Beispiel #1
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    def evaluate_remaining_letters(self, letters: List[str]) -> float:
        evaluation_points = 0
        vowels = consonants = blanks = 0
        evaluated_letters = []

        for letter in letters:
            if letter in Dictionary.vowels:
                vowels += 1
            elif letter in Dictionary.consonants:
                consonants += 1
            else:
                blanks += 1
            evaluation_points += Heuristics.evaluate_first_letter(letter)
            if letter in evaluated_letters:
                evaluation_points += evaluated_letters.count(
                    letter) * Heuristics.evaluate_another_letter(letter)

            evaluated_letters.append(letter)

        evaluation_points += Heuristics.check_pairs(letters)

        if self.sack.is_empty():
            if not letters:
                evaluation_points += self.points_for_letters(
                    self.letters_remaining)
            else:
                evaluation_points -= blanks * Heuristics.evaluate_first_letter(
                    BLANK)

        evaluation_points += Heuristics.evaluate_vowels_and_consonants(
            vowels, consonants)

        return evaluation_points
Beispiel #2
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    def permute_init(number_of_individuals, jobs):
        population = []

        by_not_random = round(number_of_individuals * 0.1 * 0.4)
        by_not_random_mwr = round(number_of_individuals * 0.1 * 0.6)
        by_random = round(number_of_individuals * 0.9 * 0.4)
        by_random_mwr = round(number_of_individuals * 0.9 * 0.6)

        while len(population) < by_not_random:
            population.append(
                Heuristics.localization_random_tasks(jobs, randomly=False))

        while len(population) < by_not_random_mwr:
            population.append(Heuristics.localization_mwr(jobs,
                                                          randomly=False))

        while len(population) < by_random:
            population.append(Heuristics.localization_random_tasks(jobs))

        while len(population) < by_random_mwr:
            population.append(Heuristics.localization_mwr(jobs))

        while len(population) < number_of_individuals:
            population.append(Heuristics.localization_random_tasks(jobs))

        return population
Beispiel #3
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    def longest_shortest_init(number_of_individuals, jobs):
        population = []

        random_population = round(number_of_individuals * 0.4)
        generated = 0

        while generated < number_of_individuals:
            if generated < random_population:
                population.append(Heuristics.random_choice_tasks(jobs))
            else:
                population.append(
                    Heuristics.longest_shortest_probability_tasks(jobs))
            generated += 1

        return population
Beispiel #4
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 def __init__(self, attribute, value, dataset, min_case_per_rule):
     self.attribute = attribute
     self.value = value
     self.covered_cases = self._get_cases(dataset.data,
                                          dataset.get_col_index(attribute),
                                          value)
     self._heuristic = Heuristics(dataset).get_heuristic(attribute, value)
     self._available = self._set_availability(min_case_per_rule)
Beispiel #5
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    def minimax(self, depth, board, is_maximizing):
        possibleMoves = self.available_moves(self.game.board)
        if (depth == 0):
            heur = Heuristics(self.game)
            return heur.evaluate(board)

