-
Notifications
You must be signed in to change notification settings - Fork 7
/
Copy pathmultiAgents.py
executable file
·367 lines (324 loc) · 18.4 KB
/
multiAgents.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
# 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]
"*** YOUR CODE HERE ***"
# We use the manhattan distance to the food as the parameter for calculating the evaluation score.
# We calculate the distance to each food and then take the minimum of all the distances and return the
# negative of that as the score to reflect the inverse proportionality
currentPos = list(successorGameState.getPacmanPosition())
# Define negative maximum to a very high negative integer, so that it can be used
# for comparison
min = 999999999
dist = 0
currentFood = currentGameState.getFood()
# Get the current food as a list
foodList = currentFood.asList()
for i in range(len(foodList)):
# Here, we find the minimum distance to each food in the food list and then take the minimum distance
# as the return value. Note, that in the end, we change the sign of the minimum distance in the end to
# reflect the correct nature of the inverse proportionality of the distance of the food
dist = (manhattanDistance(foodList[i], currentPos))
if dist < min:
min = dist
min = -min
# If there is a ghost at the current position, return with the maximum negative score
for state in newGhostStates:
if state.scaredTimer == 0 and state.getPosition() == tuple(currentPos):
return -999999999
# If we encounter a 'Stop' in the actions list, then return with the maximum negative score
if action == 'Stop':
return -999999999
return min
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
"""
"*** YOUR CODE HERE ***"
action, score = self.minimax(0, 0, gameState) # Get the action and score for pacman (agent_index=0)
return action # Return the action to be done as per minimax algorithm
def minimax(self, curr_depth, agent_index, gameState):
'''
Returns the best score for an agent using the minimax algorithm. For max player (agent_index=0), the best
score is the maximum score among its successor states and for the min player (agent_index!=0), the best
score is the minimum score among its successor states. Recursion ends if there are no successor states
available or curr_depth equals the max depth to be searched until.
:param curr_depth: the current depth of the tree (int)
:param agent_index: index of the current agent (int)
:param gameState: the current state of the game (GameState)
:return: action, score
'''
# Roll over agent index and increase current depth if all agents have finished playing their turn in a move
if agent_index >= gameState.getNumAgents():
agent_index = 0
curr_depth += 1
# Return the value of evaluationFunction if max depth is reached
if curr_depth == self.depth:
return None, self.evaluationFunction(gameState)
# Initialize best_score and best_action with None
best_score, best_action = None, None
if agent_index == 0: # If it is max player's (pacman) turn
for action in gameState.getLegalActions(agent_index): # For each legal action of pacman
# Get the minimax score of successor
# Increase agent_index by 1 as it will be next player's (ghost) turn now
# Pass the new game state generated by pacman's `action`
next_game_state = gameState.generateSuccessor(agent_index, action)
_, score = self.minimax(curr_depth, agent_index + 1, next_game_state)
# Update the best score and action, if best score is None (not updated yet) or if current score is
# better than the best score found so far
if best_score is None or score > best_score:
best_score = score
best_action = action
else: # If it is min player's (ghost) turn
for action in gameState.getLegalActions(agent_index): # For each legal action of ghost agent
# Get the minimax score of successor
# Increase agent_index by 1 as it will be next player's (ghost or pacman) turn now
# Pass the new game state generated by ghost's `action`
next_game_state = gameState.generateSuccessor(agent_index, action)
_, score = self.minimax(curr_depth, agent_index + 1, next_game_state)
# Update the best score and action, if best score is None (not updated yet) or if current score is
# better than the best score found so far
if best_score is None or score < best_score:
best_score = score
best_action = action
# If it is a leaf state with no successor states, return the value of evaluationFunction
if best_score is None:
return None, self.evaluationFunction(gameState)
return best_action, best_score # Return the best_action and best_score
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 ***"
inf = float('inf')
action, score = self.alpha_beta(0, 0, gameState, -inf, inf) # Get the action and score for pacman (max)
return action # Return the action to be done as per alpha-beta algorithm
def alpha_beta(self, curr_depth, agent_index, gameState, alpha, beta):
'''
Returns the best score for an agent using the alpha-beta algorithm. For max player (agent_index=0), the best
score is the maximum score among its successor states and for the min player (agent_index!=0), the best
score is the minimum score among its successor states. Recursion ends if there are no successor states
available or curr_depth equals the max depth to be searched until. If alpha > beta, we can stop generating
further successors and prune the search tree.
