Ejemplo n.º 1
0
def runTest(Inventory):
  import Ant
  import Construction 
  ant1 = Ant.Ant((2,3), Ant.QUEEN, 1)
  ant2 = Ant.Ant((4,5), Ant.WORKER, 1)
  construction1 = Construction.Construction((3,4), Construction.TUNNEL)
  construction2 = Construction.Construction((1,2), Construction.ANTHILL)
  testInventory = Inventory.Inventory(1,[ant1, ant2], [construction1, construction2], 3)
  testQueen = testInventory.getQueen()
  if testQueen == None:
    raise Exception("getQueen method is not returning existing Queen Ant")
  testAntHill = testInventory.getAnthill()
  if testAntHill == None:
    raise Exception("getAnthill method is not returning existing Ant Hill")
  testInventoryClone = testInventory.clone()
  if testInventoryClone == testInventory:
    raise Exception("The cloned inventory is equal to the original")
  if testInventoryClone.player != testInventory.player:
    raise Exception("The cloned inventory does not have the same player as the original Inventory")
  if testInventoryClone.ants != testInventory.ants:
    raise Exception("The cloned inventory does not have the same set of ants as the original Inventory")
  if testInventoryClone.constructions != testInventory.constructions:
    raise Exception("The cloned inventory does not have the same set of constructions as the original Inventory")
  if testInventoryClone.foodCount != testInventory.foodCount:
    raise Exception("The cloned inventory does not have the same number of food pieces as the original Inventory")
  testInventoryClone.foodCount = 5
  if testInventoryClone.foodCount == testInventory.foodCount:
    raise Exception("The changed cloned inventory food count is the same as the original")
Ejemplo n.º 2
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    def solve_problem(self):
        print("\nSTARTING ITERATIONS\n")
        # print("Number of iterations: "+ str(self.number_iterations))

        for it in range(self.number_iterations):
            print("Current iteration: " + str(it))

            ant = Ant(self.number_jobs,self.number_machines,self.graph,self.pheromone_trails,self.best_seq) # Only one ant per iteration

            ant.build_sequence()
            self.ant_results.append(ant.z_graph) # Save result to plot
            self.ant_results_ls.append(ant.z_ls_graph)
            self.update_best_solution(ant)


            self.update_trail_intensities(ant)

            #print(self.pheromone_trails)

        # Job-index-based swap scheme
        self.before_swap_seq, self.before_swap_z = self.best_seq,self.z_best
        self.best_seq,self.z_best = job_index_based_swap_scheme(self.before_swap_seq,self.before_swap_z,self.graph,self.number_machines)

        self.show_solution()
        self.show_graphics()
Ejemplo n.º 3
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    def getNextState(self, currentState, move):
        returnState = currentState.fastclone()

        #check move type
        if move.moveType == MOVE_ANT:
            startCoord = move.coordList[0]
            endCoord = move.coordList[-1]

            #take ant from start coord
            antToMove = getAntAt(returnState, startCoord)
            #if the ant is null, return
            if antToMove is None:
                return returnState

            #change ant's coords and hasMoved status
            antToMove.coords = (endCoord[0], endCoord[1])
            antToMove.hasMoved = True

        elif move.moveType == BUILD:
            coord = move.coordList[0]
            currentPlayerInv = returnState.inventories[returnState.whoseTurn]

            #subtract the cost of the item from the player's food count
            if move.buildType == TUNNEL:
                currentPlayerInv.foodCount -= CONSTR_STATS[move.buildType][BUILD_COST]

                tunnel = Building(coord, TUNNEL, returnState.whoseTurn)
                returnState.inventories[returnState.whoseTurn].constrs.append(tunnel)
            else:
                currentPlayerInv.foodCount -= UNIT_STATS[move.buildType][COST]

                ant = Ant(coord, move.buildType, returnState.whoseTurn)
                ant.hasMoved = True
                returnState.inventories[returnState.whoseTurn].ants.append(ant)

        elif move.moveType == END:
            #take care of end of turn business for ants and contructions
            for ant in returnState.inventories[returnState.whoseTurn].ants:
                constrUnderAnt = getConstrAt(returnState, ant.coords)
                if constrUnderAnt is not None:
                    #if constr is enemy's and ant hasn't moved, affect capture health of buildings
                    if type(constrUnderAnt) is Building and not ant.hasMoved and not constrUnderAnt.player == returnState.whoseTurn:
                        constrUnderAnt.captureHealth -= 1
                        if constrUnderAnt.captureHealth == 0 and constrUnderAnt.type != ANTHILL:
                            constrUnderAnt.player = returnState.whoseTurn
                            constrUnderAnt.captureHealth = CONSTR_STATS[constrUnderAnt.type][CAP_HEALTH]
                    #have all worker ants on food sources gather food
                    elif constrUnderAnt.type == FOOD and ant.type == WORKER:
                        ant.carrying = True
                    #deposit carried food (only workers carry)
                    elif (constrUnderAnt.type == ANTHILL or constrUnderAnt.type == TUNNEL) and ant.carrying:
                        returnState.inventories[returnState.whoseTurn].foodCount += 1
                        ant.carrying = False

                #reset hasMoved on all ants of player
                ant.hasMoved = False

            returnState.whoseTurn = (returnState.whoseTurn + 1)% 2

        return returnState
Ejemplo n.º 4
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    def prediction(self, prevState, currentState, move):
        if move.moveType == MOVE_ANT:
            initCoord = move.coordList[0]
            finalCoord = move.coordList[-1]
            inventories = currentState.inventories[self.playerId]
            myAnts = inventories.ants
            index = 0
            for ant in currentState.inventories[self.playerId].ants:
                if ant.coords == initCoord:
                    ant.coords = finalCoord
                    ant.hasMoved = True
                index +=1
            return self.pointValue(prevState, currentState)
        elif move.moveType == BUILD:
            coord = move.coordList[0]
            currentPlayerInv = currentState.inventories[currentState.whoseTurn]
            tunnel = currentPlayerInv.getAnthill()
            tunnelCoords = tunnel.coords
            if move.buildType == TUNNEL:
                currentPlayerInv.foodCount -= CONSTR_STATS[move.buildType][BUILD_COST]

