# agents.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 # (denero@cs.berkeley.edu) and Dan Klein (klein@cs.berkeley.edu). # Student side autograding was added by Brad Miller, Nick Hay, and # Pieter Abbeel (pabbeel@cs.berkeley.edu). """Implement Agents and Environments (Chapters 1-2). Code originally from https://code.google.com/p/aima-python/ The class hierarchies are as follows: Thing ## A physical object that can exist in an environment Agent Wumpus Dirt Wall ... Environment ## An environment holds objects, runs simulations XYEnvironment VacuumEnvironment WumpusEnvironment An agent program is a callable instance, taking percepts and choosing actions SimpleReflexAgentProgram ... EnvGUI ## A window with a graphical representation of the Environment EnvToolbar ## contains buttons for controlling EnvGUI EnvCanvas ## Canvas to display the environment of an EnvGUI """ # TO DO: # Implement grabbing correctly. # When an object is grabbed, does it still have a location? # What if it is released? # What if the grabbed or the grabber is deleted? # What if the grabber moves? # # Speed control in GUI does not have any effect -- fix it. from logic_utils import * import random, copy #______________________________________________________________________________ class Thing(object): """This represents any physical object that can appear in an Environment. You subclass Thing to get the things you want. Each thing can have a .__name__ slot (used for output only).""" def __repr__(self): return '<%s>' % getattr(self, '__name__', self.__class__.__name__) def is_alive(self): "Things that are 'alive' should return true." return hasattr(self, 'alive') and self.alive def show_state(self): "Display the agent's internal state. Subclasses should override." print("I don't know how to show_state.") def display(self, canvas, x, y, width, height): # Do we need this? "Display an image of this Thing on the canvas." pass class Agent(Thing): """An Agent is a subclass of Thing with one required slot, .program, which should hold a function that takes one argument, the percept, and returns an action. (What counts as a percept or action will depend on the specific environment in which the agent exists.) Note that 'program' is a slot, not a method. If it were a method, then the program could 'cheat' and look at aspects of the agent. It's not supposed to do that: the program can only look at the percepts. An agent program that needs a model of the world (and of the agent itself) will have to build and maintain its own model. There is an optional slot, .performance, which is a number giving the performance measure of the agent in its environment.""" def __init__(self, program=None): self.alive = True self.bump = False if program is None: def program(percept): return raw_input('Percept=%s; action? ' % percept) assert callable(program) self.program = program def can_grab(self, thing): """Returns True if this agent can grab this thing. Override for appropriate subclasses of Agent and Thing.""" return False def TraceAgent(agent): """Wrap the agent's program to print its input and output. This will let you see what the agent is doing in the environment.""" old_program = agent.program def new_program(percept): action = old_program(percept) print('%s perceives %s and does %s' % (agent, percept, action)) return action agent.program = new_program return agent #______________________________________________________________________________ def TableDrivenAgentProgram(table): """This agent selects an action based on the percept sequence. It is practical only for tiny domains. To customize it, provide as table a dictionary of all {percept_sequence:action} pairs. [Fig. 2.7]""" percepts = [] def program(percept): percepts.append(percept) action = table.get(tuple(percepts)) return action return program def RandomAgentProgram(actions): "An agent that chooses an action at random, ignoring all percepts." return lambda percept: random.choice(actions) #______________________________________________________________________________ def SimpleReflexAgentProgram(rules, interpret_input): "This agent takes action based solely on the percept. [Fig. 2.10]" def program(percept): state = interpret_input(percept) rule = rule_match(state, rules) action = rule.action return action return program def ModelBasedReflexAgentProgram(rules, update_state): "This agent takes action based on the percept and state. [Fig. 2.12]" def program(percept): program.state = update_state(program.state, program.action, percept) rule = rule_match(program.state, rules) action = rule.action return action program.state = program.action = None return program def rule_match(state, rules): "Find the first rule that matches state." for rule in rules: if rule.matches(state): return rule #______________________________________________________________________________ loc_A, loc_B = (0, 0), (1, 0) # The two locations for the Vacuum world def RandomVacuumAgent(): "Randomly choose one of the actions from the vacuum environment." return Agent(RandomAgentProgram(['Right', 'Left', 'Suck', 'NoOp'])) def TableDrivenVacuumAgent(): "[Fig. 2.3]" table = {((loc_A, 'Clean'),): 'Right', ((loc_A, 'Dirty'),): 'Suck', ((loc_B, 'Clean'),): 'Left', ((loc_B, 'Dirty'),): 'Suck', ((loc_A, 'Clean'), (loc_A, 'Clean')): 'Right', ((loc_A, 'Clean'), (loc_A, 'Dirty')): 'Suck', # ... ((loc_A, 'Clean'), (loc_A, 'Clean'), (loc_A, 'Clean')): 'Right', ((loc_A, 'Clean'), (loc_A, 'Clean'), (loc_A, 'Dirty')): 'Suck', # ... } return Agent(TableDrivenAgentProgram(table)) def ReflexVacuumAgent(): "A reflex agent for the two-state vacuum environment. [Fig. 2.8]" def program(percept): (location, status) = percept if status == 'Dirty': return 'Suck' elif location == loc_A: return 'Right' elif location == loc_B: return 'Left' return Agent(program) def ModelBasedVacuumAgent(): "An agent that keeps track of what locations are clean or dirty." model = {loc_A: None, loc_B: None} def program(percept): "Same as ReflexVacuumAgent, except if everything is clean, do NoOp." (location, status) = percept model[location] = status ## Update the model here if model[loc_A] == model[loc_B] == 'Clean': return 'NoOp' elif status == 'Dirty': return 'Suck' elif location == loc_A: return 'Right' elif location == loc_B: return 'Left' return Agent(program) #______________________________________________________________________________ class Environment(object): """Abstract class representing an Environment. 'Real' Environment classes inherit from this. Your Environment will typically need to implement: percept: Define the percept that an agent sees. execute_action: Define the effects of executing an action. Also update the agent.performance slot. The environment keeps a list of .things and .agents (which is a subset of .things). Each agent has a .performance slot, initialized to 0. Each thing has a .location slot, even though some environments may not need this.""" def __init__(self): self.things = [] self.agents = [] def thing_classes(self): return [] ## List of classes that can go into environment def percept(self, agent): "Return the percept that the agent sees at this point. (Implement this.)" abstract def execute_action(self, agent, action): "Change the world to reflect this action. (Implement this.)" abstract def default_location(self, thing): "Default location to place a new thing with unspecified location." return None def exogenous_change(self): "If there is spontaneous change in the world, override this." pass def is_done(self): "By default, we're done when we can't find a live agent." return not any(agent.is_alive() for agent in self.agents) def step(self): """Run the environment for one time step. If the actions and exogenous changes are independent, this method will do. If there are interactions between them, you'll need to override this method.""" if not self.is_done(): actions = [agent.program(self.percept(agent)) for agent in self.agents] for (agent, action) in zip(self.agents, actions): self.execute_action(agent, action) self.exogenous_change() def run(self, steps=1000): "Run the Environment for given number of time steps." for step in range(steps): if self.is_done(): return self.step() def list_things_at(self, location, tclass=Thing): "Return all things exactly at a given location." return [thing for thing in self.things if thing.location == location and isinstance(thing, tclass)] def some_things_at(self, location, tclass=Thing): """Return true if at least one of the things at location is an instance of class tclass (or a subclass).""" return self.list_things_at(location, tclass) != [] def add_thing(self, thing, location=None): """Add a thing to the environment, setting its location. For convenience, if thing is an agent program we make a new agent for it. (Shouldn't need to override this.""" if not isinstance(thing, Thing): thing = Agent(thing) assert thing not in self.things, "Don't add the same thing twice" thing.location = location or self.default_location(thing) self.things.append(thing) if isinstance(thing, Agent): thing.performance = 0 self.agents.append(thing) def delete_thing(self, thing): """Remove a thing from the environment.""" try: self.things.remove(thing) except ValueError as e: print(e) print(" in Environment delete_thing") print(" Thing to be removed: %s at %s" % (thing, thing.location)) print(" from list: %s" % [(thing, thing.location) for thing in self.things]) if thing in self.agents: self.agents.remove(thing) class XYEnvironment(Environment): """This class is for environments on a 2D plane, with locations labelled by (x, y) points, either discrete or continuous. Agents perceive things within a radius. Each agent in the environment has a .location slot which should be a location such as (0, 1), and a .holding slot, which should be a list of things that are held.""" def __init__(self, width=10, height=10): super(XYEnvironment, self).