Merge branch 'genetic_algorithm' of https://git.wmi.amu.edu.pl/s462072/Trashmaster into genetic_algorithm
This commit is contained in:
commit
f55886a199
@ -4,12 +4,21 @@
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<<<<<<< HEAD
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=======
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>>>>>>> a16ec52642067a2be0b41a5c3bcab24193122343
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@ -26,24 +35,42 @@
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<<<<<<< HEAD
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=======
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>>>>>>> a16ec52642067a2be0b41a5c3bcab24193122343
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<<<<<<< HEAD
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=======
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>>>>>>> a16ec52642067a2be0b41a5c3bcab24193122343
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@ -59,6 +86,7 @@
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<<<<<<< HEAD
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@ -66,6 +94,15 @@
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| | | | | | | | |--- class: 1
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=======
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>>>>>>> a16ec52642067a2be0b41a5c3bcab24193122343
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@ -76,6 +113,7 @@
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| | | |--- feature_2 <= 4.50
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<<<<<<< HEAD
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@ -83,6 +121,15 @@
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| | | | | | |--- class: 1
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=======
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>>>>>>> a16ec52642067a2be0b41a5c3bcab24193122343
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@ -1,235 +1,250 @@
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import numpy as np, random, operator, pandas as pd, matplotlib.pyplot as plt
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import numpy as np, random, operator, pandas as pd, matplotlib.pyplot as plt
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from path_search_algorthms.a_star import get_cost
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from path_search_algorthms.a_star import get_cost
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from decision_tree import decisionTree
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from decision_tree import decisionTree
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from settings import *
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from settings import *
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import math
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import math
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# klasa tworząca miasta czy też śmietniki
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# klasa tworząca miasta czy też śmietniki
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class City:
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class City:
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def __init__(self, x, y):
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def __init__(self, x, y, array):
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self.x = x
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self.x = x
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self.y = y
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self.y = y
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#self.array = array
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self.array = array
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# self.dist = distance
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# self.dist = distance
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#dystans to d = sqrt(x^2 + y^2)
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def distance(self, city):
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#dystans to d = sqrt(x^2 + y^2)
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#getting distance by astar gives wrong final distance (intial = final)
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def distance(self, city):
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#return get_cost(math.floor(self.x / TILESIZE), math.floor(self.y / TILESIZE), math.floor(city.x / TILESIZE), math.floor(city.y / TILESIZE), self.array)
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xDis = abs(self.x - city.x)
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#getting distance by astar gives wrong final distance (intial = final)
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yDis = abs(self.y - city.y)
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return get_cost(math.floor(self.x / TILESIZE), math.floor(self.y / TILESIZE), math.floor(city.x / TILESIZE), math.floor(city.y / TILESIZE), self.array)
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distance = np.sqrt((xDis ** 2) + (yDis ** 2))
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# xDis = abs(self.x - city.x)
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return distance
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# yDis = abs(self.y - city.y)
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# distance = np.sqrt((xDis ** 2) + (yDis ** 2))
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def __repr__(self):
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# return distance
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return "(" + str(self.x) + "," + str(self.y) + ")"
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def __repr__(self):
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return "(" + str(self.x) + "," + str(self.y) + ")"
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# fitness function,
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# inverse of route distance
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# we want to minimize distance so the larger the fitness the better
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# fitness function,
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class Fitness:
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# inverse of route distance
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def __init__(self, route):
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# we want to minimize distance so the larger the fitness the better
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self.route = route
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class Fitness:
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self.distance = 0
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def __init__(self, route, distanceArray):
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self.fitness = 0.0
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self.route = route
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self.distance = 0
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def routeDistance(self):
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self.fitness = 0.0
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if self.distance == 0:
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self.distanceArray = distanceArray
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pathDistance = 0
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for i in range(0, len(self.route)):
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def routeDistance(self):
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fromCity = self.route[i]
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if self.distance == 0:
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toCity = None
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pathDistance = 0
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if i + 1 < len(self.route): # for returning to point 0?
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for i in range(0, len(self.route)):
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toCity = self.route[i + 1]
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fromCity = self.route[i]
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else:
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toCity = None
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toCity = self.route[0]
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if i + 1 < len(self.route): # for returning to point 0?