                tunnel = Building(coord, TUNNEL, currentState.whoseTurn)
                currentPlayerInv.constrs.append(tunnel)
            else:
                currentPlayerInv.foodCount -= UNIT_STATS[move.buildType][COST]
                ant = Ant(coord, move.buildType, currentState.whoseTurn)
                ant.hasMoved = True
                currentState.inventories[self.playerId].ants.append(ant)
                currentState.inventories[currentState.whoseTurn].ants.append(ant)

            return self.pointValue(prevState, currentState)
Ejemplo n.º 5
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def test( ):
    a = Ant.Ant( 0, x = 200, y = 100 )
    b = Ant.Ant( 0, x = 100, y = 200 )
    while True:
        a.angle = 0
        b.angle = PI / 3.0
        show_img( grid_ )

        draw_ant( a, grid_  )
        draw_ant( b, grid_  )
        show_img( grid_ )
Ejemplo n.º 6
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    def expandNode(self, currentState, move):
        gameState = currentState.fastclone()
        # ourInventory = gameState.inventories[self.playerId]
        ourId = gameState.whoseTurn
        ourInventory = gameState.inventories[gameState.whoseTurn]
        if (move.moveType == MOVE_ANT):
            antToMove = None
            for ant in ourInventory.ants:
                if ant.coords == move.coordList[0]:
                    antToMove = ant
            if antToMove is not None:
                antToMove.coords = move.coordList[-1]
                antToMove.hasMoved = True

                # check if other ants near by for attack
                opponentId = self.getOpponentId(gameState.whoseTurn)
                enemyInv = gameState.inventories[opponentId]
                ## Checks if can attack.
                self.attackSequence(enemyInv, antToMove)

        elif (move.moveType == BUILD):
            # just worried about building Ants and Tunnel
            if (move.buildType == WORKER):
                # add ant
                ourInventory.ants.append(Ant(move.coordList[-1], WORKER,
                                             ourId))
                # subtract food
                ourInventory.foodCount -= 1
            elif (move.buildType == DRONE):
                ourInventory.ants.append(Ant(move.coordList[-1], DRONE, ourId))
                ourInventory.foodCount -= 1
            elif (move.buildType == SOLDIER):
                ourInventory.ants.append(
                    Ant(move.coordList[-1], SOLDIER, ourId))
                ourInventory.foodCount -= 2
            elif (move.buildType == R_SOLDIER):
                ourInventory.ants.append(
                    Ant(move.coordList[-1], R_SOLDIER, ourId))
                ourInventory.foodCount -= 2
            elif (move.buildType == TUNNEL):
                ourInventory.constrs.append(
                    Building(move.coordList[-1], TUNNEL, ourId))
                ourInventory.foodCount -= 3
        else:
            self.pickUpFood(gameState, ourInventory)
            self.dropOffFood(gameState, ourInventory)
            return gameState

        return gameState
Ejemplo n.º 7
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 def initAnts(self):
     ratio = self.population_size / self.node_count
     if (ratio < 1):
         set_selected_nodes = sample(list(range(self.node_count)),
                                     self.population_size)
         for node in set_selected_nodes:
             self.population.append(Ant(node))
     else:
         if (ratio != int(ratio)):
             exit(
                 'If the population is bigger than the number of nodes, the population size must be divisible by the number of nodes.'
             )
         for j in range(int(ratio)):
             for i in range(self.node_count):
                 self.population.append(Ant(i))
Ejemplo n.º 8
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    def do_turn(self, ants):
        ants.orders.clear()
        ants.destinations.clear()
        # update ant list - my ants should be updated to reflect
        # where they were ordered to go last turn.
        # so any ants not in the ant_list are new.

        if len(ants.my_ants()) != len(self.ant_list):
            expected_locs = []
            for ant in self.ant_list:
                expected_locs.append(ant.loc)
        
            for loc in ants.my_ants():
                if loc not in expected_locs:
                    self.ant_list.append(Ant(ants, loc))

            # likewise, any dead ants should be removed.
            for loc in ants.dead_list:
                for ant in self.ant_list:            
                    if loc == ant.loc:
                        self.ant_list.remove(loc)

        sys.stderr.write('ants: ' + str(len(self.ant_list)) + '\n')                        
        # connect previously invisible ants.nodes to the graph
        # and remove ants.nodes that have all neighbors mapped from unfinished
        for node in ants.unfinished_nodes[:]:
            if ants.visible(node.loc):
                finished = True
                for neighbor_loc in ants.neighbors(node.loc):
                    if ants.visible(neighbor_loc):
                        neighbor_node = ants.nodes[neighbor_loc]
                        if not node in ants.graph.keys():
                            ants.graph[node] = set([neighbor_node])
                        else:
                            ants.graph[node].add(neighbor_node)
                    else:
                        finished = False
                if finished:
                    ants.unfinished_nodes.remove(node)

        # add all ants.destinations
        for food_loc in ants.food():
            ants.destinations.add(food_loc)
        for hill_loc, hill_owner in ants.enemy_hills():
            ants.destinations.add(hill_loc)
        for unseen_loc in self.unseen:
            ants.destinations.add(unseen_loc)
            
        ant_dist = []
        for dest in ants.destinations:
            for ant in self.ant_list:
                dist = ants.distance(ant.loc, dest)
                ant_dist.append((dist, ant, dest))
        ant_dist.sort()
        for dist, ant, dest in ant_dist:
            ant.do_move_location(dest)

        # move all ants to their next locitions
        for ant in self.ant_list:
            ant.moveToNext() 
Ejemplo n.º 9
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    def doBuild(self, nextState, move):
        coord = move.coordList[0]
        currentPlayerInv = nextState.inventories[nextState.whoseTurn]

