getting right starter files

This commit is contained in:
Arjun Patel
2019-02-20 15:24:24 -08:00
parent 48d11417be
commit ade293719f
358 changed files with 8770 additions and 4878 deletions
+158 -109
View File
@@ -4,7 +4,7 @@
# educational purposes provided that (1) you do not distribute or publish
# solutions, (2) you retain this notice, and (3) you provide clear
# attribution to UC Berkeley, including a link to http://ai.berkeley.edu.
#
#
# Attribution Information: The Pacman AI projects were developed at UC Berkeley.
# The core projects and autograders were primarily created by John DeNero
# ([email protected]) and Dan Klein ([email protected]).
@@ -21,7 +21,8 @@
# For more info, see http://inst.eecs.berkeley.edu/~cs188/sp09/pacman.html
from util import *
import time, os
import time
import os
import traceback
import sys
@@ -29,6 +30,7 @@ import sys
# Parts worth reading #
#######################
class Agent:
"""
An agent must define a getAction method, but may also define the
@@ -36,6 +38,7 @@ class Agent:
def registerInitialState(self, state): # inspects the starting state
"""
def __init__(self, index=0):
self.index = index
@@ -46,6 +49,7 @@ class Agent:
"""
raiseNotDefined()
class Directions:
NORTH = 'North'
SOUTH = 'South'
@@ -53,13 +57,13 @@ class Directions:
WEST = 'West'
STOP = 'Stop'
LEFT = {NORTH: WEST,
SOUTH: EAST,
EAST: NORTH,
WEST: SOUTH,
STOP: STOP}
LEFT = {NORTH: WEST,
SOUTH: EAST,
EAST: NORTH,
WEST: SOUTH,
STOP: STOP}
RIGHT = dict([(y,x) for x, y in LEFT.items()])
RIGHT = dict([(y, x) for x, y in list(LEFT.items())])
REVERSE = {NORTH: SOUTH,
SOUTH: NORTH,
@@ -67,6 +71,7 @@ class Directions:
WEST: EAST,
STOP: STOP}
class Configuration:
"""
A Configuration holds the (x,y) coordinate of a character, along with its
@@ -87,11 +92,12 @@ class Configuration:
return self.direction
def isInteger(self):
x,y = self.pos
x, y = self.pos
return x == int(x) and y == int(y)
def __eq__(self, other):
if other == None: return False
if other == None:
return False
return (self.pos == other.pos and self.direction == other.direction)
def __hash__(self):
@@ -110,33 +116,35 @@ class Configuration:
Actions are movement vectors.
"""
x, y= self.pos
x, y = self.pos
dx, dy = vector
direction = Actions.vectorToDirection(vector)
if direction == Directions.STOP:
direction = self.direction # There is no stop direction
direction = self.direction # There is no stop direction
return Configuration((x + dx, y+dy), direction)
class AgentState:
"""
AgentStates hold the state of an agent (configuration, speed, scared, etc).
"""
def __init__( self, startConfiguration, isPacman ):
def __init__(self, startConfiguration, isPacman):
self.start = startConfiguration
self.configuration = startConfiguration
self.isPacman = isPacman
self.scaredTimer = 0
# state below potentially used for contest only
self.numCarrying = 0
self.numReturned = 0
def __str__( self ):
def __str__(self):
if self.isPacman:
return "Pacman: " + str( self.configuration )
return "Pacman: " + str(self.configuration)
else:
return "Ghost: " + str( self.configuration )
return "Ghost: " + str(self.configuration)
def __eq__( self, other ):
def __eq__(self, other):
if other == None:
return False
return self.configuration == other.configuration and self.scaredTimer == other.scaredTimer
@@ -144,8 +152,8 @@ class AgentState:
def __hash__(self):
return hash(hash(self.configuration) + 13 * hash(self.scaredTimer))
def copy( self ):
state = AgentState( self.start, self.isPacman )
def copy(self):
state = AgentState(self.start, self.isPacman)
state.configuration = self.configuration
state.scaredTimer = self.scaredTimer
state.numCarrying = self.numCarrying
@@ -153,12 +161,14 @@ class AgentState:
return state
def getPosition(self):
if self.configuration == None: return None
if self.configuration == None:
return None
return self.configuration.getPosition()
def getDirection(self):
return self.configuration.getDirection()
class Grid:
"""
A 2-dimensional array of objects backed by a list of lists. Data is accessed
@@ -167,13 +177,16 @@ class Grid:
The __str__ method constructs an output that is oriented like a pacman board.
