示例#1
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    def getFeatures(self, state, action):
        # extract the grid of food and wall locations and get the ghost locations
        food = state.getFood()
        walls = state.getWalls()
        ghosts = state.getGhostPositions()

        features = CustomCounter()

        features["bias"] = 1.0

        # compute the location of pacman after he takes the action
        x, y = state.getPacmanPosition()
        # features["pacman"] = [x, y]
        dx, dy = Actions.directionToVector(action)
        next_x, next_y = int(x + dx), int(y + dy)

        # count the number of ghosts 1-step away
        features["#-of-ghosts-1-step-away"] = sum(
            (next_x, next_y) in Actions.getLegalNeighbors(g, walls)
            for g in ghosts)

        # if there is no danger of ghosts then add the food feature
        if not features["#-of-ghosts-1-step-away"] and food[next_x][next_y]:
            features["eats-food"] = 1.0

        dist, pos_x, pos_y = closestFood((next_x, next_y), food, walls)
        if dist is not None:
            # make the distance a number less than one otherwise the update
            # will diverge wildly
            features["closest-food"] = round(
                float(dist) / (walls.width * walls.height), 5)
            # features["dist"] = dist
            # features["food-location"] = [pos_x, pos_y]
        # features.divideAll(10.0)
        return features
示例#2
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def distance_to_the_nearest_item_from_list(pos,
                                           items_positions,
                                           walls,
                                           cutout=3):
    """
    returns the distance to the item from items_positions (ghosts, capsules,...)
    cutout is used to stop searching when distance is getting higher than cutout value
    """
    fringe = [(pos[0], pos[1], 0)]
    expanded = set()
    while fringe:
        pos_x, pos_y, dist = fringe.pop(0)

        if (pos_x, pos_y) in expanded:
            continue
        if dist > cutout:
            continue

        expanded.add((pos_x, pos_y))
        # if we find a food at this location then exit
        if (pos_x, pos_y) in items_positions:
            return dist
        # otherwise spread out from the location to its neighbours
        nbrs = Actions.getLegalNeighbors((pos_x, pos_y), walls)
        for nbr_x, nbr_y in nbrs:
            if nbr_x == pos[0] and nbr_y == pos[
                    1] or nbr_x == pos_x and nbr_y == pos_y:
                continue
            fringe.append((nbr_x, nbr_y, dist + 1))
    # no ghost found
    return None
示例#3
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    def getFeatures(self, state, action):
        # extract the grid of food and wall locations and get the ghost locations
        food = state.getFood()
        walls = state.getWalls()
        ghosts = state.getGhostPositions()

        features = CustomCounter()

        features["bias"] = 1.0

        # compute the location of pacman after he takes the action
        x, y = state.getPacmanPosition()
        dx, dy = Actions.directionToVector(action)
        next_x, next_y = int(x + dx), int(y + dy)

        # count the number of ghosts 1-step away
        # get position of ghost only when it is not scared
        # in this way pacman may learn to eat scared ghost
        features["#-of-ghosts-1-step-away"] = sum(
            (next_x, next_y) in Actions.getLegalNeighbors(g_s.getPosition(), walls)
            for g_s in state.getGhostStates() if not g_s.scaredTimer)

        # if there is no danger of ghosts then add the food feature
        if not features["#-of-ghosts-1-step-away"] and food[next_x][next_y]:
            features["eats-food"] = 1.0
        else:
            features["eats-food"] = 0.0

        dist = closestFood((next_x, next_y), food, walls)
        if dist is not None:
            # make the distance a number less than one otherwise the update
            # will diverge wildly
            features["closest-food"] = float(dist) / (walls.width * walls.height)
        features.divideAll(10.0)
        return features
示例#4
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def closestFood(pos, food, walls):
    fringe = [(pos[0], pos[1], 0)]
    expanded = set()
    while fringe:
        pos_x, pos_y, dist = fringe.pop(0)
        if (pos_x, pos_y) in expanded:
            continue
        expanded.add((pos_x, pos_y))
        # if we find a food at this location then exit
        if food[pos_x][pos_y]:
            return dist, pos_x, pos_y
        # otherwise spread out from the location to its neighbours
        nbrs = Actions.getLegalNeighbors((pos_x, pos_y), walls)
        for nbr_x, nbr_y in nbrs:
            fringe.append((nbr_x, nbr_y, dist + 1))
    # no food found
    return None
示例#5
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def closest_cell(pos, cells, walls):
    dists = {c: -1 for c in cells}
    fringe = [(pos[0], pos[1], 0)]
    expanded = set()
    while fringe:
        pos_x, pos_y, dist = fringe.pop(0)
        if (pos_x, pos_y) in expanded:
            continue
        expanded.add((pos_x, pos_y))
        if (pos_x, pos_y) in cells:
            if dists[(pos_x, pos_y)] == -1:
                dists[(pos_x, pos_y)] = dist
            if all([v != -1 for v in dists.values()]):
                break
        nbrs = Actions.getLegalNeighbors((pos_x, pos_y), walls)
        for nbr_x, nbr_y in nbrs:
            fringe.append((nbr_x, nbr_y, dist + 1))
    return min(list(dists.items()), key=lambda cd: cd[1])
示例#6
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def closestFood(pos, food, walls):
    """
    closestFood -- this is similar to the function that we have
    worked on in the search project; here its all in one place
    """
    fringe = [(pos[0], pos[1], 0)]
    expanded = set()
    while fringe:
        pos_x, pos_y, dist = fringe.pop(0)
        if (pos_x, pos_y) in expanded:
            continue
        expanded.add((pos_x, pos_y))
        # if we find a food at this location then exit
        if food[pos_x][pos_y]:
            return dist
        # otherwise spread out from the location to its neighbours
        nbrs = Actions.getLegalNeighbors((pos_x, pos_y), walls)
        for nbr_x, nbr_y in nbrs:
            fringe.append((nbr_x, nbr_y, dist + 1))
    # no food found
    return None
示例#7
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    def getFeatures(self, state, action):
        # extract the grid of food and wall locations and get the ghost locations
        food = state.getFood()
        walls = state.getWalls()
        ghosts = state.getGhostPositions()

