From 4caef2e9ae97465081e89f9552b4831993c0af8f Mon Sep 17 00:00:00 2001 From: Makrellka Date: Thu, 28 Apr 2022 00:05:12 +0200 Subject: [PATCH] minor implementations of state logic --- decision/StateTree.py | 1 - test/dlaMarcina.py | 132 +++++++++++++++++++++++++++++++++++++----- 2 files changed, 118 insertions(+), 15 deletions(-) diff --git a/decision/StateTree.py b/decision/StateTree.py index ec22759..6fbec66 100644 --- a/decision/StateTree.py +++ b/decision/StateTree.py @@ -23,7 +23,6 @@ class StateTree: def expansion(self, from_state: State) -> List[State]: return [] - # # a* na przestrzeni stanow # heura -> np manhatan # funkcja kosztu zroznicowany \ No newline at end of file diff --git a/test/dlaMarcina.py b/test/dlaMarcina.py index 6925f51..46d5c47 100644 --- a/test/dlaMarcina.py +++ b/test/dlaMarcina.py @@ -1,23 +1,25 @@ import queue from typing import List +from typing import Optional, Dict, Tuple from data.Direction import Direction from data.GameConstants import GameConstants from decision.ActionType import ActionType from util.PathDefinitions import GridLocation from util.PriorityQueue import PriorityQueue - +from decision.StateTree import StateTree class PathFinderState: - def __init__(self, agent_position: GridLocation, agent_direction: Direction, cost: float): + def __init__(self, agent_position: GridLocation, agent_direction: Direction, cost: float, + last_action: ActionType, action_taken: List[ActionType]): super().__init__() self.agent_position = agent_position self.agent_direction = agent_direction self.cost = cost - self.last_action: ActionType - self.action_taken: List[ActionType] + self.last_action = last_action + self.action_taken = action_taken def getActionTaken(self): return self.getActionTaken() @@ -36,23 +38,125 @@ class PathFinderOnStates: self.queue = PriorityQueue() self.queue.put(root_state, root_state.cost) - def heuristic(self) -> float: + def heuristic(self, a: Tuple[int, int], b: Tuple[int, int]) -> float: # tutaj mozna uzyc heury np. manhatan distance (zmodyfikowany bo masz obroty a to zmienia oplacalnosc) - pass + (x1, y1) = a + (x2, y2) = b + return abs(x1 - x2) + abs(y1 - y2) - def evaluate(self, state: PathFinderState) -> float: - # koszt dojscia do danego stanu - pass + def evaluate(self, currState: PathFinderState) -> float: + # koszt dojscia do danego stanu+ heura + return currState.cost + self.heuristic(currState.agent_position, self.goal) - def expansion(self, state: PathFinderState) -> List[PathFinderState]: + def getPositionAfterMove(self, currState: PathFinderState) -> GridLocation: + result : GridLocation + if currState.agent_position == Direction.top: + currState.agent_position[0] += 1 + result = currState.agent_position + elif currState.agent_position == Direction.down: + currState.agent_position[0] -= 1 + result= currState.agent_position + elif currState.agent_position == Direction.right: + currState.agent_position[1] += 1 + result = currState.agent_position + elif currState.agent_position == Direction.right: + currState.agent_position[1] -= 1 + result = currState.agent_position + return result + + def isMovePossible(self, currState: PathFinderState)-> bool: + positionAfterMove =self.getPositionAfterMove(currState) + if positionAfterMove in self.game_constants.walls: + return False + elif positionAfterMove in self.game_constants.grid_height: + return False + elif positionAfterMove in self.game_constants.grid_width: + return False + else: + return True + + def createState(self, currState: PathFinderState, action: ActionType) -> PathFinderState: + cost = currState.cost + 1 + last_action = action + action_taken = currState.action_taken.append(action) + agent_position = currState.agent_position + agent_direction = currState.agent_direction + + if action == ActionType.ROTATE_UP: + agent_direction = Direction.top + elif action == ActionType.ROTATE_DOWN: + agent_direction = Direction.down + elif action == ActionType.ROTATE_LEFT: + agent_direction = Direction.left + elif action == ActionType.ROTATE_RIGHT: + agent_direction = Direction.right + elif action == ActionType.MOVE: + agent_position = self.getPositionAfterMove(currState) + + return PathFinderState(agent_position, agent_direction, cost, last_action, action_taken) + + def expansion(self, currState: PathFinderState) -> List[PathFinderState]: # dla stanu sprawdzamy jakie akcje z tego miejsca mozemy podjac (ActionType) - pass + # reprezentacja kazdego stanu co moge podjac z tego miejsca + # generowanie stanu + # sprawdz w ktorym kierunku obrocony + possibleNextStates: List[PathFinderState] + if currState.agent_direction == Direction.top: + possibleNextStates.append(self.createState(currState, ActionType.ROTATE_RIGHT)) + possibleNextStates.append(self.createState(currState, ActionType.ROTATE_LEFT)) + possibleNextStates.append(self.createState(currState, ActionType.ROTATE_DOWN)) + if self.isMovePossible(currState): + possibleNextStates.append(self.createState(currState,ActionType.MOVE)) + elif currState.agent_direction == Direction.down: + possibleNextStates.append(self.createState(currState, ActionType.ROTATE_RIGHT)) + possibleNextStates.append(self.createState(currState, ActionType.ROTATE_LEFT)) + possibleNextStates.append(self.createState(currState, ActionType.ROTATE_UP)) + if self.isMovePossible(currState): + possibleNextStates.append(self.createState(currState, ActionType.MOVE)) + elif currState.agent_direction == Direction.left: + possibleNextStates.append(self.createState(currState, ActionType.ROTATE_RIGHT)) + possibleNextStates.append(self.createState(currState, ActionType.ROTATE_UP)) + possibleNextStates.append(self.createState(currState, ActionType.ROTATE_DOWN)) + if self.isMovePossible(currState): + possibleNextStates.append(self.createState(currState, ActionType.MOVE)) + elif currState.agent_direction == Direction.right: + possibleNextStates.append(self.createState(currState, ActionType.ROTATE_UPT)) + possibleNextStates.append(self.createState(currState, ActionType.ROTATE_LEFT)) + possibleNextStates.append(self.createState(currState, ActionType.ROTATE_DOWN)) + if self.isMovePossible(currState): + possibleNextStates.append(self.createState(currState, ActionType.MOVE)) + return possibleNextStates def getActionList(self) -> List[ActionType]: best_state: PathFinderState = self.queue.get() - while best_state.agent_position != self.goal or self.queue.empty(): - # dodajesz do kolejki stany z expansion (po cost) + while best_state.agent_position != self.goal and not self.queue.empty(): + #dodajesz do kolejki stany z expansion (po cost) + for state in self.expansion(best_state): + self.queue.put(state, self.evaluate(state)) + best_state = self.queue.get() - return best_state.getActionTaken() \ No newline at end of file + return best_state.getActionTaken() + # do kosztu dokładam koszt starego stanu plus 1 + # def a_star(self,stateTree:StateTree, start: Tuple[int, int], goal: Tuple[int, int]): + # frontier = PriorityQueue() + # frontier.put(start, 0) + # came_from = dict() + # cost_so_far = dict() + # came_from[start] = None + # cost_so_far[start] = 0 + # + # while not frontier.empty(): + # current = frontier.get() + # + # if current == goal: + # break + # + # for next in graph.neighbors(current): + # new_cost = cost_so_far[current] + graph.cost(current, next) + # if next not in cost_so_far or new_cost < cost_so_far[next]: + # cost_so_far[next] = new_cost + # priority = new_cost + heuristic(goal, next) + # frontier.put(next, priority) + # came_from[next] = current