__init__() update(self, width=width, height=height, observers=[]) def things_near(self, location, radius=None): "Return all things within radius of location." if radius is None: radius = self.perceptible_distance radius2 = radius * radius return [thing for thing in self.things if distance2(location, thing.location) <= radius2] perceptible_distance = 1 def percept(self, agent): "By default, agent perceives things within a default radius." return [self.thing_percept(thing, agent) for thing in self.things_near(agent.location)] def execute_action(self, agent, action): agent.bump = False if action == 'TurnRight': agent.heading = self.turn_heading(agent.heading, -1) elif action == 'TurnLeft': agent.heading = self.turn_heading(agent.heading, +1) elif action == 'Forward': self.move_to(agent, vector_add(agent.heading, agent.location)) # elif action == 'Grab': # things = [thing for thing in self.list_things_at(agent.location) # if agent.can_grab(thing)] # if things: # agent.holding.append(things[0]) elif action == 'Release': if agent.holding: agent.holding.pop() def thing_percept(self, thing, agent): #??? Should go to thing? "Return the percept for this thing." return thing.__class__.__name__ def default_location(self, thing): return (random.choice(self.width), random.choice(self.height)) def move_to(self, thing, destination): "Move a thing to a new location." thing.bump = self.some_things_at(destination, Obstacle) if not thing.bump: thing.location = destination for o in self.observers: o.thing_moved(thing) def add_thing(self, thing, location=(1, 1)): super(XYEnvironment, self).add_thing(thing, location) thing.holding = [] thing.held = None for obs in self.observers: obs.thing_added(thing) def delete_thing(self, thing): super(XYEnvironment, self).delete_thing(thing) # Any more to do? Thing holding anything or being held? for obs in self.observers: obs.thing_deleted(thing) def add_walls(self): "Put walls around the entire perimeter of the grid." for x in range(self.width): self.add_thing(Wall(), (x, 0)) self.add_thing(Wall(), (x, self.height-1)) for y in range(self.height): self.add_thing(Wall(), (0, y)) self.add_thing(Wall(), (self.width-1, y)) def add_observer(self, observer): """Adds an observer to the list of observers. An observer is typically an EnvGUI. Each observer is notified of changes in move_to and add_thing, by calling the observer's methods thing_moved(thing) and thing_added(thing, loc).""" self.observers.append(observer) def turn_heading(self, heading, inc): "Return the heading to the left (inc=+1) or right (inc=-1) of heading." return turn_heading(heading, inc) class Obstacle(Thing): """Something that can cause a bump, preventing an agent from moving into the same square it's in.""" pass class Wall(Obstacle): pass #______________________________________________________________________________ ## Vacuum environment class Dirt(Thing): pass class VacuumEnvironment(XYEnvironment): """The environment of [Ex. 2.12]. Agent perceives dirty or clean, and bump (into obstacle) or not; 2D discrete world of unknown size; performance measure is 100 for each dirt cleaned, and -1 for each turn taken.""" def __init__(self, width=10, height=10): super(VacuumEnvironment, self).__init__(width, height) self.add_walls() def thing_classes(self): return [Wall, Dirt, ReflexVacuumAgent, RandomVacuumAgent, TableDrivenVacuumAgent, ModelBasedVacuumAgent] def percept(self, agent): """The percept is a tuple of ('Dirty' or 'Clean', 'Bump' or 'None'). Unlike the TrivialVacuumEnvironment, location is NOT perceived.""" status = if_(self.some_things_at(agent.location, Dirt), 'Dirty', 'Clean') bump = if_(agent.bump, 'Bump', 'None') return (status, bump) def execute_action(self, agent, action): if action == 'Suck': dirt_list = self.list_things_at(agent.location, Dirt) if dirt_list != []: dirt = dirt_list[0] agent.performance += 100 self.delete_thing(dirt) else: super(VacuumEnvironment, self).execute_action(agent, action) if action != 'NoOp': agent.performance -= 1 class TrivialVacuumEnvironment(Environment): """This environment has two locations, A and B. Each can be Dirty or Clean. The agent perceives its location and the location's status. This serves as an example of how to implement a simple Environment.""" def __init__(self): super(TrivialVacuumEnvironment, self).