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partialAgents.py~
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# partialAgent.py
# parsons/15-oct-2017
#
# Version 1
#
# The starting point for CW1.
#
# Intended to work with the PacMan AI projects from:
#
# http://ai.berkeley.edu/
#
# These use a simple API that allow us to control Pacman's interaction with
# the environment adding a layer on top of the AI Berkeley code.
#
# As required by the licensing agreement for the PacMan AI we have:
#
# Licensing Information: You are free to use or extend these projects for
# 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]).
# Student side autograding was added by Brad Miller, Nick Hay, and
# Pieter Abbeel ([email protected]).
# The agent here is was written by Simon Parsons, based on the code in
# pacmanAgents.py
from pacman import Directions
from game import Agent
import api
import random
import game
import util
class PartialAgent(Agent):
# Constructor: this gets run when we first invoke pacman.py
def __init__(self):
print "Starting up!"
name = "Pacman"
self.explored_food = []
self.explored_capsules = []
self.empty_nodes = []
self.predator_mode_on = False
self.seen_any_ghosts = False
self.counter = 0
self.super_powers_time = 40 # Found that from the pacman.py file, SCARED_TIME = 40
self.explored_corners = False
self.BL = False
self.TL = False
self.BR = False
self.TR = False
# Needed for dfsearch
self.visited_nodes = []
self.stack = []
# This is what gets run in between multiple games
def final(self, state):
print "Looks like I just died!"
self.visited_nodes = []
self.explored_food = []
self.explored_capsules = []
self.empty_nodes = []
self.predator_mode_on = False
self.seen_any_ghosts = False
self.super_powers_time = 40
self.explored_corners = False
self.BL = False
self.TL = False
self.BR = False
self.TR = False
# For now I just move randomly
def getAction(self, state):
food_list = api.food(state)
capsules_list = api.capsules(state)
pacman_pos = api.whereAmI(state)
ghosts_list = api.ghosts(state)
walls_list = api.walls(state)
corner_list = api.corners(state) # Get extreme x and y values for the grid
legal = api.legalActions(state)
if Directions.STOP in legal:
legal.remove(Directions.STOP)
self.updateListsOfExploredNodes(state, pacman_pos, food_list, capsules_list, ghosts_list)
closestFood = self.calculateClosestFood(state, pacman_pos)
closestCapsule = self.calculateClosestCapsule(state, pacman_pos)
closestGhost = self.findNearbyGhosts(state, pacman_pos, ghosts_list)
if self.seen_any_ghosts == False:
# if self.explored_corners == False and self.counter < 20:
# if self.counter > 10:
# nextAction = self.cornerSeekingAgent(state, pacman_pos, corner_list, legal)
# if nextAction in legal:
# self.counter += 1
# return api.makeMove(nextAction, legal)
#
# elif self.counter < 20:
# nextAction = self.searchForFood(pacman_pos, closestFood, legal)
# if nextAction in legal:
# self.counter += 1
# return api.makeMove(nextAction, legal)
# else:
# nextAction = self.searchForCapsule(pacman_pos, closestFood, legal)
# if nextAction in legal:
# self.counter += 1
# return api.makeMove(nextAction, legal)
# else:
# if len(legal) == 0:
# legal = self.resetAvailableLegalMoves(state)
# self.counter += 1
# return api.makeMove(random.choice(legal), legal)
# else:
# self.counter = 0;
# nextAction = self.searchForFood(pacman_pos, closestFood, legal)
# if nextAction in legal:
# return api.makeMove(nextAction, legal)
# else:
# nextAction = self.searchForCapsule(pacman_pos, closestFood, legal)
# if nextAction in legal:
# return api.makeMove(nextAction, legal)
# else:
# if len(legal) == 0:
# legal = self.resetAvailableLegalMoves(state)
# return api.makeMove(random.choice(legal), legal)
nextAction = self.dfsearch(pacman_pos, legal)
return api.makeMove(nextAction, legal)
else:
if self.predator_mode_on == False or self.super_powers_time <= 0:
