AI-2020/main-2.py
Serhii Hromov 2dc065118f Updated graphics
Must change kitchen texture
2020-06-27 15:49:50 +00:00

444 lines
16 KiB
Python

import pygame
from math import sqrt
from math import floor
import random
from queue import PriorityQueue
import pygad
from concepts import *
from graphviz import *
import numpy as np
import pandas as pd
import csv
from sklearn.metrics import mean_squared_error, confusion_matrix, accuracy_score, classification_report
from sklearn.tree import DecisionTreeClassifier
from data import *
from choice_tree import *
pygame.init()
# ai settings
S_IDLE = ("kitchen", "middle", "inplace")
S_FIRST = ("order", "food")
IDLE = random.choice(S_IDLE)
FIRST = random.choice(S_FIRST)
HEIGHT = 10
WIDTH = 10
KITCHEN = (1, 1)
MIDDLE = (floor(WIDTH / 2), floor(HEIGHT / 2))
display = pygame.display.set_mode((WIDTH * 32 + 200, HEIGHT * 32))
tileFoil = pygame.image.load('tile.jpg')
waiterAct = pygame.image.load('act1.png')
tableEmpty = pygame.image.load('table.png')
tableOrder = pygame.image.load('tableOrder.png')
tableDecide = pygame.image.load('tableDecide.png')
tableWait = pygame.image.load('tableWait.png')
tableEat = pygame.image.load('tableEat.png')
wall = pygame.image.load('wall.png')
# eating time
EAT_TIME = 15
#### Menu
tree = build_tree(training_data)
print_tree(tree)
def client_ordering():
#generate an order
order = []
for i in range(0, len(tree_format)-1):
tmpr = random.sample(rand_data[i], 1)
order.append(tmpr[0])
order.append('order')
return order
###
class Tile:
def __init__(self, x, y, canwalk, table, kitchen):
self.x = x
self.y = y
self.canwalk = canwalk
self.table = table
self.kitchen = kitchen
self.client = False
self.clientState = False
self.visited = False
self.path = False
self.parent = (0, 0)
class Restaurant:
def __init__(self, tables, clients):
self.h = HEIGHT
self.w = WIDTH
self.tiles = []
self.tables = []
self.clients = clients
self.kitchen = []
self.left = clients
for ih in range(HEIGHT):
new = []
for iw in range(WIDTH):
if ih == 0 or ih == HEIGHT - 1 or iw == 0 or iw == WIDTH - 1:
new.append(Tile(ih, iw, False, False, False))
else:
new.append(Tile(ih, iw, True, False, False))
self.tiles.append(new)
# random walls
for i in range(3):
w = random.randint(1, 2)
h = random.randint(4, HEIGHT - 5)
for j in range(random.randint(1, 3)):
ad = self.adjacent(w, h)
t = random.choice(ad)
w = t.x
h = t.y
self.tiles[w][h].canwalk = False
# random tables
i = 0
while i < tables:
w = random.randint(2, WIDTH - 3)
h = random.randint(2, HEIGHT - 3)
if not self.tiles[h][w].table and self.tiles[h][w].canwalk:
self.tiles[h][w].table = True
i = i + 1
self.tables.append((w, h))
self.tiles[1][1].kitchen = True
def putClient(self):
for t in self.tables:
if not self.tiles[t[1]][t[0]].clientState:
self.tiles[t[1]][t[0]].client = 30
self.tiles[t[1]][t[0]].clientState = "decide"
self.clients = self.clients - 1
break
def flush(self):
for ih in range(HEIGHT):
for iw in range(WIDTH):
self.tiles[ih][iw].visited = False
self.tiles[ih][iw].parent = (0, 0)
def adjacent(self, x, y):
tiles = []
if x == 0 or y == 0 or x == WIDTH or y == HEIGHT:
tiles.append(self.tiles[y][x])
return tiles
tiles.append(self.tiles[y][x - 1])
tiles.append(self.tiles[y - 1][x])
tiles.append(self.tiles[y + 1][x])
tiles.append(self.tiles[y][x + 1])
return tiles
def heuristic(a, b):
(x1, y1) = a
(x2, y2) = b
return abs(x1 - x2) + abs(y1 - y2)
class Agent:
def __init__(self, x, y):
self.x = x
self.y = y
self.dir = 1 #1234 NorWesSouEas
self.path = []
self.idle = True
self.orders = []
self.food = False
self.ordered_food = []
self.goal = (0,0)
def walk(self):
#'''
t = self.path.pop(0)
self.x = t[0]
self.y = t[1]
if not self.path:
self.idle = True
'''
t = self.path.pop(0)
if t[0] == "rotate":
if t[1] == "right":
self.dir = self.dir - 1
if self.dir == 0:
self.dir = 4
else:
self.dir = self.dir + 1
if self.dir == 5:
self.dir = 1
else:
if self.dir == 1:
self.y = self.y - 1
elif self.dir == 2:
self.x = self.x - 1
elif self.dir == 3:
self.y = self.y + 1
else:
self.x = self.x + 1
if not self.path:
waiter.goal = (random.randint(1, 8), random.randint(1, 8))
'''
def BFS(self, goal):
restaurant.flush()
queue = [(self.x, self.y)]
while len(queue) > 0:
