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tracking/distanceCalculator.py
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tracking/distanceCalculator.py
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# distanceCalculator.py
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# ---------------------
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# Licensing Information: You are free to use or extend these projects for
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# educational purposes provided that (1) you do not distribute or publish
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# solutions, (2) you retain this notice, and (3) you provide clear
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# attribution to UC Berkeley, including a link to http://ai.berkeley.edu.
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#
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# Attribution Information: The Pacman AI projects were developed at UC Berkeley.
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# The core projects and autograders were primarily created by John DeNero
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# (denero@cs.berkeley.edu) and Dan Klein (klein@cs.berkeley.edu).
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# Student side autograding was added by Brad Miller, Nick Hay, and
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# Pieter Abbeel (pabbeel@cs.berkeley.edu).
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"""
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This file contains a Distancer object which computes and
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caches the shortest path between any two points in the maze. It
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returns a Manhattan distance between two points if the maze distance
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has not yet been calculated.
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Example:
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distancer = Distancer(gameState.data.layout)
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distancer.getDistance( (1,1), (10,10) )
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The Distancer object also serves as an example of sharing data
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safely among agents via a global dictionary (distanceMap),
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and performing asynchronous computation via threads. These
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examples may help you in designing your own objects, but you
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shouldn't need to modify the Distancer code in order to use its
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distances.
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"""
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import threading, sys, time, random
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class Distancer:
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def __init__(self, layout, background=True, default=10000):
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"""
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Initialize with Distancer(layout). Changing default is unnecessary.
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This will start computing maze distances in the background and use them
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as soon as they are ready. In the meantime, it returns manhattan distance.
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To compute all maze distances on initialization, set background=False
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"""
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self._distances = None
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self.default = default
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# Start computing distances in the background; when the dc finishes,
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# it will fill in self._distances for us.
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dc = DistanceCalculator()
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dc.setAttr(layout, self)
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dc.setDaemon(True)
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if background:
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dc.start()
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else:
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dc.run()
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def getDistance(self, pos1, pos2):
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"""
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The getDistance function is the only one you'll need after you create the object.
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"""
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if self._distances == None:
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return manhattanDistance(pos1, pos2)
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if isInt(pos1) and isInt(pos2):
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return self.getDistanceOnGrid(pos1, pos2)
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pos1Grids = getGrids2D(pos1)
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pos2Grids = getGrids2D(pos2)
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bestDistance = self.default
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for pos1Snap, snap1Distance in pos1Grids:
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for pos2Snap, snap2Distance in pos2Grids:
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gridDistance = self.getDistanceOnGrid(pos1Snap, pos2Snap)
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distance = gridDistance + snap1Distance + snap2Distance
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if bestDistance > distance:
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bestDistance = distance
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return bestDistance
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def getDistanceOnGrid(self, pos1, pos2):
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key = (pos1, pos2)
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if key in self._distances:
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return self._distances[key]
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else:
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raise Exception("Positions not in grid: " + str(key))
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def isReadyForMazeDistance(self):
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return self._distances != None
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def manhattanDistance(x, y ):
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return abs( x[0] - y[0] ) + abs( x[1] - y[1] )
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def isInt(pos):
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x, y = pos
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return x == int(x) and y == int(y)
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def getGrids2D(pos):
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grids = []
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for x, xDistance in getGrids1D(pos[0]):
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for y, yDistance in getGrids1D(pos[1]):
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grids.append(((x, y), xDistance + yDistance))
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return grids
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def getGrids1D(x):
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intX = int(x)
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if x == int(x):
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return [(x, 0)]
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return [(intX, x-intX), (intX+1, intX+1-x)]
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##########################################
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# MACHINERY FOR COMPUTING MAZE DISTANCES #
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##########################################
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distanceMap = {}
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distanceMapSemaphore = threading.Semaphore(1)
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distanceThread = None
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def waitOnDistanceCalculator(t):
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global distanceThread
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if distanceThread != None:
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time.sleep(t)
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class DistanceCalculator(threading.Thread):
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def setAttr(self, layout, distancer, default = 10000):
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self.layout = layout
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self.distancer = distancer
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self.default = default
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def run(self):
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global distanceMap, distanceThread
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distanceMapSemaphore.acquire()
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if self.layout.walls not in distanceMap:
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if distanceThread != None: raise Exception('Multiple distance threads')
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distanceThread = self
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distances = computeDistances(self.layout)
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print('[Distancer]: Switching to maze distances',file=sys.stdout)
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distanceMap[self.layout.walls] = distances
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distanceThread = None
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else:
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distances = distanceMap[self.layout.walls]
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distanceMapSemaphore.release()
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self.distancer._distances = distances
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def computeDistances(layout):
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distances = {}
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allNodes = layout.walls.asList(False)
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for source in allNodes:
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dist = {}
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closed = {}
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for node in allNodes:
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dist[node] = 1000000000
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import util
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queue = util.PriorityQueue()
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queue.push(source, 0)
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dist[source] = 0
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while not queue.isEmpty():
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node = queue.pop()
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if node in closed:
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continue
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closed[node] = True
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nodeDist = dist[node]
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adjacent = []
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x, y = node
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if not layout.isWall((x,y+1)):
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adjacent.append((x,y+1))
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if not layout.isWall((x,y-1)):
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adjacent.append((x,y-1) )
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if not layout.isWall((x+1,y)):
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adjacent.append((x+1,y) )
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if not layout.isWall((x-1,y)):
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adjacent.append((x-1,y))
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for other in adjacent:
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if not other in dist:
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continue
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oldDist = dist[other]
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newDist = nodeDist+1
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if newDist < oldDist:
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dist[other] = newDist
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queue.push(other, newDist)
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for target in allNodes:
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distances[(target, source)] = dist[target]
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return distances
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def getDistanceOnGrid(distances, pos1, pos2):
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key = (pos1, pos2)
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if key in distances:
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return distances[key]
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return 100000
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