Try to implement to A*
Co-authored-by: Sebastian Piotrowski <sebpio@st.amu.edu.pl> Co-authored-by: Marcin Matoga <marmat35@st.amu.edu.pl> Co-authored-by: Ladislaus3III <Ladislaus3III@users.noreply.github.com>
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astar.py
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335
astar.py
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import heapq
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from os import path
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from settings import *
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class Problem:
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def __init__(self, initial, goal):
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self.initial = initial
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self.goal = goal
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def actions(self, state):
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moves = []
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if self.turn_left(state):
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moves.append('Left')
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if self.turn_right(state):
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moves.append('Right')
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if self.move_forward(state):
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moves.append('Forward')
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# print(moves)
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return moves
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def turn_left(self, state):
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return True
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def turn_right(self, state):
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return True
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def move_forward(self, state):
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a_row = 0
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a_column = 0
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for row in range(MAP_SIZE):
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for column, pos in enumerate(state[row]):
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if pos == ">":
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a_row = row
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a_column = column
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if a_column == MAP_SIZE-1:
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return False
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elif state[a_row][a_column+1] == '.':
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return True
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elif state[a_row][a_column+1] == 'p':
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return True
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return False
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if pos == "<":
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a_row = row
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a_column = column
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if a_column == 0:
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return False
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elif state[a_row][a_column-1] == '.':
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return True
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return False
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if pos == "v":
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a_row = row
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a_column = column
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if a_row == MAP_SIZE-1:
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return False
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elif state[a_row+1][a_column] == '.':
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return True
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return False
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if pos == "^":
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a_row = row
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a_column = column
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if row == 0:
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return False
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elif state[a_row-1][a_column] == '.':
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return True
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return False
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def turn_me_or_move(self, state, do_it):
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temp_map = [list(item) for item in state]
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# print(temp_map)
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#a_row = 0
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#a_column = 0
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for row in range(MAP_SIZE):
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for column, pos in enumerate(temp_map[row]):
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if pos == ">":
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a_row = row
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a_column = column
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#print("a_row:" + str(a_row))
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#print("a_column" + str(a_column))
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if(do_it == 'Left'):
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temp_map[a_row][a_column] = "^"
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if(do_it == 'Right'):
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temp_map[a_row][a_column] = 'v'
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if(do_it == 'Forward'):
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temp_map[a_row][a_column] = '.'
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temp_map[a_row][a_column+1] = '>'
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return temp_map
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if pos == "<":
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a_row = row
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a_column = column
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if(do_it == 'Left'):
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temp_map[a_row][a_column] = 'v'
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if(do_it == 'Right'):
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temp_map[a_row][a_column] = '^'
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if(do_it == 'Forward'):
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temp_map[a_row][a_column] = '.'
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temp_map[a_row][a_column-1] = '<'
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return temp_map
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if pos == "v":
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a_row = row
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a_column = column
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if(do_it == 'Left'):
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temp_map[a_row][a_column] = '>'
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if(do_it == 'Right'):
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temp_map[a_row][a_column] = '<'
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if(do_it == 'Forward'):
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temp_map[a_row][a_column] = '.'
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temp_map[a_row+1][a_column] = 'v'
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return temp_map
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if pos == "^":
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a_row = row
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a_column = column
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if(do_it == 'Left'):
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temp_map[a_row][a_column] = '<'
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if(do_it == 'Right'):
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temp_map[a_row][a_column] = '>'
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if(do_it == 'Forward'):
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temp_map[a_row][a_column] = '.'
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temp_map[a_row-1][a_column] = '^'
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return temp_map
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return temp_map
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def result(self, state, action):
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new_state = []
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if action == 'Left':
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new_state = self.turn_me_or_move(state, 'Left')
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elif action == 'Right':
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new_state = self.turn_me_or_move(state, 'Right')
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elif action == 'Forward':
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new_state = self.turn_me_or_move(state, 'Forward')
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super_new_state = tuple(map(tuple, new_state))
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return super_new_state
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def goal_test(self, state):
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if self.goal == state:
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return True
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return False
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def path_cost(self, c, state1, action, state2, in_puddle1, in_puddle2):
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return c+1
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# funkcja heurystyki
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def h(self, node):
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node_row = node.row
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node_column = node.column
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class Node:
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def __init__(self, state, parent=None, action=None, path_cost=0):
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"""Create a search tree Node, derived from a parent by an action."""
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self.state = state
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self.parent = parent
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self.action = action
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self.path_cost = path_cost
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self.in_puddle = False
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#self.row = row
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#self.column = column
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def __repr__(self):
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return "<Node {}>".format(self.state)
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def expand(self, problem):
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"""List the nodes reachable in one step from this node."""
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return [self.child_node(problem, action)
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for action in problem.actions(self.state)]
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def child_node(self, problem, action):
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next_state = problem.result(self.state, action)
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next_node = Node(next_state, self, action, problem.path_cost(self.path_cost, self.state, action, next_state, in_puddle))
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return next_node
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def where_am_i(self):
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temp_map = [list(item) for item in state]
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for row in range(MAP_SIZE):
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for column, pos in enumerate(temp_map[row]):
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if pos == ">" or pos == "<" or pos == "^" or pos == "v":
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self.row = row
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self.column = column
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def __eq__(self, other):
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return isinstance(other, Node) and self.state == other.state
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def __hash__(self):
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# We use the hash value of the state
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# stored in the node instead of the node
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# object itself to quickly search a node
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# with the same state in a Hash Table
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return hash(self.state)
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class PriorityQueue:
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"""A Queue in which the minimum (or maximum) element (as determined by f and
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order) is returned first.
