scalenie modułów
8
.idea/.gitignore
vendored
@ -1,8 +0,0 @@
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# Default ignored files
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/shelf/
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/workspace.xml
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# Editor-based HTTP Client requests
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/httpRequests/
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# Datasource local storage ignored files
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/dataSources/
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/dataSources.local.xml
|
@ -1,8 +0,0 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<module type="PYTHON_MODULE" version="4">
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<component name="NewModuleRootManager">
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<content url="file://$MODULE_DIR$" />
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<orderEntry type="inheritedJdk" />
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<orderEntry type="sourceFolder" forTests="false" />
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</component>
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</module>
|
@ -1,6 +0,0 @@
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<component name="InspectionProjectProfileManager">
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<settings>
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<option name="USE_PROJECT_PROFILE" value="false" />
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<version value="1.0" />
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</settings>
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</component>
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@ -1,4 +0,0 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="ProjectRootManager" version="2" project-jdk-name="Python 3.9" project-jdk-type="Python SDK" />
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</project>
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@ -1,8 +0,0 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="ProjectModuleManager">
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<modules>
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<module fileurl="file://$PROJECT_DIR$/.idea/SI-projekt-smieciarka2.iml" filepath="$PROJECT_DIR$/.idea/SI-projekt-smieciarka2.iml" />
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</modules>
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</component>
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</project>
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@ -1,6 +0,0 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="VcsDirectoryMappings">
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<mapping directory="$PROJECT_DIR$" vcs="Git" />
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</component>
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</project>
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@ -4,10 +4,10 @@ import pathlib
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temp = pathlib.PosixPath
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pathlib.PosixPath = pathlib.WindowsPath
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DATASET_PATH = Path('../dataset')
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DATASET_PATH = pathlib.Path('../dataset')
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learn = load_learner(DATASET_PATH/'export.pkl')
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path = Path(DATASET_PATH/'glass/glass1.jpg')
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path = pathlib.Path(DATASET_PATH / 'others/trash1.jpg')
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def getPredict(learner, path):
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prediction = learner.predict(path)
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|
BIN
src/__pycache__/astar.cpython-39.pyc
Normal file
BIN
src/__pycache__/snn.cpython-39.pyc
Normal file
51
src/astar.py
@ -1,51 +1,58 @@
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from queue import PriorityQueue
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import numpy as np
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def heuristic(xy1, xy2):
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return abs(xy1[0] - xy2[0]) + abs(xy1[1] - xy2[1])
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def neighbours(point):
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x, y = point
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list=((x+1,y), (x,y+1), (x,y-1), (x-1,y))
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return list
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#determining the cost of a specific field in the grid
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def neighbours(point, collisionsMap):
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x, y = point
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list = [(x + 1, y), (x, y + 1), (x, y - 1), (x - 1, y)]
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return [(x, y) for x, y in list if 0 <= x <= 14 and 0 <= y <= 14 and not collisionsMap[x][y]]
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# determining the cost of a specific field in the grid
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def checkCost(grid, xy):
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x, y = xy
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cost = grid[x][y]
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return cost
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def aStar(grid, start, goal):
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def aStar(grid, collisionsMap, start, goal):
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openlist = PriorityQueue()
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openlist.put(start, 0)
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fScore = {}
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gScore = {}
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origin = {start: None}
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fScore[start] = 0
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closedlist=[]
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fScore[start] = heuristic(start, goal)
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gScore[start] = 0
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while openlist!= {} :
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while not openlist.empty():
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current = openlist.get()