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pathDistance += fromCity.distance(toCity)
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toCity = self.route[i + 1]
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self.distance = pathDistance
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else:
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return self.distance
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toCity = self.route[0]
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# pathDistance += fromCity.distance(toCity)
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def routeFitness(self):
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pathDistance += self.distanceArray[str(fromCity.x)+" "+str(fromCity.y)+" "+str(toCity.x)+" "+str(toCity.y)]
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if self.fitness == 0:
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self.distance = pathDistance
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self.fitness = 1 / float(self.routeDistance())
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return self.distance
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return self.fitness
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def routeFitness(self):
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if self.fitness == 0:
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# creating one individual - single route from city to city (trash to trash)
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self.fitness = 1 / float(self.routeDistance())
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def createRoute(cityList):
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return self.fitness
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route = random.sample(cityList, len(cityList))
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return route
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# creating one individual - single route from city to city (trash to trash)
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def createRoute(cityList):
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# creating initial population of given size
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route = random.sample(cityList, len(cityList))
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def initialPopulation(popSize, cityList):
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return route
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population = []
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for i in range(0, popSize):
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# creating initial population of given size
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population.append(createRoute(cityList))
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def initialPopulation(popSize, cityList):
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return population
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population = []
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for i in range(0, popSize):
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# ranking fitness of given route, output is ordered list with route id and its fitness score
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population.append(createRoute(cityList))
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def rankRoutes(population):
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return population
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fitnessResults = {}
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for i in range(0, len(population)):
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fitnessResults[i] = Fitness(population[i]).routeFitness()
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# ranking fitness of given route, output is ordered list with route id and its fitness score
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return sorted(fitnessResults.items(), key=operator.itemgetter(1), reverse=True)
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def rankRoutes(population, distanceArray):
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fitnessResults = {}
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for i in range(0, len(population)):
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# selecting "mating pool"
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fitnessResults[i] = Fitness(population[i], distanceArray).routeFitness()
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# we are using here "Firness proportionate selection", its fitness-weighted probability of being selected
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return sorted(fitnessResults.items(), key=operator.itemgetter(1), reverse=True)
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# moreover we are using elitism to ensure that the best of the best will preserve
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def selection(popRanked, eliteSize):
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# selecting "mating pool"
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selectionResults = []
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# we are using here "Firness proportionate selection", its fitness-weighted probability of being selected
|
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# roulette wheel
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# moreover we are using elitism to ensure that the best of the best will preserve
|
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df = pd.DataFrame(np.array(popRanked), columns=["Index", "Fitness"])
|
|
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df['cum_sum'] = df.Fitness.cumsum()
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def selection(popRanked, eliteSize):