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If order is 'min', the item with minimum f(x) is
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returned first; if order is 'max', then it is the item with maximum f(x).
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Also supports dict-like lookup."""
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def __init__(self, order='min', f=lambda x: x):
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self.heap = []
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if order == 'min':
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self.f = f
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elif order == 'max': # now item with max f(x)
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self.f = lambda x: -f(x) # will be popped first
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else:
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raise ValueError("Order must be either 'min' or 'max'.")
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def append(self, item):
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"""Insert item at its correct position."""
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heapq.heappush(self.heap, (self.f(item), item))
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def extend(self, items):
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"""Insert each item in items at its correct position."""
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for item in items:
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self.append(item)
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def pop(self):
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"""Pop and return the item (with min or max f(x) value)
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depending on the order."""
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if self.heap:
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return heapq.heappop(self.heap)[1]
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else:
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raise Exception('Trying to pop from empty PriorityQueue.')
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def __len__(self):
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"""Return current capacity of PriorityQueue."""
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return len(self.heap)
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def __contains__(self, key):
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"""Return True if the key is in PriorityQueue."""
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return any([item == key for _, item in self.heap])
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def __getitem__(self, key):
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"""Returns the first value associated with key in PriorityQueue.
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Raises KeyError if key is not present."""
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for value, item in self.heap:
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if item == key:
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return value
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raise KeyError(str(key) + " is not in the priority queue")
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def __delitem__(self, key):
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"""Delete the first occurrence of key."""
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try:
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del self.heap[[item == key for _, item in self.heap].index(True)]
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except ValueError:
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raise KeyError(str(key) + " is not in the priority queue")
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heapq.heapify(self.heap)
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class Astar:
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@staticmethod
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def best_first_graph_search(problem, f, display=False):
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"""Search the nodes with the lowest f scores first.
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You specify the function f(node) that you want to minimize; for example,
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if f is a heuristic estimate to the goal, then we have greedy best
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first search; if f is node.depth then we have breadth-first search.
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There is a subtlety: the line "f = memoize(f, 'f')" means that the f
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values will be cached on the nodes as they are computed. So after doing
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a best first search you can examine the f values of the path returned."""
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#f = memoize(f, 'f')
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node = Node(problem.initial)
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# PriorityQueue ma przechowywac g+h
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frontier = PriorityQueue('min', f)
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frontier.append(node)
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explored = set()
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while frontier:
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node = frontier.pop()
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if problem.goal_test(node.state):
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if display:
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print(len(explored), "paths have been expanded and",
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len(frontier), "paths remain in the frontier")
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return node
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explored.add(node.state)
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for child in node.expand(problem):
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if child.state not in explored and child not in frontier:
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frontier.append(child)
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elif child in frontier:
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if f(child) < frontier[child]:
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del frontier[child]
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frontier.append(child)
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return None
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@staticmethod
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def loadMap(map_name=''):
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maze = []
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map_folder = path.dirname(__file__)
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with open(path.join(map_folder, map_name), 'rt') as f:
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for line in f:
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maze.append(line.rstrip('\n'))
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#print(maze)
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return maze
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@staticmethod
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def run():
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initial_map = tuple(map(tuple, Astar.loadMap('map.txt')))
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goal_map = tuple(map(tuple, Astar.loadMap('goal_map.txt')))
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problem = Problem(initial_map, goal_map)
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#BFS.print_node_state(initial_map)
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#BFS.print_node_state(goal_map)
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result = Astar.breadth_first_graph_search(problem)
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print(result)
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return result
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#print(BFS.print_node_state(result))
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astar2.py
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astar2.py
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from os import path
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import heapq
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from settings import *
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from sprites import Direction
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class PlanRoute():
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""" The problem of moving the Hybrid Wumpus Agent from one place to other """
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def __init__(self, initial, goal, allowed, puddles=None, dimrow=None):
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""" Define goal state and initialize a problem """
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self.initial = initial
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self.goal = goal
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self.dimrow = dimrow
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self.goal = goal
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self.allowed = allowed
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self.puddles = puddles
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def actions(self, state):
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""" Return the actions that can be executed in the given state.
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The result would be a list, since there are only three possible actions
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in any given state of the environment """
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possible_actions = ['Forward', 'Left', 'Right']
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x, y = state.get_location()
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orientation = state.get_orientation()
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# Prevent Bumps
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if x == 1 and orientation == 'LEFT':
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if 'Forward' in possible_actions:
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possible_actions.remove('Forward')
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if y == 1 and orientation == 'DOWN':
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if 'Forward' in possible_actions:
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possible_actions.remove('Forward')
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if x == self.dimrow and orientation == 'RIGHT':
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if 'Forward' in possible_actions:
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possible_actions.remove('Forward')
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if y == self.dimrow and orientation == 'UP':
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if 'Forward' in possible_actions:
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possible_actions.remove('Forward')
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return possible_actions
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def result(self, state, action):
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""" Given state and action, return a new state that is the result of the action.
