Beispiel #1
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def move_head(direction):
    global head, tail, head_x, head_y, facing, opposite, snake_head_img

    if direction == opposite:
        direction = head['facing']

    if facing != direction:
        snake_head_img = orientate_snake(snake_head_img, head, direction.value)

    if direction == Directions.UP:
        head['rect'].top -= SEG_DIM
        head['facing'] = Directions.UP
        opposite = Directions.get_opposite(direction)

    elif direction == Directions.RIGHT:
        head['rect'].left += SEG_DIM
        head['facing'] = Directions.RIGHT
        opposite = Directions.get_opposite(direction)

    elif direction == Directions.DOWN:
        head['rect'].top += SEG_DIM
        head['facing'] = Directions.DOWN
        opposite = Directions.get_opposite(direction)

    elif direction == Directions.LEFT:
        head['rect'].left -= SEG_DIM
        head['facing'] = Directions.LEFT
        opposite = Directions.get_opposite(direction)
class DirectionResponseParser(object):
    
    @classmethod
    def parse(klass, response):
        parser = DirectionResponseParser(response)
        return parser._parse()

    def __init__(self, response):
        self.response = response
        self.json_dict = json.loads(response.read())
        self.directions = Directions()

    def _parse(self):
        if self.response_valid():
            self.set_timeline()
            self.build_steps()
            return self.directions     
        else:
            return None

    def response_valid(self):
        return self.response.status == 200

    def set_timeline(self):
        route = self.json_dict['routes'][0]['legs'][0]
        if 'arrival_time' in route.keys() and 'departure_time' in route.keys():
            arrival = route['arrival_time']['text']
            departure = route['departure_time']['text']
            self.directions.set_timeline(arrival, departure)   

    def build_steps(self): 
        steps = self.json_dict['routes'][0]['legs'][0]['steps']
        
        for step in steps:
            self.directions.add_step(DirectionStep(step))
    def act(self, state):
        head_pos = state[0]
        apple_pos = state[1]
        step_size = state[2]
        facing = state[3]
        tail = state[4]

        shortest = None
        action = action_space[0]
        for i in range(0, len(action_space)):
            if Directions.get_opposite(facing) == directions[i]:
                continue
            direction = directions[i]
            opposite = Directions.get_opposite(direction)
            x, y = self.pred_position(head_pos.left, head_pos.top, direction,
                                      opposite, step_size)
            if not self.will_avoid_oneself(x, y, tail):
                continue

            distance = math.sqrt((apple_pos.top - y)**2 +
                                 (apple_pos.left - x)**2)
            if shortest == None or distance < shortest:
                shortest = distance
                action = action_space[i]

        return action
    def __init__(self, unique_id, model, pos, exp, directions):
        self.unique_id = unique_id
        self.model = model
        self.pos = pos
        self.traversable = True
        self.trip_lengths = powerlaw.Power_Law(
            xmin=7, parameters=[exp])  #1.5-2.0 #xmin 17?
        self.direction_range = 3
        self.directions = Directions(self.direction_range)

        self.current_direction = 0
        self.remaining_steps = 0

        self.start = None
        self.end_point = None
Beispiel #5
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def selectProcess(command, authkeys):
    commandList = command.lower().split()
    command = command.lower()

    google_authkeys = authkeys["google"]
    yelp_authkeys = authkeys["yelp"]

    if (directionCommand(commandList)):
        return (Directions(command, google_authkeys))

    elif (dictionaryCommand(commandList)):
        return (dictionary(command))

    elif (yelpCommand(commandList)):
        return (Yelp(command, yelp_authkeys))

    elif (wikiCommand(commandList)):
        return (SearchWiki(command))

    elif (placesCommand(commandList)):
        return (GooglePlace(command, google_authkeys))

    elif (helpCommand(commandList)):
        return (printHelp())

    else:
        return ("We didn't understand your search, see if this helps:\n" +
                printHelp())
    def __init__(self, N, height, width, exponent, steps):
        self.number_of_agents = N
        self.height = height
        self.width = width
        self.exponent = exponent

        #self.x_locs = np.zeros((N, steps))
        #self.y_locs = np.zeros((N))

        self.direction_range=3
        self.directions = Directions(self.direction_range)
        self.current_step_contacts=[]
        self.adjacency_matrix = np.zeros((N, N))
        self.grid = MultiGrid(self.width, self.height, torus=False)
        self.schedule = BaseScheduler(self)

        self.current_step = 0

         # Add N pedestrians to model (schedule, grid)
        for i in range(self.number_of_agents):
            x = self.random.randrange(1, self.grid.width-1)
            y = self.random.randrange(1, self.grid.height-1)

            pos = (x, y)
            new_human = Pedestrian(i, self, pos, self.exponent, self.directions)

            self.schedule.add(new_human)
            self.grid.place_agent(new_human, pos)

        self.data_collector=DataCollector()

        self.running=True
        self.data_collector.collect(self)
Beispiel #7
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def reset(settings, first_play=False):
    global head, tail, facing, opposite, direction, apple, snake_head_img, snake_body_img

