decision structure

This commit is contained in:
Aleksander Szamałek 2022-04-16 15:55:43 +02:00
parent 11f73635d6
commit 650b5ab787
10 changed files with 152 additions and 139 deletions

View File

@ -11,48 +11,48 @@ class ForkliftAgent(AgentBase):
def __init__(self, model):
super().__init__(model)
self.movement_queue = [Tuple[int, int]]
self.current_position = Tuple[int, int]
# self.movement_queue = [Tuple[int, int]]
# self.current_position = Tuple[int, int]
self.current_rotation = Direction.right
def assign_new_movement_task(self, movement_list):
self.movement_queue = []
for m in movement_list:
self.movement_queue.append(m)
print("Assigned new movement queue to forklift agent")
def get_proper_rotation(self, next_pos: Tuple[int, int]) -> Direction:
if next_pos[0] < self.current_position[0]:
return Direction.left
elif next_pos[0] > self.current_position[0]:
return Direction.right
elif next_pos[1] > self.current_position[1]:
return Direction.top
elif next_pos[1] < self.current_position[1]:
return Direction.down
elif next_pos == self.current_position:
return self.current_rotation
def move(self):
if len(self.movement_queue) > 0:
next_pos = self.movement_queue.pop(0)
dir = self.get_proper_rotation(next_pos)
if dir == self.current_rotation:
print("move {} --> {}".format(self.current_position, next_pos))
self.current_position = next_pos
else:
print("rotate {} --> {}".format(self.current_rotation, dir))
self.current_rotation = dir
self.movement_queue.insert(0, next_pos)
def step(self) -> None:
print("forklift step")
self.move()
# def assign_new_movement_task(self, movement_list):
# self.movement_queue = []
#
# for m in movement_list:
# self.movement_queue.append(m)
#
# print("Assigned new movement queue to forklift agent")
#
# def get_proper_rotation(self, next_pos: Tuple[int, int]) -> Direction:
#
# if next_pos[0] < self.current_position[0]:
# return Direction.left
# elif next_pos[0] > self.current_position[0]:
# return Direction.right
# elif next_pos[1] > self.current_position[1]:
# return Direction.top
# elif next_pos[1] < self.current_position[1]:
# return Direction.down
# elif next_pos == self.current_position:
# return self.current_rotation
#
# def move(self):
# if len(self.movement_queue) > 0:
# next_pos = self.movement_queue.pop(0)
#
# dir = self.get_proper_rotation(next_pos)
#
# if dir == self.current_rotation:
# print("move {} --> {}".format(self.current_position, next_pos))
# self.current_position = next_pos
# else:
# print("rotate {} --> {}".format(self.current_rotation, dir))
# self.current_rotation = dir
# self.movement_queue.insert(0, next_pos)
#
# def step(self) -> None:
# print("forklift step")
# self.move()
def creation_log(self):
print("Created Forklift Agent [id: {}]".format(self.unique_id))

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@ -1,22 +1,22 @@
import random
from data.Item import Item
from data.ItemType import ItemType
from data.Order import Order
class Generator:
def __init__(self, input_sequence_size: int, output_order_list_size: int):
self.input_sequence = self.generate_input_sequence(input_sequence_size)
self.output_order_list = self.generate_order_list(output_order_list_size)
class InitialStateFactory:
@staticmethod
def generate_order_list(self, output_order_list_size: int):
order_list = [Order]
for i in range(0, output_order_list_size):
order_list.append(self.generate_order())
order_list.append(self.__generate_order())
return order_list
def generate_order(self) -> Order:
@staticmethod
def __generate_order(self) -> Order:
order_size = random.randint(1, 4)
items = [Item]
@ -30,14 +30,15 @@ class Generator:
return Order(final_time, items, value)
@staticmethod
def generate_input_sequence(self, input_sequence_size):
sequence = [Item]
for i in range(0, input_sequence_size):
sequence.append(self.generate_item())
sequence.append(self.__generate_item())
return sequence
@staticmethod
def generate_item() -> Item:
def __generate_item() -> Item:
randomly_picked_type = random.choice(list(ItemType))
return Item(randomly_picked_type)

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@ -1,37 +0,0 @@
from data import Direction
from data.ItemType import ItemType
from data.Item import Item
from data.Order import Order
from typing import Dict
class Game:
def __init__(self, id: int, agentPos: (int, int), agentDirection: Direction, deliveryPos: (int, int), orderPos: (int,int), stockPilePos: Dict,
deliveryItem: Item, carriedItem: Item, orderStock: Dict, orderList: [Order]):
self.agentDirection = agentDirection
self.id = id
self.agentPos = agentPos
self.deliveryPos = deliveryPos
self.orderPos = orderPos
self.stockPilePos = stockPilePos
self.deliveryItem = deliveryItem
self.carriedItem = carriedItem
self.orderStock = orderStock
self.orderList = orderList
def getCopy(self):
newGame = Game(self)
return newGame
# def move(self, x: int, y: int):
# self.agentPos = (x, y)
#
# def pickUp(self, item: Item):
# self.deliveryItem = item
#
# def drop(self, item: Item):
# self.deliveryItem = -1
#
# def identify(item: Item, category: CATEGORY):
# item.category = category
#
# def finishOrder(order: Order):
# order.id = -1

15
data/GameConstants.py Normal file
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@ -0,0 +1,15 @@
from typing import Dict
from data.ItemType import ItemType
from util.PathDefinitions import GridLocation
class GameConstants:
def __init__(self, grid_width: int, grid_height: int, delivery_pos: GridLocation, order_pos: GridLocation,
special_positions: Dict[ItemType, GridLocation], walls: [GridLocation]):
self.grid_width = grid_width
self.grid_height = grid_height
self.delivery_pos = delivery_pos
self.order_pos = order_pos
self.special_positions = special_positions
self.walls = walls