|
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df['cum_perc'] = 100 * df.cum_sum / df.Fitness.sum()
|
selectionResults = []
|
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|
# roulette wheel
|
||||||
for i in range(0, eliteSize): # elitism
|
df = pd.DataFrame(np.array(popRanked), columns=["Index", "Fitness"])
|
||||||
selectionResults.append(popRanked[i][0])
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df['cum_sum'] = df.Fitness.cumsum()
|
||||||
for i in range(0,
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df['cum_perc'] = 100 * df.cum_sum / df.Fitness.sum()
|
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len(popRanked) - eliteSize): # comparing randomly drawn number to weights for selection for mating pool
|
|
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pick = 100 * random.random()
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for i in range(0, eliteSize): # elitism
|
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for i in range(0, len(popRanked)):
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selectionResults.append(popRanked[i][0])
|
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if pick <= df.iat[i, 3]:
|
for i in range(0,
|
||||||
selectionResults.append(popRanked[i][0])
|
len(popRanked) - eliteSize): # comparing randomly drawn number to weights for selection for mating pool
|
||||||
break
|
pick = 100 * random.random()
|
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return selectionResults # returns list of route IDs
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for i in range(0, len(popRanked)):
|
||||||
|
if pick <= df.iat[i, 3]:
|
||||||
|
selectionResults.append(popRanked[i][0])
|
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# creating mating pool from list of routes IDs from "selection"
|
break
|
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def matingPool(population, selectionResults):
|
return selectionResults # returns list of route IDs
|
||||||
matingpool = []
|
|
||||||
for i in range(0, len(selectionResults)):
|
|
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index = selectionResults[i]
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# creating mating pool from list of routes IDs from "selection"
|
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matingpool.append(population[index])
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def matingPool(population, selectionResults):
|
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return matingpool
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matingpool = []
|
||||||
|
for i in range(0, len(selectionResults)):
|
||||||
|
index = selectionResults[i]
|
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# creating new generation
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matingpool.append(population[index])
|
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# ordered crossover bc we need to include all locations exactly one time
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return matingpool
|
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# randomly selecting a subset of the first parent string and then filling the remainder of route
|
|
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# with genes from the second parent in the order in which they appear, without duplicating any genes from the first parent
|
|
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def breed(parent1, parent2):
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# creating new generation
|
||||||
child = []
|
# ordered crossover bc we need to include all locations exactly one time
|
||||||
childP1 = []
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# randomly selecting a subset of the first parent string and then filling the remainder of route
|
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childP2 = []
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# with genes from the second parent in the order in which they appear, without duplicating any genes from the first parent
|
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def breed(parent1, parent2):
|
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geneA = int(random.random() * len(parent1))
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child = []
|
||||||
geneB = int(random.random() * len(parent1))
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childP1 = []
|
||||||
|
childP2 = []
|
||||||
startGene = min(geneA, geneB)
|
|
||||||
endGene = max(geneA, geneB)
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geneA = int(random.random() * len(parent1))
|
||||||
|
geneB = int(random.random() * len(parent1))
|
||||||
for i in range(startGene, endGene): # ordered crossover
|
|
||||||
childP1.append(parent1[i])
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startGene = min(geneA, geneB)
|
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endGene = max(geneA, geneB)
|
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childP2 = [item for item in parent2 if item not in childP1]
|
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||||||
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for i in range(startGene, endGene): # ordered crossover
|
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child = childP1 + childP2
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childP1.append(parent1[i])
|
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return child
|
|
||||||
|
childP2 = [item for item in parent2 if item not in childP1]
|
||||||
|
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||||||
# creating whole offspring population
|
child = childP1 + childP2
|
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def breedPopulation(matingpool, eliteSize):
|
return child
|
||||||
children = []
|
|
||||||
