# bustersAgents.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). import util from game import Agent from game import Directions from keyboardAgents import KeyboardAgent import inference import busters class NullGraphics: "Placeholder for graphics" def initialize(self, state, isBlue = False): pass def update(self, state): pass def pause(self): pass def draw(self, state): pass def updateDistributions(self, dist): pass def finish(self): pass class KeyboardInference(inference.InferenceModule): """ Basic inference module for use with the keyboard. """ def initializeUniformly(self, gameState): "Begin with a uniform distribution over ghost positions." self.beliefs = util.Counter() for p in self.legalPositions: self.beliefs[p] = 1.0 self.beliefs.normalize() def observe(self, observation, gameState): noisyDistance = observation emissionModel = busters.getObservationDistribution(noisyDistance) pacmanPosition = gameState.getPacmanPosition() allPossible = util.Counter() for p in self.legalPositions: trueDistance = util.manhattanDistance(p, pacmanPosition) if emissionModel[trueDistance] > 0: allPossible[p] = 1.0 allPossible.normalize() self.beliefs = allPossible def elapseTime(self, gameState): pass def getBeliefDistribution(self): return self.beliefs class BustersAgent: "An agent that tracks and displays its beliefs about ghost positions." def __init__( self, index = 0, inference = "ExactInference", ghostAgents = None, observeEnable = True, elapseTimeEnable = True): inferenceType = util.lookup(inference, globals()) self.inferenceModules = [inferenceType(a) for a in ghostAgents] self.observeEnable = observeEnable self.elapseTimeEnable = elapseTimeEnable def registerInitialState(self, gameState): "Initializes beliefs and inference modules" import __main__ self.display = __main__._display for inference in self.inferenceModules: inference.initialize(gameState) self.ghostBeliefs = [inf.getBeliefDistribution() for inf in self.inferenceModules] self.firstMove = True def observationFunction(self, gameState): "Removes the ghost states from the gameState" agents = gameState.data.agentStates gameState.data.agentStates = [agents[0]] + [None for i in range(1, len(agents))] return gameState def getAction(self, gameState): "Updates beliefs, then chooses an action based on updated beliefs." for index, inf in enumerate(self.inferenceModules): if not self.firstMove and self.elapseTimeEnable: inf.elapseTime(gameState) self.firstMove = False if self.observeEnable: inf.observeState(gameState) self.ghostBeliefs[index] = inf.getBeliefDistribution() self.display.updateDistributions(self.ghostBeliefs) return self.chooseAction(gameState) def chooseAction(self, gameState): "By default, a BustersAgent just stops. This should be overridden." return Directions.STOP class BustersKeyboardAgent(BustersAgent, KeyboardAgent): "An agent controlled by the keyboard that displays beliefs about ghost positions." def __init__(self, index = 0, inference = "KeyboardInference", ghostAgents = None): KeyboardAgent.__init__(self, index) BustersAgent.__init__(self, index, inference, ghostAgents) def getAction(self, gameState): return BustersAgent.getAction(self, gameState) def chooseAction(self, gameState): return KeyboardAgent.getAction(self, gameState) from distanceCalculator import Distancer from game import Actions from game import Directions class GreedyBustersAgent(BustersAgent): "An agent that charges the closest ghost." def registerInitialState(self, gameState): "Pre-computes the distance between every two points." BustersAgent.registerInitialState(self, gameState) self.distancer = Distancer(gameState.data.layout, False) def chooseAction(self, gameState): """ First computes the most likely position of each ghost that has not yet been captured, then chooses an action that brings Pacman closer to the closest ghost (according to mazeDistance!). To find the mazeDistance between any two positions, use: self.distancer.getDistance(pos1, pos2) To find the successor position of a position after an action: successorPosition = Actions.getSuccessor(position, action) livingGhostPositionDistributions, defined below, is a list of util.Counter objects equal to the position belief distributions for each of the ghosts that are still alive. It is defined based on (these are implementation details about which you need not be concerned): 1) gameState.getLivingGhosts(), a list of booleans, one for each agent, indicating whether or not the agent is alive. Note that pacman is always agent 0, so the ghosts are agents 1, onwards (just as before). 2) self.ghostBeliefs, the list of belief distributions for each of the ghosts (including ghosts that are not alive). The indices into this list should be 1 less than indices into the gameState.getLivingGhosts() list. """ pacmanPosition = gameState.getPacmanPosition() legal = [a for a in gameState.getLegalPacmanActions()] livingGhosts = gameState.getLivingGhosts() livingGhostPositionDistributions = \ [beliefs for i, beliefs in enumerate(self.ghostBeliefs) if livingGhosts[i+1]] "*** YOUR CODE HERE ***" util.raiseNotDefined()