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tracking/pacman.py
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# pacman.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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Pacman.py holds the logic for the classic pacman game along with the main
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code to run a game. This file is divided into three sections:
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(i) Your interface to the pacman world:
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Pacman is a complex environment. You probably don't want to
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read through all of the code we wrote to make the game runs
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correctly. This section contains the parts of the code
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that you will need to understand in order to complete the
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project. There is also some code in game.py that you should
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understand.
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(ii) The hidden secrets of pacman:
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This section contains all of the logic code that the pacman
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environment uses to decide who can move where, who dies when
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things collide, etc. You shouldn't need to read this section
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of code, but you can if you want.
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(iii) Framework to start a game:
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The final section contains the code for reading the command
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you use to set up the game, then starting up a new game, along with
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linking in all the external parts (agent functions, graphics).
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Check this section out to see all the options available to you.
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To play your first game, type 'python pacman.py' from the command line.
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The keys are 'a', 's', 'd', and 'w' to move (or arrow keys). Have fun!
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"""
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from game import GameStateData
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from game import Game
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from game import Directions
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from game import Actions
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from util import nearestPoint
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from util import manhattanDistance
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import util, layout
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import sys, types, time, random, os
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###################################################
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# YOUR INTERFACE TO THE PACMAN WORLD: A GameState #
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###################################################
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class GameState:
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"""
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A GameState specifies the full game state, including the food, capsules,
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agent configurations and score changes.
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GameStates are used by the Game object to capture the actual state of the game and
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can be used by agents to reason about the game.
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Much of the information in a GameState is stored in a GameStateData object. We
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strongly suggest that you access that data via the accessor methods below rather
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than referring to the GameStateData object directly.
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Note that in classic Pacman, Pacman is always agent 0.
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"""
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####################################################
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# Accessor methods: use these to access state data #
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####################################################
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# static variable keeps track of which states have had getLegalActions called
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explored = set()
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def getAndResetExplored():
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tmp = GameState.explored.copy()
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GameState.explored = set()
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return tmp
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getAndResetExplored = staticmethod(getAndResetExplored)
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def getLegalActions( self, agentIndex=0 ):
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"""
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Returns the legal actions for the agent specified.
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"""
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# GameState.explored.add(self)
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if self.isWin() or self.isLose(): return []
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if agentIndex == 0: # Pacman is moving
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return PacmanRules.getLegalActions( self )
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else:
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return GhostRules.getLegalActions( self, agentIndex )
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def generateSuccessor( self, agentIndex, action):
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"""
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Returns the successor state after the specified agent takes the action.
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"""
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# Check that successors exist
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if self.isWin() or self.isLose(): raise Exception('Can\'t generate a successor of a terminal state.')
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# Copy current state
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state = GameState(self)
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# Let agent's logic deal with its action's effects on the board
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if agentIndex == 0: # Pacman is moving
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state.data._eaten = [False for i in range(state.getNumAgents())]
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PacmanRules.applyAction( state, action )
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else: # A ghost is moving
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GhostRules.applyAction( state, action, agentIndex )
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# Time passes
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if agentIndex == 0:
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state.data.scoreChange += -TIME_PENALTY # Penalty for waiting around
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else:
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GhostRules.decrementTimer( state.data.agentStates[agentIndex] )
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# Resolve multi-agent effects
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GhostRules.checkDeath( state, agentIndex )
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# Book keeping
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state.data._agentMoved = agentIndex
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state.data.score += state.data.scoreChange
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GameState.explored.add(self)
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GameState.explored.add(state)
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return state
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def getLegalPacmanActions( self ):
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return self.getLegalActions( 0 )
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def generatePacmanSuccessor( self, action ):
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"""
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Generates the successor state after the specified pacman move
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"""
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return self.generateSuccessor( 0, action )
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def getPacmanState( self ):
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"""
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Returns an AgentState object for pacman (in game.py)
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state.pos gives the current position
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state.direction gives the travel vector
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"""
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return self.data.agentStates[0].copy()
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def getPacmanPosition( self ):
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return self.data.agentStates[0].getPosition()
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def getGhostStates( self ):
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return self.data.agentStates[1:]
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def getGhostState( self, agentIndex ):
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if agentIndex == 0 or agentIndex >= self.getNumAgents():
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raise Exception("Invalid index passed to getGhostState")
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return self.data.agentStates[agentIndex]
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def getGhostPosition( self, agentIndex ):
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if agentIndex == 0:
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raise Exception("Pacman's index passed to getGhostPosition")
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return self.data.agentStates[agentIndex].getPosition()
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def getGhostPositions(self):
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return [s.getPosition() for s in self.getGhostStates()]
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def getNumAgents( self ):
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return len( self.data.agentStates )
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def getScore( self ):
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return float(self.data.score)
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def getCapsules(self):
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"""
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Returns a list of positions (x,y) of the remaining capsules.