"""
def __init__(self, width, height, initialValue=False, bitRepresentation=None):
if initialValue not in [False, True]: raise Exception('Grids can only contain booleans')
if initialValue not in [False, True]:
raise Exception('Grids can only contain booleans')
self.CELLS_PER_INT = 30
self.width = width
self.height = height
self.data = [[initialValue for y in range(height)] for x in range(width)]
self.data = [[initialValue for y in range(
height)] for x in range(width)]
if bitRepresentation:
self._unpackBits(bitRepresentation)
@@ -184,12 +197,14 @@ class Grid:
self.data[key] = item
def __str__(self):
out = [[str(self.data[x][y])[0] for x in range(self.width)] for y in range(self.height)]
out = [[str(self.data[x][y])[0] for x in range(self.width)]
for y in range(self.height)]
out.reverse()
return '\n'.join([''.join(x) for x in out])
def __eq__(self, other):
if other == None: return False
if other == None:
return False
return self.data == other.data
def __hash__(self):
@@ -216,14 +231,15 @@ class Grid:
g.data = self.data
return g
def count(self, item =True ):
def count(self, item=True):
return sum([x.count(item) for x in self.data])
def asList(self, key = True):
def asList(self, key=True):
list = []
for x in range(self.width):
for y in range(self.height):
if self[x][y] == key: list.append( (x,y) )
if self[x][y] == key:
list.append((x, y))
return list
def packBits(self):
@@ -246,7 +262,7 @@ class Grid:
return tuple(bits)
def _cellIndexToPosition(self, index):
x = index // self.height
x = index / self.height
y = index % self.height
return x, y
@@ -257,14 +273,16 @@ class Grid:
cell = 0
for packed in bits:
for bit in self._unpackInt(packed, self.CELLS_PER_INT):
if cell == self.width * self.height: break
if cell == self.width * self.height:
break
x, y = self._cellIndexToPosition(cell)
self[x][y] = bit
cell += 1
def _unpackInt(self, packed, size):
bools = []
if packed < 0: raise ValueError("must be a positive integer")
if packed < 0:
raise ValueError("must be a positive integer")
for i in range(size):
n = 2 ** (self.CELLS_PER_INT - i - 1)
if packed >= n:
@@ -274,28 +292,30 @@ class Grid:
bools.append(False)
return bools
def reconstituteGrid(bitRep):
if type(bitRep) is not type((1,2)):
if type(bitRep) is not type((1, 2)):
return bitRep
width, height = bitRep[:2]
return Grid(width, height, bitRepresentation= bitRep[2:])
return Grid(width, height, bitRepresentation=bitRep[2:])
####################################
# Parts you shouldn't have to read #
####################################
class Actions:
"""
A collection of static methods for manipulating move actions.
"""
# Directions
_directions = {Directions.NORTH: (0, 1),
Directions.SOUTH: (0, -1),
_directions = {Directions.WEST: (-1, 0),
Directions.STOP: (0, 0),
Directions.EAST: (1, 0),
Directions.WEST: (-1, 0),
Directions.STOP: (0, 0)}
Directions.NORTH: (0, 1),
Directions.SOUTH: (0, -1)}
_directionsAsList = _directions.items()
_directionsAsList = [('West', (-1, 0)), ('Stop', (0, 0)), ('East', (1, 0)), ('North', (0, 1)), ('South', (0, -1))]
TOLERANCE = .001
@@ -324,8 +344,8 @@ class Actions:
return Directions.STOP
vectorToDirection = staticmethod(vectorToDirection)
def directionToVector(direction, speed = 1.0):
dx, dy = Actions._directions[direction]
def directionToVector(direction, speed=1.0):
dx, dy = Actions._directions[direction]
return (dx * speed, dy * speed)
directionToVector = staticmethod(directionToVector)
@@ -335,30 +355,34 @@ class Actions:
x_int, y_int = int(x + 0.5), int(y + 0.5)
# In between grid points, all agents must continue straight
if (abs(x - x_int) + abs(y - y_int) > Actions.TOLERANCE):
if (abs(x - x_int) + abs(y - y_int) > Actions.TOLERANCE):
return [config.getDirection()]
for dir, vec in Actions._directionsAsList:
dx, dy = vec
next_y = y_int + dy
next_x = x_int + dx
if not walls[next_x][next_y]: possible.append(dir)
if not walls[next_x][next_y]:
possible.append(dir)
return possible
getPossibleActions = staticmethod(getPossibleActions)
def getLegalNeighbors(position, walls):
x,y = position
x, y = position
x_int, y_int = int(x + 0.5), int(y + 0.5)
neighbors = []
for dir, vec in Actions._directionsAsList:
dx, dy = vec
next_x = x_int + dx
if next_x < 0 or next_x == walls.width: continue
if next_x < 0 or next_x == walls.width:
continue
next_y = y_int + dy
if next_y < 0 or next_y == walls.height: continue
if not walls[next_x][next_y]: neighbors.append((next_x, next_y))
if next_y < 0 or next_y == walls.height:
continue
if not walls[next_x][next_y]:
neighbors.append((next_x, next_y))
return neighbors
getLegalNeighbors = staticmethod(getLegalNeighbors)
@@ -368,18 +392,17 @@ class Actions:
return (x + dx, y + dy)
getSuccessor = staticmethod(getSuccessor)
class GameStateData:
"""
"""
def __init__( self, prevState = None ):
class GameStateData:
def __init__(self, prevState=None):
"""
Generates a new data packet by copying information from its predecessor.