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Action is assumed to be a valid action in the state """
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x, y = state.get_location()
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#proposed_loc = list()
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proposed_loc = []
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# Move Forward
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if action == 'Forward':
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if state.get_orientation() == 'UP':
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proposed_loc = [x, y + 1]
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elif state.get_orientation() == 'DOWN':
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proposed_loc = [x, y - 1]
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elif state.get_orientation() == 'LEFT':
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proposed_loc = [x - 1, y]
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elif state.get_orientation() == 'RIGHT':
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proposed_loc = [x + 1, y]
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else:
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raise Exception('InvalidOrientation')
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# Rotate counter-clockwise
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elif action == 'Left':
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if state.get_orientation() == 'UP':
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state.set_orientation('LEFT')
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elif state.get_orientation() == 'DOWN':
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state.set_orientation('RIGHT')
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elif state.get_orientation() == 'LEFT':
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state.set_orientation('DOWN')
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elif state.get_orientation() == 'RIGHT':
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state.set_orientation('UP')
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else:
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raise Exception('InvalidOrientation')
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# Rotate clockwise
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elif action == 'Right':
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if state.get_orientation() == 'UP':
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state.set_orientation('RIGHT')
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elif state.get_orientation() == 'DOWN':
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state.set_orientation('LEFT')
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elif state.get_orientation() == 'LEFT':
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state.set_orientation('UP')
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elif state.get_orientation() == 'RIGHT':
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state.set_orientation('DOWN')
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else:
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raise Exception('InvalidOrientation')
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if tuple(proposed_loc) in self.allowed:
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state.set_location(proposed_loc[0], [proposed_loc[1]])
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return state
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def goal_test(self, state):
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""" Given a state, return True if state is a goal state or False, otherwise """
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return state.get_location() == self.goal.get_location()
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def path_cost(self, c, state1, action, state2):
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"""Return the cost of a solution path that arrives at state2 from
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state1 via action, assuming cost c to get up to state1. If the problem
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is such that the path doesn't matter, this function will only look at
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state2. If the path does matter, it will consider c and maybe state1
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and action. The default method costs 1 for every step in the path."""
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if action == "Forward" or action == "Left" or action == "Right":
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x1, y1 = state1.get_location()
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location1 = tuple([x1, y1])
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x2, y2 = state2.get_location()
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location2 = tuple([x1, y1])
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if location2 in self.puddles:
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return c + 1
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if location1 == location2 and state1 in self.puddles:
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return c + 1
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return c
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def h(self, node):
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""" Return the heuristic value for a given state."""
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# Manhattan Heuristic Function
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x1, y1 = node.state.get_location()
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x2, y2 = self.goal.get_location()
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return abs(x2 - x1) + abs(y2 - y1)
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class Node:
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def __init__(self, state, parent=None, action=None, path_cost=0):
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"""Create a search tree Node, derived from a parent by an action."""
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self.state = state #AgentPosition?
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self.parent = parent
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self.action = action
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self.path_cost = path_cost
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def __repr__(self):
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return "<Node {}>".format(self.state)
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def solution(self):
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"""Return the sequence of actions to go from the root to this node."""
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return [node.action for node in self.path()[1:]]
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def expand(self, problem):
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"""List the nodes reachable in one step from this node."""
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return [self.child_node(problem, action)
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for action in problem.actions(self.state)]
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def child_node(self, problem, action):
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next_state = problem.result(self.state, action)
