Beispiel #1
0
def me_to_enemy_all_corridor(board, pos1, pos2):
    assert(pos1[0]==pos2[0] or pos1[1]==pos2[1])
    if pos1[0]==pos2[0]:
        if pos1[1]<pos2[1]:
            direction=constants.Action.Right
        else:
            direction=constants.Action.Left
    else:
        if pos1[0]<pos2[0]:
            direction=constants.Action.Down
        else:
            direction=constants.Action.Up
    p_dirs=perpendicular_directions(direction)
    pos2_next=utility.get_next_position(pos2, direction)
    next_is_impasse=(not utility.position_on_board(board, pos2_next)) or utility.position_is_wall(board, pos2_next)
    if utility.position_on_board(board, pos2_next) and utility.position_is_fog(board, pos2_next):
        next_is_impasse=False
    if not (position_is_in_corridor(board, pos2, p_dirs) and next_is_impasse):
        # pos2:enempy must be in impasse
        return False
    all_corridor_flag=True
    pos=utility.get_next_position(pos1, direction)
    while pos!=pos2:
        if not (utility.position_is_passage(board, pos)):
            all_corridor_flag=False
            break
        if not position_is_in_corridor(board, pos, p_dirs):
            all_corridor_flag=False
            break
        pos=utility.get_next_position(pos, direction)
    return all_corridor_flag    
Beispiel #2
0
def position_is_in_corridor(board, position, perpendicular_dirs):
    d1=perpendicular_dirs[0]
    d2=perpendicular_dirs[1]
    p1=utility.get_next_position(position, d1)
    p2=utility.get_next_position(position, d2)

    con1 = ( (not utility.position_on_board(board, p1)) or utility.position_is_wall(board, p1) )
    con2 = ( (not utility.position_on_board(board, p2)) or utility.position_is_wall(board, p2) )
    return con1 and con2
Beispiel #3
0
 def _filter_invalid_directions(board, my_position, directions, enemies):
     ret = []
     for direction in directions:
         position = utility.get_next_position(my_position, direction)
         if utility.position_on_board(
                 board, position) and utility.position_is_passable(
             board, position, enemies):
             ret.append(direction)
     return ret
Beispiel #4
0
    def _filter_recently_visited(directions, my_position,
                                 recently_visited_positions):
        ret = []
        for direction in directions:
            if not utility.get_next_position(
                    my_position, direction) in recently_visited_positions:
                ret.append(direction)

        if not ret:
            ret = directions
        return ret
Beispiel #5
0
 def _filter_unsafe_directions(board, my_position, directions, bombs):
     ret = []
     for direction in directions:
         x, y = utility.get_next_position(my_position, direction)
         is_bad = False
         for bomb in bombs:
             bomb_x, bomb_y = bomb['position']
             blast_strength = bomb['blast_strength']
             if (x == bomb_x and abs(bomb_y - y) <= blast_strength) or \
                     (y == bomb_y and abs(bomb_x - x) <= blast_strength):
                 is_bad = True
                 break
         if not is_bad:
             ret.append(direction)
     return ret
Beispiel #6
0
    def _find_safe_directions(self, board, my_position, unsafe_directions,
                              bombs, enemies):

        def is_stuck_direction(next_position, bomb_range, next_board, enemies):
            '''Helper function to do determine if the agents next move is possible.'''
            Q = queue.PriorityQueue()
            Q.put((0, next_position))
            seen = set()

            next_x, next_y = next_position
            is_stuck = True
            while not Q.empty():
                dist, position = Q.get()
                seen.add(position)

                position_x, position_y = position
                if next_x != position_x and next_y != position_y:
                    is_stuck = False
                    break

                if dist > bomb_range:
                    is_stuck = False
                    break

                for row, col in [(-1, 0), (1, 0), (0, -1), (0, 1)]:
                    new_position = (row + position_x, col + position_y)
                    if new_position in seen:
                        continue

                    if not utility.position_on_board(next_board, new_position):
                        continue

                    if not utility.position_is_passable(next_board,
                                                        new_position, enemies):
                        continue

                    dist = abs(row + position_x - next_x) + abs(col + position_y - next_y)
                    Q.put((dist, new_position))
            return is_stuck

        # All directions are unsafe. Return a position that won't leave us locked.
        safe = []

        if len(unsafe_directions) == 4:
            next_board = board.copy()
            next_board[my_position] = constants.Item.Bomb.value

            for direction, bomb_range in unsafe_directions.items():
                next_position = utility.get_next_position(
                    my_position, direction)
                next_x, next_y = next_position
                if not utility.position_on_board(next_board, next_position) or \
                        not utility.position_is_passable(next_board, next_position, enemies):
                    continue

                if not is_stuck_direction(next_position, bomb_range, next_board,
                                          enemies):
                    # We found a direction that works. The .items provided
                    # a small bit of randomness. So let's go with this one.
                    return [direction]
            if not safe:
                safe = [constants.Action.Stop]
            return safe

        x, y = my_position
        disallowed = []  # The directions that will go off the board.

        for row, col in [(-1, 0), (1, 0), (0, -1), (0, 1)]:
            position = (x + row, y + col)
            direction = utility.get_direction(my_position, position)

            # Don't include any direction that will go off of the board.
            if not utility.position_on_board(board, position):
                disallowed.append(direction)
                continue

            # Don't include any direction that we know is unsafe.
            if direction in unsafe_directions:
                continue

            if utility.position_is_passable(board, position,
                                            enemies) or utility.position_is_fog(
                board, position):
                safe.append(direction)

        if not safe:
            # We don't have any safe directions, so return something that is allowed.
            safe = [k for k in unsafe_directions if k not in disallowed]

        if not safe:
            # We don't have ANY directions. So return the stop choice.
            return [constants.Action.Stop]

        return safe