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# multiAgents.py | |
# -------------- | |
# 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]). | |
from util import manhattanDistance | |
from game import Directions | |
import random, util | |
from game import Agent | |
class ReflexAgent(Agent): | |
""" | |
A reflex agent chooses an action at each choice point by examining | |
its alternatives via a state evaluation function. | |
The code below is provided as a guide. You are welcome to change | |
it in any way you see fit, so long as you don't touch our method | |
headers. | |
""" | |
def getAction(self, gameState): | |
""" | |
You do not need to change this method, but you're welcome to. | |
getAction chooses among the best options according to the evaluation function. | |
Just like in the previous project, getAction takes a GameState and returns | |
some Directions.X for some X in the set {North, South, West, East, Stop} | |
""" | |
# Collect legal moves and successor states | |
legalMoves = gameState.getLegalActions() | |
# Choose one of the best actions | |
scores = [self.evaluationFunction(gameState, action) for action in legalMoves] | |
bestScore = max(scores) | |
bestIndices = [index for index in range(len(scores)) if scores[index] == bestScore] | |
chosenIndex = random.choice(bestIndices) # Pick randomly among the best | |
"Add more of your code here if you want to" | |
return legalMoves[chosenIndex] | |
def evaluationFunction(self, currentGameState, action): | |
""" | |
Design a better evaluation function here. | |
The evaluation function takes in the current and proposed successor | |
GameStates (pacman.py) and returns a number, where higher numbers are better. | |
The code below extracts some useful information from the state, like the | |
remaining food (newFood) and Pacman position after moving (newPos). | |
newScaredTimes holds the number of moves that each ghost will remain | |
scared because of Pacman having eaten a power pellet. | |
Print out these variables to see what you're getting, then combine them | |
to create a masterful evaluation function. | |
""" | |
# Useful information you can extract from a GameState (pacman.py) | |
successorGameState = currentGameState.generatePacmanSuccessor(action) | |
newPos = successorGameState.getPacmanPosition() | |
newFood = successorGameState.getFood() | |
newGhostStates = successorGameState.getGhostStates() | |
newScaredTimes = [ghostState.scaredTimer for ghostState in newGhostStates] | |
food_points = [(x, y) for x in range(successorGameState.data.layout.width) for y in range(successorGameState.data.layout.height) if newFood[x][y]] | |
distances = [manhattanDistance(newPos, foodPos) for foodPos in food_points] | |
distances.sort() | |
"*** YOUR CODE HERE ***" | |
ghost_distances = [(ghost_state, manhattanDistance(newPos, ghost_state.getPosition())) for ghost_state in successorGameState.getGhostStates()] | |
ghost_distances.sort() | |
if ghost_distances[0][1] < 3: | |
if ghost_distances[0][0].scaredTimer > 1: | |
ghost_mod = 500 | |
else: | |
ghost_mod = -500 | |
else: | |
ghost_mod = 0 | |
if distances: | |
return successorGameState.getScore() + ((1 / distances[0]) + (ghost_mod)) | |
else: | |
return 9999 | |
def scoreEvaluationFunction(currentGameState): | |
""" | |
This default evaluation function just returns the score of the state. | |
The score is the same one displayed in the Pacman GUI. | |
This evaluation function is meant for use with adversarial search agents | |
(not reflex agents). | |
""" | |
return currentGameState.getScore() | |
class MultiAgentSearchAgent(Agent): | |
""" | |
This class provides some common elements to all of your | |
multi-agent searchers. Any methods defined here will be available | |
to the MinimaxPacmanAgent, AlphaBetaPacmanAgent & ExpectimaxPacmanAgent. | |
You *do not* need to make any changes here, but you can if you want to | |