if closestGhost:
print "there is a ghost aaaah"
manh_dist_pac_ghost = util.manhattanDistance(pacman_pos, closestGhost)
if manh_dist_pac_ghost < 3:
nextAction = self.avoidGhosts(pacman_pos, closestGhost, manh_dist_pac_ghost, legal)
if nextAction in legal:
return api.makeMove(nextAction, legal)
elif manh_dist_pac_ghost <= 5:
#nextAction = self.searchForGhostsToEat(pacman_pos, closestGhost, manh_dist_pac_ghost, legal)
nextAction = self.searchForGhostsToEat(pacman_pos, closestGhost, manh_dist_pac_ghost, legal)
if nextAction in legal:
return api.makeMove(nextAction, legal)
else:
print "---- DO we ever get here? ----"
nextAction = self.searchForFood(pacman_pos, closestFood, legal)
# if nextAction in legal:
# return api.makeMove(nextAction, legal)
if len(nextAction) > 0:
print "Oh shit"
#pause = raw_input("Press enter")
else:
return api.makeMove(nextAction, legal)
# else:
# # if len(legal) == 0:
# # legal = api.legalActions(state)
# # if Directions.STOP in legal:
# # legal.remove(Directions.STOP)
# nextAction = self.searchForCapsule(pacman_pos, closestCapsule, legal)
# if nextAction in legal:
# return api.makeMove(nextAction, legal)
# else:
# return api.makeMove(random.choice(legal), legal)
else:
print "planning on getting even more confused"
nextAction = self.searchForFood(pacman_pos, closestFood, legal)
if len(nextAction) > 1:
print "Choosing randomly between available moves :("
#pause = raw_input("hi")
nextAction = random.choice(nextAction)
elif len(nextAction) == 1:
print "Removed everything only one available move left"
#pause = raw_input("hi")
nextAction = nextAction[0]
else:
if len(legal) == 0:
legal = self.resetAvailableLegalMoves(state)
nextAction = random.choice(legal)
return api.makeMove(nextAction, legal)
print "lets do random shit"
#legal = api.legalActions(state)
if Directions.STOP in legal:
legal.remove(Directions.STOP)
if len(legal) == 0:
legal = self.resetAvailableLegalMoves(state)
return api.makeMove(random.choice(legal), legal)
##########################
##---PREDATOR MODE ON---##
##########################
elif self.predator_mode_on == True and self.super_powers_time > 0:
self.super_powers_time -= 1
if closestGhost:
print "there is a ghost aaaah"
manh_dist_pac_ghost = util.manhattanDistance(pacman_pos, closestGhost)
nextAction = self.searchForGhostsToEat(pacman_pos, closestGhost, manh_dist_pac_ghost, legal)
if len(nextAction) > 1:
print "Choosing randomly :("
#pause = raw_input("hi")
nextAction = random.choice(nextAction)
elif len(nextAction) == 1:
print "Removed everything only one available move left ------- Breaks here"
#pause = raw_input("hi")
nextAction = nextAction[0]
else:
if len(legal) == 0:
legal = self.resetAvailableLegalMoves(state)
nextAction = random.choice(legal)
return api.makeMove(nextAction, legal)
else:
return api.makeMove(random.choice(legal), legal)
def resetAvailableLegalMoves(self, state):
legal = api.legalActions(state)
if Directions.STOP in legal:
legal.remove(Directions.STOP)
return legal
def avoidGhosts(self, pacman_pos, closest_ghost, manh_dist_pac_ghost, legal_moves):
x_pac, y_pac = pacman_pos
x_ghost, y_ghost = closest_ghost
for direction in legal_moves:
if direction == Directions.EAST:
if util.manhattanDistance((x_pac + 1, y_pac), (x_ghost, y_ghost)) < manh_dist_pac_ghost:
legal_moves.remove(direction)
if direction == Directions.WEST:
if util.manhattanDistance((x_pac - 1, y_pac), (x_ghost, y_ghost)) < manh_dist_pac_ghost:
legal_moves.remove(direction)
if direction == Directions.NORTH:
if util.manhattanDistance((x_pac, y_pac + 1), (x_ghost, y_ghost)) < manh_dist_pac_ghost:
legal_moves.remove(direction)
if direction == Directions.SOUTH:
if util.manhattanDistance((x_pac, y_pac - 1), (x_ghost, y_ghost)) < manh_dist_pac_ghost:
legal_moves.remove(direction)
return legal_moves
def searchForFood(self, pacman_pos, closest_food, legal):
print "In search for food!!!!!!!!!!!!!!"