__init__() self.status = {loc_A: random.choice(['Clean', 'Dirty']), loc_B: random.choice(['Clean', 'Dirty'])} def thing_classes(self): return [Wall, Dirt, ReflexVacuumAgent, RandomVacuumAgent, TableDrivenVacuumAgent, ModelBasedVacuumAgent] def percept(self, agent): "Returns the agent's location, and the location status (Dirty/Clean)." return (agent.location, self.status[agent.location]) def execute_action(self, agent, action): """Change agent's location and/or location's status; track performance. Score 10 for each dirt cleaned; -1 for each move.""" if action == 'Right': agent.location = loc_B agent.performance -= 1 elif action == 'Left': agent.location = loc_A agent.performance -= 1 elif action == 'Suck': if self.status[agent.location] == 'Dirty': agent.performance += 10 self.status[agent.location] = 'Clean' def default_location(self, thing): "Agents start in either location at random." return random.choice([loc_A, loc_B]) #______________________________________________________________________________ ## The Wumpus World class Gold(Thing): pass class Pit(Thing): pass class Arrow(Thing): pass class Wumpus(Agent): pass class Explorer(Agent): pass class WumpusEnvironment(XYEnvironment): def __init__(self, width=10, height=10): super(WumpusEnvironment, self).__init__(width, height) self.add_walls() def thing_classes(self): return [Wall, Gold, Pit, Arrow, Wumpus, Explorer] ## Needs a lot of work ... #______________________________________________________________________________ def compare_agents(EnvFactory, AgentFactories, n=10, steps=1000): """See how well each of several agents do in n instances of an environment. Pass in a factory (constructor) for environments, and several for agents. Create n instances of the environment, and run each agent in copies of each one for steps. Return a list of (agent, average-score) tuples.""" envs = [EnvFactory() for i in range(n)] return [(A, test_agent(A, steps, copy.deepcopy(envs))) for A in AgentFactories] def test_agent(AgentFactory, steps, envs): "Return the mean score of running an agent in each of the envs, for steps" def score(env): agent = AgentFactory() env.add_thing(agent) env.run(steps) return agent.performance return mean(map(score, envs)) #_________________________________________________________________________ __doc__ += """ >>> a = ReflexVacuumAgent() >>> a.program((loc_A, 'Clean')) 'Right' >>> a.program((loc_B, 'Clean')) 'Left' >>> a.program((loc_A, 'Dirty')) 'Suck' >>> a.program((loc_A, 'Dirty')) 'Suck' >>> e = TrivialVacuumEnvironment() >>> e.add_thing(ModelBasedVacuumAgent()) >>> e.run(5) ## Environments, and some agents, are randomized, so the best we can ## give is a range of expected scores. If this test fails, it does ## not necessarily mean something is wrong. >>> envs = [TrivialVacuumEnvironment() for i in range(100)] >>> def testv(A): return test_agent(A, 4, copy.deepcopy(envs)) >>> 7 < testv(ModelBasedVacuumAgent) < 11 True >>> 5 < testv(ReflexVacuumAgent) < 9 True >>> 2 < testv(TableDrivenVacuumAgent) < 6 True >>> 0.5 < testv(RandomVacuumAgent) < 3 True """ #______________________________________________________________________________ # GUI - Graphical User Interface for Environments # If you do not have tkinter installed, either get a new installation of Python # (tkinter is standard in all new releases), or delete the rest of this file # and muddle through without a GUI. try: import tkinter as tk class EnvGUI(tk.Tk, object): def __init__(self, env, title = 'AIMA GUI', cellwidth=50, n=10): # Initialize window super(EnvGUI, self).__init__() self.title(title) # Create components canvas = EnvCanvas(self, env, cellwidth, n) toolbar = EnvToolbar(self, env, canvas) for w in [canvas, toolbar]: w.pack(side="bottom", fill="x", padx="3", pady="3") class EnvToolbar(tk.Frame, object): def __init__(self, parent, env, canvas): super(EnvToolbar, self).__init__(parent, relief='raised', bd=2) # Initialize instance variables self.env = env self.canvas = canvas self.running = False self.speed = 1.0 # Create buttons and other controls for txt, cmd in [('Step >', self.env.step), ('Run >>', self.run), ('Stop [ ]', self.stop), ('List things', self.list_things), ('List agents', self.list_agents)]: tk.Button(self, text=txt, command=cmd).pack(side='left') tk.Label(self, text='Speed').pack(side='left') scale = tk.Scale(self, orient='h', from_=(1.0), to=10.0, resolution=1.0, command=self.set_speed) scale.set(self.speed) scale.pack(side='left') def run(self): print('run') self.running = True self.background_run() def stop(self): print('stop') self.running = False def background_run(self): if self.running: self.env.step() # ms = int(1000 * max(float(self.speed), 0.5)) #ms = max(int(1000 * float(self.delay)), 1) delay_sec = 1.0 / max(self.speed, 1.0) # avoid division by zero ms = int(1000.0 * delay_sec) # seconds to milliseconds self.after(ms, self.background_run) def list_things(self): print("Things in the environment:") for thing in self.env.things: print("%s at %s" % (thing, thing.location)) def list_agents(self): print("Agents in the environment:") for agt in self.env.agents: print("%s at %s" % (agt, agt.location)) def set_speed(self, speed): self.speed = float(speed) except ImportError: pass