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multiAgents.py
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multiAgents.py
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# multiAgents.py
# --------------
# Licensing Information: You are free to use or extend these projects for
# educational purposes provided that (1) you do not distribute or publish
# solutions, (2) you retain this notice, and (3) you provide clear
# attribution to UC Berkeley, including a link to http://ai.berkeley.edu.
#
# Attribution Information: The Pacman AI projects were developed at UC Berkeley.
# The core projects and autograders were primarily created by John DeNero
# (denero@cs.berkeley.edu) and Dan Klein (klein@cs.berkeley.edu).
# Student side autograding was added by Brad Miller, Nick Hay, and
# Pieter Abbeel (pabbeel@cs.berkeley.edu).
import math
from util import manhattanDistance
from game import Directions
import random, util
from game import Grid
from game import Agent
class ReflexAgent(Agent):
"""
A reflex agent chooses an action at each choice point by examining
its alternatives via a state evaluation function.
The code below is provided as a guide. You are welcome to change
it in any way you see fit, so long as you don't touch our method
headers.
"""
def getAction(self, gameState):
"""
You do not need to change this method, but you're welcome to.
getAction chooses among the best options according to the evaluation function.
Just like in the previous project, getAction takes a GameState and returns
some Directions.X for some X in the set {North, South, West, East, Stop}
"""
# Collect legal moves and successor states
legalMoves = gameState.getLegalActions()
# Choose one of the best actions
scores = [self.evaluationFunction(gameState, action) for action in legalMoves]
bestScore = max(scores)
bestIndices = [index for index in range(len(scores)) if scores[index] == bestScore]
chosenIndex = random.choice(bestIndices) # Pick randomly among the best
"Add more of your code here if you want to"
print "***********************time to move********************"
print "i choose :",legalMoves[chosenIndex]
print "\n"
# input("okay ?")
return legalMoves[chosenIndex]
def evaluationFunction(self, currentGameState, action):
"""
Design a better evaluation function here.
The evaluation function takes in the current and proposed successor
GameStates (pacman.py) and returns a number, where higher numbers are better.
The code below extracts some useful information from the state, like the
remaining food (newFood) and Pacman position after moving (newPos).
newScaredTimes holds the number of moves that each ghost will remain
scared because of Pacman having eaten a power pellet.
Print out these variables to see what you're getting, then combine them
to create a masterful evaluation function.
"""
# Useful information you can extract from a GameState (pacman.py)
successorGameState = currentGameState.generatePacmanSuccessor(action)
newPos = successorGameState.getPacmanPosition()
newFood = successorGameState.getFood()
oldFood = currentGameState.getFood()
newGhostStates = successorGameState.getGhostStates()
newScaredTimes = [ghostState.scaredTimer for ghostState in newGhostStates]
"*** YOUR CODE HERE ***"
"""my pesudo code :
monsters = getMonsters
pellets = getFood
d2m = 0
d2f = 0
for monster in monsters :
d2m += 1.0/(distanceTo(monster)+1)
for pellet in pellets :
d2f += 1.0/(distanceTo(pellet)+1)
some constraint on nextMove
score d2m+d2f
"""
print "#####DEBUG#####"
d2m, d2f, score, foodMap, monsterMap = 0, 0, 0, [], []
"""calculate the average distance between pacman and monsters"""
for position in successorGameState.getGhostPositions():
monsterMap.append(position)
d2m += 1.0/(util.manhattanDistance(position, newPos)+1)
"""Build a food map"""
newFoodData= newFood.packBits()
width, heigh = newFoodData[0], newFoodData[1]
for y in range(heigh-1,-1,-1):
for x in range(width):
if newFood[x][y] == True:
foodMap.append((x,y))
#print "food map :",foodMap
"""calculate the average distance between pacman and food"""
for pellet in foodMap:
d2f += 1.0/(util.manhattanDistance(newPos,pellet)+1)
"""calculate score"""
score = d2f + d2m
"""if a pellet is in the new pos"""
if oldFood.count() > newFood.count():
print "foooood !!!"
score = 99
"""not recommened to stay at the same pos"""
if newPos == currentGameState.getPacmanPosition():
print "Get out there !"
score -= 0.5
"""if a monster is in the new pos"""
print "monsters are in:",monsterMap
if newPos in monsterMap:
print "monster !!!!!"
score = -99
"""do not head towards a monster"""
if d2m >= 0.5:
print "not going to die today"
score -= 10
"""if a monster is next to me this is also bad"""
if newPos == currentGameState.getPacmanPosition():
if d2m >= 0.5:
print "not staying here man !"
score = -99
"""print them to debug them"""
print "cur pos =",currentGameState.getPacmanPosition()
print "new pos=",newPos
# print "food map =",foodMap
# print "monster map=",monsterMap
print "d2f =",d2f
print "d2m =",d2m
print "score =",score
# input("okay?")
return score
def scoreEvaluationFunction(currentGameState):
"""
This default evaluation function just returns the score of the state.