        #subtract the cost of the item from the player's food count
        if move.buildType == TUNNEL:
            currentPlayerInv.foodCount -= CONSTR_STATS[move.buildType][BUILD_COST]

            tunnel = Building(coord, TUNNEL, nextState.whoseTurn)
            nextState.board[coord[0]][coord[1]].constr = tunnel
        else:
            currentPlayerInv.foodCount -= UNIT_STATS[move.buildType][COST]

            ant = Ant(coord, move.buildType, nextState.whoseTurn)
            ant.hasMoved = True
            nextState.board[coord[0]][coord[1]].ant = ant
            nextState.inventories[nextState.whoseTurn].ants.append(ant)
Ejemplo n.º 10
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 def initialiseAntPopulation(self,numAnts):
     """
     Initialise population with the GBO ant variant
     """
     AntColony = []
     for i in range(numAnts):
         AntColony.append(Ant.Ant_GBO(self.Lg))
     return np.array(AntColony)
Ejemplo n.º 11
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    def genState(self, currentState, moveAction):
        simpleState = currentState.fastclone()

        opponentId = 0
        if self.playerId == 0:
            opponentId = 1

        if moveAction.moveType == MOVE_ANT:
            #move the ant.
            movingAnt = getAntAt(simpleState, moveAction.coordList[0])
            if movingAnt == None:
                return None

            movingAnt.coords = moveAction.coordList[len(moveAction.coordList) -
                                                    1]

            #assume we attack an ant nearby
            # (in the case of multiple targets this may be inaccurate)
            for coord in listAdjacent(movingAnt.coords):
                ant = getAntAt(simpleState, coord)
                if ant != None and ant.player != self.playerId:
                    ant.health -= UNIT_STATS[movingAnt.type][ATTACK]
                    #an ant has died
                    if ant.health <= 0:
                        simpleState.inventories[opponentId].ants.remove(ant)
                    break

            #worker ants pick up food if they end turn on a food
            foods = getConstrList(simpleState, None, [(FOOD)])
            for food in foods:
                if movingAnt.type == WORKER and food.coords == movingAnt.coords:
                    movingAnt.carrying = True

            #worker ants drop food if they end turn on the goals
            goals = getConstrList(simpleState, None, types=(ANTHILL, TUNNEL))
            for goal in goals:
                if movingAnt.type == WORKER and goal.coords == movingAnt.coords and movingAnt.carrying:
                    movingAnt.carrying = False
                    simpleState.inventories[self.playerId].foodCount += 1

        elif moveAction.moveType == BUILD:
            # decrease the food amount for the player
            simpleState.inventories[self.playerId].foodCount -= UNIT_STATS[
                moveAction.buildType][COST]
            if simpleState.inventories[self.playerId].foodCount < 0:
                return None

            #add the appropriate ant to the player's inventory
            newAnt = Ant(moveAction.coordList[0], moveAction.buildType,
                         self.playerId)
            simpleState.inventories[self.playerId].ants.append(newAnt)

        # elif moveAction.moveType == END:
        # we made no change

        return simpleState
Ejemplo n.º 12
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    def create_ants(self, testAnts, loc,myHive, myEnv, job):
        color = myHive.get_color()
        #print color
        for i in n.arange(n.alen(testAnts)):

            #print loc

            testAnts[i] = a.ANT(loc[0],loc[1],0,0, self.canvas.create_rectangle(loc[0]*self.size_ratio ,loc[1] *self.size_ratio + self.size_ratio,(loc[0]*self.size_ratio),loc[1]*self.size_ratio,
                                                                                outline = color), myHive, myEnv, job)
            myEnv.set_number_ants_in_desert(1);
Ejemplo n.º 13
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    def setUp(self):
        board = [[Location((col, row)) for row in xrange(0, BOARD_LENGTH)] for col in xrange(0, BOARD_LENGTH)]
        #Initialize all the ants
        p1Queen = Ant((1, 0), QUEEN, PLAYER_ONE)
        p2Queen = Ant((1, 8), QUEEN, PLAYER_TWO)
        p1Worker1 = Ant((0, 3), WORKER, PLAYER_ONE)
        p2Worker1 = Ant((4, 6), WORKER, PLAYER_TWO)
        p1Worker2 = Ant((6, 2), WORKER, PLAYER_ONE)
        p1Worker2.carrying = True
        p2Worker2 = Ant((6, 7), WORKER, PLAYER_TWO)
        p1Drone1 = Ant((4, 5), DRONE, PLAYER_ONE)
        p1Drone2 = Ant((2, 3), DRONE, PLAYER_ONE)
        p1Ants = [p1Queen, p1Worker1, p1Worker2, p1Drone1, p1Drone2]
        p2Ants = [p2Queen, p2Worker1, p2Worker2]

        #Initialize all the constructions
        p1Anthill = Building((1, 1), ANTHILL, PLAYER_ONE)
        p2Anthill = Building((1, 8), ANTHILL, PLAYER_TWO)
        p1Tunnel = Building((6, 2), TUNNEL, PLAYER_ONE)
        p2Tunnel = Building((7, 8), TUNNEL, PLAYER_TWO)

        allFood = [Construction((0, 3), FOOD), Construction((5, 2), FOOD), Construction((2, 8), FOOD), Construction((6, 7), FOOD)]

        #Populate the players' inventories
        self.p1Inventory = Inventory(PLAYER_ONE, p1Ants, [p1Anthill, p1Tunnel], 2)
        self.p2Inventory = Inventory(PLAYER_TWO, p2Ants, [p2Anthill, p2Tunnel], 2)
        nInventory = Inventory(NEUTRAL, [], allFood, 0)

        #Put the ants on the board
        for ant in p1Ants:
            board[ant.coords[0]][ant.coords[1]].ant = ant
        for ant in p2Ants:
            board[ant.coords[0]][ant.coords[1]].ant = ant
        #Put the constructs on the board
        for construct in self.p1Inventory.constrs:
            board[construct.coords[0]][construct.coords[1]].constr = construct
        for construct in self.p2Inventory.constrs:
            board[construct.coords[0]][construct.coords[1]].constr = construct
        #Put the food on the board
        for food in allFood:
            board[food.coords[0]][food.coords[1]].constr = food

        self.state = GameState(board, [self.p1Inventory, self.p2Inventory, nInventory], PLAY_PHASE, PLAYER_ONE)
Ejemplo n.º 14
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def _initialize_ants(dataset, num_ants, num_clusters, beta, prob_cutoff,
                     pheromones):
    ''' Initialize the population of ants. '''

    ants = []

    for i in range(num_ants):

        ant = Ant.ant(dataset, num_clusters, beta, prob_cutoff, pheromones)
        ants.append(ant)

