Example #1
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    def get_legal_actions(state, ghost_index):
        """
        Ghosts cannot stop, and cannot turn around unless they
        reach a dead end, but can turn 90 degrees at intersections.
        """
        conf = state.get_ghost_state(ghost_index).configuration
        possible_actions = Actions.get_possible_actions(conf, state.data.layout.walls)
        reverse = Actions.reverse_direction(conf.direction)

        if Direction.STOP in possible_actions:
            possible_actions.remove(Direction.STOP)

        if reverse in possible_actions and len(possible_actions) > 1:
            possible_actions.remove(reverse)

        return possible_actions
Example #2
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    def get_cost_of_actions(self, actions):
        x, y = self.get_start_state()[0]
        cost = 0

        for action in actions:
            dx, dy = Actions.direction_to_vector(action)
            x, y = int(x + dx), int(y + dy)

            if self.walls[x][y]:
                return 999999
            cost += 1

        return cost
Example #3
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    def get_cost_of_actions(self, actions):
        if actions is None:
            return 999999
        x, y = self.starting_position

        for action in actions:
            dx, dy = Actions.direction_to_vector(action)
            x, y = int(x + dx), int(y + dy)

            if self.walls[x][y]:
                return 999999

        return len(actions)
Example #4
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    def apply_action(state, action, ghost_index):
        legal = GhostRules.get_legal_actions(state, ghost_index)

        if action not in legal:
            raise Exception("Illegal ghost action " + str(action))

        ghost_state = state.data.agent_states[ghost_index]
        speed = GhostRules.GHOST_SPEED

        if ghost_state.scared_timer > 0:
            speed /= 2.0

        vector = Actions.direction_to_vector(action, speed)
        ghost_state.configuration = ghost_state.configuration.generate_successor(vector)
Example #5
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    def get_cost_of_actions(self, actions):
        if actions is None:
            return 999999

        x, y = self.get_start_state()
        cost = 0

        for action in actions:
            dx, dy = Actions.direction_to_vector(action)
            x, y = int(x + dx), int(y + dy)

            if self.walls[x][y]:
                return 999999
            cost += self.cost_function((x, y))

        return cost
Example #6
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    def get_successors(self, state):
        successors = []
        self._expanded += 1

        for direction in [
                Direction.NORTH, Direction.SOUTH, Direction.EAST,
                Direction.WEST
        ]:
            x, y = state[0]
            dx, dy = Actions.direction_to_vector(direction)
            next_x, next_y = int(x + dx), int(y + dy)

            if not self.walls[next_x][next_y]:
                next_food = state[1].copy()
                next_food[next_x][next_y] = False
                successors.append(
                    (((next_x, next_y), next_food), direction, 1))

        return successors
Example #7
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    def get_successors(self, state):
        successors = []

        for action in [
                Direction.NORTH, Direction.SOUTH, Direction.EAST,
                Direction.WEST
        ]:
            x, y = state
            dx, dy = Actions.direction_to_vector(action)
            next_x, next_y = int(x + dx), int(y + dy)

            if not self.walls[next_x][next_y]:
                next_state = (next_x, next_y)
                cost = self.cost_function(next_state)
                successors.append((next_state, action, cost))

        self._expanded += 1
        if state not in self._visited:
            self._visited[state] = True
            self._visited_list.append(state)

        return successors
Example #8
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    def apply_action(state, action):
        """
        Edits the state to reflect the results of the action.
        """
        legal = PacmanRules.get_legal_actions(state)

        if action not in legal:
            raise Exception("Illegal action " + str(action))

        pacman_state = state.data.agent_states[0]

        # Update Configuration
        vector = Actions.direction_to_vector(action, PacmanRules.PACMAN_SPEED)
        pacman_state.configuration = pacman_state.configuration.generate_successor(
            vector)

        # Eat dots.
        next = pacman_state.configuration.get_position()
        nearest = nearest_point(next)

        if manhattan_distance(nearest, next) <= 0.5:
            # Remove food when eaten.
            PacmanRules.consume(nearest, state)
    def get_distribution(self, state):
        ghost_state = state.get_ghost_state(self.index)
        legal_actions = state.get_legal_actions(self.index)
        pos = state.get_ghost_position(self.index)
        is_scared = ghost_state.scared_timer > 0

        speed = 1
        if is_scared:
            speed = 0.5

        action_vectors = [Actions.direction_to_vector(a, speed) for a in legal_actions]
        new_positions = [(pos[0] + a[0], pos[1] + a[1]) for a in action_vectors]
        pacman_position = state.get_pacman_position()

        # Select best actions given the state.
        distances_to_pacman = [manhattan_distance(pos, pacman_position) for pos in new_positions]

        if is_scared:
            best_score = max(distances_to_pacman)
            best_prob = self.prob_scaredFlee
        else:
            best_score = min(distances_to_pacman)
            best_prob = self.prob_attack

        best_actions = [action for action, distance in zip(legal_actions, distances_to_pacman) if distance == best_score]

        # Construct distribution.
        dist = utilities.Counter()

        for a in best_actions:
            dist[a] = best_prob / len(best_actions)

        for a in legal_actions:
            dist[a] += (1 - best_prob) / len(legal_actions)

        dist.normalize()
        return dist
Example #10
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 def get_legal_actions(state):
     """
     Returns a list of possible actions.
     """
     return Actions.get_possible_actions(
         state.get_pacman_state().configuration, state.data.layout.walls)