n = queue.pop(0)
restaurant.tiles[n[1]][n[0]].visited = True
if n == goal:
while not n == (self.x, self.y):
self.path.insert(0, n)
n = restaurant.tiles[n[1]][n[0]].parent
return
adj = restaurant.adjacent(n[1], n[0])
for item in adj:
x = item.x
y = item.y
if restaurant.tiles[y][x].canwalk and not restaurant.tiles[y][x].visited:
queue.append((x, y))
restaurant.tiles[y][x].parent = n
def wait(self):
self.idle = True
def getTask(self):
if waiter.orders:
self.BFS(KITCHEN)
self.idle = False
return True
if FIRST == "order":
for table in restaurant.tables:
if restaurant.tiles[table[1]][table[0]].clientState == "order":
self.BFS((table[0], table[1]))
self.idle = False
return True
if not waiter.food:
for t in restaurant.kitchen:
if not t[2]:
waiter.BFS(KITCHEN)
self.idle = False
return True
elif FIRST == "food":
if not waiter.food:
for t in restaurant.kitchen:
if not t[2]:
waiter.BFS(KITCHEN)
self.idle = False
return True
for table in restaurant.tables:
if restaurant.tiles[table[1]][table[0]].clientState == "order":
self.BFS((table[0], table[1]))
self.idle = False
return True
return False
def drawScreen():
pygame.draw.rect(display, (0, 0, 0), (0, 0, HEIGHT * 32, WIDTH * 32))
for ih in range(HEIGHT):
for iw in range(WIDTH):
tile = restaurant.tiles[ih][iw]
if tile.canwalk:
#pygame.draw.rect(display, (128, 128, 128), (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1))
display.blit(tileFoil, (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1))
if tile.table:
if tile.clientState:
if tile.clientState == "decide":
#pygame.draw.rect(display, (0, 128, 0), (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1))
display.blit(tableDecide, (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1))
elif tile.clientState == "order":
#pygame.draw.rect(display, (0, 255, 0), (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1))
display.blit(tableOrder, (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1))
elif tile.clientState == "wait":
#pygame.draw.rect(display, (255, 128, 0), (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1))
display.blit(tableWait, (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1))
elif tile.clientState == "eat":
#pygame.draw.rect(display, (128, 64, 0), (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1))
display.blit(tableEat, (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1))
else:
#pygame.draw.rect(display, (64, 64, 64), (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1))
display.blit(tableEmpty, (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1))
if tile.kitchen:
pygame.draw.rect(display, (255, 0, 255), (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1))
# if tile.visited:
# pygame.draw.rect(display, (200, 16, 0), (iw * 32 + 1, ih * 32+1, 14, 14))
else:
#pygame.draw.rect(display, (128, 0, 128), (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1))
display.blit(wall, (iw * 32 + 1, ih * 32 + 1, 32 - 1, 32 - 1))
#pygame.draw.circle(display, (255, 255, 255), (waiter.x * 32 + 16, waiter.y * 32 + 16), 16)
display.blit(waiterAct, (waiter.x * 32 + 8, waiter.y * 32 + 8))
'''
xx = 0
yy = 0
if waiter.dir == 1:
yy = -16
elif waiter.dir == 2:
xx = -16
elif waiter.dir == 3:
yy = 16
elif waiter.dir == 4:
xx = 16
pygame.draw.circle(display, (255, 0, 0), (waiter.x * 32 + 16 + xx, waiter.y * 32 + 16 + yy), 8)
'''
textsurface = font.render(str(restaurant.clients), False, (255, 255, 255))
display.blit(textsurface, (WIDTH * 32 + 80, 300))
pygame.draw.rect(display, (0, 0, 0), (WIDTH * 32 + 80, 332, HEIGHT * 32, WIDTH * 32))
textsurface = font.render(str(ticks), False, (255, 255, 255))
display.blit(textsurface, (WIDTH * 32 + 80, 332))
restaurant = Restaurant(3, 5)
waiter = Agent(2, 2)
clientTime = 10
totaltime = 0
clock = pygame.time.Clock()
ticks = 0
# draw info
help = True
if help:
font = pygame.font.SysFont('Arial', 18)
textsurface = font.render("kelner", False, (255, 255, 255))
pygame.draw.circle(display, (255, 255, 255), (WIDTH * 32 + 26, 16), 16)
display.blit(textsurface, (WIDTH * 32 + 50, 0))
textsurface = font.render("sciana", False, (255, 255, 255))
pygame.draw.rect(display, (128, 0, 128), (WIDTH * 32 + 10, 32, 32 - 1, 32 - 1))
display.blit(textsurface, (WIDTH * 32 + 50, 32))