    return ants
Ejemplo n.º 15
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 def populate(self):
     for i in range(self.population):
         found_unused_cell = False
         while not found_unused_cell:
             x, y = random.randint(0, self.world_size - 1), random.randint(
                 0, self.world_size - 1)
             if self.map[y][x] is None:
                 found_unused_cell = True
                 self.map[y][x] = Ant(pos=(x, y),
                                      world=self,
                                      ant_type=WORKER_ANT,
                                      change_factor=self.change_factor)
Ejemplo n.º 16
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    def addAnt(self):
        colony = self.getTile(self.colony)

        newAnt = None

        if not colony.getAnt():
            newAnt = Ant.Ant(self.colony, self.antNumber)
            self.antNumber = self.antNumber + 1
            self.newAntCount = self.newAntCount - 1
            self.ants.append(newAnt)
            colony.setAnt(newAnt)

        return newAnt
Ejemplo n.º 17
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def runTest(Location):
    import Ant
    import Construction
    ant1 = Ant.Ant((2, 3), Ant.QUEEN, 1)
    ant2 = Ant.Ant((5, 6), Ant.WORKER, 1)
    construction1 = Construction.Construction((3, 4), Construction.TUNNEL)
    testLocation = Location.Location((2, 3))
    testLocation2 = Location.Location((4, 5))
    testLocation.ant = ant1
    testLocation.constr = construction1
    if (testLocation.ant == None):
        raise Exception(
            "Ant is not found at a location where there should be an Ant")
    if (testLocation.constr == None):
        raise Exception(
            "Construction is not found at a location where they should be a Construction"
        )
    if (testLocation2.ant != None):
        raise Exception("Ant is found at a location where there is no Ant")
    if (testLocation2.constr != None):
        raise Exception(
            "Construction is found at a location where there is not Construction"
        )
    locationClone = testLocation.clone()
    if locationClone == testLocation:
        raise Exception("The cloned location is equal to the original")
    if locationClone.ant != testLocation.ant:
        raise Exception(
            "The cloned location does not have the same ant object as the original location"
        )
    if locationClone.constr != testLocation.constr:
        raise Exception(
            "The cloned location does not have the same construction as the original location"
        )
    locationClone.ant = ant2
    if locationClone.ant == testLocation.ant:
        raise Exception(
            "The ant on the cloned location has been changed but is not recognized as different from the original location"
        )
Ejemplo n.º 18
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def main(fname1, fname2):
    data = []
    ant = []

    # データの読み込み
    O_data = pd.read_csv(fname1)
    code_data = pd.read_csv(fname2)

    V_data = O_data.values
    V_code_data = code_data.values
    # np.random.shuffle(V_data) #ランダムに並び替え

    T_data = V_data.tolist()
    T_code_data = V_code_data.tolist()
    # データを0~1に標準化
    vmin = float(V_data.min())
    vmax = float(V_data.max())
    V_data = (V_data - vmin) / (vmax - vmin)

    data = V_data.tolist()  # 標準化されたデータのリスト
    X = []

    # ant.append(Ant.Ant([],0,0)) #root 根 サポート役
    for i in range(len(T_code_data)):  # アリ(データ)の初期化
        ant.append(Ant.d_Ant(data[i], i, 0, int(T_code_data[i][0])))
        X.append(T_data[i])  # cluster_Ant用
    # 木の構築
    count1 = 0  # 繰り返しの上限
    count2 = 0  # 接続済みアリのカウント
    while count1 < 1000 and count2 < len(data) - 1:
        count2 = 0
        for ai in ant[1:]:  # 0番目はサポート
            if ai.conect == False:
                a_pos = ant[ai.a_pos]
                build_organize(a_pos, ai, ant)
            else:
                count2 = count2 + 1
        count1 = count1 + 1

    # ----サポート(root)の子の中で一番類似するデータ----
    tmp = 0
    for i in ant[0].children:
        if Sim(ant[0], ant[i]) > tmp:
            tmp = Sim(ant[0], ant[i])
            ant[0].set_plus(i)
    # ---------------------------------------------------
    ant[0].set_parent(0)
    X = np.array(X)

    return ant, X, count1 - 1
Ejemplo n.º 19
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    def prediction(self, currentState, move):
        # get a fastclone of the state
        currentState = currentState.fastclone()

        # for movement moves evaluate the ants' movements
        if move.moveType == MOVE_ANT:
            startCoord = move.coordList[0]
            endCoord = move.coordList[-1]

            #take ant from start coord
            antToMove = getAntAt(currentState, startCoord)
            #change ant's coords and hasMoved status
            antToMove.coords = (endCoord[0], endCoord[1])
            antToMove.hasMoved = True

        # for build moves, determine what was built, then add that to the appropriate list
        elif move.moveType == BUILD:
            coord = move.coordList[0]
            currentPlayerInv = currentState.inventories[currentState.whoseTurn]

            if move.buildType == TUNNEL:
                #subtract the cost of the item from the player's food count
                currentPlayerInv.foodCount -= CONSTR_STATS[move.buildType][BUILD_COST]

                # add the tunnel to our list of constructions
                tunnel = Building(coord, TUNNEL, currentState.whoseTurn)
                currentPlayerInv.constrs += tunnel
            else:
                #subtract the cost of the item from the player's food count
                currentPlayerInv.foodCount -= UNIT_STATS[move.buildType][COST]

