AI-2020/main.py
2020-05-18 10:20:10 +00:00

688 lines
22 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
pygame.init()
# ai settings
#S_IDLE = ("kitchen", "middle", "inplace")
#S_FIRST = ("order", "food")
IDLE = "inplace"
FIRST = "order"
HEIGHT = 10
WIDTH = 10
KITCHEN = (1, 1)
MIDDLE = (floor(WIDTH / 2), floor(HEIGHT / 2))
display = pygame.display.set_mode((WIDTH * 32 + 200, HEIGHT * 32))
# eating time
EAT_TIME = 15
#### Menu
menu = Context.fromstring(''' |meat|salad|meal|drink|cold|hot |
Pork | X | | | | | X |
Espresso | | | | X | | X |
Green Tea | | | | X | X | |
Greek Salad| | X | | | X | |
Pizza | | | X | | | X |''')
training_data = [
['meat','hot','Pork'],
['salad','cold','Greek Salad'],
['drink','hot','Espresso'],
['drink','cold','Green Tea'],
['meal','hot','Pizza'],
]
tree_format = ["dish", "temperature", "label"]
#menu.lattice.graphviz()
#Digraph.render('Lattice.gv', view=True)
#print(menu.extension(['meal',]))
#print(func_output)
def uniq_val_from_data(rows, col):
return set([row[col] for row in rows])
def class_counts(rows):
counts = {}
for row in rows:
label = row[-1]
if label not in counts:
counts[label] = 0
counts[label] += 1
return counts
def isnumer(value):
return isinstance(value, int) or isinstance(value, float)
class Question():
def __init__(self, col, value):
self.col = col
self.value = value
def compare(self, example):
val = example[self.col]
if isnumer(val):
return val >= self.value
else:
return val == self.value
def __repr__(self):
condition = "=="
if isnumer(self.value):
condition = ">="
return "Is %s %s %s?" % (tree_format[self.col], condition, str(self.value))
def partition(rows, quest):
t_rows, f_rows = [], []
for row in rows:
if quest.compare(row):
t_rows.append(row)
else:
f_rows.append(row)
return t_rows, f_rows
def gini(rows):
counts = class_counts(rows)
impurity = 1
for lbl in counts:
prob_of_lbl = counts[lbl] / float(len(rows))
impurity -= prob_of_lbl**2
return impurity
def info_gain(l, r, current_uncertainty):
p = float(len(l)) / (len(l) + len(r))
return current_uncertainty - p*gini(l) - (1-p)*gini(r)
def find_best_q(rows):
best_gain = 0
best_quest = None
current_uncertainty = gini(rows)
n_feat = len(rows[0]) - 1
for col in range(n_feat):
vals = set([row[col] for row in rows])
for val in vals:
quest = Question(col, val)
t_rows, f_rows = partition(rows, quest)
if len(t_rows) == 0 or len(f_rows) == 0:
continue
gain = info_gain(t_rows, f_rows, current_uncertainty)
if gain >= best_gain:
best_gain, best_quest = gain, quest
return best_gain, best_quest
class Leaf:
def __init__(self, rows):
self.predicts = class_counts(rows)
class Decision_Node():
def __init__(self, quest, t_branch, f_branch):
self.quest = quest
self.t_branch = t_branch
self.f_branch = f_branch
def build_tree(rows):
gain, quest = find_best_q(rows)
if gain == 0:
return Leaf(rows)
t_rows, f_rows = partition(rows, quest)
t_branch = build_tree(t_rows)
f_branch = build_tree(f_rows)
return Decision_Node(quest, t_branch, f_branch)
def print_tree(node, spc=""):
if isinstance(node, Leaf):
print(" " + "Predict", node.predicts)
return
print("" + str(node.quest))
print("" + '--> True:')
print_tree(node.t_branch, spc + " ")
print("" + '--> False:')
print_tree(node.f_branch, spc + " ")
def classify(row, node):
if isinstance(node, Leaf):
return node.predictions
if node.quest.compare(row):
return classify(row, node.t_branch)
else:
return classify(row, node.f_branch)
def print_leaf(counts):
total = sum(counts.values())*1.0
probs = {}
for lbl in counts.keys():
probs[lbl] = str(int(counts[lbl] / total*100)) + "%"
return probs
#print(menu.extension(['meal',]))
tree = build_tree(training_data)
print_tree(tree)
###
class Node:
def __init__(self, state, parent, action):
self.state = state
self.parent = parent
self.action = action
def __eq__(self, other):
return True
def __lt__(self, other):
return True
class Tile:
def __init__(self, x, y, canwalk, table, kitchen, cost):
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)
self.cost = cost
class Restaurant:
def __init__(self, tables, clients, spots):
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, 1))
else:
new.append(Tile(ih, iw, True, False, False, 1))
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))
