reach 4/4
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@ -68,11 +68,15 @@ class ReflexAgent(Agent):
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to create a masterful evaluation function.
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"""
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# Useful information you can extract from a GameState (pacman.py)
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# successorGameState = currentGameState.generatePacmanSuccessor(action)
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# newPos = successorGameState.getPacmanPosition()
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kInf=1e100
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successorGameState = currentGameState.generatePacmanSuccessor(action)
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new_pos = successorGameState.getPacmanPosition()
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# newFood = successorGameState.getFood()
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# newGhostStates = successorGameState.getGhostStates()
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# new_ghost_states = successorGameState.getGhostStates()
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new_ghost_positions = successorGameState.getGhostPositions()
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# newScaredTimes = [ghostState.scaredTimer for ghostState in newGhostStates]
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if new_pos in new_ghost_positions:
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return -kInf
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capsules_position = currentGameState.getCapsules()
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food_positions = currentGameState.getFood().asList()
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action_vec=Actions.directionToVector(action)
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@ -90,7 +94,6 @@ class ReflexAgent(Agent):
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return a[0]*b[1]-a[1]*b[0]
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def EuclideanDistance(a,b):
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return ((a[0]-b[0])**2+(a[1]-b[1])**2)**0.5
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kInf=1e100
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def DistanceAnalysis(current_self_position,object_postion_list,flag="None"):
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if len(object_postion_list)==0:
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return 0
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@ -111,6 +114,8 @@ class ReflexAgent(Agent):
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return res
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da_for_foods=DistanceAnalysis(current_self_position,food_positions)
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if new_pos in currentGameState.getFood().asList():
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da_for_foods=100
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da_for_unscared_ghosts=DistanceAnalysis(current_self_position,not_scared_ghosts_positions,"Ghost")
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da_for_scared_ghosts=DistanceAnalysis(current_self_position,scared_ghosts_positions)
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da_for_capsules=DistanceAnalysis(current_self_position,capsules_position)
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