                # add the ant to our list of ants
                ant = Ant(coord, move.buildType, currentState.whoseTurn)
                ant.hasMoved = True
                currentState.inventories[currentState.whoseTurn].ants.append(ant)
        return currentState
Ejemplo n.º 20
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    def __init__(self, num_ant=10, w_heuristic=2, w_pheromone_vapor=0.1, q0=0.9, p=0.1, max_gen=2500, city_name=""):
        self.m = num_ant                                        # 蚂蚁数目
        self.b = w_heuristic                                    # 启发式信息权重
        self.a = w_pheromone_vapor                              # 信息素挥发因子
        self.t0 = 0.0                                           # 初始信息素
        self.q0 = q0                                            # 伪随机因子
        self.p = p                                              # 信息素局部挥发因子
        self.gen = max_gen                                      # 最大进化代数

        self.ant = np.zeros(self.m, dtype=Ant)                  # 蚁群
        self.best = Ant()                                       # 历史最优蚂蚁
        self.city = City(city_name)                             # 城市对象
        self.dis_matrix = self.city.get_dis_matrix()            # 距离矩阵
        self.num_city = self.city.num_city                      # 城市数量
        self.pheromone_matrix = np.zeros((self.num_city, self.num_city),
                                         dtype=float)           # 信息素矩阵
Ejemplo n.º 21
0
def unitTest1():
    board = [[Location((col, row)) for row in range(0, BOARD_LENGTH)]
             for col in range(0, BOARD_LENGTH)]
    p1Inventory = Inventory(PLAYER_ONE, [], [], 10)
    p2Inventory = Inventory(PLAYER_TWO, [], [], 0)
    neutralInventory = Inventory(NEUTRAL, [], [], 0)

    state = GameState(board, [p1Inventory, p2Inventory, neutralInventory],
                      MENU_PHASE, PLAYER_ONE)

    #Add an ant to move
    ant = Ant((0, 0), WORKER, 0)
    board[0][0].ant = ant
    p1Inventory.ants.append(ant)

    player = AIPlayer(0)
    newState = player.hypotheticalMove(
        state, Move(MOVE_ANT, ((0, 0), (0, 1), (0, 2)), None))
    if tuple(newState.inventories[0].ants[0].coords) != (0, 2):
        print "didn't move ant"
        return False

    #test adding a building
    newState = player.hypotheticalMove(state, Move(BUILD, ((3, 3), ), TUNNEL))

    if len(newState.inventories[0].constrs) == 0:
        print "didn't create construction"
        return False

    if newState.inventories[0].constrs[0].type != TUNNEL:
        print "created wrong type of construction"
        return False

    if tuple(newState.inventories[0].constrs[0].coords) != (3, 3):
        print "created construction at wrong place"
        return False

    if newState.inventories[0].foodCount != 7:
        print "didn't subtract food cost"
        return False

    return True
Ejemplo n.º 22
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def start(scene, city):
    global cities, numberOfCities

    resultFile = open("results", "w")

    cities = city
    numberOfCities = len(cities)

    tau0 = 1 / (len(cities) * nearestNeighbor(list(cities), resultFile)
                )  # copying cities list and send nn algorithm

    # tau0 = (n * Cnn )^-1

    # create Ants
    for i in range(0, numberOfAnts):
        ants.append(Ant(i))

    systemStart(scene, iteration, cities, ants, pheromoneMatrix,
                numberOfCities, numberOfAnts, beta, q0, rho, ksi, tau0,
                resultFile)
Ejemplo n.º 23
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 def iteration(self):
     antSet = [Ant(self.n, self.lst) for i in range(self.noAnts)]
     for i in range(self.n * self.n):
         for x in antSet:
             x.addMove(self.q0, self.trace, self.alpha, self.beta)
     dTrace = [
         1.0 / intermediate_fitness(antSet[i].path, antSet[i])
         for i in range(len(antSet))
     ]
     for i in range(self.n * self.n):
         for j in range(self.n * self.n):
             self.trace[i][j] = (1 - self.rho) * self.trace[i][j]
     for i in range(len(antSet)):
         for j in range(len(antSet[i].path) - 1):
             x = int(antSet[i].pheromones[j])
             y = int(antSet[i].pheromones[j + 1])
             self.trace[x][y] = self.trace[x][y] + dTrace[i]
     f = [[intermediate_fitness(antSet[i].path, antSet[i]), i]
          for i in range(len(antSet))]
     f = min(f)
     return antSet[f[1]].path
Ejemplo n.º 24
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def loadingFile():
    """
    load the file with the last saved data, makes a split method that puts you located in the file lists the position
    as 0 and 1 at position 1 are all values ​​suggar, poison, wine Clod and the size of the matrix, equals the globals
     variables to change the value of the same
    """

    global wineCount
    global poisonCount
    global sugarCount
    global nameAntFile
    global sizeMatrixGlobals
    global antInstance

    file = open("Settings.txt", "r")

    dataLines = file.readlines()

    for line in dataLines:

        info = line.split(",")

        if info[0] == "wineClod":
            wineCount = int(info[1])

        if info[0] == "poisonClod":
            poisonCount = int(info[1])

        if info[0] == "sugarClod":
            sugarCount = int(info[1])

        if info[0] == "sizeMatrix":
            sizeMatrixGlobals = int(info[1])

        if info[0] == "nameAnt":
            nameAntFile = info[1]
            antInstance = Ant(info[1])

    file.close()
Ejemplo n.º 25
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    def init(self):
        # 初始化所有蚂蚁
        for i in range(self.m):
            self.ant[i] = Ant()
            self.ant[i].path.resize(self.num_city)

        # 信息素初始化 (贪婪选择一条道路)
        seq = np.zeros(self.num_city, dtype=int)
        flag = np.zeros(self.num_city, dtype=int)
        seq[0] = np.random.randint(self.num_city)
        flag[seq[0]] = 1

        # 创建下一个城市的信息数组
        next_city = np.zeros(shape=self.num_city, dtype=NextCityInit)
        for i in range(self.num_city):
            next_city[i] = NextCityInit()

        # 贪婪选择
        s = 0.0
        for i in range(self.num_city - 1):
            for j in range(self.num_city):
                next_city[j].dis = self.dis_matrix[seq[i]][j]
                next_city[j].id = j
            next_city.sort()
            for j in range(1, self.num_city):
                if flag[next_city[j].id] == 0:
                    seq[i + 1] = next_city[j].id
                    s = s + next_city[j].dis
                    flag[next_city[j].id] = 1
                    break
        s = s + self.dis_matrix[0][seq[self.num_city - 1]]

        # 计算信息素
        self.t0 = 1.0 / (self.num_city * s)
        for i in range(self.num_city):
            for j in range(self.num_city):
                self.pheromone_matrix[i][j] = self.t0
Ejemplo n.º 26
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x = 300
colony_ = (x,x)
source_ = map(lambda a: a - x, grid_.shape) 


pp1_ = [ colony_, (200,200), (300,150), (500,100), (800, 200), (850,400), source_ ]
pp2_ = [ colony_, (400,400), (550,800), source_ ]
pp3_ = [ colony_, (400,800), (800,800), source_ ]

p1_ = spline_fit( pp1_ )
p2_ = spline_fit( pp2_ )
p3_ = spline_fit( pp3_ )
paths_ = [ p1_, p2_, p3_ ]