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"""
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return self.data.capsules
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def getNumFood( self ):
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return self.data.food.count()
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def getFood(self):
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"""
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Returns a Grid of boolean food indicator variables.
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Grids can be accessed via list notation, so to check
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if there is food at (x,y), just call
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currentFood = state.getFood()
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if currentFood[x][y] == True: ...
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"""
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return self.data.food
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def getWalls(self):
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"""
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Returns a Grid of boolean wall indicator variables.
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Grids can be accessed via list notation, so to check
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if there is a wall at (x,y), just call
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walls = state.getWalls()
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if walls[x][y] == True: ...
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"""
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return self.data.layout.walls
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def hasFood(self, x, y):
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return self.data.food[x][y]
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def hasWall(self, x, y):
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return self.data.layout.walls[x][y]
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def isLose( self ):
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return self.data._lose
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def isWin( self ):
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return self.data._win
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#############################################
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# Helper methods: #
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# You shouldn't need to call these directly #
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#############################################
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def __init__( self, prevState = None ):
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"""
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Generates a new state by copying information from its predecessor.
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"""
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if prevState != None: # Initial state
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self.data = GameStateData(prevState.data)
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else:
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self.data = GameStateData()
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def deepCopy( self ):
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state = GameState( self )
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state.data = self.data.deepCopy()
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return state
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def __eq__( self, other ):
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"""
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Allows two states to be compared.
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"""
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return hasattr(other, 'data') and self.data == other.data
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def __hash__( self ):
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"""
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Allows states to be keys of dictionaries.
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"""
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return hash( self.data )
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def __str__( self ):
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return str(self.data)
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def initialize( self, layout, numGhostAgents=1000 ):
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"""
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Creates an initial game state from a layout array (see layout.py).
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"""
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self.data.initialize(layout, numGhostAgents)
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############################################################################
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# THE HIDDEN SECRETS OF PACMAN #
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# #
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# You shouldn't need to look through the code in this section of the file. #
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############################################################################
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SCARED_TIME = 40 # Moves ghosts are scared
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COLLISION_TOLERANCE = 0.7 # How close ghosts must be to Pacman to kill
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TIME_PENALTY = 1 # Number of points lost each round
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class ClassicGameRules:
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"""
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These game rules manage the control flow of a game, deciding when
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and how the game starts and ends.
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"""
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def __init__(self, timeout=30):
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self.timeout = timeout
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def newGame( self, layout, pacmanAgent, ghostAgents, display, quiet = False, catchExceptions=False):
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agents = [pacmanAgent] + ghostAgents[:layout.getNumGhosts()]
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initState = GameState()
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initState.initialize( layout, len(ghostAgents) )
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game = Game(agents, display, self, catchExceptions=catchExceptions)
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game.state = initState
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self.initialState = initState.deepCopy()
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self.quiet = quiet
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return game
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def process(self, state, game):
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"""
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Checks to see whether it is time to end the game.
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"""
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if state.isWin(): self.win(state, game)
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if state.isLose(): self.lose(state, game)
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def win( self, state, game ):
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if not self.quiet: print("Pacman emerges victorious! Score: %d" % state.data.score)
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game.gameOver = True
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def lose( self, state, game ):
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if not self.quiet: print("Pacman died! Score: %d" % state.data.score)
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game.gameOver = True
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def getProgress(self, game):
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return float(game.state.getNumFood()) / self.initialState.getNumFood()
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def agentCrash(self, game, agentIndex):
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if agentIndex == 0:
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print("Pacman crashed")
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else:
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print("A ghost crashed")
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def getMaxTotalTime(self, agentIndex):
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return self.timeout
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def getMaxStartupTime(self, agentIndex):
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return self.timeout
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def getMoveWarningTime(self, agentIndex):
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return self.timeout
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def getMoveTimeout(self, agentIndex):
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return self.timeout
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def getMaxTimeWarnings(self, agentIndex):
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return 0
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class PacmanRules:
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"""
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These functions govern how pacman interacts with his environment under
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the classic game rules.