length = len(matingpool) - eliteSize
|
|
||||||
pool = random.sample(matingpool, len(matingpool))
|
# creating whole offspring population
|
||||||
|
def breedPopulation(matingpool, eliteSize):
|
||||||
# using elitism to retain best genes (routes)
|
children = []
|
||||||
for i in range(0, eliteSize):
|
length = len(matingpool) - eliteSize
|
||||||
children.append(matingpool[i])
|
pool = random.sample(matingpool, len(matingpool))
|
||||||
|
|
||||||
# filling rest generation
|
# using elitism to retain best genes (routes)
|
||||||
for i in range(0, length):
|
for i in range(0, eliteSize):
|
||||||
child = breed(pool[i], pool[len(matingpool) - i - 1])
|
children.append(matingpool[i])
|
||||||
children.append(child)
|
|
||||||
return children
|
# filling rest generation
|
||||||
|
for i in range(0, length):
|
||||||
|
child = breed(pool[i], pool[len(matingpool) - i - 1])
|
||||||
# using swap mutation
|
children.append(child)
|
||||||
# with specified low prob we swap two cities in route
|
return children
|
||||||
def mutate(individual, mutationRate):
|
|
||||||
for swapped in range(len(individual)):
|
|
||||||
if (random.random() < mutationRate):
|
# using swap mutation
|
||||||
swapWith = int(random.random() * len(individual))
|
# with specified low prob we swap two cities in route
|
||||||
|
def mutate(individual, mutationRate):
|
||||||
city1 = individual[swapped]
|
for swapped in range(len(individual)):
|
||||||
city2 = individual[swapWith]
|
if (random.random() < mutationRate):
|
||||||
|
swapWith = int(random.random() * len(individual))
|
||||||
individual[swapped] = city2
|
|
||||||
individual[swapWith] = city1
|
city1 = individual[swapped]
|
||||||
return individual
|
city2 = individual[swapWith]
|
||||||
|
|
||||||
|
individual[swapped] = city2
|
||||||
# extending mutate function to run through new pop
|
individual[swapWith] = city1
|
||||||
def mutatePopulation(population, mutationRate):
|
return individual
|
||||||
mutatedPop = []
|
|
||||||
|
|
||||||
for ind in range(0, len(population)):
|
# extending mutate function to run through new pop
|
||||||
mutatedInd = mutate(population[ind], mutationRate)
|
def mutatePopulation(population, mutationRate):
|
||||||
mutatedPop.append(mutatedInd)
|
mutatedPop = []
|
||||||
return mutatedPop
|
|
||||||
|
for ind in range(0, len(population)):
|
||||||
|
mutatedInd = mutate(population[ind], mutationRate)
|
||||||
# creating new generation
|
mutatedPop.append(mutatedInd)
|
||||||
def nextGeneration(currentGen, eliteSize, mutationRate):
|
return mutatedPop
|
||||||
popRanked = rankRoutes(currentGen) # rank routes in current gen
|
|
||||||
selectionResults = selection(popRanked, eliteSize) # determining potential parents
|
|
||||||
matingpool = matingPool(currentGen, selectionResults) # creating mating pool
|
# creating new generation
|
||||||
children = breedPopulation(matingpool, eliteSize) # creating new gen
|
def nextGeneration(currentGen, eliteSize, mutationRate, distanceArray):
|
||||||
nextGeneration = mutatePopulation(children, mutationRate) # applying mutation to new gen
|
popRanked = rankRoutes(currentGen, distanceArray) # rank routes in current gen
|
||||||
return nextGeneration
|
selectionResults = selection(popRanked, eliteSize) # determining potential parents
|
||||||
|
matingpool = matingPool(currentGen, selectionResults) # creating mating pool
|
||||||
|
children = breedPopulation(matingpool, eliteSize) # creating new gen
|
||||||
def geneticAlgorithm(population, popSize, eliteSize, mutationRate, generations):
|
nextGeneration = mutatePopulation(children, mutationRate) # applying mutation to new gen
|
||||||
pop = initialPopulation(popSize, population)
|
return nextGeneration
|
||||||
print("Initial distance: " + str(1 / rankRoutes(pop)[0][1]))
|
|
||||||
|
|
||||||
for i in range(0, generations):
|
def geneticAlgorithm(population, popSize, eliteSize, mutationRate, generations, distanceArray):
|
||||||
pop = nextGeneration(pop, eliteSize, mutationRate)
|
pop = initialPopulation(popSize, population)
|
||||||
|
print("Initial distance: " + str(1 / rankRoutes(pop, distanceArray)[0][1]))
|
||||||
print("Final distance: " + str(1 / rankRoutes(pop)[0][1]))
|
|
||||||
bestRouteIndex = rankRoutes(pop)[0][0]
|
for i in range(0, generations):
|
||||||
bestRoute = pop[bestRouteIndex]
|
pop = nextGeneration(pop, eliteSize, mutationRate, distanceArray)
|
||||||
return bestRoute
|
|
||||||
|
print("Final distance: " + str(1 / rankRoutes(pop, distanceArray)[0][1]))
|
||||||
|
bestRouteIndex = rankRoutes(pop, distanceArray)[0][0]
|
||||||
# tutaj ma być lista kordów potencjalnych śmietników z drzewa decyzyjnego
|
bestRoute = pop[bestRouteIndex]
|
||||||
|
return bestRoute
|
||||||
cityList = []
|
|
||||||
|
|
||||||
|
# tutaj ma być lista kordów potencjalnych śmietników z drzewa decyzyjnego
|
||||||
# for i in range(0,25):
|
|
||||||
# cityList.append(City(x=int(random.random() * 200), y=int(random.random() * 200)))
|
cityList = []
|
||||||
|
|
||||||
# geneticAlgorithm(population=cityList, popSize=100, eliteSize=20, mutationRate=0.01, generations=1000)
|
|
||||||
|
# for i in range(0,25):
|
||||||
|
# cityList.append(City(x=int(random.random() * 200), y=int(random.random() * 200)))
|
||||||
# plotting the progress
|
|
||||||
|
# geneticAlgorithm(population=cityList, popSize=100, eliteSize=20, mutationRate=0.01, generations=1000)
|
||||||
def geneticAlgorithmPlot(population, popSize, eliteSize, mutationRate, generations):
|
|
||||||
pop = initialPopulation(popSize, population)
|
|
||||||
progress = []
|
# plotting the progress
|
||||||
progress.append(1 / rankRoutes(pop)[0][1])
|
|
||||||
print("Initial distance: " + str(1 / rankRoutes(pop)[0][1]))
|
def distanceFromCityToCity(cityFrom, city, array):
|
||||||
|
return get_cost(math.floor(cityFrom.x / TILESIZE), math.floor(cityFrom.y / TILESIZE), math.floor(city.x / TILESIZE), math.floor(city.y / TILESIZE), array)