The score is the same one displayed in the Pacman GUI.
This evaluation function is meant for use with adversarial search agents
(not reflex agents).
"""
return currentGameState.getScore()
class MultiAgentSearchAgent(Agent):
"""
This class provides some common elements to all of your
multi-agent searchers. Any methods defined here will be available
to the MinimaxPacmanAgent, AlphaBetaPacmanAgent & ExpectimaxPacmanAgent.
You *do not* need to make any changes here, but you can if you want to
add functionality to all your adversarial search agents. Please do not
remove anything, however.
Note: this is an abstract class: one that should not be instantiated. It's
only partially specified, and designed to be extended. Agent (game.py)
is another abstract class.
"""
def __init__(self, evalFn = 'scoreEvaluationFunction', depth = '2'):
self.index = 0 # Pacman is always agent index 0
self.evaluationFunction = util.lookup(evalFn, globals())
self.depth = int(depth)
class MinimaxAgent(MultiAgentSearchAgent):
"""
Your minimax agent (question 2)
"""
def getAction(self, gameState):
"""
Returns the minimax action from the current gameState using self.depth
and self.evaluationFunction.
Here are some method calls that might be useful when implementing minimax.
gameState.getLegalActions(agentIndex):
Returns a list of legal actions for an agent
agentIndex=0 means Pacman, ghosts are >= 1
gameState.generateSuccessor(agentIndex, action):
Returns the successor game state after an agent takes an action
gameState.getNumAgents():
Returns the total number of agents in the game
"""
"*** YOUR CODE HERE ***"
bestScore, bestAction = self.max_value(gameState, 0)
return bestAction
def value(self, gameState, index, depth):
value = 0
action = ""
if index == 0:
if depth == self.depth:
#terminal node
value = self.evaluationFunction(gameState)
else:
#pacman turn
value, action = self.max_value(gameState, depth)
else:
#agent
# if depth == self.depth and index == (gameState.getNumAgents()-1):
# #terminal node
# value = 99999
# for action in gameState.getLegalActions(index):
# value = min(value, self.evaluationFunction(gameState.generateSuccessor(index, action)))
#
# else :
value, action = self.min_value(gameState, index, depth)
# print "index =", index, "depth :", depth, "value :", value
# input("okay ?")
return value
def max_value(self, gameState, depth):
"""
depth += 1
value = inf
bestAction = null
for action in availableActions:
newValue = successor(index, action)
if newValue > value:
value = newValue
bestAction = action
return value, bestAction
:param gameState: the current state
:param depth: the current depth
:return: the max action and its value
"""
depth += 1
value = -99999
bestAction = ""
for action in gameState.getLegalActions(0):
newValue = self.value(gameState.generateSuccessor(0, action), (1)%gameState.getNumAgents(), depth)
if newValue > value:
value = newValue
bestAction = action
# print "MAX at depth :", depth, "value :", value
#input("okay ?")
if bestAction =="":
value = self.evaluationFunction(gameState)
return value, bestAction
def min_value(self, gameState, index, depth):
"""
value = -inf
bestAction = null
for action in availableActions:
newValue = successor(index, action)
if newValue < value:
value = newValue
bestAction = action
return value, bestAction
:param gameState: the current state
:param index: the agent index
:param depth: the current depth
:return: the min action and its value
"""
value = 99999
bestAction = ""
for action in gameState.getLegalActions(index):
newValue = self.value(gameState.generateSuccessor(index,action), (index+1)%gameState.getNumAgents(), depth)
if newValue < value:
value = newValue
bestAction = action
# print "index =", index, "depth :", depth, "value :", value
#input("okay ?")
if bestAction =="":
value = self.evaluationFunction(gameState)
return value, bestAction
class AlphaBetaAgent(MultiAgentSearchAgent):
"""
Your minimax agent with alpha-beta pruning (question 3)
"""
def getAction(self, gameState):
"""
Returns the minimax action using self.depth and self.evaluationFunction
"""
"*** YOUR CODE HERE ***"
bestScore, bestAction = self.max_value(gameState, 0,-99999,99999)
return bestAction
def value(self, gameState, index, depth, alpha, beta):
value = 0
action = ""
if index == 0:
if depth == self.depth:
#terminal node
value = self.evaluationFunction(gameState)
else:
#pacman turn
value, action = self.max_value(gameState, depth, alpha, beta)
else:
#agent
# if depth == self.depth and index == (gameState.getNumAgents()-1):
# #terminal node
# value = 99999
# for action in gameState.getLegalActions(index):
# value = min(value, self.evaluationFunction(gameState.generateSuccessor(index, action)))
#
# else :
value, action = self.min_value(gameState, index, depth, alpha, beta)