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if current == goal:
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path = []
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#following from the succesors to the root our starting point
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while current != start:
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# following from the succesors to the root our starting point
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while current is not None:
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path.append(current)
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current = origin[current]
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path.reverse()
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break
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return path
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# successor function
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for succ in neighbours(current):
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#checking if didn't go out of the maze
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if(succ[0] < 0 or succ[1] < 0 or succ[0] > 14 or succ[1] > 14):
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for succ in neighbours(current, collisionsMap):
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# checking if didn't go out of the maze
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if succ[0] < 0 or succ[1] < 0 or succ[0] > 14 or succ[1] > 14:
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continue
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gScore = fScore[current[0],current[1]] + checkCost(grid, current)
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if succ not in closedlist or gScore < fScore[succ[0],succ[1]]:
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closedlist.append(succ)
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origin[succ[0],succ[1]] = current
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fScore[succ[0],succ[1]] = gScore
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priority = gScore + heuristic(goal, succ)
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tentiative_gScore = gScore.get(current, np.inf) + checkCost(grid, succ)
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if tentiative_gScore < gScore.get(succ, np.inf):
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origin[succ] = current
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priority = tentiative_gScore + heuristic(goal, succ)
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fScore[succ] = priority
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gScore[succ] = tentiative_gScore
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openlist.put(succ, priority)
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return path
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raise RuntimeError("No path found")
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|
86
src/board.py
@ -1,10 +1,32 @@
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from pathlib import Path
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import numpy as np
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import astar
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import pygame
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import snn
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import joblib
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import os
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screen = []
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objectArray = []
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collisionsMap = []
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decision_tree = joblib.load(Path('../tree/decisionTreeClassifier'))
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type_map = {
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'glass': 2,
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'others': 0,
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'paper': 4,
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'plastic': 3
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}
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testset_path = Path('../testset')
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testset = [Path(f'{testset_path}/{file}') for file in os.listdir(testset_path)]
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season = 2
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truck_full = 0
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truck_working = 0
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weightsMap = ([1, 2, 1, 4, 5, 2, 7, 8, 5, 4, 15, 3, 4, 5, 8],
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[1, 2, 1, 4, 5, 2, 7, 8, 1, 4, 1, 3, 4, 5, 1],
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[1, 2, 1, 4, 5, 2, 7, 8, 1, 4, 1, 3, 4, 5, 3],
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@ -65,10 +87,8 @@ class Agent(Object):
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truck = pygame.transform.scale(truck, (square, square))
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screen.blit(truck, (circleX, circleY))
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def move(self, gridLength, path):
|
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for (x, y) in path:
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newPos = self.pos.get_moved(x, y)
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self.move_if_possible(newPos, gridLength)
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def move(self, newPos):
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self.pos = newPos
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def move_if_possible(self, newPos, gridLength):
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if movement_allowed(newPos, gridLength):
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@ -76,13 +96,13 @@ class Agent(Object):
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class House(Object):
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def __init__(self, name, pos):
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def __init__(self, name, pos, **kwargs):
|
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super().__init__(name, pos)
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self.trash_cans = {
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"paper": False,
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"glass": False,
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"plastic": False,
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"others": False
