def _reset(self): super(Exclusion, self)._reset() if self.visit_min < 1: raise MazeException("visit_min is not >= 1") if self.visit_max == -1: self.visit_max = self.n_goals self.visit = list(range(self.n_goals)) shuffle(self.visit) to_visit = randint(self.visit_min, self.visit_max) self.exclude = self.visit[to_visit:] self.visit = self.visit[:to_visit] self.visit = dict((x, False) for x in self.visit) self.goals = [] for i in range(self.n_goals): x, y = choice(creationutils.empty_locations(self)) self.goals.append(mi.Goal(location=(x, y), id=i)) self._add_item(self.goals[i]) x, y = choice(creationutils.empty_locations(self, bad_blocks=[mi.Block])) self.agent = TogglingAgent(location=(x, y)) self._add_agent(self.agent, "ExclusionAgent") visited, _ = creationutils.dijkstra(self, (x, y), creationutils.agent_movefunc) if not all(goal.location in visited for goal in self.goals): raise MazeException("No path to goal")
def _reset(self): super(ConditionedGoals, self)._reset() x, y = choice(creationutils.empty_locations(self)) self.sw = mi.Switch( location=(x, y), nstates=self.n_colors, start_state=choice(range(self.n_colors)), ) self._add_item(self.sw) self.goals = [] for i in range(self.n_goals): x, y = choice(creationutils.empty_locations(self)) self.goals.append(mi.Goal(location=(x, y), id=i)) self._add_item(self.goals[i]) self.conditions = [randint(0, self.n_goals - 1) for _ in self.goals] x, y = choice(creationutils.empty_locations(self, bad_blocks=[mi.Block])) self.agent = TogglingAgent(location=(x, y)) self._add_agent(self.agent, "ConditionedGoalsAgent") visited, _ = creationutils.dijkstra(self, (x, y), creationutils.agent_movefunc) if (self.sw.location not in visited or not any(self.goals[i].location in visited for i in set(self.conditions))): raise MazeException("No path to goal")
def _reset(self): hole, dim = add_vertical_wall(self) # Add the pushblock self.pushable = mi.Pushable(location=hole) self._add_item(self.pushable) # Add additional blocks and waters super(BlockedDoor, self)._reset() # Add the goal, and agent loc = choice(creationutils.empty_locations( self, bad_blocks=[mi.Block, mi.Door])) self.goal = mi.Goal(location=loc) self._add_item(self.goal) loc = choice(creationutils.empty_locations( self, bad_blocks=[mi.Block, mi.Door])) self.agent = PushBlockAgent(location=loc) self._add_agent(self.agent, "BlockedDoorAgent") self._remove_item(self.pushable.id) visited, _ = creationutils.dijkstra(self, loc, creationutils.agent_movefunc) if self.goal.location not in visited: raise MazeException("No path to goal") self._add_item(self.pushable)
def _reset(self): hole, dim = add_vertical_wall(self) # Add the door self.door = mi.Door(location=hole, state=choice(range(1, self.switch_states))) self._add_item(self.door) # Add additional blocks and waters super(LightKey, self)._reset() # Add the goal, agent, and switch loc = choice(creationutils.empty_locations( self, bad_blocks=[mi.Block, mi.Door])) self.goal = mi.Goal(location=loc) self._add_item(self.goal) side = choice([-1, 1]) def mask_func(x, y): return side * ((x, y)[1 - dim] - hole[1 - dim]) > 0 loc = choice(creationutils.empty_locations( self, bad_blocks=[mi.Block, mi.Door, mi.Goal], mask=mask_func)) self.sw = mi.Switch(location=loc, nstates=self.switch_states) self._add_item(self.sw) loc = choice(creationutils.empty_locations( self, bad_blocks=[mi.Block, mi.Door], mask=mask_func)) self.agent = SwitchesAgent(location=loc) self._add_agent(self.agent, "LightKeyAgent") visited, _ = creationutils.dijkstra(self, loc, creationutils.agent_movefunc) if self.goal.location not in visited or self.sw.location not in visited: raise MazeException("No path to goal")
def _reset(self): super(SingleGoal, self)._reset() loc = choice(creationutils.empty_locations(self)) self.goal = mi.Goal(location=loc) self._add_item(self.goal) loc = choice(creationutils.empty_locations(self, bad_blocks=[mi.Block])) self.agent = MovingAgent(location=loc) self._add_agent(self.agent, "SingleGoalAgent") visited, _ = creationutils.dijkstra(self, loc, creationutils.agent_movefunc) if self.goal.location not in visited: raise MazeException("No path to goal")
def _reset(self): super(MultiGoals, self)._reset() self.goals = [] for i in range(self.n_goals): x, y = choice(creationutils.empty_locations(self)) self.goals.append(mi.Goal(location=(x, y), id=i)) self._add_item(self.goals[i]) shuffle(self.goals) self.v = 0 x, y = choice(creationutils.empty_locations(self, bad_blocks=[mi.Block])) self.agent = MovingAgent(location=(x, y)) self._add_agent(self.agent, "MultiGoalsAgent") visited, _ = creationutils.dijkstra(self, (x, y), creationutils.agent_movefunc) if not all(goal.location in visited for goal in self.goals): raise MazeException("No path to goal")
def _reset(self): super(GotoHidden, self)._reset() self.goals = [] for i in range(self.n_goals): x, y = choice(creationutils.empty_locations(self)) self.goals.append(mi.Goal(location=(x, y), id=i, visible=False)) self._add_item(self.goals[i]) self.goal = choice(self.goals) x, y = choice(creationutils.empty_locations(self, bad_blocks=[mi.Block])) self.agent = MovingAgent(location=(x, y)) self._add_agent(self.agent, "GotoHiddenAgent") visited, _ = creationutils.dijkstra(self, (x, y), creationutils.agent_movefunc) if self.goal.location not in visited: raise MazeException("No path to goal")