|
||||||
for i in range(0, generations):
|
|
||||||
pop = nextGeneration(pop, eliteSize, mutationRate)
|
def geneticAlgorithmPlot(population, popSize, eliteSize, mutationRate, generations, array):
|
||||||
progress.append(1 / rankRoutes(pop)[0][1])
|
a_star_distances = {}
|
||||||
|
for city in population:
|
||||||
print("Final distance: " + str(1 / rankRoutes(pop)[0][1]))
|
for target in population:
|
||||||
bestRouteIndex = rankRoutes(pop)[0][0]
|
if city == target:
|
||||||
bestRoute = pop[bestRouteIndex]
|
continue
|
||||||
|
else:
|
||||||
plt.plot(progress)
|
a_star_distances[str(city.x)+" "+str(city.y)+" "+str(target.x)+" "+str(target.y)] = distanceFromCityToCity(city, target, array)
|
||||||
plt.ylabel('Distance')
|
|
||||||
plt.xlabel('Generation')
|
pop = initialPopulation(popSize, population)
|
||||||
plt.show()
|
progress = []
|
||||||
return bestRoute
|
progress.append(1 / rankRoutes(pop, a_star_distances)[0][1])
|
||||||
|
print("Initial distance: " + str(1 / rankRoutes(pop, a_star_distances)[0][1]))
|
||||||
# geneticAlgorithmPlot(population=cityList, popSize=100, eliteSize=20, mutationRate=0.01, generations=1000)
|
|
||||||
|
for i in range(0, generations):
|
||||||
|
pop = nextGeneration(pop, eliteSize, mutationRate, a_star_distances)
|
||||||
|
progress.append(1 / rankRoutes(pop, a_star_distances)[0][1])
|
||||||
|
|
||||||
|
print("Final distance: " + str(1 / rankRoutes(pop, a_star_distances)[0][1]))
|
||||||
|
bestRouteIndex = rankRoutes(pop, a_star_distances)[0][0]
|
||||||
|
bestRoute = pop[bestRouteIndex]
|
||||||
|
|
||||||
|
plt.plot(progress)
|
||||||
|
plt.ylabel('Distance')
|
||||||
|
plt.xlabel('Generation')
|
||||||
|
plt.show()
|
||||||
|
return bestRoute
|
||||||
|
|
||||||
|
# geneticAlgorithmPlot(population=cityList, popSize=100, eliteSize=20, mutationRate=0.01, generations=1000)
|
||||||
|
512
main.py
512
main.py
@ -1,256 +1,258 @@
|
|||||||
import os
|
import os
|
||||||
import sys
|
import sys
|
||||||
from random import randint
|
from random import randint
|
||||||
import math
|
import math
|
||||||
|
|
||||||
import pygame as pg
|
import pygame as pg
|
||||||
import numpy
|
import numpy
|
||||||
|
|
||||||
from game_objects.player import Player
|
from game_objects.player import Player
|
||||||
from game_objects.aiPlayer import aiPlayer
|
from game_objects.aiPlayer import aiPlayer
|
||||||
from game_objects.trash import Trash
|
from game_objects.trash import Trash
|
||||||
|
|
||||||
from map import map
|
from map import map
|
||||||
from map import map_utils
|
from map import map_utils
|
||||||
from settings import *
|
from settings import *
|
||||||
from path_search_algorthms import bfs
|
from path_search_algorthms import bfs
|
||||||
from path_search_algorthms import a_star_controller, a_star
|
from path_search_algorthms import a_star_controller, a_star
|
||||||
from decision_tree import decisionTree
|
from decision_tree import decisionTree
|
||||||
from NeuralNetwork import prediction
|
from NeuralNetwork import prediction
|
||||||
from game_objects.trash import Trash
|
from game_objects.trash import Trash
|
||||||
from genetic_algorithm import TSP
|
from genetic_algorithm import TSP
|
||||||
from game_objects import aiPlayer
|
from game_objects import aiPlayer
|
||||||
import itertools
|
import itertools
|
||||||
|
|
||||||
|
|
||||||
def getTree():
|
def getTree():
|
||||||
tree = decisionTree.tree()
|
tree = decisionTree.tree()
|
||||||
decisionTree.tree_as_txt(tree)
|
decisionTree.tree_as_txt(tree)
|
||||||
# decisionTree.tree_to_png(tree)
|
# decisionTree.tree_to_png(tree)
|
||||||
decisionTree.tree_to_structure(tree)
|
decisionTree.tree_to_structure(tree)
|
||||||
drzewo = decisionTree.tree_from_structure('./decision_tree/tree_model')
|
drzewo = decisionTree.tree_from_structure('./decision_tree/tree_model')
|
||||||
# print("Dla losowych danych predykcja czy wziąć kosz to: ")
|
# print("Dla losowych danych predykcja czy wziąć kosz to: ")
|
||||||
# dec = decisionTree.decision(drzewo, *(4,1,1,1))
|
# dec = decisionTree.decision(drzewo, *(4,1,1,1))
|
||||||
# print('---')
|
# print('---')
|
||||||
# print(f"decision is{dec}")
|
# print(f"decision is{dec}")
|
||||||
# print('---')
|
# print('---')
|
||||||
|
|
||||||
return drzewo
|
return drzewo
|
||||||
|
|
||||||
|
|
||||||
class Game():
|
class Game():
|
||||||
|
|
||||||
def __init__(self):
|
def __init__(self):
|
||||||
pg.init()
|
pg.init()
|
||||||
pg.font.init()
|
pg.font.init()
|
||||||
self.clock = pg.time.Clock()
|
self.clock = pg.time.Clock()
|
||||||
self.dt = self.clock.tick(FPS) / 333.0
|
self.dt = self.clock.tick(FPS) / 333.0
|
||||||
self.screen = pg.display.set_mode((WIDTH, HEIGHT))
|
self.screen = pg.display.set_mode((WIDTH, HEIGHT))
|
||||||
pg.display.set_caption("Trashmaster")
|
pg.display.set_caption("Trashmaster")
|
||||||
self.load_data()
|
self.load_data()
|
||||||
self.init_game()
|
self.init_game()
|
||||||
# because dont work without data.txt
|
# because dont work without data.txt
|
||||||
# self.init_bfs()
|
# self.init_bfs()
|
||||||
# self.init_a_star()
|
# self.init_a_star()
|
||||||
self.t = aiPlayer.aiPlayer(self.player, game=self)
|
self.t = aiPlayer.aiPlayer(self.player, game=self)
|
||||||
|
|
||||||
def init_game(self):
|
def init_game(self):
|
||||||
# initialize all variables and do all the setup for a new game
|
# initialize all variables and do all the setup for a new game
|
||||||
|
|
||||||
self.text_display = ''
|
self.text_display = ''
|
||||||
|
|
||||||
# sprite groups and map array for calculations
|
# sprite groups and map array for calculations
|
||||||
(self.roadTiles, self.wallTiles, self.trashbinTiles), self.mapArray = map.get_tiles()
|
(self.roadTiles, self.wallTiles, self.trashbinTiles), self.mapArray = map.get_tiles()
|
||||||
|
|
||||||