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"""
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PACMAN_SPEED=1
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def getLegalActions( state ):
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"""
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Returns a list of possible actions.
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"""
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return Actions.getPossibleActions( state.getPacmanState().configuration, state.data.layout.walls )
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getLegalActions = staticmethod( getLegalActions )
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def applyAction( state, action ):
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"""
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Edits the state to reflect the results of the action.
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"""
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legal = PacmanRules.getLegalActions( state )
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if action not in legal:
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raise Exception("Illegal action " + str(action))
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pacmanState = state.data.agentStates[0]
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# Update Configuration
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vector = Actions.directionToVector( action, PacmanRules.PACMAN_SPEED )
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pacmanState.configuration = pacmanState.configuration.generateSuccessor( vector )
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# Eat
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next = pacmanState.configuration.getPosition()
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nearest = nearestPoint( next )
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if manhattanDistance( nearest, next ) <= 0.5 :
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# Remove food
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PacmanRules.consume( nearest, state )
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applyAction = staticmethod( applyAction )
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def consume( position, state ):
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x,y = position
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# Eat food
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if state.data.food[x][y]:
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state.data.scoreChange += 10
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state.data.food = state.data.food.copy()
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state.data.food[x][y] = False
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state.data._foodEaten = position
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# TODO: cache numFood?
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numFood = state.getNumFood()
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if numFood == 0 and not state.data._lose:
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state.data.scoreChange += 500
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state.data._win = True
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# Eat capsule
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if( position in state.getCapsules() ):
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state.data.capsules.remove( position )
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state.data._capsuleEaten = position
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# Reset all ghosts' scared timers
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for index in range( 1, len( state.data.agentStates ) ):
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state.data.agentStates[index].scaredTimer = SCARED_TIME
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consume = staticmethod( consume )
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class GhostRules:
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"""
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These functions dictate how ghosts interact with their environment.
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"""
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GHOST_SPEED=1.0
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def getLegalActions( state, ghostIndex ):
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"""
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Ghosts cannot stop, and cannot turn around unless they
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reach a dead end, but can turn 90 degrees at intersections.
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"""
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conf = state.getGhostState( ghostIndex ).configuration
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possibleActions = Actions.getPossibleActions( conf, state.data.layout.walls )
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reverse = Actions.reverseDirection( conf.direction )
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if Directions.STOP in possibleActions:
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possibleActions.remove( Directions.STOP )
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if reverse in possibleActions and len( possibleActions ) > 1:
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possibleActions.remove( reverse )
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return possibleActions