"""
if prevState != None:
self.food = prevState.food.shallowCopy()
self.capsules = prevState.capsules[:]
self.agentStates = self.copyAgentStates( prevState.agentStates )
self.agentStates = self.copyAgentStates(prevState.agentStates)
self.layout = prevState.layout
self._eaten = prevState._eaten
self.score = prevState.score
@@ -392,8 +415,8 @@ class GameStateData:
self._win = False
self.scoreChange = 0
def deepCopy( self ):
state = GameStateData( self )
def deepCopy(self):
state = GameStateData(self)
state.food = self.food.deepCopy()
state.layout = self.layout.deepCopy()
state._agentMoved = self._agentMoved
@@ -402,40 +425,45 @@ class GameStateData:
state._capsuleEaten = self._capsuleEaten
return state
def copyAgentStates( self, agentStates ):
def copyAgentStates(self, agentStates):
copiedStates = []
for agentState in agentStates:
copiedStates.append( agentState.copy() )
copiedStates.append(agentState.copy())
return copiedStates
def __eq__( self, other ):
def __eq__(self, other):
"""
Allows two states to be compared.
"""
if other == None: return False
if other == None:
return False
# TODO Check for type of other
if not self.agentStates == other.agentStates: return False
if not self.food == other.food: return False
if not self.capsules == other.capsules: return False
if not self.score == other.score: return False
if not self.agentStates == other.agentStates:
return False
if not self.food == other.food:
return False
if not self.capsules == other.capsules:
return False
if not self.score == other.score:
return False
return True
def __hash__( self ):
def __hash__(self):
"""
Allows states to be keys of dictionaries.
"""
for i, state in enumerate( self.agentStates ):
for i, state in enumerate(self.agentStates):
try:
int(hash(state))
except TypeError as e:
print(e)
#hash(state)
return int((hash(tuple(self.agentStates)) + 13*hash(self.food) + 113* hash(tuple(self.capsules)) + 7 * hash(self.score)) % 1048575 )
# hash(state)
return int((hash(tuple(self.agentStates)) + 13*hash(self.food) + 113 * hash(tuple(self.capsules)) + 7 * hash(self.score)) % 1048575)
def __str__( self ):
def __str__(self):
width, height = self.layout.width, self.layout.height
map = Grid(width, height)
if type(self.food) == type((1,2)):
if type(self.food) == type((1, 2)):
self.food = reconstituteGrid(self.food)
for x in range(width):
for y in range(height):
@@ -443,21 +471,23 @@ class GameStateData:
map[x][y] = self._foodWallStr(food[x][y], walls[x][y])
for agentState in self.agentStates:
if agentState == None: continue
if agentState.configuration == None: continue
x,y = [int( i ) for i in nearestPoint( agentState.configuration.pos )]
if agentState == None:
continue
if agentState.configuration == None:
continue
x, y = [int(i) for i in nearestPoint(agentState.configuration.pos)]
agent_dir = agentState.configuration.direction
if agentState.isPacman:
map[x][y] = self._pacStr( agent_dir )
map[x][y] = self._pacStr(agent_dir)
else:
map[x][y] = self._ghostStr( agent_dir )
map[x][y] = self._ghostStr(agent_dir)
for x, y in self.capsules:
map[x][y] = 'o'
return str(map) + ("\nScore: %d\n" % self.score)
def _foodWallStr( self, hasFood, hasWall ):
def _foodWallStr(self, hasFood, hasWall):
if hasFood:
return '.'
elif hasWall:
@@ -465,7 +495,7 @@ class GameStateData:
else:
return ' '
def _pacStr( self, dir ):
def _pacStr(self, dir):
if dir == Directions.NORTH:
return 'v'
if dir == Directions.SOUTH:
@@ -474,7 +504,7 @@ class GameStateData:
return '>'
return '<'
def _ghostStr( self, dir ):
def _ghostStr(self, dir):
return 'G'
if dir == Directions.NORTH:
return 'M'
@@ -484,7 +514,7 @@ class GameStateData:
return '3'
return 'E'
def initialize( self, layout, numGhostAgents ):
def initialize(self, layout, numGhostAgents):
"""
Creates an initial game state from a layout array (see layout.py).