# Initially all ants are colony
ants_ = [ Ant.Ant(i, x=colony_[0], y=colony_[1]) for i in range( 10000 ) ]

def show_img( img ):
    cv2.imshow( "grid", img )
    cv2.waitKey( 10 )

def show_path( path, img, weight = 1 ):
    cv2.polylines( img, [path], False, weight, 1)

def updateAnts(  ):
    global ants_
    # Scan in neighbouring direction and select the best direction to
    [ a.scanAndMove( ) for a in ants_ ]

def show_ants( length = 5 ):
    global grid_
Ejemplo n.º 27
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    def hypotheticalMove(self, state, move):
        newState = state.fastclone()

        if move.moveType == END:
            newState.whoseTurn = 1 - state.whoseTurn
            return newState

        elif move.moveType == MOVE_ANT:
            ant = getAntAt(newState, move.coordList[0])
            ant.coords = move.coordList[-1]

            #check if ant is depositing food
            if ant.carrying:
                if tuple(ant.coords) in self.buildingCoords[self.playerId]:
                    ant.carrying = False
                    newState.inventories[self.playerId].foodCount += 1

            #check if ant is picking up food
            if not ant.carrying:
                if tuple(ant.coords) in self.foodCoords:
                    ant.carrying = True

            #check if ant can attack
            targets = []  #coordinates of attackable ants
            range = UNIT_STATS[ant.type][RANGE]

            for ant in newState.inventories[1 - self.playerId].ants:
                dist = math.sqrt((ant.coords[0] - ant.coords[0])**2 +
                                 (ant.coords[1] - ant.coords[1])**2)
                if dist <= range:
                    #target is in range and may be attacked
                    targets.append(ant.coords)

            if targets:
                #Attack the ant chosen by the AI
                target = self.getAttack(newState, ant, targets)
                targetAnt = getAntAt(newState, target)
                targetAnt.health -= UNIT_STATS[ant.type][ATTACK]

                if targetAnt.health <= 0:
                    #Remove the dead ant
                    newState.inventories[1 -
                                         self.playerId].ants.remove(targetAnt)

            ant.hasMoved = True

        else:  #Move type BUILD
            if move.buildType in (WORKER, DRONE, SOLDIER, R_SOLDIER):
                #Build ant on hill
                ant = Ant(move.coordList[0], move.buildType, self.playerId)
                newState.inventories[self.playerId].ants.append(ant)

                newState.inventories[self.playerId].foodCount -= UNIT_STATS[
                    move.buildType][COST]
            else:
                #build new building
                building = Building(move.coordList[0], move.buildType,
                                    self.playerId)
                newState.inventories[self.playerId].constrs.append(building)

                newState.inventories[self.playerId].foodCount -= CONSTR_STATS[
                    move.buildType][BUILD_COST]

        return newState
Ejemplo n.º 28
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def getNextState(currentState, move):
    # variables I will need
    myGameState = currentState.fastclone()
    myInv = getCurrPlayerInventory(myGameState)
    me = myGameState.whoseTurn
    myAnts = myInv.ants

    # If enemy ant is on my anthill or tunnel update capture health
    myTunnels = myInv.getTunnels()
    myAntHill = myInv.getAnthill()
    for myTunnel in myTunnels:
        ant = getAntAt(myGameState, myTunnel.coords)
        if ant is not None:
            opponentsAnts = myGameState.inventories[not me].ants
            if ant in opponentsAnts:
                myTunnel.captureHealth -= 1
    if getAntAt(myGameState, myAntHill.coords) is not None:
        ant = getAntAt(myGameState, myAntHill.coords)
        opponentsAnts = myGameState.inventories[not me].ants
        if ant in opponentsAnts:
            myAntHill.captureHealth -= 1

    # If an ant is built update list of ants
    antTypes = [WORKER, DRONE, SOLDIER, R_SOLDIER]
    if move.moveType == BUILD:
        if move.buildType in antTypes:
            ant = Ant(myInv.getAnthill().coords, move.buildType, me)
            myInv.ants.append(ant)
            # Update food count depending on ant built
            if move.buildType == WORKER:
                myInv.foodCount -= 1
            elif move.buildType == DRONE or move.buildType == R_SOLDIER:
                myInv.foodCount -= 2
            elif move.buildType == SOLDIER:
                myInv.foodCount -= 3

    # If a building is built update list of buildings and the update food count
    if move.moveType == BUILD:
        if move.buildType == TUNNEL:
            building = Construction(move.coordList[0], move.buildType)
            myInv.constrs.append(building)
            myInv.foodCount -= 3