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getLegalActions = staticmethod( getLegalActions )
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def applyAction( state, action, ghostIndex):
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legal = GhostRules.getLegalActions( state, ghostIndex )
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||||
if action not in legal:
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raise Exception("Illegal ghost action " + str(action))
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||||
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ghostState = state.data.agentStates[ghostIndex]
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speed = GhostRules.GHOST_SPEED
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if ghostState.scaredTimer > 0: speed /= 2.0
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vector = Actions.directionToVector( action, speed )
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ghostState.configuration = ghostState.configuration.generateSuccessor( vector )
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applyAction = staticmethod( applyAction )
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def decrementTimer( ghostState):
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timer = ghostState.scaredTimer
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||||
if timer == 1:
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||||
ghostState.configuration.pos = nearestPoint( ghostState.configuration.pos )
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||||
ghostState.scaredTimer = max( 0, timer - 1 )
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||||
decrementTimer = staticmethod( decrementTimer )
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||||
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||||
def checkDeath( state, agentIndex):
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||||
pacmanPosition = state.getPacmanPosition()
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||||
if agentIndex == 0: # Pacman just moved; Anyone can kill him
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||||
for index in range( 1, len( state.data.agentStates ) ):
|
||||
ghostState = state.data.agentStates[index]
|
||||
ghostPosition = ghostState.configuration.getPosition()
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||||
if GhostRules.canKill( pacmanPosition, ghostPosition ):
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GhostRules.collide( state, ghostState, index )
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||||
else:
|
||||
ghostState = state.data.agentStates[agentIndex]
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||||
ghostPosition = ghostState.configuration.getPosition()
|
||||
if GhostRules.canKill( pacmanPosition, ghostPosition ):
|
||||
GhostRules.collide( state, ghostState, agentIndex )
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||||
checkDeath = staticmethod( checkDeath )
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||||
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||||
def collide( state, ghostState, agentIndex):
|
||||
if ghostState.scaredTimer > 0:
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||||
state.data.scoreChange += 200
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||||
GhostRules.placeGhost(state, ghostState)
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||||
ghostState.scaredTimer = 0
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||||
# Added for first-person
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||||
state.data._eaten[agentIndex] = True
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||||
else:
|
||||
if not state.data._win:
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||||
state.data.scoreChange -= 500
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||||
state.data._lose = True
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||||
collide = staticmethod( collide )
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||||
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||||
def canKill( pacmanPosition, ghostPosition ):
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||||
return manhattanDistance( ghostPosition, pacmanPosition ) <= COLLISION_TOLERANCE
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||||
canKill = staticmethod( canKill )
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||||
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||||
def placeGhost(state, ghostState):
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||||
ghostState.configuration = ghostState.start
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||||
placeGhost = staticmethod( placeGhost )
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||||
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||||
#############################
|
||||
# FRAMEWORK TO START A GAME #
|
||||
#############################
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||||
|
||||
def default(str):
|
||||
return str + ' [Default: %default]'
|
||||
|
||||
def parseAgentArgs(str):
|
||||
if str == None: return {}
|
||||
pieces = str.split(',')
|
||||
opts = {}
|
||||
for p in pieces:
|
||||
if '=' in p:
|
||||
key, val = p.split('=')
|
||||
else:
|
||||
key,val = p, 1
|
||||
opts[key] = val
|
||||
return opts
|
||||
|
||||
def readCommand( argv ):
|
||||
"""
|
||||
Processes the command used to run pacman from the command line.
|
||||
"""
|
||||
from optparse import OptionParser
|
||||
usageStr = """
|
||||
USAGE: python pacman.py <options>
|
||||
EXAMPLES: (1) python pacman.py
|
||||
