# baselineTeam.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 from captureAgents import CaptureAgent import distanceCalculator import random, time, util from game import Directions import game from util import nearestPoint ################# # Team creation # ################# def createTeam(firstIndex, secondIndex, isRed, first = 'OffensiveReflexAgent', second = 'DefensiveReflexAgent'): """ This function should return a list of two agents that will form the team, initialized using firstIndex and secondIndex as their agent index numbers. isRed is True if the red team is being created, and will be False if the blue team is being created. As a potentially helpful development aid, this function can take additional string-valued keyword arguments ("first" and "second" are such arguments in the case of this function), which will come from the --redOpts and --blueOpts command-line arguments to capture.py. For the nightly contest, however, your team will be created without any extra arguments, so you should make sure that the default behavior is what you want for the nightly contest. """ return [eval(first)(firstIndex), eval(second)(secondIndex)] ########## # Agents # ########## class ReflexCaptureAgent(CaptureAgent): """ A base class for reflex agents that chooses score-maximizing actions """ def chooseAction(self, gameState): """ Picks among the actions with the highest Q(s,a). """ actions = gameState.getLegalActions(self.index) # You can profile your evaluation time by uncommenting these lines # start = time.time() values = [self.evaluate(gameState, a) for a in actions] # print 'eval time for agent %d: %.4f' % (self.index, time.time() - start) maxValue = max(values) bestActions = [a for a, v in zip(actions, values) if v == maxValue] return random.choice(bestActions) def getSuccessor(self, gameState, action): """ Finds the next successor which is a grid position (location tuple). """ successor = gameState.generateSuccessor(self.index, action) pos = successor.getAgentState(self.index).getPosition() if pos != nearestPoint(pos): # Only half a grid position was covered return successor.generateSuccessor(self.index, action) else: return successor def evaluate(self, gameState, action): """ Computes a linear combination of features and feature weights """ features = self.getFeatures(gameState, action) weights = self.getWeights(gameState, action) return features * weights def getFeatures(self, gameState, action): """ Returns a counter of features for the state """ features = util.Counter() successor = self.getSuccessor(gameState, action) features['successorScore'] = self.getScore(successor) return features def getWeights(self, gameState, action): """ Normally, weights do not depend on the gamestate. They can be either a counter or a dictionary. """ return {'successorScore': 1.0} class OffensiveReflexAgent(ReflexCaptureAgent): """ A reflex agent that seeks food. This is an agent we give you to get an idea of what an offensive agent might look like, but it is by no means the best or only way to build an offensive agent. """ def getFeatures(self, gameState, action): features = util.Counter() successor = self.getSuccessor(gameState, action) features['successorScore'] = self.getScore(successor) # Compute distance to the nearest food foodList = self.getFood(successor).asList() if len(foodList) > 0: # This should always be True, but better safe than sorry myPos = successor.getAgentState(self.index).getPosition() minDistance = min([self.getMazeDistance(myPos, food) for food in foodList]) features['distanceToFood'] = minDistance return features def getWeights(self, gameState, action): return {'successorScore': 100, 'distanceToFood': -1} class DefensiveReflexAgent(ReflexCaptureAgent): """ A reflex agent that keeps its side Pacman-free. Again, this is to give you an idea of what a defensive agent could be like. It is not the best or only way to make such an agent. """ def getFeatures(self, gameState, action): features = util.Counter() successor = self.getSuccessor(gameState, action) myState = successor.getAgentState(self.index) myPos = myState.getPosition() # Computes whether we're on defense (1) or offense (0) features['onDefense'] = 1 if myState.isPacman: features['onDefense'] = 0 # Computes distance to invaders we can see enemies = [successor.getAgentState(i) for i in self.getOpponents(successor)] invaders = [a for a in enemies if a.isPacman and a.getPosition() != None] features['numInvaders'] = len(invaders) if len(invaders) > 0: dists = [self.getMazeDistance(myPos, a.getPosition()) for a in invaders] features['invaderDistance'] = min(dists) if action == Directions.STOP: features['stop'] = 1 rev = Directions.REVERSE[gameState.getAgentState(self.index).configuration.direction] if action == rev: features['reverse'] = 1 return features def getWeights(self, gameState, action): return {'numInvaders': -1000, 'onDefense': 100, 'invaderDistance': -10, 'stop': -100, 'reverse': -2}