fixed a_Star algorithm
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parent
37dc6d5595
commit
6a08195fe0
23
src/const.py
23
src/const.py
@ -1,8 +1,9 @@
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import os
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import os
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import pygame as pg
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import pygame as pg
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from ap_mine import APMine
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from image import Image
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from image import Image
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from tile import Tile
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main_path = os.path.dirname(os.getcwd())
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main_path = os.path.dirname(os.getcwd())
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@ -53,14 +54,14 @@ for name in [
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DEBUG_FIELD = [
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DEBUG_FIELD = [
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[1, 11, 1, 1, 1, 1, 1, 1, 1, 1],
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[Tile(1, 1), Tile(11, 20), Tile(1, 1), Tile(1, 1), Tile(1, 1), Tile(1, 1), Tile(1, 1), Tile(1, 1), Tile(1, 1), Tile(1, 1)],
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[1, 1, 1, 1, 4, 1, 1, 1, 1, 1],
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[Tile(1, 1), Tile(1, 1), Tile(1, 1), Tile(1, 1), Tile(4, 1, APMine()), Tile(1, 1), Tile(1, 1), Tile(1, 1), Tile(1, 1), Tile(1, 1)],
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[11, 1, 1, 1, 11, 4, 1, 1, 1, 1],
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[Tile(11, 20), Tile(1, 1), Tile(1, 1), Tile(1, 1), Tile(11, 20), Tile(4, 0, APMine()), Tile(1, 1), Tile(1, 1), Tile(1, 1), Tile(1, 1)],
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[4, 1, 1, 1, 11, 1, 1, 4, 1, 1],
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[Tile(4, 0, APMine()), Tile(1, 1), Tile(1, 1), Tile(1, 1), Tile(11, 20), Tile(1, 1),Tile(1, 1), Tile(4, 0, APMine()), Tile(1, 1),Tile(1, 1)],
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[1, 1, 1, 1, 1, 1, 1, 11, 1, 1],
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[Tile(1, 1), Tile(1, 1), Tile(1, 1), Tile(1, 1), Tile(1, 1), Tile(1, 1), Tile(1, 1), Tile(11, 20), Tile(1, 1), Tile(1, 1)],
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[1, 1, 1, 1, 1, 1, 1, 11, 4, 1],
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[Tile(1, 1), Tile(1, 1), Tile(1, 1), Tile(1, 1), Tile(1, 1), Tile(1, 1), Tile(1, 1), Tile(11, 20), Tile(4, 0, APMine()), Tile(1, 1)],
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[1, 1, 1, 1, 1, 1, 1, 11, 1, 1],
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[Tile(1, 1), Tile(1, 1), Tile(1, 1), Tile(1, 1), Tile(1, 1), Tile(1, 1), Tile(1, 1), Tile(11, 20), Tile(1, 1), Tile(1, 1)],
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[1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
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[Tile(1, 1) for _ in range(10)],
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[1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
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[Tile(1, 1) for _ in range(10)],
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[1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
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[Tile(1, 1) for _ in range(10)],
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]
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]
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@ -8,10 +8,10 @@ from tilesFactory import TilesFactory
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def generate_field() -> List[List[Tile]]:
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def generate_field() -> List[List[Tile]]:
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tiles_factory = TilesFactory()
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tiles_factory = TilesFactory()
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tiles_list = tiles_factory.get_tiles_list()
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tiles_list = tiles_factory.get_tiles_list()
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return [choices(tiles_list, weights=[10, 10, 4, 4, 4, 4, 4, 4, 4, 4, 4, 2, 2], k=10) for _ in range(10)]
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return [choices(tiles_list, weights=[10, 10, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4], k=10) for _ in range(10)]
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class Environment:
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class Environment:
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def __init__(self, field: List[List[Tile]] = None):
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def __init__(self, field: List[List[Tile]] = None):
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self.field = field if field else generate_field()
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self.field = generate_field()
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self.mine_count = sum(sum(1 for tile in row if tile.mine) for row in self.field)
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self.mine_count = sum(sum(1 for tile in row if tile.mine) for row in self.field)
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36
src/main.py
36
src/main.py
@ -1,13 +1,11 @@
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from typing import Tuple
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import pygame as pg
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import pygame as pg
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from agent import Agent
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from agent import Agent
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from game_ui import GameUi
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from game_ui import GameUi
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from const import ICON, IMAGES
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from const import ICON, IMAGES
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from environment import Environment
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from environment import Environment
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from search_algoritms.BFS import breadth_first_search
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from search_algoritms.BFS import breadth_first_search, breadth_first_search_for_a_star
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from src.search_algoritms.a_star import a_star, nearest_bomb
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from src.search_algoritms.a_star import a_star
