def act(self, game: Game, snake_idx: int): snake = game.get_snake(snake_idx) possible_actions = snake.possible_actions() if self.next_action in possible_actions: self.last_action = self.next_action return self.last_action
def act(self, game: Game, snake_idx: int): snake = game.get_snake(snake_idx) possible_actions = snake.possible_actions() if possible_actions is None: return None grid_map = game.get_grid() busy_action = self.feel_busy(snake, game, grid_map) if busy_action is not None: return busy_action return np.random.choice(possible_actions)
def act(self, game: Game, snake_idx: int) -> Optional[Direction]: snake = game.get_snake(snake_idx) all_snacks = game.snakes grid_map = game.get_grid() opponent = None for i, s in enumerate(all_snacks): if i == snake_idx: continue opponent = s head = snake.get_head() # print('position of head [%d, %d] and direction: %s' % (head.x, head.y, head.direction)) fruits = game.get_fruits() direction = None for fruit in fruits: cost, path = KILabAgent.a_star_search(game, head, head.direction, fruit, grid_map) field = path[0] if not opponent.is_dead(): head_op = opponent.get_head() op_to_fruit = abs(head_op.x - fruit.x) + abs(head_op.y - fruit.y) to_fruit = abs(head.x - fruit.x) + abs(head.y - fruit.y) if snake.length() < opponent.length(): if to_fruit > op_to_fruit: f = grid_map.get_object_at(int(game.width/2), int(game.height/2)) while game.is_obstacle(f): f = grid_map.get_object_at(f.x + 1, f.y + 1) field = f delta_x = head.x - field.x delta_y = head.y - field.y if delta_y == 0: if delta_x > 0: direction = Direction.LEFT else: direction = Direction.RIGHT if delta_x == 0: if delta_y > 0: direction = Direction.UP else: direction = Direction.DOWN return direction