    # If an ant is moved update their coordinates and has moved
    if move.moveType == MOVE_ANT:
        newCoord = move.coordList[len(move.coordList) - 1]
        startingCoord = move.coordList[0]
        for ant in myAnts:
            if ant.coords == startingCoord:
                ant.coords = newCoord
                ant.hasMoved = False
                # If an ant is carrying food and ends on the anthill or tunnel drop the food
                if ant.carrying and ant.coords == myInv.getAnthill().coords:
                    myInv.foodCount += 1
                    ant.carrying = False
                for tunnels in myTunnels:
                    if ant.carrying and (ant.coords == tunnels.coords):
                        myInv.foodCount += 1
                        ant.carrying = False
                # If an ant doesn't have food and ends on the food grab food
                if not ant.carrying:
                    foods = getConstrList(myGameState, None, (FOOD, ))
                    for food in foods:
                        if food.coords == ant.coords:
                            ant.carrying = True
                # If my ant is close to an enemy ant attack it
                adjacentTiles = listAdjacent(ant.coords)
                for adj in adjacentTiles:
                    if getAntAt(myGameState,
                                adj) is not None:  # If ant is adjacent my ant
                        closeAnt = getAntAt(myGameState, adj)
                        if closeAnt.player != me:  # if the ant is not me
                            closeAnt.health = closeAnt.health - UNIT_STATS[
                                ant.type][ATTACK]  # attack
                            # If an enemy is attacked and looses all its health remove it from the other players
                            # inventory
                            if closeAnt.health <= 0:
                                enemyAnts = myGameState.inventories[
                                    not me].ants
                                for enemy in enemyAnts:
                                    if closeAnt.coords == enemy.coords:
                                        myGameState.inventories[
                                            not me].ants.remove(enemy)
                            # If attacked an ant already don't attack any more
                            break
    return myGameState
Ejemplo n.º 29
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def putTheirInventory(inventory):
    inventory.constrs.append(Construction((0, 7), ANTHILL))
    inventory.constrs.append(Construction((1, 7), TUNNEL))
    queen = Ant((0, 7), QUEEN, PLAYER_TWO)
    queen.health = 1
    inventory.ants.append(queen) # Queen
Ejemplo n.º 30
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def putOurInventory(inventory):
    inventory.constrs.append(Construction((0,3), ANTHILL))
    inventory.constrs.append(Construction((1,3), TUNNEL))
    inventory.ants.append(Ant((0,3), QUEEN, PLAYER_ONE)) # Queen
    inventory.ants.append(Ant((0,6), DRONE, PLAYER_ONE)) # Queen
Ejemplo n.º 31
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def getNextState(currentState, move):
    # variables I will need
    myGameState = currentState.fastclone()
    myInv = getCurrPlayerInventory(myGameState)
    me = myGameState.whoseTurn
    myAnts = myInv.ants
    myTunnels = myInv.getTunnels()
    myAntHill = myInv.getAnthill()

    # If enemy ant is on my anthill or tunnel update capture health
    ant = getAntAt(myGameState, myAntHill.coords)
    if ant is not None:
        if ant.player != me:
            myAntHill.captureHealth -= 1

    # If an ant is built update list of ants
    antTypes = [WORKER, DRONE, SOLDIER, R_SOLDIER]
    if move.moveType == BUILD:
        if move.buildType in antTypes:
            ant = Ant(myInv.getAnthill().coords, move.buildType, me)
            myInv.ants.append(ant)
            # Update food count depending on ant built
            myInv.foodCount -= UNIT_STATS[move.buildType][COST]
        # ants are no longer allowed to build tunnels, so this is an error
        elif move.buildType == TUNNEL:
            print("Attempted tunnel build in getNextState()")
            return currentState

    # If an ant is moved update their coordinates and has moved
    elif move.moveType == MOVE_ANT:
        newCoord = move.coordList[-1]
        startingCoord = move.coordList[0]
        for ant in myAnts:
            if ant.coords == startingCoord:
                ant.coords = newCoord
                # TODO: should this be set true? Design decision
                ant.hasMoved = False
                # If an ant is carrying food and ends on the anthill or tunnel drop the food
                if ant.carrying and ant.coords == myInv.getAnthill().coords:
                    myInv.foodCount += 1
                    ant.carrying = False
                for tunnels in myTunnels:
                    if ant.carrying and (ant.coords == tunnels.coords):
                        myInv.foodCount += 1
                        ant.carrying = False
                # If an ant doesn't have food and ends on the food grab food
                if not ant.carrying and ant.type == WORKER:
                    foods = getConstrList(myGameState, 2, [FOOD])
                    for food in foods:
                        if food.coords == ant.coords:
                            ant.carrying = True
                # If my ant is close to an enemy ant attack it
                attackable = listAttackable(ant.coords,
                                            UNIT_STATS[ant.type][RANGE])
                for coord in attackable:
                    foundAnt = getAntAt(myGameState, coord)
                    if foundAnt is not None:  # If ant is adjacent my ant
                        if foundAnt.player != me:  # if the ant is not me
                            foundAnt.health = foundAnt.health - UNIT_STATS[
                                ant.type][ATTACK]  # attack
                            # If an enemy is attacked and looses all its health remove it from the other players
                            # inventory
                            if foundAnt.health <= 0:
                                myGameState.inventories[1 - me].ants.remove(
                                    foundAnt)
                            # If attacked an ant already don't attack any more
                            break
    return myGameState
Ejemplo n.º 32
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def main(neuralNetwork):
    ##########
    global GEN_NUM, food_storage
    food_storage = []
    for i in range(100):
        food_storage.append((random.randrange(0, GRID_WIDTH), random.randrange(0, GRID_HEIGHT)))
    ants = {}
    GEN_NUM += 1
    # nets = []
    # ge = []
    ge = {}
    nets = {}
    ant_id = 0
    for net in neuralNetwork:
        nets[ant_id] = net
        ants[ant_id] = Ant(10, 10)
        ge[ant_id] = 0
        ant_id += 1
    ##########
    QUIT = False
    while QUIT == False:
        if gui:
            clock.tick(FPS)
        rem_ants = set()
        for ant_id, ant in ants.items():
            brainInput = ant.createVision()
            brainInput = brainInput.reshape(brainInput.shape[0], 1)
            brainOutput = nets[ant_id].forward_propagation(brainInput)
            performance, isIn = ant.move(brainOutput)
            if isIn ==False:
                rem_ants.add(ant_id)
                ge[ant_id] += performance
            else:
                ge[ant_id] += performance
            if ant.num_moves > ant.allowed_moves:
                rem_ants.add(ant_id)
        if gui:
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    QUIT = True
                    pygame.quit()
                    quit()
                # elif event.type == pygame.KEYDOWN:
                #     if event.key == pygame.K_LEFT:
                #         output[2] = 1
                #     elif event.key == pygame.K_UP:
                #         output[3] = 1
                #     elif event.key == pygame.K_RIGHT:
                #         output[4] = 1
                #     elif event.key == pygame.K_DOWN:
                #         output[0] = 1
                #     for ant in ants:
                #         valid = ant.move(output)
                #         if not valid:
                #             rem_ants.add(ant)
            
        
        for ant_id in rem_ants:
            ants.pop(ant_id)
        if len(ants) == 0:
            QUIT = True


        if gui:
            WIN.fill((255, 255, 255))
            for ant_id, ant in ants.items():
                ant.draw(WIN, ANT_IMAGE)
                # ant.move(np.random.rand(5))
            pygame.display.update()

    return ge 
 def initialiseAntPopulation(self, numAnts):
     AntColony = []
     for i in range(numAnts):
         AntColony.append(Ant.Ant_BBO(self.Lg))
     return np.array(AntColony)
Ejemplo n.º 34
0
 def addAnt(self):
     self.ants.append(a.Ant(self.frame, self.width, self.height, self.x, self.y,
                            self.land[self.startx][self.starty]))
Ejemplo n.º 35
0
                continue

        return round(eval, 8)


