예제 #1
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    def go_home(self, pos: Position, gameState: GameState):
        w = gameState.getWalls().width // 2
        h = gameState.getWalls().height - 2
        return Target(Position(1, 1), 0) if gameState.isOnRedTeam(self.index) else Target(Position(w - 1, 1), 0)

        x = w if gameState.isOnRedTeam(self.index) else w + 1
        possible_dst = [Target(Position(x, y), self.getMazeDistance(
            (x, y), (pos.x, pos.y))) for y in range(h-1)]

        return min(possible_dst, key=lambda x: x[1])
예제 #2
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def getDirectionAndDistance(fromPoint: Tuple[int, int], toPoint: Tuple[int,
                                                                       int],
                            gamestate: GameState) -> Tuple[int, str]:
    grid = gamestate.getWalls()

    myDict = {(toPoint[0], toPoint[1]): 0}
    toCheck = [(toPoint[0], toPoint[1])]
    distance = 0
    while fromPoint not in myDict:
        AddToQueue(toCheck[distance], toCheck, myDict, grid)
        distance += 1
    isInList(myDict, fromPoint)

    return (distance, findDirection(myDict, fromPoint))
예제 #3
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    def registerInitialState(self, gameState: GameState):
        self.gridWall = gameState.getWalls()
        self.initialPosition = gameState.getAgentPosition(self.index)
        self.currPosition = self.initialPosition
        self.home = findHome(self.gridWall, self.initialPosition)
        if (gameState.getAgentPosition(self.index)[0] >
            (self.gridWall.width - 1) // 2):
            self.mapMiddlePoint = (round(
                (self.gridWall.width - 1) * 0.65), self.gridWall.height // 2)
        else:
            self.mapMiddlePoint = (round(
                (self.gridWall.width - 1) * 0.35), self.gridWall.height // 2)

        self.goingUp = True
        self.firstPatrolDone = True
        self.topChokePoint = self.mapMiddlePoint
        self.bottomChokePoint = self.mapMiddlePoint

        CaptureAgent.registerInitialState(self, gameState)
예제 #4
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    def registerInitialState(self, gameState: GameState):
        walls = gameState.getWalls()
        maxX, maxY = walls.asList()[-1]
        limitRegion = math.ceil(maxX/2) + 1

        if gameState.isOnRedTeam(self.index):
            limitRegion -= 3

        for y in range(0, maxY):
            if not gameState.hasWall(limitRegion, y):
                self.openBorder.append(Position(limitRegion, y))

        self.enemiesIndices = gameState.getRedTeamIndices()
        if gameState.isOnRedTeam(self.index):
            self.enemiesIndices = gameState.getBlueTeamIndices()

        # for pos in self.openBorder:
        #     print(pos)
        # print("\n")

        CaptureAgent.registerInitialState(self, gameState)
예제 #5
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    def registerInitialState(self, gameState: GameState):
        """
        This method handles the initial setup of the
        agent to populate useful fields (such as what team
        we're on).

        A distanceCalculator instance caches the maze distances
        between each pair of positions, so your agents can use:
        self.distancer.getDistance(p1, p2)

        IMPORTANT: This method may run for at most 5 seconds.
        """
        '''
        Make sure you do not delete the following line. If you would like to
        use Manhattan distances instead of maze distances in order to save
        on initialization time, please take a look at
        CaptureAgent.registerInitialState in captureAgents.py.
        '''
        CaptureAgent.registerInitialState(self, gameState)
        '''
        Your initialization code goes here, if you need any.
        '''
        self.minFoodxy = (0, 0)

        self.gridWall = gameState.getWalls()
        self.home = findHome(self.gridWall,
                             gameState.getAgentPosition(self.index))