- starts an interactive game
|
||||
(2) python pacman.py --layout smallClassic --zoom 2
|
||||
OR python pacman.py -l smallClassic -z 2
|
||||
- starts an interactive game on a smaller board, zoomed in
|
||||
"""
|
||||
parser = OptionParser(usageStr)
|
||||
|
||||
parser.add_option('-n', '--numGames', dest='numGames', type='int',
|
||||
help=default('the number of GAMES to play'), metavar='GAMES', default=1)
|
||||
parser.add_option('-l', '--layout', dest='layout',
|
||||
help=default('the LAYOUT_FILE from which to load the map layout'),
|
||||
metavar='LAYOUT_FILE', default='mediumClassic')
|
||||
parser.add_option('-p', '--pacman', dest='pacman',
|
||||
help=default('the agent TYPE in the pacmanAgents module to use'),
|
||||
metavar='TYPE', default='KeyboardAgent')
|
||||
parser.add_option('-t', '--textGraphics', action='store_true', dest='textGraphics',
|
||||
help='Display output as text only', default=False)
|
||||
parser.add_option('-q', '--quietTextGraphics', action='store_true', dest='quietGraphics',
|
||||
help='Generate minimal output and no graphics', default=False)
|
||||
parser.add_option('-g', '--ghosts', dest='ghost',
|
||||
help=default('the ghost agent TYPE in the ghostAgents module to use'),
|
||||
metavar = 'TYPE', default='RandomGhost')
|
||||
parser.add_option('-k', '--numghosts', type='int', dest='numGhosts',
|
||||
help=default('The maximum number of ghosts to use'), default=4)
|
||||
parser.add_option('-z', '--zoom', type='float', dest='zoom',
|
||||
help=default('Zoom the size of the graphics window'), default=1.0)
|
||||
parser.add_option('-f', '--fixRandomSeed', action='store_true', dest='fixRandomSeed',
|
||||
help='Fixes the random seed to always play the same game', default=False)
|
||||
parser.add_option('-r', '--recordActions', action='store_true', dest='record',
|
||||
help='Writes game histories to a file (named by the time they were played)', default=False)
|
||||
parser.add_option('--replay', dest='gameToReplay',
|
||||
help='A recorded game file (pickle) to replay', default=None)
|
||||
parser.add_option('-a','--agentArgs',dest='agentArgs',
|
||||
help='Comma separated values sent to agent. e.g. "opt1=val1,opt2,opt3=val3"')
|
||||
parser.add_option('-x', '--numTraining', dest='numTraining', type='int',
|
||||
help=default('How many episodes are training (suppresses output)'), default=0)
|
||||
parser.add_option('--frameTime', dest='frameTime', type='float',
|
||||
help=default('Time to delay between frames; <0 means keyboard'), default=0.1)
|
||||
parser.add_option('-c', '--catchExceptions', action='store_true', dest='catchExceptions',
|
||||
help='Turns on exception handling and timeouts during games', default=False)
|
||||
parser.add_option('--timeout', dest='timeout', type='int',
|
||||
help=default('Maximum length of time an agent can spend computing in a single game'), default=30)
|
||||
|
||||
options, otherjunk = parser.parse_args(argv)
|
||||
if len(otherjunk) != 0:
|
||||
raise Exception('Command line input not understood: ' + str(otherjunk))
|
||||
args = dict()
|
||||
|
||||
# Fix the random seed
|
||||
if options.fixRandomSeed: random.seed('cs188')
|
||||
|
||||
# Choose a layout
|
||||
args['layout'] = layout.getLayout( options.layout )
|
||||
if args['layout'] == None: raise Exception("The layout " + options.layout + " cannot be found")
|
||||
|
||||
# Choose a Pacman agent
|
||||
noKeyboard = options.gameToReplay == None and (options.textGraphics or options.quietGraphics)
|
||||
pacmanType = loadAgent(options.pacman, noKeyboard)
|
||||
agentOpts = parseAgentArgs(options.agentArgs)
|
||||
if options.numTraining > 0:
|
||||
args['numTraining'] = options.numTraining
|
||||
if 'numTraining' not in agentOpts: agentOpts['numTraining'] = options.numTraining
|
||||
pacman = pacmanType(**agentOpts) # Instantiate Pacman with agentArgs
|
||||
args['pacman'] = pacman
|
||||
|
||||
# Don't display training games
|
||||
if 'numTrain' in agentOpts:
|
||||
options.numQuiet = int(agentOpts['numTrain'])
|
||||
options.numIgnore = int(agentOpts['numTrain'])
|
||||
|
||||
# Choose a ghost agent
|
||||
ghostType = loadAgent(options.ghost, noKeyboard)
|
||||
args['ghosts'] = [ghostType( i+1 ) for i in range( options.numGhosts )]
|
||||
|
||||
# Choose a display format
|
||||
if options.quietGraphics:
|
||||
import textDisplay
|
||||
args['display'] = textDisplay.NullGraphics()
|
||||
elif options.textGraphics:
|
||||
import textDisplay
|
||||
textDisplay.SLEEP_TIME = options.frameTime
|
||||
args['display'] = textDisplay.PacmanGraphics()
|
||||
else:
|
||||
import graphicsDisplay
|
||||
args['display'] = graphicsDisplay.PacmanGraphics(options.zoom, frameTime = options.frameTime)
|
||||
args['numGames'] = options.numGames
|
||||
args['record'] = options.record
|
||||
args['catchExceptions'] = options.catchExceptions
|
||||
args['timeout'] = options.timeout
|
||||
|
||||
# Special case: recorded games don't use the runGames method or args structure
|
||||
if options.gameToReplay != None:
|
||||
print('Replaying recorded game %s.' % options.gameToReplay)
|
||||
import pickle
|
||||
f = open(options.gameToReplay)
|
||||
try: recorded = pickle.load(f)
|
||||
finally: f.close()
|
||||
recorded['display'] = args['display']
|
||||
replayGame(**recorded)
|
||||
sys.exit(0)
|
||||
|
||||
return args
|
||||
|
||||
def loadAgent(pacman, nographics):
|
||||
# Looks through all pythonPath Directories for the right module,
|
||||
pythonPathStr = os.path.expandvars("$PYTHONPATH")
|
||||
if pythonPathStr.find(';') == -1:
|
||||
pythonPathDirs = pythonPathStr.split(':')
|
||||
else:
|
||||
pythonPathDirs = pythonPathStr.split(';')
|
||||
pythonPathDirs.append('.')
