Пример #1
0
    def __init__(self, game, ai_information):
        self.game = game

        # Capture AI settings that the user specified
        search_type = ai_information[0]
        search_strategy = ai_information[1]

        # Set the strategy to use to search with
        if search_strategy == "bfs":
            search_strategy = BFS()
        elif search_strategy == "dfs":
            search_strategy = DFS()
        elif search_strategy == "astar":
            search_strategy = AStar(ai_information[2])
        elif search_strategy == "idastar":
            self.search_strategy = IDAStar(game.board, ai_information[2])
        else:
            raise Exception('Invalid search stategy')

        if search_strategy == "idastar":
            pass
        elif (search_type == "tree-search"):
            self.search_strategy = TreeSearch(game.board, search_strategy)
        elif (search_type == "graph-search"):
            self.search_strategy = GraphSearch(game.board, search_strategy)
        else:
            raise Exception('Invalid search type')
Пример #2
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def puzzle(args):
    start = Puzzle(np.array([4, 3, 6, 8, 2, 7, 5, 1, 0]))
    goal = Puzzle(np.array([8, 1, 2, 7, 0, 3, 6, 5, 4]))

    path = BFS(start, goal)

    for s in path:
        print(s[1].board.reshape((3, 3)))
        if s[0]:
            print("ACTION: ", s[0])
Пример #3
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def main():
    test_case_1 = ["CDE", "CFG", "EHE", "EIJ", "GHK", "GLC"]
    test_case_2 = ["CDE", "CFG", "EHI", "GJC", "GKG"]

    root_node_1 = geography_node(test_case_1, words_added=["ABC"], name="root")

    print("BFS of Test Case 1:")
    print("Result of BFS on Test Case 1: %s, nodes visited: %d\n" %
          (BFS(root_node_1, node_count_max=128)))
    print("DFS of Test Case 1:")
    print("Result of DFS on Test Case 1: %s, nodes visited: %d\n" %
          (DFS(root_node_1, node_count_max=128)))

    root_node_2 = geography_node(test_case_2, words_added=["ABC"], name="root")

    print("BFS of Test Case 2:")
    print("Result of BFS on Test Case 2: %s, nodes visited: %d\n" %
          (BFS(root_node_2, node_count_max=128)))
    print("DFS of Test Case 2:")
    print("Result of DFS on Test Case 2: %s, nodes visited: %d\n" %
          (DFS(root_node_2, node_count_max=128)))
Пример #4
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def means_end(args):
    start_state = MeansEndState({
        ROBOT: {
            LOCATION: LIVING_ROOM,
            HOLDS: NONE
        },
        PERSON: {
            LOCATION: LIVING_ROOM,
            HOLDS: NONE
        },
        GLASS: {
            LOCATION: CUPBOARD,
            HOLDS: NONE
        },
        SODA: {
            LOCATION: FRIDGE,
            HOLDS: NONE
        },
        KITCHEN_DOOR: CLOSED,
        FRIDGE_DOOR: CLOSED,
        CUPBOARD_DOOR: CLOSED
    })

    goal_state = MeansEndState({
        ROBOT: {
            LOCATION: LIVING_ROOM,
            HOLDS: NONE
        },
        PERSON: {
            LOCATION: LIVING_ROOM,
            HOLDS: GLASS
        },
        GLASS: {
            LOCATION: LIVING_ROOM,
            HOLDS: SODA
        },
        SODA: {
            LOCATION: LIVING_ROOM,
            HOLDS: NONE
        },
        KITCHEN_DOOR: CLOSED,
        FRIDGE_DOOR: CLOSED,
        CUPBOARD_DOOR: CLOSED
    })

    path = BFS(start_state, goal_state)

    for s in path:
        if s[0]:
            print(s[0])
Пример #5
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    def get_search(self):
        print "================================"
        print "Choose a Search Method:"
        print "================================"
        print "1. Depth First Search"
        print "2. Breadth First Search"
        print "3. A* Heuristic Search"

        search_input = int(raw_input("Enter search choice: =>  "))

        if search_input is -1:
            return
        elif search_input is 1:
            self.search = DFS()
        elif search_input is 2:
            self.search = BFS()
        elif search_input is 3:
            self.search = AS()
Пример #6
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def BFS1():
    pygame.init()
    screen = Screen()