textsurface = font.render("stolik - pusty", False, (255, 255, 255))
pygame.draw.rect(display, (64, 64, 64), (WIDTH * 32 + 10, 64, 32 - 1, 32 - 1))
display.blit(textsurface, (WIDTH * 32 + 50, 64))
textsurface = font.render("stolik - decyduje", False, (255, 255, 255))
pygame.draw.rect(display, (0, 128, 0), (WIDTH * 32 + 10, 96, 32 - 1, 32 - 1))
display.blit(textsurface, (WIDTH * 32 + 50, 96))
textsurface = font.render("stolik - zamawia", False, (255, 255, 255))
pygame.draw.rect(display, (0, 255, 0), (WIDTH * 32 + 10, 128, 32 - 1, 32 - 1))
display.blit(textsurface, (WIDTH * 32 + 50, 128))
textsurface = font.render("stolik - czeka", False, (255, 255, 255))
pygame.draw.rect(display, (255, 128, 0), (WIDTH * 32 + 10, 160, 32 - 1, 32 - 1))
display.blit(textsurface, (WIDTH * 32 + 50, 160))
textsurface = font.render("stolik - je", False, (255, 255, 255))
pygame.draw.rect(display, (128, 64, 0), (WIDTH * 32 + 10, 192, 32 - 1, 32 - 1))
display.blit(textsurface, (WIDTH * 32 + 50, 192))
textsurface = font.render("kuchnia", False, (255, 255, 255))
pygame.draw.rect(display, (255, 0, 255), (WIDTH * 32 + 10, 224, 32 - 1, 32 - 1))
display.blit(textsurface, (WIDTH * 32 + 50, 224))
textsurface = font.render("klienci:", False, (255, 255, 255))
display.blit(textsurface, (WIDTH * 32 + 20, 300))
textsurface = font.render("czas:", False, (255, 255, 255))
display.blit(textsurface, (WIDTH * 32 + 20, 332))
while True:
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_F4:
pygame.quit()
if event.key == pygame.K_F5:
restaurant = Restaurant(3, 5)
waiter = Agent(2, 2)
clientTime = 10
ticks = 0
totaltime = 0
if event.key == pygame.K_g:
t = random.choice(restaurant.tables)
waiter.BFS(t)
if event.key == pygame.K_w:
waiter.walk()
# update restaurant
if restaurant.clients > 0:
clientTime = clientTime - 1
if clientTime == 0:
clientTime = 10
restaurant.putClient()
for t in restaurant.kitchen:
if t[2] > 0:
t[2] = t[2] - 1
# update tables
for table in restaurant.tables:
if restaurant.tiles[table[1]][table[0]].clientState:
if restaurant.tiles[table[1]][table[0]].clientState == "decide":
restaurant.tiles[table[1]][table[0]].client = restaurant.tiles[table[1]][table[0]].client - 1
if restaurant.tiles[table[1]][table[0]].client == 0:
restaurant.tiles[table[1]][table[0]].clientState = "order"
elif restaurant.tiles[table[1]][table[0]].clientState == "eat":
restaurant.tiles[table[1]][table[0]].client = restaurant.tiles[table[1]][table[0]].client - 1
waiter.ordered_food.clear()
if restaurant.tiles[table[1]][table[0]].client == 0:
restaurant.tiles[table[1]][table[0]].clientState = False
totaltime = totaltime + ticks
restaurant.left = restaurant.left - 1
if restaurant.left == 0:
restaurant = Restaurant(3, 5)
waiter = Agent(2, 2)
clientTime = 10
ticks = 0
totaltime = 0
IDLE = random.choice(S_IDLE)
FIRST = random.choice(S_FIRST)
# update waiter
if waiter.idle:
if not waiter.getTask():
if not waiter.path:
if IDLE == "kitchen":
waiter.BFS(KITCHEN)
elif IDLE == "middle":
waiter.BFS(MIDDLE)
else:
waiter.wait()
else:
waiter.walk()
elif waiter.path:
waiter.walk()
if not waiter.orders and restaurant.tiles[waiter.y][waiter.x].clientState == "order" and not waiter.path:
restaurant.tiles[waiter.y][waiter.x].clientState = "wait"
waiter.orders = (waiter.x, waiter.y)
waiter.ordered_food.append(client_ordering())
if (waiter.x, waiter.y) == KITCHEN:
if waiter.orders:
restaurant.kitchen.append([waiter.orders[0], waiter.orders[1], 50])
waiter.orders = False
for order in waiter.ordered_food:
print("Passed: %s. Prediction: %s" % (order, print_leaf(classify(order, tree))))
#waiter.ordered_food.clear()
elif not waiter.food:
for t in restaurant.kitchen:
if not t[2]:
waiter.BFS((t[0], t[1]))
restaurant.kitchen.remove(t)
waiter.food = True
waiter.idle = False
break
elif waiter.food and not waiter.path:
restaurant.tiles[waiter.y][waiter.x].clientState = "eat"
restaurant.tiles[waiter.y][waiter.x].client = 30
waiter.food = False
if ticks > 1500:
restaurant = Restaurant(3, 5)
waiter = Agent(2, 2)
clientTime = 10
ticks = 0
totaltime = 0
IDLE = random.choice(S_IDLE)
FIRST = random.choice(S_FIRST)
drawScreen()
pygame.display.update()
clock.tick(1500)
ticks = ticks + 1