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self.trash_can = {
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"type": kwargs.get('type', np.random.choice(testset)),
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'animal': kwargs.get('animal', np.random.randint(0, 2)),
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'quantity': kwargs.get('quantity', np.random.random() * 0.7 + 0.3),
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'time': kwargs.get('time', np.random.randint(0, 6))
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}
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def draw(self, square):
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@ -167,7 +187,8 @@ if __name__ == '__main__':
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(7, 4), (3, 10), (8, 10), (4, 5), (1, 2), (10, 4), (13, 14), (6, 9)
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]])]
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holes = [Hole(f'dziura-{i}', pos) for i, pos in enumerate([Position(x, y) for x, y in [
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(4, 9), (5, 11), (11, 7), (13, 8)
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(4, 9), (5, 11), (11, 7), (13, 8), (0, 1), (1, 1), (2, 1), (14, 13),
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(13, 13), (4, 8), (5, 9), (7, 9), (6, 8), (3, 5), (4, 6), (5, 5)
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]])]
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objectArray.append(agent)
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objectArray.append(junkyard)
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@ -175,7 +196,7 @@ if __name__ == '__main__':
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objectArray += holes
|
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collisionsMap = [[False] * gridSize for _ in range(gridSize)]
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for object in objectArray[1:]:
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for object in holes:
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collisionsMap[object.pos.x][object.pos.y] = True
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width = 610
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@ -184,12 +205,51 @@ if __name__ == '__main__':
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startPos = (0, 0)
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finalPos = (14, 14)
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astarPath = astar.aStar(weightsMap, startPos, finalPos)
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||||
astarPath = astar.aStar(weightsMap, collisionsMap, startPos, finalPos)
|
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checkpoints = [startPos]
|
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for house in houses:
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checkpoints.append((house.pos.x, house.pos.y))
|
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checkpoints.append(finalPos)
|
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astarPath = []
|
||||
for i in range(len(checkpoints) - 1):
|
||||
path = astar.aStar(weightsMap, collisionsMap, checkpoints[i], checkpoints[i + 1])
|
||||
if i == 0:
|
||||
astarPath += path
|
||||
else:
|
||||
astarPath += path[1:]
|
||||
|
||||
print(astarPath)
|
||||
|
||||
pathPos = 0
|
||||
nextCheckpoint = 1
|
||||
while True:
|
||||
agent_x, agent_y = astarPath[pathPos]
|
||||
checkpoint_x, checkpoint_y = checkpoints[nextCheckpoint]
|
||||
agent.pos = Position(agent_x, agent_y)
|
||||
for house in houses:
|
||||
if house.pos.x == agent_x and house.pos.y == agent_y \
|
||||
and agent_x == checkpoint_x and agent_y == checkpoint_y:
|
||||
nextCheckpoint += 1
|
||||
house.trash_can['evaluated_type'] = type_map[snn.getPredict(house.trash_can['type'])[0]]
|
||||
print('House:', house.name, 'pos:', astarPath[pathPos], 'type:', house.trash_can['type'],
|
||||
'evaluated_type:', house.trash_can['evaluated_type'])
|
||||
tree_input = np.array([
|
||||
house.trash_can['evaluated_type'],
|
||||
season,
|
||||
house.trash_can['animal'],
|
||||
truck_full,
|
||||
house.trash_can['quantity'],
|
||||
house.trash_can['time'],
|
||||
truck_working
|
||||
]).reshape(1, -1)
|
||||
should_get = decision_tree.predict(tree_input)
|
||||
print('Desicion tree input:', tree_input, 'result:', should_get)
|
||||
pathPos = pathPos + 1 if pathPos < len(astarPath) - 1 else pathPos
|
||||
c = (255, 255, 255) # tymczasowy kolor tła - do usunięcia, jak już będzie zdjęcie
|
||||
screen.fill(c)
|
||||
draw(gridSize, objectArray)
|
||||
kb_listen(objectArray, gridSize, astarPath)
|
||||
pygame.display.update() # by krata pojawiła się w okienku - update powierzc
|
||||
pygame.time.wait(100)
|
||||
|
||||
|
||||
|
16
src/snn.py
Normal file
@ -0,0 +1,16 @@
|
||||
from fastai.vision.all import *
|
||||
import pathlib
|
||||
|
||||
temp = pathlib.PosixPath
|
||||
pathlib.PosixPath = pathlib.WindowsPath
|
||||
|
||||
DATASET_PATH = pathlib.Path('../dataset')
|
||||
|
||||
learn = load_learner(DATASET_PATH/'export.pkl')
|
||||
path = pathlib.Path(DATASET_PATH / 'others/trash1.jpg')
|
||||
|
||||
def getPredict(path):
|
||||
prediction = learn.predict(path)
|
||||
predictionName = learn.predict(path)[0]
|
||||
# print(prediction, '\n\n','prediction:', predictionName, 'path:', path)
|
||||
return prediction
|
BIN
testset/glass0.jpg
Normal file
After Width: | Height: | Size: 18 KiB |
BIN
testset/glass1.jpg
Normal file
After Width: | Height: | Size: 22 KiB |
BIN
testset/glass2.jpg
Normal file
After Width: | Height: | Size: 8.4 KiB |
BIN
testset/others0.jpg
Normal file
After Width: | Height: | Size: 49 KiB |
BIN
testset/others1.jpg
Normal file
After Width: | Height: | Size: 33 KiB |
BIN
testset/others2.jpg
Normal file
After Width: | Height: | Size: 41 KiB |
BIN
testset/paper0.jpg
Normal file
After Width: | Height: | Size: 53 KiB |
BIN
testset/paper1.jpg
Normal file
After Width: | Height: | Size: 20 KiB |
BIN
testset/plastic0.jpg
Normal file
After Width: | Height: | Size: 93 KiB |
BIN
testset/plastic1.jpg
Normal file
After Width: | Height: | Size: 46 KiB |
BIN
testset/plastic2.jpg
Normal file
After Width: | Height: | Size: 40 KiB |
BIN
tree/decisionTreeClassifier
Normal file
@ -1,5 +1,6 @@
|
||||
import pandas as pd
|
||||
from sklearn import tree
|
||||
import joblib
|
||||
|
||||
df = pd.read_csv('data.csv')
|
||||
print(df.head())
|
||||
@ -19,6 +20,8 @@ print(pred)
|
||||
print('Jedynki: ', len(df[df['Y'] == 1]))
|
||||
print('Zera: ', len(df[df['Y'] == 0]))
|
||||
|
||||
joblib.dump(clf, 'decisionTreeClassifier')
|
||||
|
||||
|
||||
#Legenda
|
||||
#czy wywiezc zmieci 1 tak 0 nie
|
||||
|