bustersAgents.py (original)
# bustersAgents.py
# ----------------
# Licensing Information: Please do not distribute or publish solutions to this
# project. You are free to use and extend these projects for educational
# purposes. The Pacman AI projects were developed at UC Berkeley, primarily by
# John DeNero (denero@cs.berkeley.edu) and Dan Klein (klein@cs.berkeley.edu).
# For more info, see http://inst.eecs.berkeley.edu/~cs188/sp09/pacman.html
import util
from game import Agent
from game import Directions
from keyboardAgents import KeyboardAgent
import inference
class BustersAgent:
"An agent that tracks and displays its beliefs about ghost positions."
def __init__( self, index = 0, inference = "ExactInference", ghostAgents = None ):
inferenceType = util.lookup(inference, globals())
self.inferenceModules = [inferenceType(a) for a in ghostAgents]
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: inf.elapseTime(gameState)
self.firstMove = False
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 = "ExactInference", 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 (in maze distance!).
To find the maze distance 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)
To get a list of booleans, one for each agent, indicating whether
or not the agent is alive, use gameState.getLivingGhosts()
Note that pacman is always agent 0, so the ghosts are agents 1,
onwards (just as before).
You may remove Directions.STOP from the list of available actions.
"""
pacmanPosition = gameState.getPacmanPosition()
legal = [a for a in gameState.getLegalPacmanActions() if a != Directions.STOP]
"*** YOUR CODE HERE ***"
util.raiseNotDefined()