    screen.set_start(126, 276)
    screen.set_obstacle(200, 191)
    screen.set_obstacle(201, 270)
    screen.set_obstacle(194, 357)
    screen.set_obstacle(195, 459)
    screen.set_obstacle(118, 363)
    screen.set_obstacle(267, 196)
    screen.set_obstacle(354, 192)
    screen.set_obstacle(432, 193)
    screen.set_obstacle(508, 194)
    screen.set_obstacle(270, 447)
    screen.set_end(272, 286)
    screen.draw()
    pygame.display.flip()
    pygame.display.set_caption('BFS:press space to step the search')
    search = BFS(screen)  # BFS

    while True:
        for event in pygame.event.get():

            if event.type == locals.QUIT or (event.type == locals.KEYUP
                                             and event.key == locals.K_ESCAPE):
                pygame.quit()
                return 1
            elif event.type == locals.KEYUP and event.key == locals.K_SPACE and not search.over:
                search.step()
                screen.draw_BFS()
                pygame.display.flip()

            elif (event.type == locals.KEYUP
                  and event.key == locals.K_SPACE) and search.over:
                search.setroad()
                screen.draw_BFS()
                pygame.display.flip()
                search.displaystep()
Пример #7
0
for n in range(3,nEnd+1,2):
    print('Size of Puzzle: n =', n)

    puzzle = nPuzzleGraph(n)
    puzzleValued = nPuzzleGraphValued(n)

    for i in range(NumIterations):
        print('Iteration', i)

        initState = gen_state(n)
        initState = State(initState)
        puzzle.setInitialState(initState)
        puzzleValued.setInitialState(initState)

        start = timeit.default_timer()
        BFS(puzzle, puzzle.initialState)
        end = timeit.default_timer()
        sumBFS += end - start

        start = timeit.default_timer()
        UCS(puzzleValued, puzzleValued.initialState)
        end = timeit.default_timer()
        sumUCS += end - start

        start = timeit.default_timer()
        DFS(puzzle, puzzle.initialState)
        end = timeit.default_timer()
        sumDFS += end - start

        start = timeit.default_timer()
        DLS(puzzle, puzzle.initialState, DEPTHLIMIT)
Пример #8
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def main():
    """Main method that is run.

    Main method that takes command line arguments and performs given
    operation/s.
    
    """
    from argparse import ArgumentParser
    from data_loader import get_state_space, get_heuristic
    from search import BFS, UCS, DFS, lDFS, IDS, GBFS, HCS, AStar
    from heuristic_check import is_optimistic, is_consistent
    from puzzle_heuristic import manhattan_distance

    parser = ArgumentParser(
        'run specified search algorithm on a given state space')
    parser.add_argument('ss', type=str, help='path to a state space to use')
    parser.add_argument(
        '-a',
        '--algorithm',
        type=str,
        choices=['bfs', 'ucs', 'dfs', 'ldfs', 'ids', 'gbfs', 'hcs', 'astar'],
        help='state space search algoritm to use')
    parser.add_argument('-d',
                        '--depth',
                        type=int,
                        help='maximum depth for the limited DFS')
    parser.add_argument('-e',
                        '--heuristic',
                        type=str,
                        help='heuristic to use: [path, \'l1\']')
    parser.add_argument('-c',
                        '--check',
                        action='store_true',
                        help="run checks on heuristic")

    args = parser.parse_args()

    s0, transitions, goal = get_state_space(args.ss)

    heuristic = None
    if args.heuristic:
        if args.heuristic == 'l1':
            heuristic = manhattan_distance(goal)
        else:
            heuristic = get_heuristic(args.heuristic)

    if args.algorithm:
        if args.algorithm == 'bfs':
            BFS(s0, transitions, goal)
        elif args.algorithm == 'ucs':
            UCS(s0, transitions, goal)
        elif args.algorithm == 'dfs':
            DFS(s0, transitions, goal)
        elif args.algorithm == 'ldfs':
            if args.depth:
                lDFS(s0, transitions, goal, args.depth)
            else:
                print('Maximum depth not provided.')
        elif args.algorithm == 'ids':
            IDS(s0, transitions, goal)
        elif heuristic:
            if args.algorithm == 'gbfs':
                GBFS(s0, transitions, goal, heuristic)
            elif args.algorithm == 'hcs':
                HCS(s0, transitions, heuristic)
            elif args.algorithm == 'astar':
                AStar(s0, transitions, goal, heuristic)
            else:
                print('Invalid algorithm.')
        else:
            print('No heuristic provided.')