        if (is_maximizing):
            bestMove = -9999
            for x in possibleMoves:
                move = x
                original_pieces = self.game.get_original_pieces(
                    board, x[0][0], x[0][1], x[1][0], x[1][1])
                try:
                    self.game.execute_turn(x[0][0], x[0][1], x[1][0], x[1][1])
                    bestMove = max(
                        bestMove,
                        self.minimax(depth - 1, board, not is_maximizing))
                    self.game.revert_turn(x[0][0], x[0][1], x[1][0], x[1][1],
                                          original_pieces[0],
                                          original_pieces[1])
                except:
                    bestMove = max(
                        bestMove,
                        self.minimax(depth - 1, board, not is_maximizing))
            return bestMove
        else:
            bestMove = 9999
            for x in possibleMoves:
                move = x
                original_pieces = self.game.get_original_pieces(
                    board, x[0][0], x[0][1], x[1][0], x[1][1])
                try:
                    self.game.execute_turn(x[0][0], x[0][1], x[1][0], x[1][1])
                    bestMove = min(
                        bestMove,
                        self.minimax(depth - 1, board, not is_maximizing))
                    self.game.revert_turn(x[0][0], x[0][1], x[1][0], x[1][1],
                                          original_pieces[0],
                                          original_pieces[1])
                except:
                    bestMove = min(
                        bestMove,
                        self.minimax(depth - 1, board, not is_maximizing))
            return bestMove
Beispiel #6
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def a_star_search(problem, null=False):
    """
    Search the node that has the lowest combined cost and heuristic first.
    """
    visited = {str(problem.get_start_state()): (None, None)}
    p_queue = PriorityQueue()
    p_queue.push((problem.get_start_state(), 0), 0)
    while not p_queue.is_empty():
        temp_state, total_cost = p_queue.pop()
        if problem.is_goal_state(temp_state):
            actions = []
            curr = str(temp_state)
            while visited[curr][0] is not None:
                actions.insert(0, visited[curr][1])
                curr = str(visited[curr][0])
            return actions
        else:
            for successor in problem.get_successors(temp_state):
                str_state = str(successor[0])
                if str_state not in visited:
                    heuristic_obj = Heuristics(successor[0])
                    visited[str_state] = temp_state, successor[1]
                    new_total_cost = total_cost + successor[2]
                    p_queue.push((successor[0], new_total_cost), new_total_cost + heuristic_obj.get_weighted_sum(null=null))
Beispiel #7
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"""
Let's play the tic-tac-toe game!

@author: milos
"""
from tictactoe import TicTacToe
from player import Player
from heuristics import Heuristics
from naive_heuristics import NaiveHeuristics

# define heuristics
basic_h = Heuristics()
naive_h = NaiveHeuristics()

#define players
playerA = Player(1, basic_h, 'Player A')
playerB = Player(1, naive_h, 'Player B')
stats = {'Player A wins': 0, 'Player B wins': 0, 'Tied': 0}

# set the board size of the game
board_size = 10

# set the ply search for the player
k = 2
print('Players using K-ply =', k)
playerA.set_k_ply(k)
playerB.set_k_ply(k)

# start the game with players A and B
# use print_steps=False to remove printouts of moves
game = TicTacToe(board_size, playerA, playerB, print_steps=True)
from processorDag import ProcessorDAG
from taskDag import TaskDAG
from heuristics import Heuristics
import random

sizeOfDataSet = 100
dirDataSet = 'dataset'

processorDag = ProcessorDAG()
processorDag.importDag(dirDataSet + '/processors.dag')

taskDag1 = TaskDAG()
taskDag1.importDag(dirDataSet + '/1.dag')
schedule = Heuristics.HEFT(taskDag1, processorDag)

noOfAcceptedRequests = 0
for id in range(2, sizeOfDataSet + 1):
    taskDag = TaskDAG()
    taskDag.importDag(dirDataSet + '/' + str(id) + '.dag')

    tmpSchedule = Heuristics.DynamicHEFT(schedule, taskDag)

    makespan = tmpSchedule.aft - taskDag.arrivalTime

    if makespan <= taskDag.deadline:
        noOfAcceptedRequests += 1
        schedule.processorExecutionSlots = tmpSchedule.processorExecutionSlots[:]
        print(str(id) + ': accepted')
        print("No of tasks allocated on fog nodes: " +
              str(tmpSchedule.getNoOfTasksAllocatedToFogNodes()))
        print("No of tasks allocated on cloud nodes: " +
""" test object/board setup -- pulled from test.py """
z = Obj2048(0)
t = Obj2048(2)
f = Obj2048(4)
e = Obj2048(8)
s = Obj2048(16)

WIN = Obj2048(2048)
EWIN = Obj2048(4096)

x = Board2048(np.array([[t, z, z, f], [z, t, f, e],
                        [e, f, t, z], [e, z, EWIN, WIN]]))

