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. To find the successor position of a position after an action: successorPosition = Actions.getSuccessor(position, action) To find the maze distance between any two positions, use: self.distancer.getDistance(pos1, pos2) 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()