    if args.check:
        if heuristic:
            print('Checking heuristic')
            is_optimistic(heuristic, transitions, goal)
            is_consistent(heuristic, transitions)
        else:
            print('No heuristic provided.')
Пример #9
0
from search import BFS
import numpy as np

arr = np.array([[1, 2, 3],
                 [4, 5, 0],
                 [7, 8, 6]])

a = BFS(arr)
a.search()
Пример #10
0
from search import BFS
import numpy as np
from state import *

if __name__ == '__main__':
    print('Witaj')
    arr = np.array([[1, 2, 3], [4, 5, 0], [7, 8, 6]], dtype=np.uint8)
    state = State(arr, None, None, None, None)
    print(hash(state))
    A = BFS(arr)
    A.search()
    # a = BFS(arr)
    # a.search()
Пример #11
0
def rungame(layout, agent, render):
    game = GameState(layout)
    print("INITIAL INFORMATION OF MAZE")
    game.show_information()

    # LOAD IMAGE PATH
    backdrop_path, floor_path, wall_path, key_path, gate_path, trap_path, stair_path, explorer_path, \
    mummy_white_path, mummy_red_path, scorpion_white_path, scorpion_red_path, white_fight_path, \
    red_fight_path = load_image_path(game.maze_size)

    # LOAD IMAGE
    backdrop = pygame.image.load(backdrop_path)
    floor = pygame.image.load(floor_path)
    stair = graphics.stairs_spritesheet(stair_path)
    trap = graphics.trap_spritesheet(trap_path)
    key = graphics.key_spritesheet(key_path)
    gate = graphics.gate_spritesheet(gate_path)
    wall = graphics.wall_spritesheet(wall_path, game.maze_size)
    explorer_sheet = graphics.character_spritesheet(explorer_path)
    mummy_white_sheet = graphics.character_spritesheet(mummy_white_path)
    mummy_red_sheet = graphics.character_spritesheet(mummy_red_path)
    scorpion_white_sheet = graphics.character_spritesheet(scorpion_white_path)
    scorpion_red_sheet = graphics.character_spritesheet(scorpion_red_path)
    # GAME
    explorer = {
        "sprite_sheet":
        explorer_sheet,
        "coordinates":
        Cal_coordinates(game, game.explorer_position[0],
                        game.explorer_position[1]),
        "direction":
        game.explorer_direction,
        "cellIndex":
        0
    }
    list_mummy_white = []
    for i in range(len(game.mummy_white_position)):
        mummy_white = {
            "sprite_sheet":
            mummy_white_sheet,
            "coordinates":
            Cal_coordinates(game, game.mummy_white_position[i][0],
                            game.mummy_white_position[i][1]),
            "direction":
            game.mummy_white_direction[i],
            "cellIndex":
            0
        }
        list_mummy_white.append(mummy_white)

    list_mummy_red = []
    for i in range(len(game.mummy_red_position)):
        mummy_red = {
            "sprite_sheet":
            mummy_red_sheet,
            "coordinates":
            Cal_coordinates(game, game.mummy_red_position[i][0],
                            game.mummy_red_position[i][1]),
            "direction":
            game.mummy_red_direction[i],
            "cellIndex":
            0
        }
        list_mummy_red.append(mummy_red)

    list_scorpion_white = []
    for i in range(len(game.scorpion_white_position)):
        scorpion_white = {
            "sprite_sheet":
            scorpion_white_sheet,
            "coordinates":
            Cal_coordinates(game, game.scorpion_white_position[i][0],
                            game.scorpion_white_position[i][1]),
            "direction":
            game.scorpion_white_direction[i],
            "cellIndex":
            0
        }
        list_scorpion_white.append(scorpion_white)

