Exemple #1
0
    _actions.add_condition('eat', hungry=True, has_food=True, in_kitchen=False)
    _actions.add_reaction('eat', hungry=False)
    _actions.add_condition('cook',
                           hungry=True,
                           has_food=False,
                           in_kitchen=True)
    _actions.add_reaction('cook', has_food=True)
    _actions.add_condition('sleep', tired=True, in_bed=True)
    _actions.add_reaction('sleep', tired=False)
    _actions.add_condition('go_to_bed', in_bed=False, hungry=False)
    _actions.add_reaction('go_to_bed', in_bed=True)
    _actions.add_condition('go_to_kitchen', in_kitchen=False)
    _actions.add_reaction('go_to_kitchen', in_kitchen=True)
    _actions.add_condition('leave_kitchen', in_kitchen=True)
    _actions.add_reaction('leave_kitchen', in_kitchen=False)
    _actions.add_condition('order_pizza', has_food=False, hungry=True)
    _actions.add_reaction('order_pizza', has_food=True)
    _actions.set_weight('go_to_kitchen', 20)
    _actions.set_weight('order_pizza', 1)

    _world.set_action_list(_actions)

    _t = time.time()
    _path = _world.calculate()
    _took_time = time.time() - _t

    for path in _path:
        print(_path.index(path) + 1, path['name'])

    print('\nTook:', _took_time)
Exemple #2
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	_world.set_start_state(hungry=True, has_food=False, in_kitchen=False, tired=True, in_bed=False)
	_world.set_goal_state(tired=False)

	_actions = Action_List()
	_actions.add_condition('eat', hungry=True, has_food=True, in_kitchen=False)
	_actions.add_reaction('eat', hungry=False)
	_actions.add_condition('cook', hungry=True, has_food=False, in_kitchen=True)
	_actions.add_reaction('cook', has_food=True)
	_actions.add_condition('sleep', tired=True, in_bed=True)
	_actions.add_reaction('sleep', tired=False)
	_actions.add_condition('go_to_bed', in_bed=False, hungry=False)
	_actions.add_reaction('go_to_bed', in_bed=True)
	_actions.add_condition('go_to_kitchen', in_kitchen=False)
	_actions.add_reaction('go_to_kitchen', in_kitchen=True)
	_actions.add_condition('leave_kitchen', in_kitchen=True)
	_actions.add_reaction('leave_kitchen', in_kitchen=False)
	_actions.add_condition('order_pizza', has_food=False, hungry=True)
	_actions.add_reaction('order_pizza', has_food=True)
	_actions.set_weight('go_to_kitchen', 20)
	_actions.set_weight('order_pizza', 1)

	_world.set_action_list(_actions)
	
	_t = time.time()
	_path = _world.calculate()
	_took_time = time.time() - _t

	for path in _path:
		print _path.index(path)+1, path['name']

	print '\nTook:', _took_time
Exemple #3
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	_combat_actions.add_condition('arm',
								  weapon_loaded=True,
								  weapon_armed=False)
	_combat_actions.add_reaction('arm', weapon_armed=True)
	_combat_actions.add_condition('shoot',
								  weapon_loaded=True,
								  weapon_armed=True,
								  is_near=True)
	_combat_actions.add_reaction('shoot', in_engagement=False)
	_combat_actions.add_condition('get_cover', in_cover=False)
	_combat_actions.add_reaction('get_cover', in_cover=True)
	_combat_actions.set_weight('unpack_ammo', 3)
	_combat_actions.set_weight('search_for_ammo', 4)
	_combat_actions.set_weight('track', 20)

	_combat_brain.set_action_list(_combat_actions)

	_food_brain = Planner('is_hungry',
						  'has_food')
	_food_actions = Action_List()

	_food_brain.set_action_list(_food_actions)
	_food_brain.set_start_state(has_food=False,
								is_hungry=True)
	_food_brain.set_goal_state(is_hungry=False)

	_food_actions.add_condition('find_food', has_food=False)
	_food_actions.add_reaction('find_food', has_food=True)
	_food_actions.add_condition('eat_food', has_food=True)
	_food_actions.add_reaction('eat_food', is_hungry=False)
	_food_actions.set_weight('find_food', 20)
Exemple #4
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    _movement_actions.add_condition('move_right',
                                    canMoveRight=True,
                                    moved_down=True)

    _movement_actions.add_reaction(
        'move_right',
        x=-1,
        movedHorizontal=True,
        moved_down=False,
        #chicken = fallingPiece['x'],
        canMoveRight=canMoveRight())

