# 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) livingGhostPositionDistributions, defined below, is a list of util.Counter objects equal to the position belief distributions for each of the ghosts that are still alive. It is defined based on (these are implementation details about which you need not be concerned): 1) gameState.getLivingGhosts(), a list of booleans, one for each agent, indicating whether or not the agent is alive. Note that pacman is always agent 0, so the ghosts are agents 1, onwards (just as before). 2) self.ghostBeliefs, the list of belief distributions for each of the ghosts (including ghosts that are not alive). The indices into this list should be 1 less than indices into the gameState.getLivingGhosts() list. """ pacmanPosition = gameState.getPacmanPosition() legal = [a for a in gameState.getLegalPacmanActions()] livingGhosts = gameState.getLivingGhosts() livingGhostPositionDistributions = [beliefs for i,beliefs in enumerate(self.ghostBeliefs) if livingGhosts[i+1]] "*** YOUR CODE HERE ***" util.raiseNotDefined()