    list_scorpion_red = []
    for i in range(len(game.scorpion_red_position)):
        scorpion_red = {
            "sprite_sheet":
            scorpion_red_sheet,
            "coordinates":
            Cal_coordinates(game, game.scorpion_red_position[i][0],
                            game.scorpion_red_position[i][1]),
            "direction":
            game.scorpion_red_direction[i],
            "cellIndex":
            0
        }
        list_scorpion_red.append(scorpion_red)

    if render:
        # SET SCREEN
        pygame.init()
        window = pygame.display.set_mode(
            (game.screen_size_x, game.screen_size_y))
        pygame.display.set_caption("Mummy Maze")
        # SET FPS
        FPS = 30
        clock = pygame.time.Clock()
        graphics.draw_screen(window, game.maze, backdrop, floor,
                             game.maze_size, game.cell_rect, stair,
                             game.stair_position, trap, game.trap_position,
                             key, game.key_position, gate, game.gate, wall,
                             explorer, list_mummy_white, list_mummy_red,
                             list_scorpion_white, list_scorpion_red)
        pygame.display.update()

    explorer_character = characters.Explorer(game.explorer_position[0],
                                             game.explorer_position[1])
    mummy_white_character = []
    if game.mummy_white_position:
        for i in range(len(game.mummy_white_position)):
            mummy_white_character.append(
                characters.mummy_white(game.mummy_white_position[i][0],
                                       game.mummy_white_position[i][1]))
    mummy_red_character = []
    if game.mummy_red_position:
        for i in range(len(game.mummy_red_position)):
            mummy_red_character.append(
                characters.mummy_red(game.mummy_red_position[i][0],
                                     game.mummy_red_position[i][1]))
    scorpion_white_character = []
    if game.scorpion_white_position:
        for i in range(len(game.scorpion_white_position)):
            scorpion_white_character.append(
                characters.scorpion_white(game.scorpion_white_position[i][0],
                                          game.scorpion_white_position[i][1]))
    scorpion_red_character = []
    if game.scorpion_red_position:
        for i in range(len(game.scorpion_red_position)):
            scorpion_red_character.append(
                characters.scorpion_red(game.scorpion_red_position[i][0],
                                        game.scorpion_red_position[i][1]))

    if agent == "SearchAgent":
        print("FINDING SOLUTION ...")
        ans = BFS(explorer_character, mummy_white_character,
                  mummy_red_character, scorpion_white_character,
                  scorpion_red_character, game.gate, game.trap_position,
                  game.key_position, game.maze)
        for i in range(len(ans) - 2, -1, -1):
            if ans[i][0] == ans[i + 1][0] - 2 and ans[i][1] == ans[i + 1][1]:
                explorer["direction"] = "UP"
            if ans[i][0] == ans[i + 1][0] + 2 and ans[i][1] == ans[i + 1][1]:
                explorer["direction"] = "DOWN"
            if ans[i][0] == ans[i + 1][0] and ans[i][1] == ans[i + 1][1] - 2:
                explorer["direction"] = "LEFT"
            if ans[i][0] == ans[i + 1][0] and ans[i][1] == ans[i + 1][1] + 2:
                explorer["direction"] = "RIGHT"
            if ans[i][0] != ans[i + 1][0] or ans[i][1] != ans[i + 1][1]:
                explorer_character.move(
                    ans[i][0], ans[i][1], render, window, game, backdrop,
                    floor, stair, game.stair_position, trap,
                    game.trap_position, key, game.key_position, gate,
                    game.gate, wall, explorer, list_mummy_white,
                    list_mummy_red, list_scorpion_white, list_scorpion_red)
            print("Explorer position: {} {}".format(
                explorer_character.get_x(), explorer_character.get_y()))
            isEnd = update_enemy_position(
                window, render, game, backdrop, floor, stair, trap, key, gate,
                wall, explorer, explorer_character, mummy_white_character,
                mummy_red_character, scorpion_white_character,
                scorpion_red_character, list_mummy_white, list_mummy_red,
                list_scorpion_white, list_scorpion_red)
            if isEnd:
                print("NUMBER STEP: {}".format(len(ans) - 1))
                break