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next_node = Node(next_state, self, action, problem.path_cost(
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self.path_cost, self.state, action, next_state))
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print(problem.path_cost(
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self.path_cost, self.state, action, next_state))
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return next_node
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||||
|
||||
def __eq__(self, other):
|
||||
return isinstance(other, Node) and self.state == other.state
|
||||
|
||||
def __hash__(self):
|
||||
# We use the hash value of the state
|
||||
# stored in the node instead of the node
|
||||
# object itself to quickly search a node
|
||||
# with the same state in a Hash Table
|
||||
return hash(self.state)
|
||||
|
||||
def path(self):
|
||||
"""Return a list of nodes forming the path from the root to this node."""
|
||||
node, path_back = self, []
|
||||
while node:
|
||||
path_back.append(node)
|
||||
node = node.parent
|
||||
return list(reversed(path_back))
|
||||
|
||||
|
||||
class AgentPosition:
|
||||
def __init__(self, x, y, orientation):
|
||||
self.X = x
|
||||
self.Y = y
|
||||
self.orientation = orientation
|
||||
|
||||
def get_location(self):
|
||||
return self.X, self.Y
|
||||
|
||||
def set_location(self, x, y):
|
||||
self.X = x
|
||||
self.Y = y
|
||||
|
||||
def get_orientation(self):
|
||||
return self.orientation
|
||||
|
||||
def set_orientation(self, orientation):
|
||||
self.orientation = orientation
|
||||
|
||||
def __eq__(self, other):
|
||||
if (other.get_location() == self.get_location() and
|
||||
other.get_orientation() == self.get_orientation()):
|
||||
return True
|
||||
else:
|
||||
return False
|
||||
|
||||
def __hash__(self):
|
||||
return hash((self.X, self.Y, self.orientation))
|
||||
|
||||
|
||||
class SweeperAgent:
|
||||
def __init__(self, dimensions=None):
|
||||
self.dimrow = dimensions
|
||||
self.current_position = None
|
||||
self.orientation = ""
|
||||
self.initial = set()
|
||||
self.goal = set()
|
||||
self.allowed_points = set()
|
||||
self.puddle_points = set()
|
||||
|
||||
|
||||
def where_am_i(self):
|
||||
temp_map = [list(item) for item in SweeperAgent.loadMap("map.txt")]
|
||||
|
||||
for row in range(MAP_SIZE):
|
||||
for column, pos in enumerate(temp_map[row]):
|
||||
if pos == ">" or pos == "<" or pos == "^" or pos == "v":
|
||||
self.row = row
|
||||
self.column = column
|
||||
|
||||
return row, column
|
||||
|
||||
# add orientation
|
||||
|
||||
def where_to_go(self):
|
||||
temp_map = [list(item) for item in SweeperAgent.loadMap("goal_map.txt")]
|
||||
|
||||
for row in range(MAP_SIZE):
|
||||
for column, pos in enumerate(temp_map[row]):
|
||||
if pos == ">" or pos == "<" or pos == "^" or pos == "v":
|
||||
self.row = row
|
||||
self.column = column
|
||||
|
||||
return row, column
|
||||
|
||||
@staticmethod
|
||||
def set_allowed(allowed_points):
|
||||
temp_map = [list(item) for item in SweeperAgent.loadMap('map.txt')]
|
||||
|
||||
a_row = 0
|
||||
a_column = 0
|
||||
|
||||
for row in range(MAP_SIZE):
|
||||
for column, pos in enumerate(temp_map[row]):
|
||||
if pos == "." or pos == 'p' or pos == '>' or pos == '<' or pos == 'v' or pos == '^':
|
||||
a_row = row
|
||||
a_column = column
|
||||
location = tuple([a_row, a_column])
|
||||
allowed_points.add(location)
|
||||
|
||||
@staticmethod
|
||||
def set_puddles(puddle_points):
|
||||
temp_map = [list(item) for item in SweeperAgent.loadMap('map.txt')]
|
||||
|
||||
a_row = 0
|
||||
a_column = 0
|
||||
|
||||
for row in range(MAP_SIZE):
|
||||
for column, pos in enumerate(temp_map[row]):
|
||||
if pos == "p" :
|
||||
a_row = row
|
||||
a_column = column
|
||||
location = tuple([a_row, a_column])
|
||||
puddle_points.add(location)
|
||||
|
||||
|
||||
@staticmethod
|
||||
def get_goal():
|
||||
temp_map = [list(item) for item in SweeperAgent.loadMap('goal_map.txt')]
|
||||
|
||||
a_row = 0
|
||||
a_column = 0
|
||||
|
||||
for row in range(MAP_SIZE):
|
||||
for column, pos in enumerate(temp_map[row]):
|
||||
if pos == '>' or pos == '<' or pos == 'v' or pos == '^':
|
||||
a_row = row
|
||||
a_column = column
|
||||
return a_row, a_column
|
||||
|
||||
|
||||
@staticmethod
|
||||
def set_initial(initial):
|
||||
temp_map = [list(item) for item in SweeperAgent.loadMap('map.txt')]
|
||||
|
||||
a_row = 0
|
||||
a_column = 0
|
||||
|
||||
for row in range(MAP_SIZE):
|
||||
for column, pos in enumerate(temp_map[row]):
|
||||
if pos == '>' or pos == '<' or pos == 'v' or pos == '^':
|
||||
a_row = row
|
||||
a_column = column
|
||||
location = tuple([a_row, a_column])
|
||||
initial.add(location)
|
||||
|
||||
|
||||
|
||||
|
||||
@staticmethod
|
||||
def set_orientation():
|
||||
temp_map = [list(item) for item in SweeperAgent.loadMap('map.txt')]
|
||||
|
||||
orientation = ""
|
||||
|
||||
for row in range(MAP_SIZE):
|
||||
for column, pos in enumerate(temp_map[row]):
|
||||
if pos == ">":
|
||||
orientation = "RIGHT"
|
||||
if pos == "<":
|
||||
orientation = "LEFT"
|
||||
if pos == "^":
|
||||
orientation = "UP"
|
||||
if pos == "v":
|
||||
orientation = "DOWN"
|
||||
|
||||
return orientation
|
||||
|
||||
@staticmethod
|
||||
def set_goal_orientation():
|
||||
temp_map = [list(item) for item in SweeperAgent.loadMap('goal_map.txt')]
|
||||
|
||||
orientation = ""
|
||||
|
||||
for row in range(MAP_SIZE):
|
||||
for column, pos in enumerate(temp_map[row]):
|
||||
if pos == ">":
|
||||
orientation = "RIGHT"
|
||||
if pos == "<":
|
||||
orientation = "LEFT"
|
||||
if pos == "^":
|
||||
orientation = "UP"
|
||||
if pos == "v":
|
||||
orientation = "DOWN"
|
||||
|
||||
return orientation
|
||||
|
||||
|
||||
@staticmethod
|
||||
def run(self):
|
||||
self.orientation = SweeperAgent.set_orientation()
|
||||
goal_orientation = SweeperAgent.set_goal_orientation()
|
||||
#SweeperAgent.set_initial(self.initial)
|
||||
#SweeperAgent.set_goal(self.goal)
|
||||
SweeperAgent.set_allowed(self.allowed_points)
|
||||
SweeperAgent.set_puddles(self.puddle_points)
|
||||
|
||||
x, y = self.where_am_i()
|
||||
x1, y1 = SweeperAgent.get_goal()
|
||||
|
||||
agent_position = AgentPosition(x, y, self.orientation)
|
||||
goal_position = AgentPosition(x1, y1, goal_orientation)
|
||||
|
||||
self.plan_route(agent_position, goal_position, self.allowed_points, self.puddle_points)
|
||||
|
||||
|
||||
|
||||
"""print("allowed: ")
|
||||
print("(row, column)")
|
||||
print(sorted(self.allowed_points))
|
||||
print("puddles:")
|
||||
print(sorted(self.puddle_points))
|
||||
print("initial:")
|
||||
print(self.initial)
|
||||
print("goal:")
|
||||
print(self.goal)
|
||||
print("orientation:")
|
||||
print(self.orientation)"""
|
||||
|
||||
|
||||
def plan_route(self, current, goals, allowed, puddles):
|
||||
problem = PlanRoute(current, goals, allowed, puddles)
|
||||
return SweeperAgent.astar_search(problem, problem.h).solution()
|
||||
#return SweeperAgent.astar_search(problem, problem.h)
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
"""TODO"""
|
||||
# liczenie kosztów
|
||||
#
|
||||
|
||||
@staticmethod
|
||||
def loadMap(map_name=''):
|
||||
maze = []
|
||||
map_folder = path.dirname(__file__)
|
||||
with open(path.join(map_folder, map_name), 'rt') as f:
|
||||
for line in f:
|
||||
maze.append(line.rstrip('\n'))
|
||||
|
||||
# print(maze)
|
||||
return maze
|
||||
|
||||
@staticmethod
|
||||
def astar_search(problem, h=None):
|
||||
"""A* search is best-first graph search with f(n) = g(n)+h(n).