# save current map
|
# save current map
|
||||||
file = open('last_map.nparr', 'wb')
|
file = open('last_map.nparr', 'wb')
|
||||||
numpy.save(file, self.mapArray, allow_pickle=True)
|
numpy.save(file, self.mapArray, allow_pickle=True)
|
||||||
file.close
|
file.close
|
||||||
|
|
||||||
self.trashDisplay = pg.sprite.Group()
|
self.trashDisplay = pg.sprite.Group()
|
||||||
self.agentSprites = pg.sprite.Group()
|
self.agentSprites = pg.sprite.Group()
|
||||||
# player obj
|
# player obj
|
||||||
self.player = Player(self, 32, 32)
|
self.player = Player(self, 32, 32)
|
||||||
# camera obj
|
# camera obj
|
||||||
self.camera = map_utils.Camera(MAP_WIDTH_PX, MAP_HEIGHT_PX)
|
self.camera = map_utils.Camera(MAP_WIDTH_PX, MAP_HEIGHT_PX)
|
||||||
|
|
||||||
# other
|
# other
|
||||||
self.debug_mode = False
|
self.debug_mode = False
|
||||||
|
|
||||||
def init_bfs(self):
|
def init_bfs(self):
|
||||||
start_node = (0, 0)
|
start_node = (0, 0)
|
||||||
target_node = (18, 18)
|
target_node = (18, 18)
|
||||||
find_path = bfs.BreadthSearchAlgorithm(start_node, target_node, self.mapArray)
|
find_path = bfs.BreadthSearchAlgorithm(start_node, target_node, self.mapArray)
|
||||||
path = find_path.bfs()
|
path = find_path.bfs()
|
||||||
# print(path)
|
# print(path)
|
||||||
realPath = []
|
realPath = []
|
||||||
nextNode = target_node
|
nextNode = target_node
|
||||||
for i in range(len(path) - 1, 0, -1):
|
for i in range(len(path) - 1, 0, -1):
|
||||||
node = path[i]
|
node = path[i]
|
||||||
if node[0] == nextNode:
|
if node[0] == nextNode:
|
||||||
realPath.insert(0, node[0])
|
realPath.insert(0, node[0])
|
||||||
nextNode = node[1]
|
nextNode = node[1]
|
||||||
print(realPath)
|
print(realPath)
|
||||||
|
|
||||||
def init_decision_tree(self):
|
def init_decision_tree(self):
|
||||||
# logika pracy z drzewem
|
# logika pracy z drzewem
|
||||||
self.positive_decision = []
|
self.positive_decision = []
|
||||||
self.negative_decision = []
|
self.negative_decision = []
|
||||||
|
|
||||||
for i in self.trashbinTiles:
|
for i in self.trashbinTiles:
|
||||||
atrrs_container = i.get_attributes()
|
atrrs_container = i.get_attributes()
|
||||||
x, y = i.get_coords()
|
x, y = i.get_coords()
|
||||||
dec = decisionTree.decision(getTree(), *atrrs_container)
|
dec = decisionTree.decision(getTree(), *atrrs_container)
|
||||||
# if dec[0] == 1:
|
# if dec[0] == 1:
|
||||||
self.positive_decision.append(i) # zmiana po to by losowało wszystkie smietniki a nie poprawne tylko, zeby ladniej bylo widac algorytm genetyczny
|
self.positive_decision.append(i) # zmiana po to by losowało wszystkie smietniki a nie poprawne tylko, zeby ladniej bylo widac algorytm genetyczny
|
||||||
# else:
|
# else:
|
||||||
# self.negative_decision.append(i)
|
# self.negative_decision.append(i)
|
||||||
|
|
||||||
print('positive actions')
|
print('positive actions')
|
||||||
print(len(self.positive_decision))
|
print(len(self.positive_decision))
|
||||||
# print('positive actions')
|
# print('positive actions')
|
||||||
# for i in self.positive_actions:
|
# for i in self.positive_actions:
|
||||||
# print('----')
|
# print('----')
|
||||||
# print(i)
|
# print(i)
|
||||||
# print('----')
|
# print('----')
|
||||||
self.draw()
|
self.draw()
|
||||||
def decsion_tree_move(self):
|
def decsion_tree_move(self):
|
||||||
|
|
||||||
for i in range(0,len(self.positive_decision)):
|
for i in range(0,len(self.positive_decision)):
|
||||||
# print(i.get_coords())
|
# print(i.get_coords())
|
||||||
print('action')
|
print('action')
|
||||||
|
|
||||||
|
|
||||||
# trash_x, trash_y = i.get_coords()
|
# trash_x, trash_y = i.get_coords()
|
||||||
|
|
||||||
# for ii in self.tsp_list:
|
# for ii in self.tsp_list:
|
||||||
temp_tsp = str(self.tsp_list[i])
|
temp_tsp = str(self.tsp_list[i])
|
||||||
temp_tsp = temp_tsp.strip("()")
|
temp_tsp = temp_tsp.strip("()")
|
||||||
temp_tsp = temp_tsp.split(",")
|
temp_tsp = temp_tsp.split(",")
|
||||||
trash_x = int(temp_tsp[0])
|
trash_x = int(temp_tsp[0])
|
||||||
trash_y = int(temp_tsp[1])
|
trash_y = int(temp_tsp[1])
|
||||||
|
|
||||||
|
|
||||||
print(trash_x, trash_y)
|
print(trash_x, trash_y)
|
||||||
|
|
||||||
action = a_star_controller.get_actions_for_target_coords(trash_x, trash_y, self)
|
action = a_star_controller.get_actions_for_target_coords(trash_x, trash_y, self)
|
||||||
|
|
||||||
print(action)
|
print(action)
|
||||||
self.t.startAiController(action)
|
self.t.startAiController(action)
|
||||||
|
|
||||||
print('')
|
print('')
|
||||||
print('--rozpoczecie sortowania smietnika--')
|
print('--rozpoczecie sortowania smietnika--')
|
||||||
dir = "./resources/trash_dataset/test/all"
|
dir = "./resources/trash_dataset/test/all"
|
||||||
files = os.listdir(dir)
|
files = os.listdir(dir)
|
||||||
for j in range(0, 10):
|
for j in range(0, 10):
|
||||||
random = randint(0, 48)
|
random = randint(0, 48)
|
||||||
file = files[random]
|
file = files[random]
|
||||||
result = prediction.getPrediction(dir + '/' + file, 'trained_nn_20.pth')
|
result = prediction.getPrediction(dir + '/' + file, 'trained_nn_20.pth')
|
||||||
img = pg.image.load(dir + '/' + file).convert_alpha()
|
img = pg.image.load(dir + '/' + file).convert_alpha()
|
||||||
img = pg.transform.scale(img, (128, 128))
|
img = pg.transform.scale(img, (128, 128))
|
||||||
trash = Trash(img, 0, 0, 128, 128)
|
offset_x, offset_y = self.camera.offset()
|
||||||
self.trashDisplay.add(trash)
|
trash = Trash(img, math.floor(-offset_x * TILESIZE), math.floor(-offset_y * TILESIZE), 128, 128)
|
||||||
self.text_display = result
|
self.trashDisplay.empty()
|
||||||
self.draw()
|
self.trashDisplay.add(trash)
|
||||||
# print(result + ' ' + file)
|
self.text_display = result
|
||||||
pg.time.wait(100)
|
self.draw()
|
||||||
self.text_display = ''
|
pg.time.wait(100)
|
||||||
self.draw()
|
self.text_display = ''
|
||||||