    isEnd = False
    render = True
    while agent == "KeyboardAgent" and not isEnd:
        explorer_x = explorer_character.get_x()
        explorer_y = explorer_character.get_y()
        explorer_new_x = explorer_x
        explorer_new_y = explorer_y
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                isEnd = True
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_UP:
                    if explorer_character.eligible_character_move(
                            game.maze, game.gate, explorer_x, explorer_y,
                            explorer_x - 2, explorer_y):
                        explorer_new_x -= 2
                        explorer["direction"] = "UP"
                if event.key == pygame.K_DOWN:
                    if explorer_character.eligible_character_move(
                            game.maze, game.gate, explorer_x, explorer_y,
                            explorer_x + 2, explorer_y):
                        explorer_new_x += 2
                        explorer["direction"] = "DOWN"
                if event.key == pygame.K_LEFT:
                    if explorer_character.eligible_character_move(
                            game.maze, game.gate, explorer_x, explorer_y,
                            explorer_x, explorer_y - 2):
                        explorer_new_y -= 2
                        explorer["direction"] = "LEFT"
                if event.key == pygame.K_RIGHT:
                    if explorer_character.eligible_character_move(
                            game.maze, game.gate, explorer_x, explorer_y,
                            explorer_x, explorer_y + 2):
                        explorer_new_y += 2
                        explorer["direction"] = "RIGHT"
                if event.key == pygame.K_SPACE:
                    pass

                if explorer_x != explorer_new_x or explorer_y != explorer_new_y:
                    explorer_character.move(
                        explorer_new_x, explorer_new_y, render, window, game,
                        backdrop, floor, stair, game.stair_position, trap,
                        game.trap_position, key, game.key_position, gate,
                        game.gate, wall, explorer, list_mummy_white,
                        list_mummy_red, list_scorpion_white, list_scorpion_red)
                print("Explorer position: {} {}".format(
                    explorer_character.get_x(), explorer_character.get_y()))
                isEnd = update_enemy_position(
                    window, render, game, backdrop, floor, stair, trap, key,
                    gate, wall, explorer, explorer_character,
                    mummy_white_character, mummy_red_character,
                    scorpion_white_character, scorpion_red_character,
                    list_mummy_white, list_mummy_red, list_scorpion_white,
                    list_scorpion_red)
                if isEnd:
                    break
Пример #12
0

def heuristicGraph(state):
    if state == 0: return 5
    if state == 1: return 4
    if state == 2: return 4
    if state == 3: return 2
    if state == 4: return 2
    if state == 5: return 0

graph = SimpleGraph()
graphValued = SimpleValuedGraph()

print('---------Graph----------')

print('BFS:', BFS(graph, 0))
print('DFS:', DFS(graph, 0))
print('IDS:', IDS(graph, 0))
print('DLS:', DLS(graph, 0, 3))

print('UCS:', UCS(graphValued, 0))

print('Astar:', A_star(graphValued, 0, heuristicGraph))

#MCTS(graphValued,0,100)



def heuristicPuzzle(state):
    heuristic = 0
    goalState = [1,2,3,4,5,6,7,8,0]
Пример #13
0
                #Not the end of the txt
                if x[j] is not "\n":
                    #Fill the board map
                    if x[j] == "X":
                        board[(i, j)] = x[j]
                        goalsPos[(i, j)] = x[j]
                        numGoals += 1
                        j += 1
                    else:
                        board[(i, j)] = x[j]
                        j += 1
                    #Next character
                else:
                    j += 1
        #Not the end of the txt
        else:
            if x is not "\n" and boxFlg == False:
                player.append(int(x[0]))
                player.append(int(x[2]))
                boxFlg = True
            elif x is not "\n" and boxFlg == True:
                boxesPos.append([int(x[0]), int(x[2])])
        #next line
        i += 1


read_level(sys.argv[1])

print(DFS(board, player, goalsPos, boxesPos))
print(BFS(board, player, goalsPos, boxesPos))
print(IDFS(board, player, goalsPos, boxesPos))
Пример #14
0
from search import DFS, BFS
from queueG import Queue
from graph import Node

root = Node(1)
b = Node(3)
c = Node(4)
d = Node(10)
e = Node(11)

root.addNeighbor(b)  # There's a better way
b.addNeighbor(root)

b.addNeighbor(e)
e.addNeighbor(b)

root.addNeighbor(c)
c.addNeighbor(root)

c.addNeighbor(d)
d.addNeighbor(c)

#print("DFS: ")
#DFS(root)

print("BFS: ")
BFS(root)