##
# UNIT TESTING SECTION
##

aiPlayer = AIPlayer(PLAYER_ONE)

### Test 1 ###
# Build a Drone

# build a test board
antCarrying = Ant((3, 3), WORKER, PLAYER_ONE)
antCarrying.carrying = True
inventory1 = Inventory(PLAYER_ONE,
                       [
                           Ant((4, 2), WORKER, PLAYER_ONE),
                           antCarrying,
                           Ant((7, 0), SOLDIER, PLAYER_ONE),
                           Ant((0, 0), QUEEN, PLAYER_ONE)
                       ], [
                           Building((2, 2), ANTHILL, PLAYER_ONE),
                           Building((3, 4), TUNNEL, PLAYER_ONE)
                       ], 1)
inventory2 = Inventory(PLAYER_TWO,
                       [
                           Ant((0, 9), SOLDIER, PLAYER_TWO),
                           Ant((1, 9), WORKER, PLAYER_TWO),
Ejemplo n.º 36
0
    # This agent doens't learn
    #
    def registerWin(self, hasWon):
        #method templaste, not implemented
        pass


# UNIT TEST
# Here we test the methods we wrote for Homework 2

# First we check our getValue function, this function evaluates a state
# Case 1 (simple)
# Check state with AI has only queen as ant and 0 food, with the enemy having a worker ant
# The AI has lost, so function should return -1
basicState = GameState(0, 0, 0, 0).getBasicState()
randomAnt = Ant((0, 1), WORKER, 1)
basicState.inventories[1].ants.append(randomAnt)
AIplayer = AIPlayer(1)
value = AIplayer.getValue(basicState)
rightValue = -1
if not math.isclose(value, rightValue):
    print("Error, the getValue function gives the value ", value, \
        "instead of the value ", rightValue, ".")
# Case 2 (complex)
# Check state with queen, one soldier ant and 5 food for the AI
# versus queen and one ant and one food for the opponent
randomSoldierAnt = Ant((0, 1), R_SOLDIER, 1)
basicState.inventories[0].ants.append(randomSoldierAnt)
basicState.inventories[0].foodCount = 5
enemyWorkerAnt = Ant((0, 2), WORKER, 1)
basicState.inventories[1].ants.append(enemyWorkerAnt)
Ejemplo n.º 37
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def spline_fit( path ):
    nPoints = 4 * int( Ant.distance( path[0], path[-1] ))
    tck, u = scipy.interpolate.splprep( zip(*path), s=0.0 )
    xi, yi = scipy.interpolate.splev( np.linspace(0,1,nPoints), tck )
    pts = np.array( zip( xi, yi ), np.int32 )
    return pts
 def nextState(self, currentState, currMove):
     #make a clone of the current State
     nState = currentState.fastclone()
     #Get my inventory
     myInv = None
     oInv = None
     for inv in nState.inventories:
         if inv.player == nState.whoseTurn:
             myInv = inv
         else:
             oInv = inv
     #Apply Our Move
     #If we have a MOVE_ANT moveType
     if currMove.moveType == MOVE_ANT:
         startCoord = currMove.coordList[0]
         endCoord = currMove.coordList[-1]
         
         #take ant from start coord
         antToMove = getAntAt(nState, (startCoord[0], startCoord[1]))
         #change ant's coords 
         antToMove.coords = (endCoord[0], endCoord[1])
         #assign ant to antToMove in inventory
         for ant in myInv.ants:
             if ant.coords == antToMove.coords:
                 ant = antToMove
                 ant.hasMoved = True
         
     #find ants within attack range
         potentialTargets = []
         for ant in oInv.ants:
             if self.distance(myAnt.coords,ant.coords)<= UNIT_STATS[myAnt.type][RANGE]:
                 potentialTargets.append(ant.coords)
         #if there are ants within attack range, uses get attack to find a victim
         if potentialTargets != []:
             victim = self.getAttack(nState, antToMove, potentialTargets)
             #decrements the victim's health
             loseHealth = UNIT_STATS[antToMove.type][ATTACK]
             for ant in oInv.ants:
                 if ant.coords == victim:
                     ant.health -= loseHealth
             #removes the ant if its health is 0
             if getAntAt(nState, (victim[0],victim[1])).ant.health <= 0:
                 deadAnt = getAntAt(newState, (victim[0],victim[1])).ant
                 oInv.ants.remove(deadAnt)
         
         #change ant carrying to true if it grabs food
         antConstr = getConstrAt(nState, antToMove.coords)
         if antConstr == FOOD and antToMove.type == WORKER:
             antToMove.carrying = true
         #add 1 to total food if ant carrying goes to anthill or tunnel
         if antToMove.carrying and (antConstr == TUNNEL or antConstr == ANTHILL):
             currentPlayerInv.foodCount += 1
             antToMove.carrying = false
     #If we have a BUILD moveType
     elif currMove.moveType == BUILD:
         coord = currMove.coordList[0]
         currentPlayerInv = nState.inventories[nState.whoseTurn]
         #subtract the cost of the item from the player's food count
         if currMove.buildType == TUNNEL:
             currentPlayerInv.foodCount -= CONSTR_STATS[currMove.buildType][BUILD_COST]
             tunnel = Building(coord, TUNNEL, nState.whoseTurn)
             nState.board[coord[0]][coord[1]].constr = tunnel
         else:
             currentPlayerInv.foodCount -= UNIT_STATS[currMove.buildType][COST]
             ant = Ant(coord, currMove.buildType, nState.whoseTurn)
             ant.hasMoved = True
             nState.inventories[nState.whoseTurn].ants.append(ant)
     elif currMove.moveType == END:
         return nState
     
     return nState