"""
@@ -499,23 +529,28 @@ class GameStateData:
numGhosts = 0
for isPacman, pos in layout.agentPositions:
if not isPacman:
if numGhosts == numGhostAgents: continue # Max ghosts reached already
else: numGhosts += 1
self.agentStates.append( AgentState( Configuration( pos, Directions.STOP), isPacman) )
if numGhosts == numGhostAgents:
continue # Max ghosts reached already
else:
numGhosts += 1
self.agentStates.append(AgentState(
Configuration(pos, Directions.STOP), isPacman))
self._eaten = [False for a in self.agentStates]
try:
import boinc
_BOINC_ENABLED = True
except:
_BOINC_ENABLED = False
class Game:
"""
The Game manages the control flow, soliciting actions from agents.
"""
def __init__( self, agents, display, rules, startingIndex=0, muteAgents=False, catchExceptions=False ):
def __init__(self, agents, display, rules, startingIndex=0, muteAgents=False, catchExceptions=False):
self.agentCrashed = False
self.agents = agents
self.display = display
@@ -537,9 +572,10 @@ class Game:
else:
return self.rules.getProgress(self)
def _agentCrash( self, agentIndex, quiet=False):
def _agentCrash(self, agentIndex, quiet=False):
"Helper method for handling agent crashes"
if not quiet: traceback.print_exc()
if not quiet:
traceback.print_exc()
self.gameOver = True
self.agentCrashed = True
self.rules.agentCrash(self, agentIndex)
@@ -548,7 +584,8 @@ class Game:
OLD_STDERR = None
def mute(self, agentIndex):
if not self.muteAgents: return
if not self.muteAgents:
return
global OLD_STDOUT, OLD_STDERR
import io
OLD_STDOUT = sys.stdout
@@ -557,21 +594,21 @@ class Game:
sys.stderr = self.agentOutput[agentIndex]
def unmute(self):
if not self.muteAgents: return
if not self.muteAgents:
return
global OLD_STDOUT, OLD_STDERR
# Revert stdout/stderr to originals
sys.stdout = OLD_STDOUT
sys.stderr = OLD_STDERR
def run( self ):
def run(self):
"""
Main control loop for game play.
"""
self.display.initialize(self.state.data)
self.numMoves = 0
###self.display.initialize(self.state.makeObservation(1).data)
# self.display.initialize(self.state.makeObservation(1).data)
# inform learning agents of the game start
for i in range(len(self.agents)):
agent = self.agents[i]
@@ -587,14 +624,16 @@ class Game:
self.mute(i)
if self.catchExceptions:
try:
timed_func = TimeoutFunction(agent.registerInitialState, int(self.rules.getMaxStartupTime(i)))
timed_func = TimeoutFunction(
agent.registerInitialState, int(self.rules.getMaxStartupTime(i)))
try:
start_time = time.time()
timed_func(self.state.deepCopy())
time_taken = time.time() - start_time
self.totalAgentTimes[i] += time_taken
except TimeoutFunctionException:
print("Agent %d ran out of time on startup!" % i, file=sys.stderr)
print("Agent %d ran out of time on startup!" %
i, file=sys.stderr)
self.unmute()
self.agentTimeout = True
self._agentCrash(i, quiet=True)
@@ -605,11 +644,11 @@ class Game:
return
else:
agent.registerInitialState(self.state.deepCopy())
## TODO: could this exceed the total time
# TODO: could this exceed the total time
self.unmute()
agentIndex = self.startingIndex
numAgents = len( self.agents )
numAgents = len(self.agents)
while not self.gameOver:
# Fetch the next agent
@@ -617,11 +656,12 @@ class Game:
move_time = 0
skip_action = False
# Generate an observation of the state
if 'observationFunction' in dir( agent ):
if 'observationFunction' in dir(agent):
self.mute(agentIndex)
if self.catchExceptions:
try:
timed_func = TimeoutFunction(agent.observationFunction, int(self.rules.getMoveTimeout(agentIndex)))
timed_func = TimeoutFunction(agent.observationFunction, int(
self.rules.getMoveTimeout(agentIndex)))
try:
start_time = time.time()
observation = timed_func(self.state.deepCopy())
@@ -634,7 +674,8 @@ class Game:
self.unmute()
return
else:
observation = agent.observationFunction(self.state.deepCopy())
observation = agent.observationFunction(