add functionality to all your adversarial search agents. Please do not | |
remove anything, however. | |
Note: this is an abstract class: one that should not be instantiated. It's | |
only partially specified, and designed to be extended. Agent (game.py) | |
is another abstract class. | |
""" | |
def __init__(self, evalFn = 'scoreEvaluationFunction', depth = '2'): | |
self.index = 0 # Pacman is always agent index 0 | |
self.evaluationFunction = util.lookup(evalFn, globals()) | |
self.depth = int(depth) | |
class MinimaxAgent(MultiAgentSearchAgent): | |
""" | |
Your minimax agent (question 2) | |
""" | |
def getAction(self, gameState): | |
""" | |
Returns the minimax action from the current gameState using self.depth | |
and self.evaluationFunction. | |
Here are some method calls that might be useful when implementing minimax. | |
gameState.getLegalActions(agentIndex): | |
Returns a list of legal actions for an agent | |
agentIndex=0 means Pacman, ghosts are >= 1 | |
gameState.generateSuccessor(agentIndex, action): | |
Returns the successor game state after an agent takes an action | |
gameState.getNumAgents(): | |
Returns the total number of agents in the game | |
gameState.isWin(): | |
Returns whether or not the game state is a winning state | |
gameState.isLose(): | |
Returns whether or not the game state is a losing state | |
""" | |
"*** YOUR CODE HERE ***" | |
return self.max_value(gameState, 0, 0)[1] | |
def isPacman(self, agent_index): | |
return agent_index == 0 | |
def calc_value(self, gameState, agent_index, ply): | |
if gameState.isWin() or gameState.isLose(): | |
return self.evaluationFunction(gameState) | |
else: | |
next_agent_index = (agent_index + 1) % gameState.getNumAgents() | |
if self.isPacman(next_agent_index): | |
if ply + 1 >= self.depth: | |
return self.evaluationFunction(gameState) | |
return self.max_value(gameState, next_agent_index, ply + 1)[0] | |
else: | |
return self.min_value(gameState, next_agent_index, ply)[0] | |
def max_value(self, gameState, agent_index, ply): | |
actions = gameState.getLegalActions(agent_index) | |
max_val = (float("-inf"), None) | |
for action in actions: | |
new_val = self.calc_value(gameState.generateSuccessor(agent_index, action), agent_index, ply) | |
if new_val > max_val[0]: | |
max_val = (new_val, action) | |
return max_val | |
def min_value(self, gameState, agent_index, ply): | |
actions = gameState.getLegalActions(agent_index) | |
min_val = (float("inf"), None) | |
for action in actions: | |
new_val = self.calc_value(gameState.generateSuccessor(agent_index, action), agent_index, ply) | |
if new_val < min_val[0]: | |
min_val = (new_val, action) | |
return min_val | |
class AlphaBetaAgent(MultiAgentSearchAgent): | |
""" | |
Your minimax agent with alpha-beta pruning (question 3) | |
""" | |
def getAction(self, gameState): | |
""" | |
Returns the minimax action using self.depth and self.evaluationFunction | |
""" | |
"*** YOUR CODE HERE ***" | |
return self.max_value(gameState, (float("-inf"), None), (float("inf"), None), 0, 0)[1] | |
def isPacman(self, agent_index): | |
return agent_index == 0 | |
def calc_value(self, gameState, alpha, beta, agent_index, ply): | |
if gameState.isWin() or gameState.isLose(): | |
return self.evaluationFunction(gameState) | |
else: | |
next_agent_index = (agent_index + 1) % gameState.getNumAgents() | |
if self.isPacman(next_agent_index): | |
if ply + 1 >= self.depth: | |
return self.evaluationFunction(gameState) | |
return self.max_value(gameState, alpha, beta, next_agent_index, ply + 1)[0] | |
else: | |
return self.min_value(gameState, alpha, beta, next_agent_index, ply)[0] | |
def max_value(self, gameState, alpha, beta, agent_index, ply): | |
actions = gameState.getLegalActions(agent_index) | |
max_val = (float("-inf"), None) | |
for action in actions: | |
new_val = self.calc_value(gameState.generateSuccessor(agent_index, action), alpha, beta, agent_index, ply) | |