|
||||
You need to specify the h function when you call astar_search, or
|
||||
else in your Problem subclass."""
|
||||
# h = memoize(h or problem.h, 'h')
|
||||
return SweeperAgent.best_first_graph_search(problem, lambda n: n.path_cost + h(n))
|
||||
#return best_first_graph_search(problem)
|
||||
|
||||
@staticmethod
|
||||
#def best_first_graph_search(problem, f, display=False):
|
||||
def best_first_graph_search(problem, f, display=True):
|
||||
"""Search the nodes with the lowest f scores first.
|
||||
You specify the function f(node) that you want to minimize; for example,
|
||||
if f is a heuristic estimate to the goal, then we have greedy best
|
||||
first search; if f is node.depth then we have breadth-first search.
|
||||
There is a subtlety: the line "f = memoize(f, 'f')" means that the f
|
||||
values will be cached on the nodes as they are computed. So after doing
|
||||
a best first search you can examine the f values of the path returned."""
|
||||
# f = memoize(f, 'f')
|
||||
|
||||
"""TODO"""
|
||||
# Zaimplementować klasę Node dla Astar
|
||||
|
||||
history = []
|
||||
|
||||
node = Node(problem.initial)
|
||||
frontier = PriorityQueue('min', f)
|
||||
frontier.append(node)
|
||||
explored = set()
|
||||
while frontier:
|
||||
node = frontier.pop()
|
||||
if problem.goal_test(node.state):
|
||||
if display:
|
||||
print(len(explored), "paths have been expanded and", len(frontier), "paths remain in the frontier")
|
||||
return node
|
||||
explored.add(node.state)
|
||||
for child in node.expand(problem):
|
||||
if child.state not in explored and child not in frontier:
|
||||
frontier.append(child)
|
||||
elif child in frontier:
|
||||
if f(child) < frontier[child]:
|
||||
del frontier[child]
|
||||
frontier.append(child)
|
||||
return None
|
||||
|
||||
|
||||
|
||||
class PriorityQueue:
|
||||
"""A Queue in which the minimum (or maximum) element (as determined by f and
|
||||
order) is returned first.
|
||||
If order is 'min', the item with minimum f(x) is
|
||||
returned first; if order is 'max', then it is the item with maximum f(x).
|
||||
Also supports dict-like lookup."""
|
||||
|
||||
def __init__(self, order='min', f=lambda x: x):
|
||||
self.heap = []
|
||||
if order == 'min':
|
||||
self.f = f
|
||||
elif order == 'max': # now item with max f(x)
|
||||
self.f = lambda x: -f(x) # will be popped first
|
||||
else:
|
||||
raise ValueError("Order must be either 'min' or 'max'.")
|
||||
|
||||
def append(self, item):
|
||||
"""Insert item at its correct position."""
|
||||
heapq.heappush(self.heap, (self.f(item), item))
|
||||
|
||||
def extend(self, items):
|
||||
"""Insert each item in items at its correct position."""
|
||||
for item in items:
|
||||
self.append(item)
|
||||
|
||||
def pop(self):
|
||||
"""Pop and return the item (with min or max f(x) value)
|
||||
depending on the order."""
|
||||
if self.heap:
|
||||
return heapq.heappop(self.heap)[1]
|
||||
else:
|
||||
raise Exception('Trying to pop from empty PriorityQueue.')
|
||||
|
||||
def __len__(self):
|
||||
"""Return current capacity of PriorityQueue."""
|
||||
return len(self.heap)
|
||||
|
||||
def __contains__(self, key):
|
||||
"""Return True if the key is in PriorityQueue."""
|
||||
return any([item == key for _, item in self.heap])
|
||||
|
||||
def __getitem__(self, key):
|
||||
"""Returns the first value associated with key in PriorityQueue.
|
||||
Raises KeyError if key is not present."""
|
||||
for value, item in self.heap:
|
||||
if item == key:
|
||||
return value
|
||||
raise KeyError(str(key) + " is not in the priority queue")
|
||||
|
||||
def __delitem__(self, key):
|
||||
"""Delete the first occurrence of key."""