13
decision/ActionType.py Normal file
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@ -0,0 +1,13 @@
from enum import Enum
class ActionType(Enum):
MOVE = 1
ROTATE_RIGHT = 2
ROTATE_DOWN = 3
ROTATE_LEFT = 4
ROTATE_UP = 5
PICK_ITEM = 6
DROP_ITEM = 7
SPECIAL = 8
NONE = 9

22
decision/State.py Normal file
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@ -0,0 +1,22 @@
from data.Direction import Direction
from data.Item import Item
from data.Order import Order
from decision.ActionType import ActionType
from util.PathDefinitions import GridLocation
class State:
def __init__(self,
action_taken: ActionType,
forklift_position: GridLocation,
forklift_rotation: Direction,
pending_orders: [Order],
filled_orders: [Order],
input_items: [Item]
):
self.action_taken = action_taken
self.forklift_position = forklift_position
self.forklift_rotation = forklift_rotation
self.pending_orders = pending_orders
self.filled_orders = filled_orders
self.input_items = input_items

25
decision/StateTree.py Normal file
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@ -0,0 +1,25 @@
from typing import List
from InitialStateFactory import InitialStateFactory
from data.GameConstants import GameConstants
from decision.ActionType import ActionType
from decision.State import State
from util.PathDefinitions import GridLocation
class StateTree:
def __init__(self, initial_state_factory: InitialStateFactory, game_constants: GameConstants,
initial_forklift_position: GridLocation):
self.game_constants = game_constants
parent = State(
action_taken=ActionType.NONE,
forklift_position=initial_forklift_position,
pending_orders=initial_state_factory.generate_order_list(5),
filled_orders=[],
input_items=initial_state_factory.generate_input_sequence(20)
)
def expansion(self, from_state: State) -> List[State]:
return []

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@ -49,13 +49,14 @@ def agent_portrayal(agent):
return portrayal
if __name__ == '__main__':
base = 512
gridWidth = 10
gridHeight = 10
scale = base / gridWidth
diagram4 = GridWithWeights(gridWidth, gridHeight)
diagram4.walls = [(5, 5), (5, 6)]
diagram4.walls = [(6, 5), (6, 6), (6, 7), (6, 8), (2, 3), (2, 4)]
grid = CanvasGrid(agent_portrayal, gridWidth, gridHeight, scale * gridWidth, scale * gridHeight)

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@ -1,36 +1,36 @@
from enum import Enum
from typing import Tuple, Dict
from data import Game, Direction
from data import GameConstants, Direction
def getHotSpot(game:Game) -> (int, int):
def getHotSpot(game:GameConstants) -> (int, int):
pass
def isOrderReady(game:Game) -> bool:
def isOrderReady(game:GameConstants) -> bool:
pass
def getReadyOrderId(game:Game) -> int:
def getReadyOrderId(game:GameConstants) -> int:
pass
class Action():
def __init__(self, game: Game):
self.game = Game
def __init__(self, game: GameConstants):
self.game = GameConstants
def rotate(self, direction: Direction) -> Game:
def rotate(self, direction: Direction) -> GameConstants:
self.game.agentDirection = direction
pass
def move(self) -> Game:
def move(self) -> GameConstants:
# w zaleznosci od kierunku napierdala do przodu
pass
def special(self) -> Game:
def special(self) -> GameConstants:
# w zaleznosci od miejsca gdzie jest i czy ma cos na lapie odklada albo bierze przedmiot
pass
def orderOut(self, orderId: int) -> Game:
def orderOut(self, orderId: int) -> GameConstants:
# nalicza punkty wypierdalaorder i czysci orderStock
pass
@ -52,7 +52,7 @@ def getRotationEvaluation(direction: Direction):
# get evaluationForMoveAfterRotation
return 1.0
def evaluateMoves(game: Game) -> Dict:
def evaluateMoves(game: GameConstants) -> Dict:
posibleMoves = Dict
currPos = game.agentPos
gameCopy = game.getCopy()
@ -77,12 +77,12 @@ def getMaxFromList(list: [float]) -> float:
return maxi
def getBestPossibleMove(game: Game) -> PossibleMoves:
def getBestPossibleMove(game: GameConstants) -> PossibleMoves:
movesDict = evaluateMoves()
bestChoice = getMaxFromList(movesDict.values())
return getIndex(bestChoice, movesDict)
def getBestMove(game: Game) -> Game:
def getBestMove(game: GameConstants) -> GameConstants:
gameCopy = game.getCopy()
bestPossibleMove = getBestPossibleMove(gameCopy)
@ -99,7 +99,7 @@ def getBestMove(game: Game) -> Game:
def nastepnik(game: Game) -> Game:
def nastepnik(game: GameConstants) -> GameConstants:
if isOrderReady(game) > -1:
return Action(game.getCopy()).orderOut(getReadyOrderId(game))
elif game.agentPos == getHotSpot(game):

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@ -1,27 +0,0 @@
from data import Game, Order
def pickBestOrder(game: Game) -> Order:
maxi = game.orderList[0]
for i in range(len(game.orderList)):
if(game.orderList[i].money > maxi.money):
maxi = game.orderList[i]
return maxi
def realizeOrder(game: Game, orderId: int):
return 1
def getCorrectStockPile(game: Game) -> (int, int):
return game.stockPilePos[game.carriedItem.category].pos
def TwojStary(game: Game) -> (int, int):
if len(game.orderList) == 0:
if game.carriedItem is None:
return game.deliveryPos
else:
return getCorrectStockPile(game)
elif game.carriedItem is None:
return realizeOrder(game, pickBestOrder(game))
else:
return getCorrectStockPile(game)