Created
November 2, 2018 04:46
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minimal ai scores -10 on average
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from Agent import Agent | |
from collections import deque | |
from enum import Enum | |
class MyAI ( Agent ): | |
class Action (Enum): | |
CHECK_FOR_GOLD = 1 | |
def __init__ ( self ): | |
self.actionList = deque( [] ) | |
self.perceptArray = [] | |
def continueActionSequence( self, glitter ): | |
action = self.actionList.popleft() | |
if action == self.Action.CHECK_FOR_GOLD: | |
self.check_gold(glitter) | |
action = self.actionList.popleft() | |
return action | |
def check_gold(self,glitter): | |
if glitter: | |
self.actionList.appendleft(Agent.Action.GRAB) | |
def minimalAction( self ): | |
self.actionList.append( Agent.Action.FORWARD ) | |
self.actionList.append( self.Action.CHECK_FOR_GOLD ) | |
self.turn_around() | |
self.actionList.append( Agent.Action.FORWARD ) | |
# back in start tile | |
self.actionList.append( Agent.Action.TURN_RIGHT ) | |
self.actionList.append( Agent.Action.FORWARD ) | |
self.actionList.append( self.Action.CHECK_FOR_GOLD ) | |
self.turn_around() | |
self.actionList.append( Agent.Action.FORWARD ) | |
# back in start tile | |
self.exit_world() | |
return self.actionList.popleft() | |
def turn_around(self): | |
self.actionList.append( Agent.Action.TURN_LEFT ) | |
self.actionList.append( Agent.Action.TURN_LEFT ) | |
def kill_wumpus(self): | |
self.actionList.append(Agent.Action.SHOOT) | |
self.exit_world() | |
def exit_world(self): | |
self.actionList.append(Agent.Action.CLIMB) | |
def getAction( self, stench, breeze, glitter, bump, scream ): | |
if len( self.actionList ) > 0 : | |
return self.continueActionSequence(glitter) | |
else : | |
if stench: | |
self.kill_wumpus() | |
return self.actionList.popleft() | |
elif breeze: | |
self.exit_world() | |
return self.actionList.popleft() | |
else: | |
# explore two adjacent squares | |
return self.minimalAction() | |
''' | |
if actionSequence | |
return actionSequence.pop() | |
else: | |
Generate Action Sequence based on current knowledge/belief | |
Strategy: | |
Agent builds | |
Agent "explores" unvisited rooms (tile X,Y that agent is currently in but has not visited before). | |
Exploring a room changes current knowledge/belief state. | |
''' |
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