if new_val > max_val[0]: | |
max_val = (new_val, action) | |
if max_val[0] > beta[0]: | |
return max_val | |
if max_val[0] > alpha[0]: | |
alpha = max_val | |
return max_val | |
def min_value(self, gameState, alpha, beta, agent_index, ply): | |
actions = gameState.getLegalActions(agent_index) | |
min_val = (float("inf"), None) | |
for action in actions: | |
new_val = self.calc_value(gameState.generateSuccessor(agent_index, action), alpha, beta, agent_index, ply) | |
if new_val < min_val[0]: | |
min_val = (new_val, action) | |
if min_val[0] < alpha[0]: | |
return min_val | |
if min_val[0] < beta[0]: | |
beta = min_val | |
return min_val | |
class ExpectimaxAgent(MultiAgentSearchAgent): | |
""" | |
Your expectimax agent (question 4) | |
""" | |
def getAction(self, gameState): | |
""" | |
Returns the expectimax action using self.depth and self.evaluationFunction | |
All ghosts should be modeled as choosing uniformly at random from their | |
legal moves. | |
""" | |
return self.max_value(gameState, 0, 0)[1] | |
def isPacman(self, agent_index): | |
return agent_index == 0 | |
def calc_value(self, gameState, agent_index, ply): | |
if gameState.isWin() or gameState.isLose(): | |
return self.evaluationFunction(gameState) | |
else: | |
next_agent_index = (agent_index + 1) % gameState.getNumAgents() | |
if self.isPacman(next_agent_index): | |
if ply + 1 >= self.depth: | |
return self.evaluationFunction(gameState) | |
return self.max_value(gameState, next_agent_index, ply + 1)[0] | |
else: | |
return self.min_value(gameState, next_agent_index, ply)[0] | |
def max_value(self, gameState, agent_index, ply): | |
actions = gameState.getLegalActions(agent_index) | |
max_val = (float("-inf"), None) | |
for action in actions: | |
new_val = self.calc_value(gameState.generateSuccessor(agent_index, action), agent_index, ply) | |
if new_val > max_val[0]: | |
max_val = (new_val, action) | |
return max_val | |
def min_value(self, gameState, agent_index, ply): | |
actions = gameState.getLegalActions(agent_index) | |
min_val = (0, None) | |
for action in actions: | |
new_val = (1.0 / len(actions)) * self.calc_value(gameState.generateSuccessor(agent_index, action), agent_index, ply) | |
min_val = (min_val[0] + new_val, 0) | |
return min_val | |
def betterEvaluationFunction(currentGameState): | |
""" | |
Your extreme ghost-hunting, pellet-nabbing, food-gobbling, unstoppable | |
evaluation function (question 5). | |
DESCRIPTION: <write something here so we know what you did> | |
""" | |
SCORE_WEIGHT = 1.0 | |
FOOD_WEIGHT = 0.5 | |
FOOD_DIST_WEIGHT = 1.0 | |
GHOST_WEIGHT = 1.0 | |
successorGameState = currentGameState | |
newPos = successorGameState.getPacmanPosition() | |
newFood = successorGameState.getFood() | |
newGhostStates = successorGameState.getGhostStates() | |
newScaredTimes = [ghostState.scaredTimer for ghostState in newGhostStates] | |
food_points = [(x, y) for x in range(successorGameState.data.layout.width) for y in range(successorGameState.data.layout.height) if newFood[x][y]] | |
distances = [manhattanDistance(newPos, foodPos) for foodPos in food_points] | |
distances.sort() | |
"*** YOUR CODE HERE ***" | |
ghost_distances = [(ghost_state, manhattanDistance(newPos, ghost_state.getPosition())) for ghost_state in successorGameState.getGhostStates()] | |
ghost_distances.sort() | |
nearest_ghost = ghost_distances[0] | |
#if nearest_ghost[1] < 3: | |
if nearest_ghost[0].scaredTimer > 0: | |
ghost_mod = 500 / max(1, nearest_ghost[1]) | |
else: | |
ghost_mod = -5 * nearest_ghost[1] | |
#else: | |
# ghost_mod = 0 | |
if len(distances) > 0: | |
return ((successorGameState.getScore() * SCORE_WEIGHT) + | |
(FOOD_WEIGHT * 1 / len(food_points)) + | |
FOOD_DIST_WEIGHT * (1 / distances[0]) + | |
GHOST_WEIGHT * ghost_mod) | |
else: | |
return 9999 | |
# Abbreviation | |
better = betterEvaluationFunction | |
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