""" Extract rows and columns from numpy grid"""
grid = hu.expose_val(x.grid)
row1 = grid[0, :]
row2 = grid[1, :]
row3 = grid[2, :]
row4 = grid[3, :]
col1 = grid[:, 0]
col2 = grid[:, 1]
col3 = grid[:, 2]
col4 = grid[:, 3]

row1_ascending = hu.ascending(row1)
row1_descending = hu.descending(row1)

row2_ascending = hu.ascending(row2)
row2_descending = hu.descending(row2)
Beispiel #10
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    def conditional_precedence_reserving_mutation(problem, child, probability):
        new_child = Heuristics.mutation_operation(child, probability)
        new_child2 = Heuristics.mutation_machine(new_child, probability)

        return min([child, new_child, new_child2],
                   key=lambda x: Chromosome.compute_makespan(x, problem))
Beispiel #11
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    def precedence_reserving_mutation(problem, child, probability):
        new_child = Heuristics.mutation_operation(child, probability)
        new_child2 = Heuristics.mutation_machine(new_child, probability)

        return new_child2
Beispiel #12
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import argparse
import datetime
import logging
import os
import sys

import HeuristicTester
from apis.LocalApi import LocalWikipediaApi as LocalApi
from apis.SqlApi import SqlWikipediaApi as SqlApi
from apis.WikipediaApi import WikipediaApi
from heuristics import Heuristics, TFIDF, WordNet, Doc2Vec

apis = {"WikipediaApi": WikipediaApi, "LocalApi": LocalApi, "SqlApi": SqlApi}

heuristics = {
    "bfs": Heuristics.BfsHeuristic(),
    "dfs": Heuristics.DfsHeuristic(),
    "null": Heuristics.NullHeuristic(),
    "tfidf": TFIDF.TfidfHeuristic("corpora/1000.txt", 10),
    "wordnet": WordNet.WordNetHeuristic(),
    "doc2vec": Doc2Vec.Doc2VecHeuristic(True)
}

log = logging.getLogger(__name__)


def get_valid_heuristics():
    return heuristics


def get_valid_apis():
Beispiel #13
0
class Minimax:

    saved_moves1 = []
    saved_moves2 = []

    def __init__(self, depth, mode1, mode2):
        self.max_depth = depth
        self.my_heuristics = Heuristics(mode1)
        self.their_heuristics = Heuristics(mode2)

    def value_gamestate(self, gamestate, player, me):

        if me:
            opponent = player % 2

            if gamestate.check_end_game():
                if gamestate.get_who_wins() == gamestate.player_turn:
                    return sys.maxsize
                else:
                    return -sys.maxsize + 1

            else:
                val = self.my_heuristics.value_my_pieces(
                    gamestate, player - 1,
                    opponent) + self.my_heuristics.value_opponents_pieces(
                        gamestate, player - 1, opponent)
                return val

        else:
            opponent = player % 2

            if gamestate.check_end_game():
                if gamestate.get_who_wins() == gamestate.player_turn:
                    return sys.maxsize
                else:
                    return -sys.maxsize + 1

            else:
                val = self.their_heuristics.value_my_pieces(
                    gamestate, player - 1,
                    opponent) + self.their_heuristics.value_opponents_pieces(
                        gamestate, player - 1, opponent)
                return val

    def min_alpha_beta(self, alpha, beta, depth, gamestate):
        # Caso o jogo acabe ou chegue ai fim retorna o valor do estado
        if depth == 0 or gamestate.check_end_game():
            return self.value_gamestate(gamestate, gamestate.player_turn,
                                        False)

        min_value = sys.maxsize

        # Gera todas as possiveis posições para o estado do jogo atual
        possible_positions = gamestate.generate_valid_moves(
            gamestate.player_turn)

