staticmethod(getLegalNeighbors)
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def getSuccessor(position, action):
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dx, dy = Actions.directionToVector(action)
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x, y = position
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return (x + dx, y + dy)
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getSuccessor = staticmethod(getSuccessor)
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class GameStateData:
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"""
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"""
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def __init__( self, prevState = None ):
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"""
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Generates a new data packet by copying information from its predecessor.
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"""
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if prevState != None:
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self.food = prevState.food.shallowCopy()
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self.capsules = prevState.capsules[:]
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self.agentStates = self.copyAgentStates( prevState.agentStates )
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self.layout = prevState.layout
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self._eaten = prevState._eaten
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self.score = prevState.score
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self._foodEaten = None
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self._foodAdded = None
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self._capsuleEaten = None
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self._agentMoved = None
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self._lose = False
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self._win = False
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self.scoreChange = 0
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def deepCopy( self ):
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state = GameStateData( self )
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state.food = self.food.deepCopy()
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state.layout = self.layout.deepCopy()
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state._agentMoved = self._agentMoved
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state._foodEaten = self._foodEaten
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state._foodAdded = self._foodAdded
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state._capsuleEaten = self._capsuleEaten
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return state
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def copyAgentStates( self, agentStates ):
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copiedStates = []
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for agentState in agentStates:
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copiedStates.append( agentState.copy() )
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return copiedStates
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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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if other == None: return False
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# TODO Check for type of other
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if not self.agentStates == other.agentStates: return False
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if not self.food == other.food: return False
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if not self.capsules == other.capsules: return False
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if not self.score == other.score: return False
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return True
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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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for i, state in enumerate( self.agentStates ):
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try:
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int(hash(state))
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except TypeError, e:
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print e
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#hash(state)
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return int((hash(tuple(self.agentStates)) + 13*hash(self.food) + 113* hash(tuple(self.capsules)) + 7 * hash(self.score)) % 1048575 )
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def __str__( self ):
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width, height = self.layout.width, self.layout.height
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map = Grid(width, height)
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if type(self.food) == type((1,2)):
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self.food = reconstituteGrid(self.food)
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for x in range(width):
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for y in range(height):
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food, walls = self.food, self.layout.walls
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map[x][y] = self._foodWallStr(food[x][y], walls[x][y])
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for agentState in self.agentStates:
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if agentState == None: continue
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if agentState.configuration == None: continue
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x,y = [int( i ) for i in nearestPoint( agentState.configuration.pos )]
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agent_dir = agentState.configuration.direction
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if agentState.isPacman:
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map[x][y] = self._pacStr( agent_dir )
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else:
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map[x][y] = self._ghostStr( agent_dir )
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for x, y in self.capsules:
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map[x][y] = 'o'
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return str(map) + ("\nScore: %d\n" % self.score)
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def _foodWallStr( self, hasFood, hasWall ):
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if hasFood:
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return '.'
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elif hasWall:
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return '%'
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else:
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return ' '
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def _pacStr( self, dir ):
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if dir == Directions.NORTH:
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return 'v'
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if dir == Directions.SOUTH:
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return '^'
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if dir == Directions.WEST:
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return '>'
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return '<'
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def _ghostStr( self, dir ):
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return 'G'
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if dir == Directions.NORTH:
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return 'M'
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if dir == Directions.SOUTH:
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return 'W'
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if dir == Directions.WEST:
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return '3'
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return 'E'
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def initialize( self, layout, numGhostAgents ):
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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.food = layout.food.copy()
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#self.capsules = []
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self.capsules = layout.capsules[:]
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self.layout = layout
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self.score = 0
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self.scoreChange = 0
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self.agentStates = []
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numGhosts = 0
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for isPacman, pos in layout.agentPositions:
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if not isPacman:
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if numGhosts == numGhostAgents: continue # Max ghosts reached already
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else: numGhosts += 1
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self.agentStates.append( AgentState( Configuration( pos, Directions.STOP), isPacman) )
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self._eaten = [False for a in self.agentStates]
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try:
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import boinc
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_BOINC_ENABLED = True
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except:
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_BOINC_ENABLED = False
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class Game:
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"""
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The Game manages the control flow, soliciting actions from agents.
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"""
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def __init__( self, agents, display, rules, startingIndex=0, muteAgents=False, catchExceptions=False ):
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self.agentCrashed = False
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self.agents = agents
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self.display = display
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self.rules = rules
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self.startingIndex = startingIndex
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self.gameOver = False
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self.muteAgents = muteAgents
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self.catchExceptions = catchExceptions
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self.moveHistory = []
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self.totalAgentTimes = [0 for agent in agents]
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self.totalAgentTimeWarnings = [0 for agent in agents]
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self.agentTimeout = False
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import cStringIO
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self.agentOutput = [cStringIO.StringIO() for agent in agents]
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def getProgress(self):
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if self.gameOver:
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return 1.0
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else:
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return self.rules.getProgress(self)
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def _agentCrash( self, agentIndex, quiet=False):
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"Helper method for handling agent crashes"
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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()
|