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multiAgents.py
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# multiAgents.py
# --------------
'''
Copyright (C) Computer Science & Engineering, Soongsil University. This material is for educational uses only.
Some contents are based on the material provided by other paper/book authors and may be copyrighted by them.
Written by Haneul Pyeon, October 2024.
'''
from util import manhattanDistance
from game import Directions
import random, util
from game import Agent
class ReflexAgent(Agent):
"""
A reflex agent chooses an action at each choice point by examining
its alternatives via a state evaluation function.
The code below is provided as a guide. You are welcome to change
it in any way you see fit, so long as you don't touch our method
headers.
"""
def getAction(self, gameState):
"""
You do not need to change this method, but you're welcome to.
getAction chooses among the best options according to the evaluation function.
Just like in the previous project, getAction takes a GameState and returns
some Directions.X for some X in the set {NORTH, SOUTH, WEST, EAST, STOP}
"""
# Collect legal moves and successor states
legalMoves = gameState.getLegalActions()
# Choose one of the best actions
scores = [self.evaluationFunction(gameState, action) for action in legalMoves]
bestScore = max(scores)
bestIndices = [index for index in range(len(scores)) if scores[index] == bestScore]
chosenIndex = random.choice(bestIndices) # Pick randomly among the best
"Add more of your code here if you want to"
return legalMoves[chosenIndex]
def evaluationFunction(self, currentGameState, action):
"""
Design a better evaluation function here.
The evaluation function takes in the current and proposed successor
GameStates (pacman.py) and returns a number, where higher numbers are better.
The code below extracts some useful information from the state, like the
remaining food (newFood) and Pacman position after moving (newPos).
newScaredTimes holds the number of moves that each ghost will remain
scared because of Pacman having eaten a power pellet.
Print out these variables to see what you're getting, then combine them
to create a masterful evaluation function.
"""
# Useful information you can extract from a GameState (pacman.py)
successorGameState = currentGameState.generatePacmanSuccessor(action)
newPos = successorGameState.getPacmanPosition()
newFood = successorGameState.getFood()
newGhostStates = successorGameState.getGhostStates()
newScaredTimes = [ghostState.scaredTimer for ghostState in newGhostStates]
"*** YOUR CODE HERE ***"
x, y = newPos
def getDist(i, j, x=x, y=y):
return abs(i-x) + abs(j-y)
dist = []
for s in newGhostStates:
i, j = s.getPosition()
dist.append(getDist(i, j))
if min(dist) == 0:
return -1000000
elif min(dist) == 1:
return -100000
elif min(dist) == 2:
return -10000
nowFood = currentGameState.getFood()
q = util.Queue()
visited = {(x, y)}
q.push((x, y, 0))
di = [1, 0, -1, 0]
dj = [0, 1, 0, -1]
while not q.isEmpty():
i, j, c = q.pop()
if i < 0 or j < 0:
continue
try:
if nowFood[i][j]:
return successorGameState.getScore() - c
if successorGameState.hasWall(i, j):
continue
except: continue
for d in range(4):
ni = i + di[d]
nj = j + dj[d]
if (ni, nj) in visited:
continue
visited.add((ni,nj))
q.push((ni, nj, c+1))
return successorGameState.getScore() - 200
def scoreEvaluationFunction(currentGameState):
"""
This default evaluation function just returns the score of the state.
The score is the same one displayed in the Pacman GUI.
This evaluation function is meant for use with adversarial search agents
(not reflex agents).
"""
return currentGameState.getScore()
class MultiAgentSearchAgent(Agent):
"""
This class provides some common elements to all of your
multi-agent searchers. Any methods defined here will be available
to the MinimaxPacmanAgent, AlphaBetaPacmanAgent & ExpectimaxPacmanAgent.
You *do not* need to make any changes here, but you can if you want to
add functionality to all your adversarial search agents. Please do not
remove anything, however.
Note: this is an abstract class: one that should not be instantiated. It's
only partially specified, and designed to be extended. Agent (game.py)
is another abstract class.
"""
def __init__(self, evalFn = 'scoreEvaluationFunction', depth = '2'):
self.index = 0 # Pacman is always agent index 0
self.evaluationFunction = util.lookup(evalFn, globals())
self.depth = int(depth)
class MinimaxAgent(MultiAgentSearchAgent):
"""
Your minimax agent (question 2)
"""
def getAction(self, gameState):
"""
Returns the minimax action from the current gameState using self.depth
and self.evaluationFunction.