        if (self.index in gameState.getRedTeamIndices()):
            # left side
            self.mapMiddlePoint = (self.gridWall.width // 2 - 2,
                                   self.gridWall.height // 2)
            self.foodInMouth = 0
        else:
            # right side
            self.mapMiddlePoint = (self.gridWall.width // 2 + 2,
                                   self.gridWall.height // 2)
            self.foodInMouth = 0
예제 #6
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    def chooseAction(self, gameState: GameState) -> str:
        ownIndex = self.index
        ownPosition = gameState.getAgentPosition(ownIndex)
        if self.firstPatrolDone:
            possibleChokePoints = []
            grid = gameState.getWalls()
            for i in range(len(grid[0]) - 1):
                if not gameState.hasWall(self.mapMiddlePoint[0], i):
                    possibleChokePoints.append((self.mapMiddlePoint[0], i))
            self.topChokePoint = possibleChokePoints[0]
            self.bottomChokePoint = possibleChokePoints[
                len(possibleChokePoints) - 1]
            direction = getDirectionAndDistance(ownPosition,
                                                self.topChokePoint,
                                                gameState)[1]
            self.firstPatrolDone = False
        else:
            if self.goingUp:
                direction = getDirectionAndDistance(ownPosition,
                                                    self.topChokePoint,
                                                    gameState)[1]
                distance = getDirectionAndDistance(ownPosition,
                                                   self.topChokePoint,
                                                   gameState)[0]
                if distance == 0:
                    self.goingUp = False
            else:
                direction = getDirectionAndDistance(ownPosition,
                                                    self.bottomChokePoint,
                                                    gameState)[1]
                distance = getDirectionAndDistance(ownPosition,
                                                   self.bottomChokePoint,
                                                   gameState)[0]
                if distance == 0:
                    self.goingUp = True

        return direction
예제 #7
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 def uniformCostSearch(self, intial_pos: tuple, dest: tuple, gameState: GameState, agentIndex: int):
     states = util.PriorityQueue()
     visited = set()
     states.push((intial_pos, [], 0), 0)
     while states:
         pos, path, cost = states.pop()
         if pos == dest:
             return path
         if pos not in visited:
             visited.add(pos)
             for next_action in ["North", "South", "East", "West"]:
                 newPos = self.getPos(next_action, pos)
                 newCost = self.getCost(next_action)
                 totalCost = cost + newCost
                 if (newPos not in visited) and (newPos is not None) and (newPos not in gameState.getWalls()):
                     states.push(
                         (newPos, path + [next_action], totalCost), totalCost)
예제 #8
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    def chooseAction(self, gameState: GameState) -> str:
        actions = gameState.getLegalActions(self.index)
        food = self.getOpponentFood(gameState).asList()
        myPos = gameState.getAgentPosition(self.index)

        if self.target is not None:
            self.target.dist = self.getMazeDistance(
                (self.target.pos.x, self.target.pos.y),
                myPos
            )

        targets = [Target(Position(x, y), self.getMazeDistance(
            (x, y), myPos)) for x, y in food]
        target: Target = min(targets, key=lambda target: target.dist)
        if self.target is None or target.dist < self.target.dist or len(self.path) == 0 or self.path is None:
            self.target = target
            maze = Maze(gameState.getWalls())
            path = []
            pos = myPos
            while True:
                directions = [
                    (pos[0], pos[1] + 1, "North"),
                    (pos[0], pos[1] - 1, "South"),
                    (pos[0] + 1, pos[1], "East"),
                    (pos[0] - 1, pos[1], "West")
                ]

                maze[pos[0]][pos[1]].visited = True

                possibleMoves = [d for d in directions
                                 if not maze[d[0]][d[1]].isWall
                                 and not maze[d[0]][d[1]].visited]

                # print("path", path)
                # print("pos", pos)
                # print("possibleMoves", possibleMoves)

                if len(possibleMoves) == 0:
                    if len(path) == 0:
                        print("failed")
                        sys.exit(-1)
                    lastMove = path.pop()
                    if lastMove == "North":
                        pos = (pos[0], pos[1] - 1)
                    if lastMove == "South":
                        pos = (pos[0], pos[1] + 1)
                    if lastMove == "East":
                        pos = (pos[0] - 1, pos[1])
                    if lastMove == "West":
                        pos = (pos[0] + 1, pos[1])
                    continue

                d = possibleMoves[0]
                path.append(d[2])
                maze[d[0]][d[1]].visited = True
                pos = (d[0], d[1])

                # but did we win?
                if pos[0] == self.target.pos.x and pos[1] == self.target.pos.y:
                    # print("yay")
                    # print("path", path)
                    self.path = path
                    break

        if gameState.isOnRedTeam(self.index):
            print(self.target, self.path)

        move = self.path[0]
        self.path = self.path[1:]
        return move