        # Itera sobre essas posições e, para cada uma, cria um novo gamestate que vai ser depois avaliado
        for i in gamestate.players[gamestate.player_turn - 1].pieces.keys():
            if i in possible_positions.keys():
                for j in possible_positions[i]:
                    # Cria uma cópia do gamestate atual para mover a peça e depois calcular o seu valor
                    new_game_state = copy.deepcopy(gamestate)
                    new_game_state.move_piece(
                        new_game_state.players[gamestate.player_turn -
                                               1].pieces[i], j)
                    new_game_state.change_turn()

                    value = self.max_alpha_beta(alpha, beta, depth - 1,
                                                new_game_state)

                    # Se o valor do gamestate gerado for menor do que o menor valor que ele tem guardado então este
                    # passa a ser o melhor gamestate
                    if type(value) == tuple:
                        if value[0] < min_value:
                            min_value = min(min_value, value[0])
                            beta = min(beta, value[0])
                    elif value < min_value:
                        min_value = min(min_value, value)
                        beta = min(beta, value)

                    if beta <= alpha:
                        return min_value

        return min_value

    def max_alpha_beta(self, alpha, beta, depth, gamestate):
        # Caso o jogo acabe ou chegue ai fim retorna o valor do estado
        if depth == 0 or gamestate.check_end_game():
            return self.value_gamestate(gamestate, gamestate.player_turn, True)

        max_value = -sys.maxsize + 1

        best_move = []
        # Gera todas as possiveis posições para o estado do jogo atual
        possible_positions = gamestate.generate_valid_moves(
            gamestate.player_turn)

        # Itera sobre essas posições e, para cada uma, cria um novo gamestate que vai ser depois avaliado
        for i in gamestate.players[gamestate.player_turn - 1].pieces.keys():
            if i in possible_positions.keys():

                for j in possible_positions[i]:
                    # Cria uma cópia do gamestate atual para mover a peça e depois calcular o seu valor
                    new_game_state = copy.deepcopy(gamestate)
                    new_game_state.move_piece(
                        new_game_state.players[gamestate.player_turn -
                                               1].pieces[i], j)
                    new_game_state.change_turn()

                    value = self.min_alpha_beta(alpha, beta, depth - 1,
                                                new_game_state)

                    # Se o valor do gamestate gerado for maior do que o maior valor que ele tem guardado então este
                    # passa a ser o melhor gamestate
                    if value > max_value:
                        max_value = max(max_value, value)
                        best_move = [i, j]

                    alpha = max(alpha, value)

                    if beta <= alpha:
                        if gamestate.player_turn == 1:
                            self.saved_moves1.append([gamestate, best_move])
                        else:
                            self.saved_moves2.append([gamestate, best_move])
                        return max_value, best_move

        # Só vale a pena guardar caso estejamos num depth diferente ao inicial pois se não estariamos a guardar o
        # gamestate inicial
        if depth != self.max_depth:
            if gamestate.player_turn == 1:
                self.saved_moves1.append([gamestate, best_move])
            else:
                self.saved_moves2.append([gamestate, best_move])
        return max_value, best_move

    def play(self, gamestate):
        # Caso ele já tenha o gamestate guardado, então já sabe qual a melhor jogado
        if gamestate.player_turn == 1:
            for i in range(0, len(self.saved_moves1)):
                if gamestate == self.saved_moves1[i][0]:
                    time.sleep(1)
                    return self.saved_moves1[i][1]
        else:
            for i in range(0, len(self.saved_moves2)):
                if gamestate == self.saved_moves2[i][0]:
                    time.sleep(1)
                    return self.saved_moves2[i][1]

        # Se não, dá reset ao moves guardados para poupar memória
        if gamestate.player_turn == 1:
            self.saved_moves1.clear()
        if gamestate.player_turn == 2:
            self.saved_moves2.clear()

        max_value, best_move = self.max_alpha_beta(-sys.maxsize + 1,
                                                   sys.maxsize, self.max_depth,
                                                   gamestate)

        return best_move
Beispiel #14
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 def __init__(self, depth, mode1, mode2):
     self.max_depth = depth
     self.my_heuristics = Heuristics(mode1)
     self.their_heuristics = Heuristics(mode2)