self.state.deepCopy())
self.unmute()
else:
observation = self.state.deepCopy()
@@ -644,14 +685,16 @@ class Game:
self.mute(agentIndex)
if self.catchExceptions:
try:
timed_func = TimeoutFunction(agent.getAction, int(self.rules.getMoveTimeout(agentIndex)) - int(move_time))
timed_func = TimeoutFunction(agent.getAction, int(
self.rules.getMoveTimeout(agentIndex)) - int(move_time))
try:
start_time = time.time()
if skip_action:
raise TimeoutFunctionException()
action = timed_func( observation )
action = timed_func(observation)
except TimeoutFunctionException:
print("Agent %d timed out on a single move!" % agentIndex, file=sys.stderr)
print("Agent %d timed out on a single move!" %
agentIndex, file=sys.stderr)
self.agentTimeout = True
self._agentCrash(agentIndex, quiet=True)
self.unmute()
@@ -661,18 +704,21 @@ class Game:
if move_time > self.rules.getMoveWarningTime(agentIndex):
self.totalAgentTimeWarnings[agentIndex] += 1
print("Agent %d took too long to make a move! This is warning %d" % (agentIndex, self.totalAgentTimeWarnings[agentIndex]), file=sys.stderr)
print("Agent %d took too long to make a move! This is warning %d" % (
agentIndex, self.totalAgentTimeWarnings[agentIndex]), file=sys.stderr)
if self.totalAgentTimeWarnings[agentIndex] > self.rules.getMaxTimeWarnings(agentIndex):
print("Agent %d exceeded the maximum number of warnings: %d" % (agentIndex, self.totalAgentTimeWarnings[agentIndex]), file=sys.stderr)
print("Agent %d exceeded the maximum number of warnings: %d" % (
agentIndex, self.totalAgentTimeWarnings[agentIndex]), file=sys.stderr)
self.agentTimeout = True
self._agentCrash(agentIndex, quiet=True)
self.unmute()
return
self.totalAgentTimes[agentIndex] += move_time
#print("Agent: %d, time: %f, total: %f" % (agentIndex, move_time, self.totalAgentTimes[agentIndex]))
# print "Agent: %d, time: %f, total: %f" % (agentIndex, move_time, self.totalAgentTimes[agentIndex])
if self.totalAgentTimes[agentIndex] > self.rules.getMaxTotalTime(agentIndex):
print("Agent %d ran out of time! (time: %1.2f)" % (agentIndex, self.totalAgentTimes[agentIndex]), file=sys.stderr)
print("Agent %d ran out of time! (time: %1.2f)" % (
agentIndex, self.totalAgentTimes[agentIndex]), file=sys.stderr)
self.agentTimeout = True
self._agentCrash(agentIndex, quiet=True)
self.unmute()
@@ -687,42 +733,45 @@ class Game:
self.unmute()
# Execute the action
self.moveHistory.append( (agentIndex, action) )
self.moveHistory.append((agentIndex, action))
if self.catchExceptions:
try:
self.state = self.state.generateSuccessor( agentIndex, action )
self.state = self.state.generateSuccessor(
agentIndex, action)
except Exception as data:
self.mute(agentIndex)
self._agentCrash(agentIndex)
self.unmute()
return
else:
self.state = self.state.generateSuccessor( agentIndex, action )
self.state = self.state.generateSuccessor(agentIndex, action)
# Change the display
self.display.update( self.state.data )
self.display.update(self.state.data)
###idx = agentIndex - agentIndex % 2 + 1
###self.display.update( self.state.makeObservation(idx).data )
# Allow for game specific conditions (winning, losing, etc.)
self.rules.process(self.state, self)
# Track progress
if agentIndex == numAgents + 1: self.numMoves += 1
if agentIndex == numAgents + 1:
self.numMoves += 1
# Next agent
agentIndex = ( agentIndex + 1 ) % numAgents
agentIndex = (agentIndex + 1) % numAgents
if _BOINC_ENABLED:
boinc.set_fraction_done(self.getProgress())
# inform a learning agent of the game result
for agentIndex, agent in enumerate(self.agents):
if "final" in dir( agent ) :
if "final" in dir(agent):
try:
self.mute(agentIndex)
agent.final( self.state )
agent.final(self.state)
self.unmute()
except Exception as data:
if not self.catchExceptions: raise data
if not self.catchExceptions:
raise
self._agentCrash(agentIndex)
self.unmute()
return