|
||||
try:
|
||||
del self.heap[[item == key for _, item in self.heap].index(True)]
|
||||
except ValueError:
|
||||
raise KeyError(str(key) + " is not in the priority queue")
|
||||
heapq.heapify(self.heap)
|
||||
|
||||
|
||||
class Test:
|
||||
@staticmethod
|
||||
def run():
|
||||
|
||||
allowed_points = set()
|
||||
puddle_points = set()
|
||||
|
||||
initial = set()
|
||||
goal = set()
|
||||
|
||||
orientation = SweeperAgent.set_orientation()
|
||||
|
||||
SweeperAgent.set_initial(initial)
|
||||
SweeperAgent.set_goal(goal)
|
||||
|
||||
SweeperAgent.set_allowed(allowed_points)
|
||||
SweeperAgent.set_puddles(puddle_points)
|
||||
|
||||
|
||||
|
||||
print("allowed: ")
|
||||
print("(row, column)")
|
||||
print(sorted(allowed_points))
|
||||
print("puddles:")
|
||||
print(sorted(puddle_points))
|
||||
print("initial:")
|
||||
print(initial)
|
||||
print("goal:")
|
||||
print(goal)
|
||||
print("orientation:")
|
||||
print(orientation)
|
98
astar2_document.txt
Normal file
98
astar2_document.txt
Normal file
@ -0,0 +1,98 @@
|
||||
|
||||
|
||||
class PlanRoute
|
||||
|
||||
actions(state) przyjmuje mape? state
|
||||
zwraca możliwe akcje agenta
|
||||
|
||||
result(state, action) mapa? state, action(string)
|
||||
|
||||
tworzy listę możliwych ruchów w liście proposed_loc
|
||||
sprawdza, czy współrzędne w proposed_loc znajdują się w zbiorze allowed
|
||||
|
||||
ustawia kierunek agenta oraz nowe położenie na mapie
|
||||
zwraca state
|
||||
|
||||
goal_test(state) przyjmuje state
|
||||
sprawdza czy stan docelowy zgadza się ze stanem obecnym
|
||||
zwraca wartość True lub False
|
||||
|
||||
path_cost(c, state1, action, state2)
|
||||
ocenia nowy koszt po zmianie stanu
|
||||
zwraca nowy koszt
|
||||
|
||||
def h(node) funkcja heurystyki, przyjmuje objekt klasy node
|
||||
|
||||
przypisuje zmiennym x i y wartość współrzędnych
|
||||
za pomocą funkcji get_location()
|
||||
|
||||
mamy xy dla stanu obecnego
|
||||
mamy xy dla stanu docelowego
|
||||
|
||||
zwraca ogległość
|
||||
|
||||
|
||||
class Node
|
||||
|
||||
expand(problem) przyjmuje klasę problem
|
||||
|
||||
tworzy węzły potomne na podstawie możliwych akcji
|
||||
|
||||
zwraca listę węzłów potomnych
|
||||
|
||||
child_node(problem, action) przyjmuje problem oraz akcję
|
||||
tworzy węzeł potomny na podstawie otzymanej akcji
|
||||
|
||||
zwraca węzeł potomny
|
||||
|
||||
|
||||
class AgentPosition
|
||||
|
||||
get_location
|
||||
zwraca dwie zmienne: X i Y
|
||||
|
||||
set_location
|
||||
ustawia zmienne: X i Y
|
||||
|
||||
get_orientation:
|
||||
zwraca kierunek
|
||||
|
||||
set_orientation:
|
||||
ustawia kierunek
|
||||
|
||||
|
||||
|
||||
class SweeperAgent - najbardziej tajemnicza klasa, bo do końca nie wiadomo co ma robić
|
||||
|
||||
where_am_i() - niby ma zwracać położenie agenta na planszy
|
||||
|
||||
set_allowed(allowed_points)
|
||||
ustawia listę dostępnych miejsc na mapie
|
||||
|
||||
set_puddles(puddle_points)
|
||||
ustawia listę obecnych kałuż
|
||||
|
||||
set_goal(goal)
|
||||
ustawia punkt docelowy
|
||||
|
||||
set_initial(initial)
|
||||
ustawia punkt początkowy
|
||||
|
||||
set_orientation()
|
||||
ustawia kierunek
|
||||
|
||||
plan_route() - czarna magia A* (∩ ͝ ° ͜ʖ͡° )⊃━☆゚
|
||||
|
||||
load_map() - ładowanie mapy
|
||||
|
||||
astar_search() a*
|
||||
|
||||
|
||||
class PriorityQueue - jakaś kolejka priorytetowa
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
12
goal_map.txt
12
goal_map.txt
@ -1,7 +1,7 @@
|
||||
.......
|
||||
###....
|
||||
.......
|
||||
.......
|
||||
...###.
|
||||
...#^#.
|
||||
.......
|
||||
###.ppp
|
||||
....p..
|
||||
....p.p
|
||||
...###p
|
||||
...#^#p
|
||||
......p
|
BIN
images/puddle.bmp
Normal file
BIN
images/puddle.bmp
Normal file
Binary file not shown.
After Width: | Height: | Size: 16 KiB |
BIN
images/robot2.bmp
Normal file
BIN
images/robot2.bmp
Normal file
Binary file not shown.