x_pac, y_pac = pacman_pos
x_food, y_food = closest_food
manh_dist_pac_food = util.manhattanDistance(pacman_pos, closest_food)
for direction in legal:
if direction == Directions.EAST:
if util.manhattanDistance((x_pac + 1, y_pac), (x_food, y_food)) > manh_dist_pac_food:
legal.remove(direction)
if direction == Directions.WEST:
if util.manhattanDistance((x_pac - 1, y_pac), (x_food, y_food)) > manh_dist_pac_food:
legal.remove(direction)
if direction == Directions.NORTH:
if util.manhattanDistance((x_pac, y_pac + 1), (x_food, y_food)) > manh_dist_pac_food:
legal.remove(direction)
if direction == Directions.SOUTH:
if util.manhattanDistance((x_pac, y_pac - 1), (x_food, y_food)) > manh_dist_pac_food:
legal.remove(direction)
# print "Length of legalmoves in searchforfood is %s" % (len(legal))
# if len(legal) == 0:
# return None
return legal
def searchForCapsule(self, pacman_pos, closest_capsule, legal):
print closest_capsule
x_pac, y_pac = pacman_pos
x_capsule, y_capsule = closest_capsule
manh_dist_pac_capsule = util.manhattanDistance(pacman_pos, closest_capsule)
for direction in legal:
if direction == Directions.EAST:
if util.manhattanDistance((x_pac + 1, y_pac), (x_capsule, y_capsule)) > manh_dist_pac_capsule:
legal.remove(direction)
if direction == Directions.WEST:
if util.manhattanDistance((x_pac - 1, y_pac), (x_capsule, y_capsule)) > manh_dist_pac_capsule:
legal.remove(direction)
if direction == Directions.NORTH:
if util.manhattanDistance((x_pac, y_pac + 1), (x_capsule, y_capsule)) > manh_dist_pac_capsule:
legal.remove(direction)
if direction == Directions.SOUTH:
if util.manhattanDistance((x_pac, y_pac - 1), (x_capsule, y_capsule)) > manh_dist_pac_capsule:
legal.remove(direction)
if len(legal) == 0:
return None
return legal
def searchForGhostsToEat(self, pacman_pos, closest_ghost, manh_dist_pac_ghost, legal):
print "breaks here"
x_pac, y_pac = pacman_pos
x_ghost, y_ghost = closest_ghost
for direction in legal:
if direction == Directions.EAST:
if util.manhattanDistance((x_pac + 1, y_pac), (x_ghost, y_ghost)) > manh_dist_pac_ghost:
legal.remove(direction)
if direction == Directions.WEST:
if util.manhattanDistance((x_pac - 1, y_pac), (x_ghost, y_ghost)) > manh_dist_pac_ghost:
legal.remove(direction)
if direction == Directions.NORTH:
if util.manhattanDistance((x_pac, y_pac + 1), (x_ghost, y_ghost)) > manh_dist_pac_ghost:
legal.remove(direction)
if direction == Directions.SOUTH:
if util.manhattanDistance((x_pac, y_pac - 1), (x_ghost, y_ghost)) > manh_dist_pac_ghost:
legal.remove(direction)
return legal
def updateListsOfExploredNodes(self, state, pacman_pos, food_list, capsules_list, ghosts_list):
for food in food_list:
if food not in self.explored_food:
self.explored_food.append(food)
for capsule in capsules_list:
if capsule not in self.explored_capsules:
self.explored_capsules.append(capsule)
if pacman_pos in self.explored_food:
#self.visited_nodes.append(pacman_pos)
self.explored_food.remove(pacman_pos)
if pacman_pos in self.explored_capsules:
#self.visited_nodes.append(pacman_pos)
self.explored_capsules.remove(pacman_pos)
self.predator_mode_on = True
self.super_powers_time = 40
if pacman_pos in ghosts_list:
self.predator_mode_on = False
self.super_powers_time = 40
if len(ghosts_list) > 0:
self.seen_any_ghosts = True
def calculateClosestFood(self, state, pacman_pos):
min_dist_to_food = float("inf")
closestFood = []
for food in self.explored_food:
manh_dist_pac_food = util.manhattanDistance(pacman_pos, food)
if manh_dist_pac_food < min_dist_to_food:
min_dist_to_food = manh_dist_pac_food
closestFood = food
return closestFood
def calculateClosestCapsule(self, state, pacman_pos):
min_dist_to_capsule = float("inf")
closestCapsule = []
for capsule in self.explored_capsules:
manh_dist_pac_capsule = util.manhattanDistance(pacman_pos, capsule)
if manh_dist_pac_capsule < min_dist_to_capsule:
min_dist_to_capsule = manh_dist_pac_capsule
closestCapsule = capsule
return closestCapsule