|
||||
|
||||
for moduleDir in pythonPathDirs:
|
||||
if not os.path.isdir(moduleDir): continue
|
||||
moduleNames = [f for f in os.listdir(moduleDir) if f.endswith('gents.py')]
|
||||
for modulename in moduleNames:
|
||||
try:
|
||||
module = __import__(modulename[:-3])
|
||||
except ImportError:
|
||||
continue
|
||||
if pacman in dir(module):
|
||||
if nographics and modulename == 'keyboardAgents.py':
|
||||
raise Exception('Using the keyboard requires graphics (not text display)')
|
||||
return getattr(module, pacman)
|
||||
raise Exception('The agent ' + pacman + ' is not specified in any *Agents.py.')
|
||||
|
||||
def replayGame( layout, actions, display ):
|
||||
import pacmanAgents, ghostAgents
|
||||
rules = ClassicGameRules()
|
||||
agents = [pacmanAgents.GreedyAgent()] + [ghostAgents.RandomGhost(i+1) for i in range(layout.getNumGhosts())]
|
||||
game = rules.newGame( layout, agents[0], agents[1:], display )
|
||||
state = game.state
|
||||
display.initialize(state.data)
|
||||
|
||||
for action in actions:
|
||||
# Execute the action
|
||||
state = state.generateSuccessor( *action )
|
||||
# Change the display
|
||||
display.update( state.data )
|
||||
# Allow for game specific conditions (winning, losing, etc.)
|
||||
rules.process(state, game)
|
||||
|
||||
display.finish()
|
||||
|
||||
def runGames( layout, pacman, ghosts, display, numGames, record, numTraining = 0, catchExceptions=False, timeout=30 ):
|
||||
import __main__
|
||||
__main__.__dict__['_display'] = display
|
||||
|
||||
rules = ClassicGameRules(timeout)
|
||||
games = []
|
||||
|
||||
for i in range( numGames ):
|
||||
beQuiet = i < numTraining
|
||||
if beQuiet:
|
||||
# Suppress output and graphics
|
||||
import textDisplay
|
||||
gameDisplay = textDisplay.NullGraphics()
|
||||
rules.quiet = True
|
||||
else:
|
||||
gameDisplay = display
|
||||
rules.quiet = False
|
||||
game = rules.newGame( layout, pacman, ghosts, gameDisplay, beQuiet, catchExceptions)
|
||||
game.run()
|
||||
if not beQuiet: games.append(game)
|
||||
|
||||
if record:
|
||||
import time, pickle
|
||||
fname = ('recorded-game-%d' % (i + 1)) + '-'.join([str(t) for t in time.localtime()[1:6]])
|
||||
f = open(fname, 'w')
|
||||
components = {'layout': layout, 'actions': game.moveHistory}
|
||||
pickle.dump(components, f)
|
||||
f.close()
|
||||
|
||||
if (numGames-numTraining) > 0:
|
||||
scores = [game.state.getScore() for game in games]
|
||||
wins = [game.state.isWin() for game in games]
|
||||
winRate = wins.count(True)/ float(len(wins))
|
||||
print('Average Score:', sum(scores) / float(len(scores)))
|
||||
print('Scores: ', ', '.join([str(score) for score in scores]))
|
||||
print('Win Rate: %d/%d (%.2f)' % (wins.count(True), len(wins), winRate))
|
||||
print('Record: ', ', '.join([ ['Loss', 'Win'][int(w)] for w in wins]))
|
||||
|
||||
return games
|
||||
|
||||
if __name__ == '__main__':
|
||||
"""
|
||||
The main function called when pacman.py is run
|
||||
from the command line:
|
||||
|
||||
> python pacman.py
|
||||
|
||||
See the usage string for more details.
|
||||
|
||||
> python pacman.py --help
|
||||
"""
|
||||
args = readCommand( sys.argv[1:] ) # Get game components based on input
|
||||
runGames( **args )
|
||||
|
||||
# import cProfile
|
||||
# cProfile.run("runGames( **args )")
|
||||
pass
|
Reference in New Issue
Block a user