Esempio n. 1
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def stepBack(name, stack):
    while len(stack) != 0:
        # go backward
        nextDirection = getNextDirection_Backward(stack.pop())
        # step backward
        print updatewumpusNowWithRocks.take_action(name, nextDirection)
        print updatewumpusNowWithRocks.take_action(name, "Step")
Esempio n. 2
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def go_back_home(world, home, percepts, order_to_visit):
    location = percepts[5]
    adjacents = updatewumpusNowWithRocks.look_ahead(world)
    for cell in order_to_visit[order_to_visit.index(home):]:
        if cell in adjacents:
            updatewumpusNowWithRocks.take_action(world,
                                                 face_to(cell, percepts))
            percepts = updatewumpusNowWithRocks.take_action(world, 'Step')
            return percepts
Esempio n. 3
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def tryToKillWumpus(name, smellFlag, adjacentCell, solidList, notSolidList,
                    currentCell):
    if smellFlag == 'nasty':
        for cell in adjacentCell:
            if cell not in solidList and cell not in notSolidList:
                shootDirection = getNextDirection(currentCell, cell)
                print updatewumpusNowWithRocks.take_action(
                    name, shootDirection)
                print updatewumpusNowWithRocks.take_action(name, 'Shoot')
                return cell
def killWumpusProcess(name, maybeWumpusList, solidList, notSolidList, stack):
    # find Wumpus pos
    wumpus_pos = Counter(maybeWumpusList).most_common()
    if len(wumpus_pos) == 0:
        return 'TBD'
    print wumpus_pos
    wumpus_pos = wumpus_pos[0][0]

    # initialize lists
    maybePitList = []
    maybeWumpusList = []
    visited = []

    res = '';

    # find wumpus pos
    while True:
        adjacentCell = updatewumpusNowWithRocks.look_ahead(name)
        [smellFlag, airFlag, goldFlag, currentCell, livingFlag] = libWumpusWorld.getCurrentState(name)

        # add currentCell to visited List
        visited.append(currentCell)
        if currentCell not in solidList:
            solidList.append(currentCell)

        # check stop sign
        if wumpus_pos in adjacentCell:
            # find wumpus, kill it
            shootDirection = libWumpusWorld.getNextDirection(currentCell, wumpus_pos)
            print updatewumpusNowWithRocks.take_action(name, shootDirection)
            print updatewumpusNowWithRocks.take_action(name, 'Shoot')
            shootedState = updatewumpusNowWithRocks.take_action(name, "Left")
            if shootedState[8] == 100 or shootedState[8] == 1100:
                res = wumpus_pos
                break
            else:
                res = 'NotSucceeded'
                break

        # add facts to current list
        libWumpusWorld.addFactsProcess(adjacentCell, smellFlag, airFlag, maybeWumpusList, maybePitList, solidList,
                                       notSolidList)

        # next step
        flag = libWumpusWorld.nextStep(name, adjacentCell, visited, solidList, notSolidList, currentCell, stack)

        if flag:
            res = 'NotFound'

    # after kill step back
    libWumpusWorld.stepBack(name, stack)

    return res
def pitFindProcess(name, PitList, solidList, notSolidList, stack):
    # initialize lists
    maybePitList = []
    maybeWumpusList = []
    visited = []

    # return value
    resSolidList = []
    resNotSolidList = []

    # find pit pos
    while True:
        adjacentCell = updatewumpusNowWithRocks.look_ahead(name)
        [smellFlag, airFlag, goldFlag, currentCell, livingFlag] = libWumpusWorld.getCurrentState(name)

        # add currentCell to visited List
        visited.append(currentCell)
        if currentCell not in solidList:
            solidList.append(currentCell)

        # add facts to current list
        libWumpusWorld.addFactsProcess(adjacentCell, smellFlag, airFlag, maybeWumpusList, maybePitList, solidList,
                                       notSolidList)