def findNearbyGhosts(self, state, pacman_pos, ghosts_list):
min_dist_to_ghost = float("inf")
closestGhost = []
for ghost in ghosts_list:
manh_dist_pac_ghost = util.manhattanDistance(pacman_pos, ghost)
if manh_dist_pac_ghost < min_dist_to_ghost:
min_dist_to_ghost = manh_dist_pac_ghost
closestGhost = ghost
return closestGhost
def dfsearch(self, pacman_pos, legal):
legal_pos_list = []
unexplored_pos_list = []
self.visited_nodes.append(pacman_pos)
x_pac, y_pac = pacman_pos
for legal_pos in legal:
if legal_pos == Directions.EAST:
new_legal_pos = (x_pac + 1, y_pac)
legal_pos_list.append(new_legal_pos)
if legal_pos == Directions.WEST:
new_legal_pos = (x_pac - 1, y_pac)
legal_pos_list.append(new_legal_pos)
if legal_pos == Directions.NORTH:
new_legal_pos = (x_pac, y_pac + 1)
legal_pos_list.append(new_legal_pos)
if legal_pos == Directions.SOUTH:
new_legal_pos = (x_pac, y_pac - 1)
legal_pos_list.append(new_legal_pos)
for position in legal_pos_list:
if position not in self.visited_nodes:
unexplored_pos_list.append(position)
if not unexplored_pos_list:
next_pos = self.stack[-1]
self.stack.remove(next_pos)
else:
self.stack.append(pacman_pos)
next_pos = unexplored_pos_list[0]
if next_pos[0] == x_pac - 1 and next_pos[1] == y_pac:
return Directions.WEST
elif next_pos[0] == x_pac + 1 and next_pos[1] == y_pac:
return Directions.EAST
elif next_pos[1] == y_pac - 1 and next_pos[0] == x_pac:
return Directions.SOUTH
elif next_pos[1] == y_pac + 1 and next_pos[0] == x_pac:
return Directions.NORTH
def cornerSeekingAgent(self, state, pacman, corners, legal):
print corners
# Setup variable to hold the values
minX = float("inf")
minY = float("inf")
maxX = float("-inf")
maxY = float("-inf")
# Sweep through corner coordinates looking for max and min
# values.
for i in range(len(corners)):
cornerX = corners[i][0]
cornerY = corners[i][1]
if cornerX < minX:
minX = cornerX
if cornerY < minY:
minY = cornerY
if cornerX > maxX:
maxX = cornerX
if cornerY > maxY:
maxY = cornerY
# Check we aren't there:
if pacman[0] == minX + 1:
if pacman[1] == minY + 1:
print "Got to BL!"
self.BL = True
# If not, move towards it, first to the West, then to the South.
if self.BL == False:
if pacman[0] > minX + 1:
if Directions.WEST in legal:
return api.makeMove(Directions.WEST, legal)
else:
pick = random.choice(legal)
return api.makeMove(pick, legal)
else:
if Directions.SOUTH in legal:
return api.makeMove(Directions.SOUTH, legal)
else:
pick = random.choice(legal)
return api.makeMove(pick, legal)
#
# Now we've got the lower left corner
#
# Move towards the top left corner
# Check we aren't there:
if pacman[0] == minX + 1:
if pacman[1] == maxY - 1:
print "Got to TL!"
self.TL = True
# If not, move West then North.
if self.TL == False:
if pacman[0] > minX + 1:
if Directions.WEST in legal:
return api.makeMove(Directions.WEST, legal)
else:
pick = random.choice(legal)
return api.makeMove(pick, legal)
else:
if Directions.NORTH in legal:
return api.makeMove(Directions.NORTH, legal)
else:
pick = random.choice(legal)
return api.makeMove(pick, legal)
# Now, the top right corner
# Check we aren't there:
if pacman[0] == maxX - 1:
if pacman[1] == maxY - 1:
print "Got to TR!"
self.TR = True
# Move east where possible, then North
if self.TR == False:
if pacman[0] < maxX - 1:
if Directions.EAST in legal:
return api.makeMove(Directions.EAST, legal)
else:
pick = random.choice(legal)
return api.makeMove(pick, legal)
else:
if Directions.NORTH in legal:
return api.makeMove(Directions.NORTH, legal)
else:
pick = random.choice(legal)
return api.makeMove(pick, legal)
# Fromto right it is a straight shot South to get to the bottom right.
if pacman[0] == maxX - 1:
if pacman[1] == minY + 1:
print "Got to BR!"
self.BR = True
self.explored_corners = True
return api.makeMove(random.choice(legal), legal)
else:
print "Nearly there"
return api.makeMove(Directions.SOUTH, legal)
print "Not doing anything!"
return api.makeMove(random.choice(legal), legal)