Exemple #1
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 def __make_node(self, state: State, env_conf: EnvironmentConfiguration):
     name = state.get_current_vertex_name()
     vertex = env_conf.get_vertexes()[name]
     vertex.set_state(state)
     vertex.set_cost(
         len(state.get_required_vertexes()) -
         sum(state.get_required_vertexes().values()))
     return vertex
Exemple #2
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 def get_saved_people_num(state: State, current_traveled_states, env_conf: EnvironmentConfiguration) -> List[int]:
     score = 0
     traveled_vertexes = [vertex_name for vertex_name in StateUtils.get_state_traveled_vertexes(state) if
                          vertex_name not in current_traveled_states]
     current_traveled_states.append(state.get_current_vertex_name())
     vertexes_dict = env_conf.get_vertexes()
     for vertex in traveled_vertexes:
         score += vertexes_dict[vertex].get_people_num()
     return score
 def get_possible_moves(current_state: State, env_config: EnvironmentConfiguration) -> List[Edge]:
     current_vertex_name = current_state.get_current_vertex_name()
     vertexes_dict = env_config.get_vertexes()
     edges_dict = {k: v for k, v in env_config.get_edges().items() if k not in env_config.get_blocked_edges()}
     current_vertex = vertexes_dict[current_vertex_name]
     names_of_edges = [edge for edge in current_vertex.get_edges() if edge not in env_config.get_blocked_edges()]
     possible_edges = []
     for edge_name in names_of_edges:
         possible_edges.append(edges_dict[edge_name])
     return possible_edges
Exemple #4
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 def update_func(self, agent: IAgent, action: str, current_state: State, costs_info: Tuple[List, int],
                 env_conf: EnvironmentConfiguration):
     vertex = env_conf.get_vertexes()[current_state.get_current_vertex_name()]
     vertex.set_state(current_state)
     new_state = EnvironmentUtils.get_next_vertex(vertex, action, agent.step_cost, env_conf).get_state()
     new_state.set_visited_vertex(new_state.get_current_vertex_name())
     costs, agent_num = costs_info
     edges_dict = env_conf.get_edges()
     if action in edges_dict.keys():
         costs[agent_num] += edges_dict[action].get_weight()
     return new_state
Exemple #5
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    def __result(self, action: str, state: State, is_max: bool,
                 env_config: EnvironmentConfiguration) -> State:
        """

        :param action: edge name
        :param state: current state
        :return: next state after moving on edge action from the given state
        """
        next_vertex = env_config.get_vertexes()[
            state.get_current_vertex_name()]
        next_vertex.set_state(state)
        return EnvironmentUtils.get_next_vertex(next_vertex, action,
                                                self.step_cost, env_config,
                                                is_max).get_state()