Esempio n. 1
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 def __init__(self, index, offense):
     DefensiveReflexAgent.__init__(self, index)
     if offense:
         self.myNotFeatures = [ 'eatingEnemy','distanceToClosestEnemyAsGhostSquared', 'attackingEnemyAsGhost',
                            'numberOfYourFoodsRemaining', 'homeTerritory', 'distanceToClosestEnemyAsGhost', 'isPacman']
     else:
         TrialAgent.defenseIndex.append(index)
         self.myNotFeatures = [ 'distancetoClosestEnemyFoodSquared', 'gettingEaten'
                                'distanceToClosestEnemyAsPacmanSquared', 'attackingEnemyAsPacman',
                                'numberOfEnemyFoodsRemaining','distancetoClosestEnemyFood','enemyTerritory',
                                'distanceToClosestEnemyAsPacman','enemyGhostClose', 'distanceToFriends']
Esempio n. 2
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  def chooseAction(self, gameState):
    # we're blue for now
    if self.red: return choice(gameState.getLegalActions(self.index))

    enemyIndices = []
    if self.red:
      enemyIndices = gameState.getBlueTeamIndices()
    else:
      enemyIndices = gameState.getRedTeamIndices()

    if self.inferenceModule.distributions == None:
      self.inferenceModule.initializeDistributions(gameState, enemyIndices)

    for agentIndex in enemyIndices:
      self.inferenceModule.observe(gameState, self.index, agentIndex)
      self.inferenceModule.elapseTime(gameState, agentIndex)

    # this is just to get the distribution in a format that is displayable
    distrToDisplay = []
    for i in xrange(gameState.getNumAgents()):
      if i in self.inferenceModule.distributions.keys():
        distrToDisplay.append(self.inferenceModule.distributions[i])
      else:
        distrToDisplay.append(None)
    self.displayDistributionsOverPositions(distrToDisplay)

    return DefensiveReflexAgent.chooseAction(self, gameState)
Esempio n. 3
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 def registerInitialState(self, gameState):
     DefensiveReflexAgent.registerInitialState(self, gameState)
     self.startingFood = len(self.getFoodYouAreDefending(gameState).asList())
     self.theirStartingFood = len(self.getFood(gameState).asList())
     if TrialAgent.firstTurn:
         TrialAgent.distancer = distanceCalculator.Distancer(gameState.data.layout)
         TrialAgent.manhattanDistancer = distanceCalculator.Distancer(gameState.data.layout)
         # TrialAgent.manhattanDistancer.useManhattanDistances()
         TrialAgent.distancer.getMazeDistances()
         TrialAgent.legalPositions = gameState.getWalls().asList(False)
         for pos in TrialAgent.legalPositions:
             TrialAgent.legalNextPositions[pos] = self.getLegalNextPositions(gameState, pos)
         TrialAgent.enemyIndices = self.getOpponents(gameState)
         TrialAgent.allyIndices = self.getTeam(gameState)
         self.initializeUniformly(gameState)
         TrialAgent.firstTurn = False
         TrialAgent.lastAgent = TrialAgent.allyIndices[len(TrialAgent.allyIndices) -1]
         TrialAgent.numAllies = len(TrialAgent.allyIndices)
         for ally in TrialAgent.allyIndices:
             TrialAgent.currentGoal[ally] = (-1, -1)
         TrialAgent.defenseIndex = list()
Esempio n. 4
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 def __init__(self, index):
     DefensiveReflexAgent.__init__(self, index)
     self.agentName = 'defensiveQLearningAgent' 
     self.weights = None
Esempio n. 5
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 def getBestAction(self, state):
     return DefensiveReflexAgent.chooseAction(self, state)