    direction = settings['starting_direction']
    opposite = Directions.get_opposite(facing)
    head['rect'] = get_segment()
    head['facing'] = settings['starting_direction']
    apple = spawn_apple()

    snake_head_img = pygame.image.load("snake head.png")
    snake_head_img = pygame.transform.scale(snake_head_img, (settings['block_dim'], settings['block_dim']))

    snake_body_img = pygame.image.load("snake body.png")
    snake_body_img = pygame.transform.scale(snake_body_img, (settings['block_dim'], settings['block_dim']))

    if settings['autostart']:
        direction = facing

    if first_play:
        if settings['walls_on']:
            generate_walls()

        if settings['tunnels_on']:
            generate_tunnels()

    else:
        tail = []

    for _ in range(settings['starting_tail']):
        move_head(head['facing'])
        tail.append(get_segment())
Beispiel #8
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class Wonsz():
    '''Wonsz class'''
    def __init__(self, board):
        '''object creation'''
        self.directions = Directions()
        self.direction = self.directions.get_random_direction()
        self.board = board
        self.body = [(self.board.rows // 2, self.board.cols // 2)]
Beispiel #9
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 def __init__(self, screen_size, earth, events):
     self.screen_size = screen_size
     self.earth_origin = earth.origin
     self.earth_radius = earth.earth_radius
     self.weapons = []
     # Gun parts
     self.gun_cooldown = Cooldown(GameData.WEAPON_GUN_COOLDOWN)
     self.multigun_cooldown = Cooldown(GameData.WEAPON_MULTIGUN_COOLDOWN)
     self.gun_factory = GunFactory(Directions(1.0))
     self.missile_cooldown = Cooldown(GameData.WEAPON_MISSILE_COOLDOWN)
     self.missile_factory = MissileFactory(Directions(1.0))
     self.multimissile_cooldown = Cooldown(
         GameData.WEAPON_MULTIMISSILE_COOLDOWN)
     self.multimissile_factory = MultiMissileFactory(Directions(1.0))
     #Events
     self.events = events
     self.watch_game_events()
Beispiel #10
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    def __init__(self, unique_id, model, pos, exp, x_min, seed=None):
        self.unique_id = unique_id
        self.model = model
        self.pos = pos

        self.area_traversed = np.zeros((model.width, model.height))
        self.traversable = True
        self.trip_lengths = powerlaw.Power_Law(
            xmin=x_min, parameters=[exp])  #1.5-2.0 #xmin 17?
        self.direction_range = 3
        self.directions = Directions(self.direction_range)
        self.trip_lengths_covered = []
        self.steps_covered = []

        self.area_traversed[self.pos[0], self.pos[1]] = 1
        self.on_trip = False
        self.current_direction = 0
        self.remaining_steps = 0
Beispiel #11
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def ajax_quick_search():
    origin = request.form.get('origin')
    destination = request.form.get('destination')
    max_travel_duration = int(request.form.get('max-travel-duration'))*3600
    budget = int(request.form.get('budget'))
    max_hotel_price = settings.HOTEL_THRESHOLDS.get(budget)
    directions = Directions.generate_from_google(origin, destination)
    corridors = directions.get_corridors(max_travel_duration, settings.DEFAULT_CORRIDOR_DURATION)
    for corridor in corridors:
        corridor.generate_hotels(Hotel, max_hotel_price, settings.DEFAULT_EARLY_WEIGHT, settings.DEFAULT_DETOUR_WEIGHT)
        if len(corridor.hotels) >= settings.NUMBER_OF_HOTELS_RETURNED:
            corridor.hotels = corridor.hotels[:settings.NUMBER_OF_HOTELS_RETURNED]
    return render_template("quick_search_results.html", directions=directions, corridors=corridors)
Beispiel #12
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    def solve(self, seq_a, seq_b):

        score_mat = self._get_score_matrix((len(seq_a) + 1, len(seq_b) + 1))

        directions = Directions(score_mat.shape)

        for i in range(1, score_mat.shape[0]):
            for j in range(1, score_mat.shape[1]):
                from_up = score_mat[i - 1][j] + self.gap_penalty
                from_left = score_mat[i][j - 1] + self.gap_penalty
                if seq_a[i - 1] == seq_b[j - 1]:
                    from_diag = score_mat[i - 1][j - 1] + self.same
                else:
                    from_diag = score_mat[i - 1][j - 1] + self.diff

                best_score = max(from_up, from_left, from_diag)
                score_mat[i][j] = best_score
                is_left = from_left == best_score
                is_up = from_up == best_score
                is_diag = from_diag == best_score
                directions.set_directions(i, j, is_left, is_up, is_diag)

        return score_mat, directions, self._get_final_score_from_score_mat(
            score_mat)
Beispiel #13
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def generate_test():
    origin = 'Boston'
    destination = 'Boulder'
    max_travel_duration = 10*3600
    budget = 3
    max_hotel_price = settings.HOTEL_THRESHOLDS.get(budget)
    directions = Directions.generate_from_google(origin, destination)
    corridors = directions.get_corridors(max_travel_duration, settings.DEFAULT_CORRIDOR_DURATION)
    for corridor in corridors:
        corridor.generate_hotels(Hotel, max_hotel_price, settings.DEFAULT_EARLY_WEIGHT, settings.DEFAULT_DETOUR_WEIGHT)
        if len(corridor.hotels) >= settings.NUMBER_OF_HOTELS_RETURNED:
            corridor.hotels = corridor.hotels[:settings.NUMBER_OF_HOTELS_RETURNED]
    with open('data/test.pk', 'wb') as output:
        pickle.dump(directions, output, pickle.HIGHEST_PROTOCOL)
        pickle.dump(corridors, output, pickle.HIGHEST_PROTOCOL)
    return "Success."
Beispiel #14
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class Pedestrian(Agent):