|
self.trashDisplay.empty()
|
||||||
# print(self.positive_actions[0])
|
self.draw()
|
||||||
|
|
||||||
# self.t.startAiController(self.positive_actions[0])
|
# print(self.positive_actions[0])
|
||||||
def init_TSP(self):
|
|
||||||
|
# self.t.startAiController(self.positive_actions[0])
|
||||||
city_list =[]
|
def init_TSP(self):
|
||||||
|
|
||||||
for i in self.positive_decision:
|
city_list =[]
|
||||||
trash_x, trash_y = i.get_coords()
|
|
||||||
# city_list.append(TSP.City(x=int(trash_x), y=int(trash_y), array=self.mapArray))
|
for i in self.positive_decision:
|
||||||
city_list.append(TSP.City(x=int(trash_x), y=int(trash_y)))
|
trash_x, trash_y = i.get_coords()
|
||||||
|
# city_list.append(TSP.City(x=int(trash_x), y=int(trash_y), array=self.mapArray))
|
||||||
|
city_list.append(TSP.City(x=trash_x, y=trash_y, array=self.mapArray))
|
||||||
# dist = a_star.get_cost
|
|
||||||
self.tsp_list = TSP.geneticAlgorithmPlot(population=city_list, popSize=100, eliteSize=20, mutationRate=0.01, generations=300)
|
|
||||||
print(self.tsp_list)
|
# dist = a_star.get_cost
|
||||||
|
self.tsp_list = TSP.geneticAlgorithmPlot(population=city_list, popSize=100, eliteSize=20, mutationRate=0.01, generations=300, array=self.mapArray)
|
||||||
def load_data(self):
|
print(self.tsp_list)
|
||||||
game_folder = os.path.dirname(__file__)
|
|
||||||
img_folder = os.path.join(game_folder, 'resources/textures')
|
def load_data(self):
|
||||||
|
game_folder = os.path.dirname(__file__)
|
||||||
self.player_img = pg.image.load(os.path.join(img_folder, PLAYER_IMG)).convert_alpha()
|
img_folder = os.path.join(game_folder, 'resources/textures')
|
||||||
self.player_img = pg.transform.scale(self.player_img, (PLAYER_WIDTH, PLAYER_HEIGHT))
|
|
||||||
|
self.player_img = pg.image.load(os.path.join(img_folder, PLAYER_IMG)).convert_alpha()
|
||||||
def run(self):
|
self.player_img = pg.transform.scale(self.player_img, (PLAYER_WIDTH, PLAYER_HEIGHT))
|
||||||
# game loop - set self.playing = False to end the game
|
|
||||||
self.playing = True
|
def run(self):
|
||||||
self.init_decision_tree()
|
# game loop - set self.playing = False to end the game
|
||||||
self.init_TSP()
|
self.playing = True
|
||||||
self.decsion_tree_move()
|
self.init_decision_tree()
|
||||||
|
self.init_TSP()
|
||||||
while self.playing:
|
self.decsion_tree_move()
|
||||||
self.dt = self.clock.tick(FPS) / 1000.0
|
|
||||||
self.events()
|
while self.playing:
|
||||||
self.update()
|
self.dt = self.clock.tick(FPS) / 1000.0
|
||||||
self.draw()
|
self.events()
|
||||||
|
self.update()
|
||||||
def quit(self):
|
self.draw()
|
||||||
pg.quit()
|
|
||||||
sys.exit()
|
def quit(self):
|
||||||
|
pg.quit()
|
||||||
def update(self):
|
sys.exit()
|
||||||
# update portion of the game loop
|
|
||||||
self.agentSprites.update()
|
def update(self):
|
||||||
self.camera.update(self.player)
|
# update portion of the game loop
|
||||||
# pygame.display.update()
|
self.agentSprites.update()
|
||||||
|
self.camera.update(self.player)
|
||||||
def draw(self):
|
# pygame.display.update()
|
||||||
# display fps as window title
|
|
||||||
pg.display.set_caption("{:.2f}".format(self.clock.get_fps()))
|
def draw(self):
|
||||||
|
# display fps as window title
|
||||||
# rerender map
|
pg.display.set_caption("{:.2f}".format(self.clock.get_fps()))
|
||||||
map.render_tiles(self.roadTiles, self.screen, self.camera)
|
|
||||||
map.render_tiles(self.wallTiles, self.screen, self.camera, self.debug_mode)
|
# rerender map
|
||||||
map.render_tiles(self.trashbinTiles, self.screen, self.camera)
|
map.render_tiles(self.roadTiles, self.screen, self.camera)
|
||||||
map.render_tiles(self.trashDisplay, self.screen, self.camera)
|
map.render_tiles(self.wallTiles, self.screen, self.camera, self.debug_mode)
|
||||||
|
map.render_tiles(self.trashbinTiles, self.screen, self.camera)
|
||||||
# draw text
|
map.render_tiles(self.trashDisplay, self.screen, self.camera)
|
||||||
text_surface = pg.font.SysFont('Comic Sans MS', 30).render(self.text_display, False, (255, 255, 255))
|
|
||||||
self.screen.blit(text_surface, (0, 128))
|
# draw text
|
||||||
|
text_surface = pg.font.SysFont('Comic Sans MS', 30).render(self.text_display, False, (255, 255, 255))
|
||||||
# rerender additional sprites
|
self.screen.blit(text_surface, (0, 128))
|
||||||
for sprite in self.agentSprites:
|
|
||||||
self.screen.blit(sprite.image, self.camera.apply(sprite))
|
# rerender additional sprites
|
||||||
if self.debug_mode:
|
for sprite in self.agentSprites:
|
||||||
pg.draw.rect(self.screen, CYAN, self.camera.apply_rect(sprite.hit_rect), 1)
|
self.screen.blit(sprite.image, self.camera.apply(sprite))
|
||||||
|
if self.debug_mode:
|
||||||
# self.player.hud_group.draw(self.screen)
|
pg.draw.rect(self.screen, CYAN, self.camera.apply_rect(sprite.hit_rect), 1)
|
||||||
# finally update screen
|
|
||||||
pg.display.flip()
|
# self.player.hud_group.draw(self.screen)
|
||||||
|
# finally update screen
|
||||||
def events(self):
|
pg.display.flip()
|
||||||
for event in pg.event.get():
|
|
||||||
if event.type == pg.QUIT:
|
def events(self):
|
||||||
self.quit()
|
for event in pg.event.get():
|
||||||
if event.type == pg.KEYDOWN:
|
if event.type == pg.QUIT:
|
||||||
if event.key == pg.K_ESCAPE:
|
self.quit()
|
||||||
self.quit()
|
if event.type == pg.KEYDOWN:
|
||||||
if event.key == pg.K_h:
|
if event.key == pg.K_ESCAPE:
|
||||||
self.debug_mode = not self.debug_mode
|
self.quit()
|
||||||
if event.type == pg.MOUSEBUTTONUP:
|
if event.key == pg.K_h:
|
||||||
pos = pg.mouse.get_pos()
|
self.debug_mode = not self.debug_mode
|
||||||
offset_x, offset_y = self.camera.offset()
|
if event.type == pg.MOUSEBUTTONUP:
|
||||||
clicked_coords = [math.floor(pos[0] / TILESIZE) - offset_x, math.floor(pos[1] / TILESIZE) - offset_y]
|
pos = pg.mouse.get_pos()
|
||||||