Here are some method calls that might be useful when implementing minimax.
gameState.getLegalActions(agentIndex):
Returns a list of legal actions for an agent
agentIndex=0 means Pacman, ghosts are >= 1
gameState.generateSuccessor(agentIndex, action):
Returns the successor game state after an agent takes an action
gameState.getNumAgents():
Returns the total number of agents in the game
gameState.isWin():
Returns whether or not the game state is a winning state
gameState.isLose():
Returns whether or not the game state is a losing state
"""
"*** YOUR CODE HERE ***"
from pacman import GameState
# print(gameState)
def selectMinMaxNode(depth, agentIndex, state : GameState):
#depth를 넘어섰다면 그만하기
if depth >= self.depth :
return state.getScore(), 0
if state.isWin() or state.isLose():
return state.getScore(), 0
#현재 노드에서 받을 수 있는 점수 리스트 가져오기
miniMaxList = getMiniMaxList(depth, agentIndex, state)
# print(depth, agentIndex, miniMaxList)
#index에 따라 최소, 최대 선택
if agentIndex == 0:
minimaxScore = max(miniMaxList)
else:
minimaxScore = min(miniMaxList)
bestIndices = [index for index in range(len(miniMaxList)) if miniMaxList[index] == minimaxScore]
chosenIndex = random.choice(bestIndices) # Pick randomly among the best
#리턴
return minimaxScore, chosenIndex
#Seeing all legal action in given state and get minimax score with list type and nextState
def getMiniMaxList(depth, agentIndex, state : GameState):
nextIndex = agentIndex + 1
n = state.getNumAgents()
if nextIndex >= n:
nextIndex -= n
depth += 1
# print(agentIndex, depth, state.getLegalActions())
# print(state)
miniMaxList = []
for action in state.getLegalActions(agentIndex):
# print(state, action)
nextState = state.generateSuccessor(agentIndex, action)
miniMaxList.append(selectMinMaxNode(depth, nextIndex, nextState)[0])
return miniMaxList
_, index = selectMinMaxNode(0, 0, gameState)
return gameState.getLegalActions()[index]
util.raiseNotDefined()
class AlphaBetaAgent(MultiAgentSearchAgent):
"""
Your minimax agent with alpha-beta pruning (question 3)
"""
def getAction(self, gameState):
"""
Returns the minimax action using self.depth and self.evaluationFunction
"""
"*** YOUR CODE HERE ***"
from pacman import GameState
def selectMinMaxNode(depth, agentIndex, supre = float("INF"), infi = -float("INF"), state : GameState = gameState):
#depth를 넘어섰다면 그만하기
if depth >= self.depth :
return state.getScore(), 0, supre, infi
if state.isWin() or state.isLose():
return state.getScore(), 0, supre, infi
if agentIndex == 0:
minimaxScore = -float("INF")
else :
minimaxScore = float("INF")
bestIndices = []
#인덱스가 0이라면 하한 갱신, 인덱스가 0이 아니라면 상한 갱신
gen = getMiniMaxList(depth, agentIndex, supre, infi, state)
for idx, score in enumerate(gen):
if depth == 0 and agentIndex == 1 : print(score)
if agentIndex == 0:
if score > minimaxScore :
infi = score
minimaxScore = score
bestIndices = [idx]
elif score == minimaxScore:
bestIndices.append(idx)
else:
if score < minimaxScore :
supre = score
minimaxScore = score
bestIndices = [idx]
elif score == minimaxScore:
bestIndices.append(idx)
if infi > supre:
return minimaxScore, idx, supre, infi
chosenIndex = random.choice(bestIndices) # Pick randomly among the best
#리턴
return minimaxScore, chosenIndex, supre, infi
#Seeing all legal action in given state and get minimax score with list type and nextState
def getMiniMaxList(depth, agentIndex, supre, infi, state : GameState):
nextIndex = agentIndex + 1
n = state.getNumAgents()
if nextIndex >= n:
nextIndex -= n
depth += 1
# print(agentIndex, depth, state.getLegalActions())
# print(state)
for action in state.getLegalActions(agentIndex):
nextState = state.generateSuccessor(agentIndex, action)
score, _, supre, infi = selectMinMaxNode(depth, nextIndex, supre, infi, nextState)
if agentIndex == 0 :
infi = score
else :
supre = score
# if depth == 0 and nextIndex == 1 : print(infi, supre)
yield score
_, index, _, _ = selectMinMaxNode(0, 0)
return gameState.getLegalActions()[index]
util.raiseNotDefined()