After Width: | Height: | Size: 16 KiB |
13
main.py
13
main.py
@ -7,7 +7,7 @@ from grid import *
|
||||
from settings import *
|
||||
from sprites import *
|
||||
from graphsearch import *
|
||||
|
||||
from astar2 import *
|
||||
|
||||
|
||||
class Game:
|
||||
@ -32,6 +32,7 @@ class Game:
|
||||
self.all_sprites = pg.sprite.Group()
|
||||
self.walls = pg.sprite.Group()
|
||||
self.mines = pg.sprite.Group()
|
||||
self.puddles = pg.sprite.Group()
|
||||
for row, tiles in enumerate(self.map_data):
|
||||
for col, tile in enumerate(tiles):
|
||||
if tile == '2':
|
||||
@ -42,6 +43,8 @@ class Game:
|
||||
Grenade(self, col, row)
|
||||
if tile == "#":
|
||||
Wall(self, col, row)
|
||||
if tile == 'p':
|
||||
Puddle(self, col, row)
|
||||
if tile == '>':
|
||||
self.player = Player(self, col, row, Direction.Right.name)
|
||||
if tile == '^':
|
||||
@ -49,7 +52,7 @@ class Game:
|
||||
if tile == '<':
|
||||
self.player = Player(self, col, row, Direction.Left.name)
|
||||
if tile == 'v':
|
||||
self.player = Player(self, col, row. Direction.Down.name)
|
||||
self.player = Player(self, col, row, Direction.Down.name)
|
||||
|
||||
|
||||
def run(self):
|
||||
@ -105,6 +108,12 @@ class Game:
|
||||
player_moves = BFS.run()
|
||||
self.graph_move(player_moves)
|
||||
self.wentyl_bezpieczenstwa = 1
|
||||
if event.key == pg.K_F4 and self.wentyl_bezpieczenstwa == 0:
|
||||
print("test1")
|
||||
agent = SweeperAgent()
|
||||
SweeperAgent.run(agent)
|
||||
# Test.run()
|
||||
|
||||
|
||||
|
||||
def graph_move(self, moves):
|
||||
|
12
map.txt
12
map.txt
@ -1,7 +1,7 @@
|
||||
.>.....
|
||||
###....
|
||||
.......
|
||||
.......
|
||||
...###.
|
||||
...#.#.
|
||||
.......
|
||||
###.ppp
|
||||
....p..
|
||||
....p.p
|
||||
...###p
|
||||
...#.#p
|
||||
......p
|
19
sprites.py
19
sprites.py
@ -11,8 +11,8 @@ class Player(pg.sprite.Sprite):
|
||||
pg.sprite.Sprite.__init__(self, self.groups)
|
||||
self.game = game
|
||||
#self.image = pg.Surface((TILESIZE, TILESIZE))
|
||||
self.image = pg.image.load('images/robot.bmp')
|
||||
self.baseImage = pg.image.load('images/robot.bmp')
|
||||
self.image = pg.image.load('images/robot2.bmp')
|
||||
self.baseImage = pg.image.load('images/robot2.bmp')
|
||||
#self.image.fill(YELLOW)
|
||||
self.image = pg.transform.scale(self.image, (TILESIZE, TILESIZE))
|
||||
self.baseImage = pg.transform.scale(self.image, (TILESIZE, TILESIZE))
|
||||
@ -272,4 +272,19 @@ class Wall(pg.sprite.Sprite):
|
||||
self.rect.x = self.x * TILESIZE
|
||||
self.rect.y = self.y * TILESIZE
|
||||
|
||||
class Puddle(pg.sprite.Sprite):
|
||||
def __init__(self, game, x, y):
|
||||
self.groups = game.all_sprites, game.puddles
|
||||
pg.sprite.Sprite.__init__(self, self.groups)
|
||||
self.game = game
|
||||
self.image = pg.image.load('images/puddle.bmp')
|
||||
self.image = pg.transform.scale(self.image, (TILESIZE, TILESIZE))
|
||||
self.rect = self.image.get_rect()
|
||||
self.x = x
|
||||
self.y = y
|
||||
|
||||
def update(self):
|
||||
self.rect.x = self.x * TILESIZE
|
||||
self.rect.y = self.y * TILESIZE
|
||||
|
||||
|
270
todo.txt
Normal file
270
todo.txt
Normal file
@ -0,0 +1,270 @@
|
||||
todo:
|
||||
|
||||
________________
|
||||
|'-.--._ _________:
|
||||
| / | __ __\
|
||||
| | _ | [\_\= [\_\
|
||||
| |.' '. \.........|
|
||||
| ( <) ||: :|_
|
||||
\ '._.' | :.....: |_(o
|
||||
'-\_ \ .------./
|
||||
_ \ ||.---.|| _
|
||||
/ \ '-._|/\n~~\n' | \
|
||||
(| []=.--[===[()]===[) |
|
||||
<\_/ \_______/ _.' /_/
|
||||
/// (_/_/
|
||||
|\\ [\\
|
||||
||:| | I|
|
||||
|::| | I|
|
||||
||:| | I|
|
||||
||:| : \:
|
||||
|\:| \I|
|
||||
:/\: ([])
|
||||
([]) [|
|
||||
|| |\_
|
||||
_/_\_ [ -'-.__
|
||||
<] \> \_____.>
|
||||
\__/
|
||||
|
||||
|
||||
__...------------._
|
||||
,-' `-.
|
||||
,-' `.
|
||||
,' ,-`.
|
||||
; `-' `.
|
||||
; .-. \
|
||||
; .-. `-' \
|
||||
; `-' \
|
||||
; `.