        # add value to res Lists
        for cell in adjacentCell:
            if cell in PitList:
                tossDirection = libWumpusWorld.getNextDirection(currentCell, cell)
                print updatewumpusNowWithRocks.take_action(name, tossDirection)
                sign = updatewumpusNowWithRocks.take_action(name, 'Toss')
                if sign == 'Quiet':
                    resNotSolidList.append(cell)
                elif sign == 'Clink':
                    resSolidList.append(cell)
                else:
                    break
                PitList = filter(lambda a: a != cell, PitList)

        # check stop sign
        if len(PitList) == 0:
            break

        # next step
        flag = libWumpusWorld.nextStep(name, adjacentCell, visited, solidList, notSolidList, currentCell, stack)

        if flag:
            break
    # after toss step back
    libWumpusWorld.stepBack(name, stack)

    return [resSolidList, resNotSolidList]
Esempio n. 6
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def getCurrentState(name):
    currentState = updatewumpusNowWithRocks.take_action(name, "Left")
    smellFlag = currentState[0]
    airFlag = currentState[1]
    goldFlag = currentState[2]
    currentCell = currentState[5]
    livingFlag = currentState[7]
    return [smellFlag, airFlag, goldFlag, currentCell, livingFlag]
Esempio n. 7
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def pickUpGold(name, stack):
    currentState = updatewumpusNowWithRocks.take_action(name, "Left")
    goldFlag = currentState[2]
    if goldFlag == "glitter":
        # gold finded and back to start pos
        print updatewumpusNowWithRocks.take_action(name, 'PickUp')
        while len(stack) != 0:
            # go backward
            nextDirection = getNextDirection_Backward(stack.pop())
            # step backward
            print updatewumpusNowWithRocks.take_action(name, nextDirection)
            print updatewumpusNowWithRocks.take_action(name, "Step")
def tryToDie(name):
    visited = []
    stack = []
    # find gold pos
    while True:
        adjacentCell = updatewumpusNowWithRocks.look_ahead(name)
        currentState = updatewumpusNowWithRocks.take_action(name, "Left")
        if currentState == None:
            break
        currentCell = currentState[5]
        # add currentCell to visited List
        visited.append(currentCell)


        # next step
        flag = libWumpusWorld.nextStep(name, adjacentCell, visited, adjacentCell, [], currentCell, stack)

        if flag:
            break
    # after toss step back
    libWumpusWorld.stepBack(name, stack)
Esempio n. 9
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def nextStep(name, adjacentCell, visited, solidList, notSolidList, currentCell,
             stack):
    forwardFlag = False
    for cell in adjacentCell:
        if (cell in visited) or (cell not in solidList) or (cell
                                                            in notSolidList):
            continue
        forwardFlag = True
        nextDirection = getNextDirection(currentCell, cell)
        # add nextDirection to stack
        stack.append(nextDirection)
        # step forward
        print updatewumpusNowWithRocks.take_action(name, nextDirection)
        print updatewumpusNowWithRocks.take_action(name, "Step")
        break
    if len(stack) == 0:
        return True
    if not forwardFlag:
        # if there is no solid cell near, go backward and the current pos is not the start pos
        nextDirection = getNextDirection_Backward(stack.pop())
        # step backward
        print updatewumpusNowWithRocks.take_action(name, nextDirection)
        print updatewumpusNowWithRocks.take_action(name, "Step")
Esempio n. 10
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def find_gold(world, percepts, facts, rules, order_to_visit, trace):
    location = percepts[5]

    if location in order_to_visit:
        order_to_visit.remove(location)
    order_to_visit.append(location)
    trace.append(location)

    # add facts and run inferences
    add_percepts(world, percepts, facts)
    inference_engine(rules, facts)

    adjacents = updatewumpusNowWithRocks.look_ahead(world)

    if ['try_rock', location] in facts:
        print "trying rock"
        for cell in adjacents:
            if ['pit', cell] not in facts and ['safe', cell] not in facts:
                print "found a guess"
                updatewumpusNowWithRocks.take_action(world,
                                                     face_to(cell, percepts))
                sound = updatewumpusNowWithRocks.take_action(world, 'Toss')
                if sound == 'Quiet':
                    insert_fact(['pit', cell], facts)
                if sound == 'Clink':
                    insert_fact(['solid', cell], facts)
        facts.remove(['try_rock', location])

    for cell in adjacents:
        if ['wumpus', cell] in facts:
            updatewumpusNowWithRocks.take_action(world,
                                                 face_to(cell, percepts))
            percepts = updatewumpusNowWithRocks.take_action(world, 'Shoot')
            for fact in facts:
                if fact[0] == 'wumpus' or fact[0] == 'nasty':
                    facts.remove(fact)
                    print "removing fact" + str(fact)
            return percepts