# random spots
i = 0
while i < spots:
w = random.randint(2, WIDTH - 3)
h = random.randint(2, HEIGHT - 3)
self.tiles[h][w].cost = 5
i = i + 1
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 NWSE
self.path = []
self.idle = True
self.orders = []
self.food = False
self.goal = (0,0)
def walk(self):
if self.path:
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))
waiter.astar()
#
#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 canWalk(self, state):
x = state[0]
y = state[1]
if state[2] == 1:
y = y - 1
elif state[2] == 2:
x = x - 1
elif state[2] == 3:
y = y + 1
elif state[2] == 4:
x = x + 1
return restaurant.tiles[y][x].canwalk
def goaltest(self, state):
if (state[0] == self.goal[0]) and (state[1] == self.goal[1]):
return True
return False
def succ(self, state):
s = []
r = state[2] - 1
if r == 0:
r = 4
s.append((("rotate", "right"), (state[0], state[1], r)))
l = state[2] + 1
if l == 5:
l = 1
s.append((("rotate", "left"), (state[0], state[1], l)))
if self.canWalk(state):
if state[2] == 1:
w = state[1] - 1
s.append((("walk"), (state[0], w, state[2])))
elif state[2] == 2:
w = state[0] - 1
s.append((("walk"), (w, state[1], state[2])))
elif state[2] == 3:
w = state[1] + 1
s.append((("walk"), (state[0], w, state[2])))
elif state[2] == 4:
w = state[0] + 1
s.append((("walk"), (w, state[1], state[2])))
return s
def f(self, node):
cost = restaurant.tiles[self.goal[1]][self.goal[0]].cost
return heuristic((node.state[0], node.state[1]), self.goal) + cost
def astar(self):
print("finding path to", self.goal)
#stan = (x, y, dir)
fringe = PriorityQueue()
explored = []
start = Node((self.x, self.y, self.dir), False, False)
fringe.put((1, start))
while True:
if fringe.empty():
return False
elem = fringe.get()[1]
if self.goaltest(elem.state):
self.path = []
while elem.action is not False:
self.path.insert(0, elem.action)
elem = elem.parent
print(self.path)
return True
explored.append(elem.state)
for (akcja, stan) in self.succ(elem.state):
x = Node(stan, elem, akcja)
p = self.f(x)
if not(stan in fringe.queue) and not(stan in explored):
fringe.put((p, x))
elif (stan in fringe.queue):
fringe.queue.remove(elem)
fringe.put((p, x))
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))
if tile.cost == 5:
pygame.draw.circle(display, (128, 128, 255), (iw * 32 + 17, ih * 32 + 17), 8)
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))
elif tile.clientState == "order":
pygame.draw.rect(display, (0, 255, 0), (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))
elif tile.clientState == "eat":
pygame.draw.rect(display, (128, 64, 0), (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))
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, (64,0,64), (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))
pygame.draw.circle(display, (255, 255, 255), (waiter.x * 32 + 16, waiter.y * 32 + 16), 16)
#1234 NWSE
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(0, 0, 10)
waiter = Agent(1,1)
clientTime = 10
totaltime = 0
clock = pygame.time.Clock()
ticks = 0
waiter.goal = (1,1)
waiter.astar()
# 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("kaluza", False, (255, 255, 255))
pygame.draw.circle(display, (128, 128, 255), (WIDTH * 32 + 26, 272), 8)
display.blit(textsurface, (WIDTH * 32 + 50, 256))
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, 1, 10)
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
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:
print("done in", totaltime)
totaltime = 0
#file = open('results.csv', 'a')
#file.write("\n")
#file.write(str(S_IDLE.index(IDLE)))
#file.write(",")
#file.write(str(S_FIRST.index(FIRST)))
#file.write(",")
#if totaltime > 1076:
# file.write(str(0))
#else:
# file.write(str(1))
#file.close()
#restaurant = Restaurant(3, 5)
#waiter = Agent(2, 2)
#clientTime = 10
#ticks = 0
#IDLE = random.choice(S_IDLE)
#FIRST = random.choice(S_FIRST)
# update waiter
waiter.walk()
# old update waiter
if False:
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)
if (waiter.x, waiter.y) == KITCHEN:
if waiter.orders:
restaurant.kitchen.append([waiter.orders[0], waiter.orders[1], 50])
waiter.orders = False
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(11)
ticks = ticks + 1