Exemple #1
0
 def get_colorboard(self):
     colorboard = self.colors[self.board]
     colorboard[self.exit.y][self.exit.x] = self.colors[
         PacmanObjectType.EXIT]
     for food in self.current_state.foods:
         colorboard[food.y][food.x] = self.colors[PacmanObjectType.FOOD]
     for agent in self.current_state.agents:
         Debug.print(agent)
         colorboard[agent.pos.y][agent.pos.x] = self.colors[agent.type]
     return colorboard
Exemple #2
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 def next(self):
     self.current_state, _ = self.act(self.current_state)
     if self.is_winning_state(self.current_state):
         Console.print("-1 -1")
         Debug.print("Player won.")
         return False
     elif self.is_losing_state(self.current_state):
         Console.print("-1 -1")
         Debug.print("Player lost.")
         return False
     return True
Exemple #3
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 def act(self, state, action=None):
     nstate = state.copy()
     for idx, agent in enumerate(state.agents):
         if agent.type is PacmanAgentType.PLAYER:
             nstate.agents[idx], action = agent.move(state, action)
             newpos = nstate.agents[idx].pos
             if not self.is_valid_state(nstate):
                 Debug.print("Agent [", agent.name, "] Forbidden move!")
                 raise RuntimeError
             if newpos in nstate.foods:
                 nstate.foods.remove(newpos)
         else:
             # hack. enemies see what move we're going to make.
             nstate.agents[idx], _ = agent.move(nstate)
             if not self.is_valid_state(nstate):
                 Debug.print(agent.pos, nstate.agents[idx].pos)
                 Debug.print("Agent [", agent.name, "] Forbidden move!")
                 raise RuntimeError
     return nstate, self.reward(state.get_player_agent(), state, action,
                                nstate)