-
Notifications
You must be signed in to change notification settings - Fork 1
/
RavensProblem.py
executable file
·108 lines (96 loc) · 5.19 KB
/
RavensProblem.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
# DO NOT MODIFY THIS FILE.
#
# Any modifications to this file will not be used when grading your project.
# If you have any questions, please email the TAs.
# A single Raven's Progressive Matrix problem, represented by a type (2x2
# or 3x3), a String name, and a dictionary of figures.
class RavensProblem:
# Initializes a new Raven's Progressive Matrix problem given a name, a
# type, and a correct answer to the problem. Also initializes a blank
# dictionary representing the figures in the problem.
#
# Your agent does not need to use this method.
def __init__(self, name, problemType, correctAnswer, hasVisual, hasVerbal):
# The name of the problem, typically the set followed by an identifier,
# such as "Basic Problem B-02".
self.name=name
# The type of problem, either 2x2 or 3x3.
self.problemType=problemType
# The correct answer to the problem, accessible only after supplying an
# answer to the problem. Do NOT access this variable directly. Its name
# will be changed during grading, and if you access it directly, your
# code will crash. Only access the correct answer via the checkAnswer
# method, supplied below.
self.correctAnswer=correctAnswer
# Whether or not the problem has visual representations available.
self.hasVisual=hasVisual
# Whether or not the problem has verbal representations available.
self.hasVerbal=hasVerbal
# The dictionary representing the RavensFigures of the problem. The
# key for each figure is the name of the figure. For example:
#
# figures["A"] would return the first frame in a problem.
# figures["3"] would return the third answer choice in a problem.
# figures["G"] would return the third row, first column of a 3x3 problem.
#
# The value for each key is the RavensFigure corresponding to that figure
# of the problem.
#
# In 2x2, the figures are named A, B, and C. A is to B as C is to one of
# the answer choices. Similarly, A is to C as B is to one of the answer
# choices. In 2x2 problems, relationships are present both across the rows
# and down the columns. The answer choices are named 1 through 6.
#
# In 3x3, the figures in the first row are named from left to right A, B,
# and C. The figures in the second row are named from left to right D, E,
# and F. The figures in the third row are named from left to right G and H.
# Relationships are present across rows and down columns: A is to B is to
# C as D is to E is to F as G is to H is to one of the answer choices. A is
# to D is G as B is to E is to H as C is to F is to one of the answer
# choices. The answer choices are named 1 through 6.
self.figures={}
# Whether or not an answer has been received. As soon as your agent has
# given an answer to this problem, answerReceived will be set to true.
# Do NOT access answerReceived directly; its name will be changed during
# grading and if you access it directly, your code will crash.
self.answerReceived=False
# Your agent's answer to this problem. Do NOT access this variable
# directly. Its name will be changed during grading, and if you access it
# directly, your code will crash. Only access the correct answer via the
# checkAnswer method, supplied below, or by returning a number at the end
# of your agent's Solve method.
self.givenAnswer=-1
# Returns the correct answer to the problem.
#
# In order to receive the correct answer to the problem, your Agent must
# supply a guess (givenAnswer). Once it has supplied its guess, it will NOT
# be able to change its answer to the problem; the answer passed as
# givenAnswer will be stored as the answer to this problem.
#
# This method is provided to enable your Agent to participate in learning
# and meta-reasoning by reflecting on its past incorrect answers. Using
# this method is completely optional.
def checkAnswer(self, givenAnswer):
self.setAnswerReceived(givenAnswer)
return self.correctAnswer
# Sets your Agent's answer to this problem. This method can only be used
# once; the first answer that is received will be stored. This method is
# called by either checkAnswer or by the main() method.
#
# Your agent does not need to use this method.
def setAnswerReceived(self, givenAnswer):
if not self.answerReceived:
self.answerReceived=True
self.givenAnswer=int(givenAnswer)
# Returns whether your Agent's answer is the correct answer. Your agent
# does not need to use this method; it is used to identify whether each
# problem is correct in main().
#
# Your agent does not need to use this method.
def getCorrect(self):
if self.givenAnswer==self.correctAnswer:
return "Correct"
elif self.givenAnswer<0:
return "Skipped";
else:
return "Incorrect"