|
||||
; :
|
||||
; |
|
||||
; ;
|
||||
; ___ ;
|
||||
; ,-;-','.`.__ |
|
||||
_..; ,-' ;`,'.`,'.--`. |
|
||||
///; ,-' `. ,-' ;` ;`,','_.--=: /
|
||||
|'': ,' : ;` ;,;,,-'_.-._`. ,' IT'S A TRAP!!!
|
||||
' : ;_.-. `. :' ;;;'.ee. \| /
|
||||
\.' _..-'/8o. `. : :! ' ':8888) || /
|
||||
||`-'' \\88o\ : : :! : :`""' ;;/
|
||||
|| \"88o\; `. \ `. `. ;,'
|
||||
/) ___ `."'/(--.._ `. `.`. `-..-' ;--.
|
||||
\(.="""""==.. `'-' `.| `-`-..__.-' `. `.
|
||||
| `"==.__ ) ) ;
|
||||
| || `"=== ' .' .'
|
||||
/\,,|||| | | \ .' .'
|
||||
| |||'|' |'|' \| .' _.' \
|
||||
| |\' | | || || .' .' \
|
||||
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|
||||
' | ' | . ``-.._ | ; .' .' `.
|
||||
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|
||||
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|
||||
,' ; ; | . --..__.._.' .' ,' `.
|
||||
/ ; : ; . -.. _.' _.' / `
|
||||
/ : `-._ | . _.--' _.' |
|
||||
/ `. `--....--'' _.' |
|
||||
`._ _..-' |
|
||||
`-..____...-'' |
|
||||
|
|
||||
|
|
||||
|
||||
.-.
|
||||
|_:_|
|
||||
/(_Y_)\
|
||||
. ( \/M\/ )
|
||||
'. _.'-/'-'\-'._
|
||||
': _/.--'[[[[]'--.\_
|
||||
': /_' : |::"| : '.\
|
||||
': // ./ |oUU| \.' :\
|
||||
': _:'..' \_|___|_/ : :|
|
||||
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|
||||
[::\ | : | | : ; : \
|
||||
'-' \/'.| |.' \ .;.' |
|
||||
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|
||||
| \ \ .: : | |
|
||||
| \ | '. : \ |
|
||||
/ \ :. .; |
|
||||
/ | | :__/ : \\
|
||||
| | | \: | \ | ||
|
||||
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|
||||
| : : :_/_| /'._\ '--|_\
|
||||
/___.-/_|-' \ \
|
||||
'-'
|
||||
|
||||
|
||||
.-.__ \ .-. ___ __
|
||||
|_| '--.-.-( \/\;;\_\.-._______.-.
|
||||
(-)___ \ \ .-\ \;;\( \ \ \
|
||||
Y '---._\_((Q)) \;;\\ .-\ __(_)
|
||||
I __'-' / .--.((Q))---' \,
|
||||
I ___.-: \| | \'-'_ \
|
||||
A .-' \ .-.\ \ \ \ '--.__ '\
|
||||
| |____.----((Q))\ \__|--\_ \ '
|
||||
( ) '-' \_ : \-' '--.___\
|
||||
Y \ \ \ \(_)
|
||||
I \ \ \ \,
|
||||
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|
||||
A \ \ \ '\
|
||||
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|
||||
\_:. \
|
||||
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|
||||
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|
||||
\_\_|
|
||||
|
||||
.==.
|
||||
()''()-.
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|__| I=[| .' '.
|
||||
/ / ____| : '._
|
||||
|-/.____.' | : :
|
||||
snd /___\ /___\ '-'._----'
|
||||
|
||||
|
||||
___ |\________/)
|
||||
[_,_]) \ / \|
|
||||
/|=T=|] / __ __\
|
||||
|\ " // |_ 9 p ]\
|
||||
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|
||||
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|
||||
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|
||||
| . H | | : '='|
|
||||
| | _H__/ _| : |
|
||||
\ '.__ \ / ; ';
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
/ \__) __.- \ \ )\\
|
||||
/ | /.' >>)
|
||||
| \ |\ |
|
||||
| .' '-. | \ /
|
||||
| / / / / /
|
||||
snd | /
|
||||
|
||||
|
||||
._,.
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
|
||||
|
||||
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|
||||
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|
||||
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|
||||
[88YYY77iiY88888888888888888888]
|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
o888888iii788 ]; o 78888887788788888^;;^888878877888887 o7;[]88888888888888o
|
||||
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||||
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|
||||
88888888888888[]87;777oooooooooooooo888888oooooooooooo77;78]88877i78888888888
|
||||
o88888888888888 877;7877788777iiiiiii;;;;;iiiiiiiii77877i;78] 88877i;788888888
|
||||
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|
||||
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|
||||
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|
||||
iiiiiiiiiii7iiii7iii;;;i7778888888888888ii7788888888888777i;;;;iiii 88888888888
|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
778 78888888888] ]888888888 778888888]
|
||||
oooooo ^88888^ ^88888^^^^^^^^8888]
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
^^^ [7888888 77888888]
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
^^^^ o777777o ^^^
|
||||
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|
||||
7777iiii88888iii777
|
||||
;;;i7778888888877ii;;
|
||||
Imperial Stormtrooper [i77888888^^^^8888877i]
|
||||
(Standard Shock Trooper) 77888^oooo8888oooo^8887]
|
||||
[788888888888888888888888]
|
||||
88888888888888888888888888
|
||||
]8888888^iiiiiiiii^888888]
|
||||
iiiiiiiiiiiiiiiiiiiiii
|
||||
^^^^^^^^^^^^^
|
||||
|
Loading…
Reference in New Issue
Block a user