from game import Agent import distanceCalculator from util import nearestPoint import random, time, util from game import Directions import keyboardAgents import game ############# # FACTORIES # ############# class AgentFactory: "Generates agents for a side" def __init__(self, isRed, **args): self.isRed = isRed def getAgent(self, index): "Returns the agent for the provided index." util.raiseNotDefined() class KeyboardAgents(AgentFactory): "Returns one keyboard agent and offensive reflex agents" def __init__(self, **args): AgentFactory.__init__(self, **args) self.keyboarded = False def getAgent(self, index): if not self.keyboarded: self.keyboarded = True return keyboardAgents.KeyboardAgent() else: return OffensiveReflexAgent(index) class AllOffenseAgents(AgentFactory): "Returns one keyboard agent and offensive reflex agents" def __init__(self, **args): AgentFactory.__init__(self, **args) def getAgent(self, index): return OffensiveReflexAgent(index) class OffenseDefenseAgents(AgentFactory): "Returns one keyboard agent and offensive reflex agents" def __init__(self, **args): AgentFactory.__init__(self, **args) self.offense = False def getAgent(self, index): self.offense = not self.offense if self.offense: return OffensiveReflexAgent(index) else: return DefensiveReflexAgent(index) ########## # Agents # ########## class RandomAgent( Agent ): """ A random agent that abides by the rules. """ def __init__( self, index ): self.index = index def getAction( self, state ): return random.choice( state.getLegalActions( self.index ) ) class TimeoutAgent( Agent ): """ A random agent that takes too much time. Taking too much time results in the server choosing a move for you randomly. """ def __init__( self, index ): self.index = index def getAction( self, state ): if random.random() < 1: time.sleep(6.0) return random.choice( state.getLegalActions( self.index ) ) class CaptureAgent(Agent): """ A base class for capture agents. The convenience methods herein handle some of the complications of a two-team game. Recommended Usage: Subclass CaptureAgent and override chooseAction. """ ############################# # Methods to store key info # ############################# def __init__( self, index, timeForComputing = .1 ): """ Lists several variables you can query: self.index = index for this agent self.red = true if you're on the red team, false otherwise self.agentsOnTeam = a list of agent objects that make up your team self.distancer = distance calculator (contest code provides this) self.observationHistory = list of GameState objects that correspond to the sequential order of states that have occurred so far this game self.timeForComputing = an amount of time to give each turn for computing maze distances (part of the provided distance calculator) """ # Agent index for querying state self.index = index # Whether or not you're on the red team self.red = None # Agent objects controlling you and your teammates self.agentsOnTeam = None # Maze distance calculator self.distancer = None # A history of observations self.observationHistory = [] # Time to spend each turn on computing maze distances self.timeForComputing = timeForComputing # Access to the graphics self.display = None def registerInitialState(self, gameState): """ This method handles the initial setup of the agent to populate useful fields (such as what team we're on). """ self.red = gameState.isOnRedTeam(self.index) self.distancer = distanceCalculator.Distancer(gameState.data.layout) import __main__ if '_display' in dir(__main__): self.display = __main__._display def final(self, gameState): self.observationHistory = [] def registerTeam(self, agentsOnTeam): """ Fills the self.agentsOnTeam field with a list of the indices of the agents on your team. """ self.agentsOnTeam = agentsOnTeam def observationFunction(self, gameState): " Changing this won't affect pacclient.py, but will affect capture.py " return gameState.makeObservation(self.index) ################# # Action Choice # ################# def getAction(self, gameState): """ Calls chooseAction on a grid position, but continues on half positions. This method also cedes some processing time to the distance calculator, which computes the shortest path distance between all pairs of points. If you subclass CaptureAgent, you shouldn't need to override this method. It takes care of appending the current gameState on to your observation history (so you have a record of the game states of the game) and will call your choose action method if you're in a state (rather than halfway through your last move - this occurs because Pacman agents move half as quickly as ghost agents). If you aren't going to be using the distance calculator we provide, you can comment out the line beginning "distanceCalculator" so as not to lose computing time to the calculating distances you're not using. """ # Give some time to the distance calculator thread distanceCalculator.waitOnDistanceCalculator(self.timeForComputing) self.observationHistory.append(gameState) myState = gameState.getAgentState(self.index) myPos = myState.getPosition() if myPos != nearestPoint(myPos): # We're halfway from one position to the next return gameState.getLegalActions(self.index)[0] else: return self.chooseAction(gameState) def chooseAction(self, gameState): """ Override this method to make a good agent. It should return a legal action within the time limit (otherwise a random legal action will be chosen for you). """ util.raiseNotDefined() ####################### # Convenience Methods # ####################### def getFood(self, gameState): """ Returns the food you're meant to eat. This is in the form of a matrix where m[x][y]=true if there is food you can eat (based on your team) in that square. """ if self.red: return gameState.getBlueFood() else: return gameState.getRedFood() def getFoodYouAreDefending(self, gameState): """ Returns the food you're meant to protect (i.e., that your opponent is supposed to eat). This is in the form of a matrix where m[x][y]=true if there is food at (x,y) that your opponent can eat. """ if self.red: return gameState.getRedFood() else: return gameState.getBlueFood() def getOpponents(self, gameState): """ Returns agent indices of your opponents. This is the list of the numbers of the agents (e.g., red might be "1,3,5") """ if self.red: return gameState.getBlueTeamIndices() else: return gameState.getRedTeamIndices() def getTeam(self, gameState): """ Returns agent indices of your team. This is the list of the numbers of the agents (e.g., red might be the list of 1,3,5) """ if self.red: return gameState.getRedTeamIndices() else: return gameState.getBlueTeamIndices() def getScore(self, gameState): """ Returns how much you are beating the other team by in the form of a number that is the difference between your score and the opponents score. This number is negative if you're losing. """ if self.red: return gameState.getScore() else: return gameState.getScore() * -1 def getMazeDistance(self, pos1, pos2): """ Returns the distance between two points; this is either the Manhattan distance early in the game, or actual shortest path maze distances once the computation is complete. These are calculated using the provided distancer object. The distancer computes the shortest path between pairs of points in the background, and starts using them as soon as they are ready. These are not just pre-computed ahead of time because of the time limit - we don't want to lose our turn because we're doing precomputations! """ d = self.distancer.getDistance(pos1, pos2) return d def getPreviousObservation(self): """ Returns the GameState object corresponding to the last state this agent saw (the observed state of the game last time this agent moved - this may not include all of your opponent's agent locations exactly). """ if len(self.observationHistory) == 1: return None else: return self.observationHistory[-2] def getCurrentObservation(self): """ Returns the GameState object corresponding this agent's current observation (the observed state of the game - this may not include all of your opponent's agent locations exactly). """ return self.observationHistory[-1] def displayDistributionsOverPositions(self, distributions): """ Overlays a distribution over positions onto the pacman board that represents an agent's beliefs about the positions of each agent. The arg distributions is a tuple or list of util.Counter objects, where the i'th Counter has keys that are board positions (x,y) and values that encode the probability that agent i is at (x,y). If some elements are None, then they will be ignored. If a Counter is passed to this function, it will be displayed. This is helpful for figuring out if your agent is doing inference correctly, and does not affect gameplay. """ dists = [] for dist in distributions: if dist != None: if not isinstance(dist, util.Counter): raise Exception("Wrong type of distribution") dists.append(dist) else: dists.append(util.Counter()) if self.display != None and 'updateDistributions' in dir(self.display): self.display.updateDistributions(dists) else: self._distributions = dists # These can be read by pacclient.py 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}