    _movement_actions.add_condition('rotate_left', rotLeftGoal=True)

    _movement_actions.add_reaction('rotate_left',
                                   rotation=(fallingPiece['rotation'] + 1) %
                                   len(tetris.PIECES[fallingPiece['shape']]))

    _movement_actions.add_condition('move_down',
                                    canMoveDown=True,
                                    movingHorizontal=True)

    _movement_actions.add_reaction('move_down',
                                   lowerPiece=fallingPiece['y'] + 1)

    _movement_actions.add_condition('drop', can_drop=True)

    _movement_actions.add_reaction('drop', )

    _movement_brain.set_action_list(_movement_actions)
Exemple #5
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    def step(self):

        selforders = self.getOrders(c_selforder)
        passorders = self.getOrders(c_passorder)

        print(selforders, passorders)

        world = Planner('hungry', 'tired', "has_noorder", "has_order", "has_passorder", "get_order", "give_order", "execute_order", "bored")
        world.set_start_state(hungry=self.need_hunger > 70, tired=self.need_sleep > 70, has_order=len(selforders), has_passorder=len(passorders)>0, has_noorder=len(selforders)==0, bored=self.bored)
        world.set_goal_state(tired=False, has_passorder=False, has_noorder=True, has_order=True, bored=True)

        actions = Action_List()
        actions.add_condition('eat', hungry=True)
        actions.add_reaction('eat', hungry=False)

        actions.add_condition('sleep', tired=True)
        actions.add_reaction('sleep', tired=False)

        actions.add_condition("get_order", has_order=False)
        actions.add_reaction("get_order", has_order=True)
        actions.set_weight('get_order', 10)#dynamically adjust these weights

        actions.add_condition("give_order", has_passorder=True)
        actions.add_reaction("give_order", has_passorder=False)
        actions.set_weight('give_order', 5)

        actions.add_condition("execute_order", has_noorder=False)
        actions.add_reaction("execute_order", has_noorder=True)
        actions.set_weight('execute_order', 1)

        actions.add_condition("idle", bored=False)
        actions.add_reaction("idle", bored=True)
        actions.set_weight('idle', 20)



        world.set_action_list(actions)

        _t = time.time()
        path = world.calculate()
        _took_time = time.time() - _t

        #print(path)

        for pi, p in enumerate(path):
            print(pi, p['name'])

        if path is None or len(path) == 0:
            print("no path found")
            return

        self.listening = False


        pn = path[0]["name"]
        self.history.append(pn)
        if pn == "eat":
            self.need_hunger = max(0, self.need_hunger-20)
        elif pn == "sleep":
            self.need_sleep = max(0, self.need_sleep-20)
        elif pn == "give_order":
            po = choice(passorders)

            if po.target.listening:
                self.orders.remove(po)
                po.target.orders.append(po)
        elif pn == "get_order":
            self.listening = True
            print("listening")
        elif pn == "execute_order":
            order = selforders.pop(0)
            print("EXEC", order.message)
            self.orders.remove(order)

        if pn == "idle":
            self.bored = True
        else:
            self.bored = False
        #print('\nTook:', _took_time)

        self.need_hunger += 1
        self.need_sleep += 1
    _combat_actions.add_condition('arm',
                                  weapon_loaded=True,
                                  weapon_armed=False)
    _combat_actions.add_reaction('arm', weapon_armed=True)
    _combat_actions.add_condition('shoot',
                                  weapon_loaded=True,
                                  weapon_armed=True,
                                  is_near=True)
    _combat_actions.add_reaction('shoot', in_engagement=False)
    _combat_actions.add_condition('get_cover', in_cover=False)
    _combat_actions.add_reaction('get_cover', in_cover=True)
    _combat_actions.set_weight('unpack_ammo', 3)
    _combat_actions.set_weight('search_for_ammo', 4)
    _combat_actions.set_weight('track', 20)

    _combat_brain.set_action_list(_combat_actions)

    _food_brain = Planner('is_hungry', 'has_food')
    _food_actions = Action_List()

    _food_brain.set_action_list(_food_actions)
    _food_brain.set_start_state(has_food=False, is_hungry=True)
    _food_brain.set_goal_state(is_hungry=False)

    _food_actions.add_condition('find_food', has_food=False)
    _food_actions.add_reaction('find_food', has_food=True)
    _food_actions.add_condition('eat_food', has_food=True)
    _food_actions.add_reaction('eat_food', is_hungry=False)
    _food_actions.set_weight('find_food', 20)
    _food_actions.set_weight('eat_food', 10)