# print "index =", index, "depth :", depth, "value :", value
# input("okay ?")
return value
def max_value(self, gameState, depth, alpha, beta):
depth += 1
value = -99999
bestAction = ""
for action in gameState.getLegalActions(0):
newValue = self.value(gameState.generateSuccessor(0, action), (1)%gameState.getNumAgents(), depth, alpha, beta)
if newValue > value:
value = newValue
bestAction = action
if newValue > alpha :
alpha = newValue
if newValue > beta:
return newValue, bestAction
# print "MAX at depth :", depth, "value :", value
#input("okay ?")
if bestAction =="":
value = self.evaluationFunction(gameState)
return value, bestAction
def min_value(self, gameState, index, depth, alpha, beta):
value = 99999
bestAction = ""
for action in gameState.getLegalActions(index):
newValue = self.value(gameState.generateSuccessor(index,action), (index+1)%gameState.getNumAgents(), depth, alpha, beta)
if newValue < value:
value = newValue
bestAction = action
if newValue < beta :
beta = newValue
if newValue < alpha:
return newValue, bestAction
# print "index =", index, "depth :", depth, "value :", value
#input("okay ?")
if bestAction =="":
value = self.evaluationFunction(gameState)
return value, bestAction
class ExpectimaxAgent(MultiAgentSearchAgent):
"""
Your expectimax agent (question 4)
"""
def getAction(self, gameState):
"""
Returns the expectimax action using self.depth and self.evaluationFunction
All ghosts should be modeled as choosing uniformly at random from their
legal moves.
"""
bestScore, bestAction = self.max_value(gameState, 0)
return bestAction
def value(self, gameState, index, depth):
value = 0
action = ""
if index == 0:
if depth == self.depth:
#terminal node
value = self.evaluationFunction(gameState)
else:
#pacman turn
value, action = self.max_value(gameState, depth)
else:
value = self.min_value(gameState, index, depth)
return value
def max_value(self, gameState, depth):
depth += 1
value = -99999
bestAction = ""
for action in gameState.getLegalActions(0):
newValue = self.value(gameState.generateSuccessor(0, action), (1)%gameState.getNumAgents(), depth)
if newValue > value:
value = newValue
bestAction = action
# print "MAX at depth :", depth, "value :", value
#input("okay ?")
if bestAction =="":
value = self.evaluationFunction(gameState)
return value, bestAction
def min_value(self, gameState, index, depth):
value = .0
counter = .0
for action in gameState.getLegalActions(index):
newValue = self.value(gameState.generateSuccessor(index,action), (index+1)%gameState.getNumAgents(), depth)
value += newValue
counter += 1
# print "index =", index, "depth :", depth, "value :", value
#input("okay ?")
value = value*1.0/(counter+1)
return value
def betterEvaluationFunction(currentGameState):
"""
Your extreme ghost-hunting, pellet-nabbing, food-gobbling, unstoppable
evaluation function (question 5).
DESCRIPTION: <write something here so we know what you did>
"""
"*** YOUR CODE HERE ***"
newPos = currentGameState.getPacmanPosition()
newFood = currentGameState.getFood()
# print "#####DEBUG#####"
d2m, d2f, score, foodMap, monsterMap = 0, 0, 0, [], []
"""calculate the average distance between pacman and monsters"""
for position in currentGameState.getGhostPositions():
monsterMap.append(position)
d2m += 1.0 / (util.manhattanDistance(position, newPos) + 1)
"""Build a food map"""
newFoodData = newFood.packBits()
width, heigh = newFoodData[0], newFoodData[1]
for y in range(heigh - 1, -1, -1):
for x in range(width):
if newFood[x][y] == True:
foodMap.append((x, y))
# print "food map :",foodMap
"""calculate the average distance between pacman and food"""
for pellet in foodMap:
d2f += 1.0 / 100*(util.manhattanDistance(newPos, pellet) + 1)
myAgent = ExpectimaxAgent()
expect_value = ExpectimaxAgent.value(myAgent, currentGameState,0,0)
"""calculate score"""
score = d2f + d2m + expect_value
# print "d2f =", d2f
# print "d2m =", d2m
# print "excpect_value =",expect_value
# print "score =", score
# input("okay?")
return score
# Abbreviation
better = betterEvaluationFunction