actions = a_star_controller.get_actions_by_coords(clicked_coords[0], clicked_coords[1], self)
|
offset_x, offset_y = self.camera.offset()
|
||||||
|
clicked_coords = [math.floor(pos[0] / TILESIZE) - offset_x, math.floor(pos[1] / TILESIZE) - offset_y]
|
||||||
if (actions != None):
|
actions = a_star_controller.get_actions_by_coords(clicked_coords[0], clicked_coords[1], self)
|
||||||
self.t.startAiController(actions)
|
|
||||||
|
if (actions != None):
|
||||||
|
self.t.startAiController(actions)
|
||||||
# create the game object
|
|
||||||
|
|
||||||
if __name__ == "__main__":
|
# create the game object
|
||||||
g = Game()
|
|
||||||
|
if __name__ == "__main__":
|
||||||
g.run()
|
g = Game()
|
||||||
|
|
||||||
|
g.run()
|
||||||
g.show_go_screen()
|
g.show_go_screen()
|
@ -1,76 +1,79 @@
|
|||||||
from data_structures.heap import Heap
|
from data_structures.heap import Heap
|
||||||
from path_search_algorthms import a_star_utils as utils
|
from path_search_algorthms import a_star_utils as utils
|
||||||
|
|
||||||
|
|
||||||
def get_cost(start_x: int, start_y: int, target_x: int, target_y: int, array):
|
def get_cost(start_x: int, start_y: int, target_x: int, target_y: int, array):
|
||||||
actions = search_path(start_x, start_y, utils.Rotation.NONE, target_x, target_y, array)
|
actions = search_path(start_x, start_y, utils.Rotation.NONE, target_x, target_y, array)
|
||||||
if actions is None:
|
print('length')
|
||||||
return 1
|
if actions is None:
|
||||||
return len(actions)
|
print('0')
|
||||||
|
return 1
|
||||||
|
print(len(actions))
|
||||||
def search_path(start_x: int, start_y: int, agent_rotation: utils.Rotation, target_x: int, target_y: int, array):
|
return len(actions)
|
||||||
start_node = utils.Node(start_x, start_y, agent_rotation)
|
|
||||||
target_node = utils.Node(target_x, target_y, utils.Rotation.NONE)
|
|
||||||
|
def search_path(start_x: int, start_y: int, agent_rotation: utils.Rotation, target_x: int, target_y: int, array):
|
||||||
# heap version
|
start_node = utils.Node(start_x, start_y, agent_rotation)
|
||||||
|
target_node = utils.Node(target_x, target_y, utils.Rotation.NONE)
|
||||||
# nodes for check
|
|
||||||
search_list = Heap()
|
# heap version
|
||||||
search_list.append(start_node, 0)
|
|
||||||
|
# nodes for check
|
||||||
# checked nodes
|
search_list = Heap()
|
||||||
searched_list: list[(int, int)] = []
|
search_list.append(start_node, 0)
|
||||||
|
|
||||||
while (search_list.length() > 0):
|
# checked nodes
|
||||||
node: utils.Node = search_list.take_first()
|
searched_list: list[(int, int)] = []
|
||||||
|
|
||||||
searched_list.append((node.x, node.y))
|
while (search_list.length() > 0):
|
||||||
|
node: utils.Node = search_list.take_first()
|
||||||
# check for target node
|
|
||||||
if ((node.x, node.y) == (target_x, target_y)):
|
searched_list.append((node.x, node.y))
|
||||||
return trace_path(node)
|
|
||||||
|
# check for target node
|
||||||
# neightbours processing
|
if ((node.x, node.y) == (target_x, target_y)):
|
||||||
neighbours = utils.get_neighbours(node, searched_list, array)
|
return trace_path(node)
|
||||||
for neighbour in neighbours:
|
|
||||||
|
# neightbours processing
|
||||||
# calculate new g cost for neightbour (start -> node -> neightbour)
|
neighbours = utils.get_neighbours(node, searched_list, array)
|
||||||
new_neighbour_cost = node.g_cost + utils.get_neighbour_cost(node, neighbour)
|
for neighbour in neighbours:
|
||||||
|
|
||||||
if (new_neighbour_cost < neighbour.g_cost or not search_list.contains(neighbour)):
|
# calculate new g cost for neightbour (start -> node -> neightbour)
|
||||||
|
new_neighbour_cost = node.g_cost + utils.get_neighbour_cost(node, neighbour)
|
||||||
# replace cost and set parent node
|
|
||||||
neighbour.g_cost = new_neighbour_cost
|
if (new_neighbour_cost < neighbour.g_cost or not search_list.contains(neighbour)):
|
||||||
neighbour.h_cost = utils.get_h_cost(neighbour, target_node)
|
|
||||||
neighbour.parent = node
|
# replace cost and set parent node
|
||||||
|
neighbour.g_cost = new_neighbour_cost
|
||||||
# add to search
|
neighbour.h_cost = utils.get_h_cost(neighbour, target_node)
|
||||||
if (not search_list.contains(neighbour)):
|
neighbour.parent = node
|
||||||
search_list.append(neighbour, neighbour.f_cost())
|
|
||||||
|
# add to search
|
||||||
|
if (not search_list.contains(neighbour)):
|
||||||
def trace_path(end_node: utils.Node):
|
search_list.append(neighbour, neighbour.f_cost())
|
||||||
path = []
|
|
||||||
node = end_node
|
|
||||||
|
def trace_path(end_node: utils.Node):
|
||||||
# set final rotation of end_node because we don't do it before
|
path = []
|
||||||
node.rotation = utils.get_needed_rotation(node.parent, node)
|
node = end_node
|
||||||
|
|
||||||
while (node.parent != False):
|
# set final rotation of end_node because we don't do it before
|
||||||
if (node.parent == utils.Rotation.NONE):
|
node.rotation = utils.get_needed_rotation(node.parent, node)
|
||||||
path += "forward"
|
|
||||||
else:
|
while (node.parent != False):
|
||||||
path += utils.get_move(node.parent, node)
|
if (node.parent == utils.Rotation.NONE):
|
||||||
node = node.parent
|
path += "forward"
|
||||||
|
else:
|
||||||
# delete move on initial tile
|
path += utils.get_move(node.parent, node)
|
||||||
path.pop()
|
node = node.parent
|
||||||
|
|
||||||
# we found path from end, so we need to reverse it (get_move reverse move words)
|
# delete move on initial tile
|
||||||
path.reverse()
|
path.pop()
|
||||||
|
|
||||||
# last forward to destination
|
# we found path from end, so we need to reverse it (get_move reverse move words)
|
||||||
path.append("forward")
|
path.reverse()
|
||||||
|
|
||||||
return path
|
# last forward to destination
|
||||||
|
path.append("forward")
|
||||||
|
|
||||||
|
return path
|
||||||
|
Loading…
Reference in New Issue
Block a user