    DIRECTION_DEGREES = 15

    #NR_OF_DIRECTIONS = 24

    def __init__(self, unique_id, model, pos, exp, seed=None):
        self.unique_id = unique_id
        self.model = model
        self.pos = pos
        self.traversable = False

        self.area_traversed = np.zeros((model.width, model.height))
        self.traversable = True
        self.trip_lengths = powerlaw.Power_Law(
            xmin=7, parameters=[exp])  #1.5-2.0 #xmin 17?
        self.direction_range = 3
        self.directions = Directions(self.direction_range)
        self.trip_lengths_covered = []
        self.steps_covered = []

        self.area_traversed[self.pos[0], self.pos[1]] = 1
        self.on_trip = False
        self.current_direction = 0
        self.remaining_steps = 0

    def plan_trip(self):
        '''
        Plan new tip:
        i. Determine trip length
        ii. Determine new direction based on current direction (correlated RW)
        '''

        # Direction
        if self.current_direction == 0:  # first trip
            direction = random.choice(self.directions.directions)
            self.current_direction = Direction(direction, self.direction_range)
        else:  # correlated random walk
            radians = np.random.vonmises(0, kappa=4)
            degrees = math.degrees(radians)
            jumps = math.floor(degrees / Pedestrian.DIRECTION_DEGREES)
            self.current_direction = self.directions.correlated(
                self.current_direction, jumps)

        # Trip length
        length_of_trip = int(self.trip_lengths.generate_random(1)
                             [0])  #generate_random ignores xmax
        self.remaining_steps = self.current_direction.calculate_steps(
            length_of_trip)
        self.trip_lengths_covered.append(length_of_trip)
        self.steps_covered.append(self.remaining_steps)

    def contact(self):
        '''
        Find all other agents within range (radius = 5) and update contacts.
        '''
        neighbors_in_contact = self.model.grid.get_neighbors(self.pos,
                                                             moore=True,
                                                             radius=5)
        if len(neighbors_in_contact) > 0:
            for neighbor in neighbors_in_contact:
                if neighbor.unique_id != self.unique_id:
                    self.model.contact_update(
                        (self.unique_id, neighbor.unique_id))

    def check_if_traversable(self, coordinate):
        '''
        Check if location is traversable.
        '''

        traversable = True
        if (0 <= coordinate[0] < self.model.width) and (0 <= coordinate[1] <
                                                        self.model.height):
            contents = self.model.grid.get_cell_list_contents(coordinate)

            for content in contents:
                if not content.traversable:
                    traversable = False
        else:
            traversable = False

        return traversable

    def move(self):
        '''
        Move pedestrian one step
        '''
        # Plan new trip, if current trip length reached
        if self.remaining_steps == 0:
            self.plan_trip()

        # Determine move based on current direction
        shift = self.current_direction.move()
        move = (self.pos[0] + shift[0], self.pos[1] + shift[1])

        # Check if move is possible (can't traverse walls)
        if self.check_if_traversable(move):
            new_position = move
            self.model.grid.move_agent(self, new_position)
            self.remaining_steps -= 1
        else:
            '''
            If not traversable, determine the two alternative moves (i. bounce
            of vertical wall, ii. bounce of horizontal wall). Determine
            which bouncing move works, then move and update direction accordingly
            '''
            # Bouncing moves
            alternative_shifts = [[-shift[0], shift[1]], [shift[0], -shift[1]],
                                  [-shift[0], -shift[1]]]

            # If bouncing move possible --> move and update direction
            # TODO: Possible bias for objects??? Always checks vertical wall shift first
            for bounce_shift in alternative_shifts:

                move = (self.pos[0] + bounce_shift[0],
                        self.pos[1] + bounce_shift[1])
                if self.check_if_traversable(move):

                    # Bounce: move + new direction
                    new_position = move
                    self.model.grid.move_agent(self, new_position)
                    self.remaining_steps -= 1
                    self.current_direction.change(bounce_shift)

                    break

    def step(self):
        self.move()
Beispiel #15
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from directions import Directions

if __name__ == '__main__':

    # Calculate values from input
    results = Directions('input.txt')
    at_least_one_present = str(results.houses_at_least_one_present)

    # Print out results
    print "The amount of houses that received at least one present: " + at_least_one_present
 def __init__(self, response):
     self.response = response
     self.json_dict = json.loads(response.read())
     self.directions = Directions()