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from tilesFactory import TilesFactory
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from tilesFactory import TilesFactory
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@ -64,21 +62,21 @@ def main():
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elif event.type == pg.KEYDOWN:
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elif event.type == pg.KEYDOWN:
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if event.key == pg.K_t:
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if event.key == pg.K_t:
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print('Starting to clear the sector')
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print('Starting to clear the sector')
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#while env.mine_count:
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while env.mine_count:
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print('-'*20)
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print('-'*20)
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#path, actions = breadth_first_search(env.field, agent.x, agent.y, agent.direction)
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#path, actions = breadth_first_search(env.field, agent.x, agent.y, agent.direction)
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#xd: Tuple[int,int] = Tuple[agent.x, agent.y]
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path, actions = a_star (env.field, agent.x, agent.y, agent.direction,
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path, actions = a_star(env.field, agent.x, agent.y, agent.direction, nearest_bomb((agent.x, agent.y), env.field))
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breadth_first_search_for_a_star (env.field, agent.x, agent.y,
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if not path and not env.field[agent.y][agent.x].mine:
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agent.direction))
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print('Unable to find path, rocks are in the way')
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if not path and not env.field[agent.y][agent.x].mine:
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break
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print('Unable to find path, rocks are in the way')
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print(f'Path{path}')
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break
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print(f'Actions:{actions}')
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print(f'Path{path}')
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for action in actions:
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print(f'Actions:{actions}')
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pg.fastevent.post(pg.event.Event(pg.KEYDOWN, {'key': action}))
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for action in actions:
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pg.fastevent.post(pg.event.Event(pg.KEYDOWN, {'key': action}))
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pg.fastevent.post(pg.event.Event(pg.KEYDOWN, {'key': pg.K_SPACE}))
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pg.fastevent.post(pg.event.Event(pg.KEYDOWN, {'key': pg.K_SPACE}))
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handle_keys(env, agent, game_ui, factory)
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handle_keys(env, agent, game_ui, factory)
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print('Sector clear')
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print('Sector clear')
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else:
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else:
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pg.fastevent.post(event)
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pg.fastevent.post(event)
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@ -26,3 +26,25 @@ def breadth_first_search(field: List[List[Tile]], start_x: int, start_y: int, st
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node_queue.put(neighbour_node)
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node_queue.put(neighbour_node)
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return False, False
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return False, False
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def breadth_first_search_for_a_star(field: List[List[Tile]], start_x: int, start_y: int, start_direction: int):
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explored = []
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node_queue = queue.Queue()
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node_queue.put(Node(start_x, start_y, start_direction))
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while not node_queue.empty():
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node = node_queue.get()
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if field[node.y][node.x].mine:
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return node.x, node.y
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explored.append(node)
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for x, y, direction, action in successor(field, node.x, node.y, node.direction):
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neighbour_node = Node(x, y, direction, node, action)
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node_queue_list = node_queue.queue
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if neighbour_node in explored or neighbour_node in node_queue_list:
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continue
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node_queue.put(neighbour_node)
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return False, False
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@ -1,11 +1,10 @@
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from operator import itemgetter
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from typing import List, Tuple
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from typing import List, Tuple
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from ap_mine import APMine
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from ap_mine import APMine
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from at_mine import ATMine
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from at_mine import ATMine
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from src.node import Node
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from src.node import Node
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from src.tile import Tile
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from src.tile import Tile