:param curr_depth: the current depth of the tree (int)
:param agent_index: index of the current agent (int)
:param gameState: the current state of the game (GameState)
:param alpha: the alpha value of the parent (float)
:param beta: the beta value of the parent (float)
:return: action, score
'''
# Roll over agent index and increase current depth if all agents have finished playing their turn in a move
if agent_index >= gameState.getNumAgents():
agent_index = 0
curr_depth += 1
# Return the value of evaluationFunction if max depth is reached
if curr_depth == self.depth:
return None, self.evaluationFunction(gameState)
# Initialize best_score and best_action with None
best_score, best_action = None, None
if agent_index == 0: # If it is max player's (pacman) turn
for action in gameState.getLegalActions(agent_index): # For each legal action of pacman
# Get the minimax score of successor
# Increase agent_index by 1 as it will be next player's (ghost) turn now
# Pass the new game state generated by pacman's `action` and the current alpha and beta values
next_game_state = gameState.generateSuccessor(agent_index, action)
_, score = self.alpha_beta(curr_depth, agent_index + 1, next_game_state, alpha, beta)
# Update the best score and action, if best score is None (not updated yet) or if current score is
# better than the best score found so far
if best_score is None or score > best_score:
best_score = score
best_action = action
# Update the value of alpha
alpha = max(alpha, score)
# Prune the tree if alpha is greater than beta
if alpha > beta:
break
else: # If it is min player's (ghost) turn
for action in gameState.getLegalActions(agent_index): # For each legal action of ghost agent
# Get the minimax score of successor
# Increase agent_index by 1 as it will be next player's (ghost or pacman) turn now
# Pass the new game state generated by ghost's `action` and the current alpha and beta values
next_game_state = gameState.generateSuccessor(agent_index, action)
_, score = self.alpha_beta(curr_depth, agent_index + 1, next_game_state, alpha, beta)
# Update the best score and action, if best score is None (not updated yet) or if current score is
# better than the best score found so far
if best_score is None or score < best_score:
best_score = score
best_action = action
# Update the value of beta
beta = min(beta, score)
# Prune the tree if beta is less than alpha
if beta < alpha:
break
# If it is a leaf state with no successor states, return the value of evaluationFunction
if best_score is None:
return None, self.evaluationFunction(gameState)
return best_action, best_score # Return the best_action and best_score
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.
"""
"*** YOUR CODE HERE ***"
action, score = self.expectimax(0, 0, gameState) # Get the action and score for pacman (agent_index=0)
return action # Return the action to be done as per minimax algorithm
def expectimax(self, curr_depth, agent_index, gameState):
'''
Returns the best score for an agent using the expectimax algorithm. For max player (agent_index=0), the best
score is the maximum score among its successor states and for the min player (agent_index!=0), the best
score is the average of all its successor states. Recursion ends if there are no successor states
available or curr_depth equals the max depth to be searched until.
:param curr_depth: the current depth of the tree (int)
:param agent_index: index of the current agent (int)
:param gameState: the current state of the game (GameState)
:return: action, score
'''
# Roll over agent index and increase current depth if all agents have finished playing their turn in a move
if agent_index >= gameState.getNumAgents():
agent_index = 0
curr_depth += 1
# Return the value of evaluationFunction if max depth is reached
if curr_depth == self.depth:
return None, self.evaluationFunction(gameState)
# Initialize best_score and best_action with None
best_score, best_action = None, None
if agent_index == 0: # If it is max player's (pacman) turn
for action in gameState.getLegalActions(agent_index): # For each legal action of pacman
# Get the expectimax score of successor
# Increase agent_index by 1 as it will be next player's (ghost) turn now
# Pass the new game state generated by pacman's `action`
next_game_state = gameState.generateSuccessor(agent_index, action)
_, score = self.expectimax(curr_depth, agent_index + 1, next_game_state)
# Update the best score and action, if best score is None (not updated yet) or if current score is
# better than the best score found so far
if best_score is None or score > best_score:
best_score = score
best_action = action
else: # If it is min player's (ghost) turn
ghostActions = gameState.getLegalActions(agent_index)
if len(ghostActions) is not 0:
prob = 1.0 / len(ghostActions)
for action in gameState.getLegalActions(agent_index): # For each legal action of ghost agent
# Get the expectimax score of successor
# Increase agent_index by 1 as it will be next player's (ghost or pacman) turn now
# Pass the new game state generated by ghost's `action`
next_game_state = gameState.generateSuccessor(agent_index, action)
_, score = self.expectimax(curr_depth, agent_index + 1, next_game_state)
if best_score is None:
best_score = 0.0
best_score += prob * score
best_action = action
# If it is a leaf state with no successor states, return the value of evaluationFunction
if best_score is None:
return None, self.evaluationFunction(gameState)
return best_action, best_score # Return the best_action and best_score
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>
"""
"*** YOUR CODE HERE ***"
util.raiseNotDefined()
# Abbreviation
better = betterEvaluationFunction