    # this block moves to an adjacent cell if any are safe & unvisited
    for cell in adjacents:
        if cell not in order_to_visit:
            if ['safe', cell] in facts:
                print "\n*********************************\nTrying unvisited cell: " + str(
                    cell)
                updatewumpusNowWithRocks.take_action(world,
                                                     face_to(cell, percepts))
                percepts = updatewumpusNowWithRocks.take_action(world, 'Step')
                return percepts

    # this block ranks cells to move to, choosing the one that was visited the longest ago, then moves
    # that cell to the end of the order
    rankings = []
    for cell in adjacents:
        if ['safe', cell] in facts:
            rankings.append(order_to_visit.index(cell))
        else:
            rankings.append(999)
    index = rankings.index(min(rankings))
    if min(rankings) < 999:
        # get the min scored cell
        move_to = adjacents[index]

        # move to end of list
        order_to_visit.remove(move_to)
        order_to_visit.append(move_to)

        # move to that cell
        print "\n*********************************\nTrying to revisit " + str(
            move_to)
        updatewumpusNowWithRocks.take_action(world, face_to(move_to, percepts))
        percepts = updatewumpusNowWithRocks.take_action(world, 'Step')
        return percepts
    move_to = trace[-2]
    print "\n*********************************\nTrying to step back to " + str(
        move_to)
    updatewumpusNowWithRocks.take_action(world, face_to(move_to, percepts))
    percepts = updatewumpusNowWithRocks.take_action(world, 'Step')
    return percepts
Esempio n. 11
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def go_back_home(world, home, percepts, order_to_visit):
    location = percepts[5]
    adjacents = updatewumpusNowWithRocks.look_ahead(world)
    for cell in order_to_visit[order_to_visit.index(home):]:
        if cell in adjacents:
            updatewumpusNowWithRocks.take_action(world,
                                                 face_to(cell, percepts))
            percepts = updatewumpusNowWithRocks.take_action(world, 'Step')
            return percepts


#start the actual solutione

order_to_visit = []
trace = []
percepts = updatewumpusNowWithRocks.take_action(world, "Up")

home = percepts[5]

while percepts[2] != 'glitter' and percepts[
        7] != 'dead':  #until we find the gold
    percepts = find_gold(world, percepts, facts, rules, order_to_visit, trace)

print order_to_visit
add_percepts(world, percepts, facts)
inference_engine(rules, facts)

updatewumpusNowWithRocks.take_action(world, "PickUp")

while percepts[5] != home:
    percepts = go_back_home(world, home, percepts, order_to_visit)
Esempio n. 12
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     maybeWumpusList] = impWumpusWorld.findGoldProcess(name, solidList,
                                                       notSolidList, stack)

    print stack
    # try to kill wumpus
    killRes = impWumpusWorld.killWumpusProcess(name, maybeWumpusList,
                                               solidList, notSolidList, stack)
    if killRes in maybeWumpusList:
        print killRes + ' : Kill Succeeded'
        solidList.append(killRes)
        maybePitList = filter(lambda a: a != killRes, maybePitList)
    else:
        print killRes

    # game ending flag check
    currentState = updatewumpusNowWithRocks.take_action(name, "Left")
    score = currentState[8]
    if score == 1100:
        updatewumpusNowWithRocks.take_action(name, "Exit")
        break
    else:
        [resSolidList, resNotSolidList
         ] = impWumpusWorld.pitFindProcess(name, maybePitList, solidList,
                                           notSolidList, stack)

        for e in resNotSolidList:
            if e not in notSolidList:
                notSolidList.append(e)
        for e in resSolidList:
            if e not in solidList:
                solidList.append(e)