added BFSSearcher class with bfs algorithm, replaced two photo image assets and made small improvements to the constants.py

This commit is contained in:
Dawid Pylak 2022-04-03 20:38:39 +02:00
parent b94c1bf5ad
commit 8dd1511952
8 changed files with 95 additions and 49 deletions

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@ -5,7 +5,7 @@
<sourceFolder url="file://$MODULE_DIR$/src" isTestSource="false" />
<excludeFolder url="file://$MODULE_DIR$/venv" />
</content>
<orderEntry type="inheritedJdk" />
<orderEntry type="jdk" jdkName="Python 3.9" jdkType="Python SDK" />
<orderEntry type="sourceFolder" forTests="false" />
</component>
</module>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="ProjectRootManager" version="2" project-jdk-name="Python 3.9 (ai-project)" project-jdk-type="Python SDK" />
<component name="ProjectRootManager" version="2" project-jdk-name="Python 3.9" project-jdk-type="Python SDK" />
</project>

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@ -1,11 +1,10 @@
class Constants:
""" Class to represent all constants for the app """
def __init__(self):
self.move = "move"
self.up = "up"
self.down = "down"
self.right = "right"
self.left = "left"
self.rotate_right = "rotate_right"
self.rotate_left = "rotate_left"
MOVE = "move"
UP = "up"
DOWN = "down"
RIGHT = "right"
LEFT = "left"
ROTATE_RIGHT = "rotate_right"
ROTATE_LEFT = "rotate_left"

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@ -7,7 +7,7 @@ class Tractor(Sprite):
def __init__(self, engine, fertilizer, settings):
super().__init__()
self.image = pygame.transform.scale(pygame.image.load('assets/images/tractor.png'),
self.image = pygame.transform.scale(pygame.image.load('assets/images/tractor-transparent.png'),
(0.9*settings.tile_size, 0.9*settings.tile_size))
self.engine = engine
self.fertilizer = fertilizer

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@ -1,4 +1,5 @@
from constants import Constants as c
from constants import Constants as C
class Node:
def __init__(self, current_x, current_y, agent_direction, action=None, parent=None):
@ -11,54 +12,100 @@ class Node:
def successor(self):
x = self.current_x
y = self.current_y
actions = None
neighbours = []
if x < 9: # right neighbour
if self.agent_direction == c.right:
actions = c.move
elif self.agent_direction == c.left:
actions = [c.rotate_right, c.rotate_right, c.move]
elif self.agent_direction == c.up:
actions = [c.rotate_right, c.move]
elif self.agent_direction == c.down:
actions = [c.rotate_left, c.move]
if self.agent_direction == C.RIGHT:
actions = C.MOVE
elif self.agent_direction == C.LEFT:
actions = [C.ROTATE_RIGHT, C.ROTATE_RIGHT, C.MOVE]
elif self.agent_direction == C.UP:
actions = [C.ROTATE_RIGHT, C.MOVE]
elif self.agent_direction == C.DOWN:
actions = [C.ROTATE_LEFT, C.MOVE]
neighbours.append((actions, (x + 1, y), c.right))
neighbours.append((actions, (x + 1, y), C.RIGHT))
if x > 0: # left neighbour
if self.agent_direction == c.right:
actions = [c.rotate_left, c.rotate_left, c.move]
elif self.agent_direction == c.left:
actions = c.move
elif self.agent_direction == c.up:
actions = [c.rotate_left, c.move]
elif self.agent_direction == c.down:
actions = [c.rotate_right, c.move]
if self.agent_direction == C.RIGHT:
actions = [C.ROTATE_LEFT, C.ROTATE_LEFT, C.MOVE]
elif self.agent_direction == C.LEFT:
actions = C.MOVE
elif self.agent_direction == C.UP:
actions = [C.ROTATE_LEFT, C.MOVE]
elif self.agent_direction == C.DOWN:
actions = [C.ROTATE_RIGHT, C.MOVE]
neighbours.append((actions, (x - 1, y), c.left))
neighbours.append((actions, (x - 1, y), C.LEFT))
if y > 0: # upper neighbour
if self.agent_direction == c.right:
actions = [c.rotate_left, c.move]
elif self.agent_direction == c.left:
actions = [c.rotate_right, c.move]
elif self.agent_direction == c.up:
actions = c.move
elif self.agent_direction == c.down:
actions = [c.rotate_left, c.rotate_left, c.move]
if self.agent_direction == C.RIGHT:
actions = [C.ROTATE_LEFT, C.MOVE]
elif self.agent_direction == C.LEFT:
actions = [C.ROTATE_RIGHT, C.MOVE]
elif self.agent_direction == C.UP:
actions = C.MOVE
elif self.agent_direction == C.DOWN:
actions = [C.ROTATE_LEFT, C.ROTATE_LEFT, C.MOVE]
neighbours.append((actions, (x, y - 1), c.up))
neighbours.append((actions, (x, y - 1), C.UP))
if y < 9: # down neighbour
if self.agent_direction == c.right:
actions = [c.rotate_right, c.move]
elif self.agent_direction == c.left:
actions = [c.rotate_left, c.move]
elif self.agent_direction == c.up:
actions = [c.rotate_left, c.rotate_left, c.move]
elif self.agent_direction == c.down:
actions = c.move
if self.agent_direction == C.RIGHT:
actions = [C.ROTATE_RIGHT, C.MOVE]
elif self.agent_direction == C.LEFT:
actions = [C.ROTATE_LEFT, C.MOVE]
elif self.agent_direction == C.UP:
actions = [C.ROTATE_LEFT, C.ROTATE_LEFT, C.MOVE]
elif self.agent_direction == C.DOWN:
actions = C.MOVE
neighbours.append((actions, (x, y + 1), c.down))
neighbours.append((actions, (x, y + 1), C.DOWN))
return neighbours
class BFSSearcher:
def __init__(self):
self.fringe = []
self.explored_states = []
self.path = []
def search(self, first_state: tuple, goal, agent_direction):
self.fringe.append(Node(first_state[0], first_state[1], agent_direction))
while True:
if not self.fringe:
return False
element = self.fringe.pop(0)
if element.state == goal:
return self.__state_eq_goal_action(element)
self.explored_states.append(element)
for action, state, direction in element.succesor():
fringe_states = []
explored_states = []
for node in self.fringe:
fringe_states.append(node.state)
for node in self.explored_states:
explored_states.append(node)
if state not in fringe_states and state not in explored_states:
x = Node(state[0], state[1], direction)
x.parent = element
x.action = action
self.fringe.append(x)
def __state_eq_goal_action(self, current_element: Node):
while current_element.parent:
if type(current_element.action) == list:
current_element.action.reverse()
for action in current_element.action:
self.path.append(action)
else:
self.path.append(current_element.action)
return self.path.reverse()

View File

@ -17,7 +17,7 @@ class World:
[1, 1, 1, 1, 0, 0, 1, 1, 1, 1],
[1, 1, 1, 1, 0, 0, 1, 1, 1, 1]]
self.dirt_image = pygame.image.load('assets/images/dirt.jpeg')
self.gravel_image = pygame.image.load('assets/images/gravel.jpeg')
self.gravel_image = pygame.image.load('assets/images/cobblestone.jpg')
self.settings = settings
self.tiles = pygame.sprite.Group() # mamy tiles jako Sprite Group, to sie przyda potem do kolizji itp.
self.create_tiles()