        features = CustomCounter()

        features["bias"] = 1.0

        # compute the location of pacman after he takes the action
        x, y = state.getPacmanPosition()
        dx, dy = Actions.directionToVector(action)
        next_x, next_y = int(x + dx), int(y + dy)

        not_scared_ghosts_positions = [
            g_s.getPosition() for g_s in state.getGhostStates()
            if not g_s.scaredTimer
        ]

        # count the number of ghosts 1-step away
        # get position of ghost only when it is not scared
        # in this way pacman may learn to eat scared ghost
        features["#-of-ghosts-1-step-away"] = sum(
            (next_x, next_y) in Actions.getLegalNeighbors(g_s, walls)
            for g_s in not_scared_ghosts_positions)

        # ghost_quarters = [get_quarter_from_position(ghost_position, walls)
        #                   for ghost_position in state.getGhostPositions()]
        #
        # if all(ghost_quarters) == get_quarter_from_position((x, y), walls):
        #     features['pacman-and-ghosts-in-the-same-region'] = 1.0
        # else:
        #     features['pacman-and-ghosts-in-the-same-region'] = 0.0

        ghost_distance_limit = 3
        nearest_ghost = distance_to_the_nearest_item_from_list(
            (next_x, next_y), not_scared_ghosts_positions, walls, cutout=3)
        if nearest_ghost is not None:
            nearest_ghost = max(nearest_ghost - 1, 0)
            if nearest_ghost < 1:
                features['ghost-is-nearby'] = 1
            else:
                features['ghost-is-nearby'] = (
                    ghost_distance_limit -
                    nearest_ghost) / ghost_distance_limit
        else:
            features['ghost-is-nearby'] = 0

        # nearest_capsule = distance_to_the_nearest_item_from_list((next_x, next_y), state.getCapsules(), walls, cutout=0)

        ## set 1.0 if the nearest capsule is closer than the nearest ghost
        # if nearest_capsule is not None and nearest_ghost is None or \
        #         nearest_capsule is not None and nearest_ghost is not None and nearest_capsule < nearest_ghost:
        #     features["capsule-is-nearby"] = 1.0
        # features["capsule-is-nearby"] = 1.0 if nearest_capsule is not None else 0.0

        # if there is no danger of ghosts then add the food feature
        if not features["#-of-ghosts-1-step-away"] and food[next_x][next_y]:
            features["eats-food"] = 1.0
        else:
            features["eats-food"] = 0.0

        dist = closestFood((next_x, next_y), food, walls)
        if dist is not None:
            # make the distance a number less than one otherwise the update
            # will diverge wildly
            features["closest-food"] = float(dist) / (walls.width *
                                                      walls.height)
        features.divideAll(10.0)
        return features
示例#8
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    def getFeatures(self, state, action):
        # extract the grid of food and wall locations and get the ghost locations
        food = state.getFood()
        walls = state.getWalls()
        ghosts = state.getGhostPositions()
        capsulesLeft = len(state.getCapsules())
        scaredGhost = []
        activeGhost = []
        features = CustomCounter()

        for ghost in state.getGhostStates():
            if not ghost.scaredTimer:
                activeGhost.append(ghost)
            else:
                #print (ghost.scaredTimer)
                scaredGhost.append(ghost)

        pos = state.getPacmanPosition()

        def getManhattanDistances(ghosts):
            return map(lambda g: manhattan_distance(pos, g.getPosition()),
                       ghosts)

        distanceToClosestActiveGhost = distanceToClosestScaredGhost = 0

        features["bias"] = 1.0

        # compute the location of pacman after he takes the action
        x, y = state.getPacmanPosition()
        dx, dy = Actions.directionToVector(action)
        next_x, next_y = int(x + dx), int(y + dy)

        # count the number of ghosts 1-step away
        features["#-of-ghosts-1-step-away"] = sum(
            (next_x, next_y) in Actions.getLegalNeighbors(g, walls)
            for g in ghosts)

        # if there is no danger of ghosts then add the food feature
        if not features["#-of-ghosts-1-step-away"] and food[next_x][next_y]:
            features["eats-food"] = 1.0

        dist = closestFood((next_x, next_y), food, walls)
        if dist is not None:
            # make the distance a number less than one otherwise the update
            # will diverge wildly
            features["closest-food"] = float(dist) / (walls.width *
                                                      walls.height)

        if scaredGhost:  # and not activeGhost:
            distanceToClosestScaredGhost = min(
                getManhattanDistances(scaredGhost))
            if activeGhost:
                distanceToClosestActiveGhost = min(
                    getManhattanDistances(activeGhost))
            else:
                distanceToClosestActiveGhost = 10
            features["capsules"] = capsulesLeft
            #features["dist-to-closest-active-ghost"] = 2*(1./distanceToClosestActiveGhost)
            if distanceToClosestScaredGhost <= 8 and distanceToClosestActiveGhost >= 2:  #features["#-of-ghosts-1-step-away"] >= 1:
                features["#-of-ghosts-1-step-away"] = 0
                features["eats-food"] = 0.0
                #features["closest-food"] = 0

        features.divideAll(10.0)
        return features