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from .helpers import successor, get_path_actions, calculate_priority
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from .helpers import successor, get_path_actions_a_star, calculate_priority
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def a_star(field: List[List[Tile]], start_x: int, start_y: int, start_direction: int, goal: Tuple[int, int]):
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def a_star(field: List[List[Tile]], start_x: int, start_y: int, start_direction: int, goal: Tuple[int, int]):
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@ -17,8 +16,8 @@ def a_star(field: List[List[Tile]], start_x: int, start_y: int, start_direction:
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# przy get wyciąga element z najniższą wartością priorytetu
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# przy get wyciąga element z najniższą wartością priorytetu
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if (node.x, node.y) == goal:
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if (node.x, node.y) == goal:
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return get_path_actions(node)
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return get_path_actions_a_star(node, field)
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explored.append(node)
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explored.append(node)
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for x, y, direction, action in successor(field, node.x, node.y, node.direction):
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for x, y, direction, action in successor(field, node.x, node.y, node.direction):
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neighbour_node = Node(x, y, direction, node, action)
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neighbour_node = Node(x, y, direction, node, action)
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@ -48,4 +47,4 @@ def nearest_bomb(a: Tuple[int, int], field: List[List[Tile]]):
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min = distance
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min = distance
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min_x = x
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min_x = x
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min_y = y
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min_y = y
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return (min_x, min_y)
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return min_x, min_y
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@ -28,7 +28,7 @@ def successor(field: List[List[Tile]], x: int, y: int, direction: int):
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return neighbours
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return neighbours
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def get_path_actions(node: Node):
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def get_path_actions(node: Node, field: List[List[Tile]]):
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path = []
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path = []
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actions = []
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actions = []
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while node.parent:
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while node.parent:
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@ -37,6 +37,18 @@ def get_path_actions(node: Node):
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node = node.parent
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node = node.parent
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return path[::-1], actions[::-1]
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return path[::-1], actions[::-1]
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def get_path_actions_a_star(node: Node, field: List[List[Tile]]):
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path = []
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actions = []
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while node.parent:
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path.append((node.x, node.y))
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print(field[node.y][node.x], field[node.y][node.x].weight, node.x, node.y, field[node.y][node.x].mine)
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if field[node.y][node.x].mine:
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actions.append(32)
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actions.append(node.action)
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node = node.parent
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return path[::-1], actions[::-1]
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def cost(field: List[List[Tile]], node):
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def cost(field: List[List[Tile]], node):
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return 1 if (node.parent.x, node.parent.y) == (node.x, node.y) else field[node.y][node.x].weight
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return 1 if (node.parent.x, node.parent.y) == (node.x, node.y) else field[node.y][node.x].weight
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@ -10,9 +10,9 @@ class TilesFactory:
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img = IMAGES[number]
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img = IMAGES[number]
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if img.mine_type:
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if img.mine_type:
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module = import_module(f'{img.mine_type.lower()}_mine')
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module = import_module(f'{img.mine_type.lower()}_mine')
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return Tile(number, 1, getattr(module, f'{img.mine_type}Mine')())
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return Tile(number, 0, getattr(module, f'{img.mine_type}Mine')())
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else:
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else:
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return Tile(number, 1) if 'grass' in img.name else Tile(number, 20)
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return Tile(number, 5) if 'grass' in img.name else Tile(number, 30)
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def get_tiles_list(self) -> List[Tile]:
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def get_tiles_list(self) -> List[Tile]:
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return [self.create_tile(i) for i in range(13)]
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return [self.create_tile(i) for i in range(13)]
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