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27 Commits

Author SHA1 Message Date
69df0198da Merge pull request 'order_visualization' (#5) from order_visualization into master
Reviewed-on: #5
2022-06-10 08:56:02 +02:00
Aleksander Szamałek
9443c03e0a grid changes 2022-06-10 08:52:43 +02:00
xVulpeSx
530b221763 added sorting -> cut orders and orders to fill 2022-06-10 01:40:40 +02:00
Aleksander Szamałek
868ba1bfd7 fix 2022-06-10 01:28:40 +02:00
Aleksander Szamałek
5004058725 rework of forklift agent loop 2022-06-10 01:16:43 +02:00
Aleksander Szamałek
b37847b304 item display row 2022-06-09 22:38:02 +02:00
23950ba5b5 ItemDisplayAgent 2022-06-09 22:37:36 +02:00
Aleksander Szamałek
153f16bcc0 visual changes 2022-06-09 22:36:28 +02:00
Makrellka
d0cde0beab Packing stations refactor 2022-06-09 22:24:46 +02:00
3ae78c6ee5 Merge pull request 'genetic -> master' (#4) from genetic into master
Reviewed-on: #4
2022-06-09 22:05:44 +02:00
6866e825ce fin implemented DecisionTree and GeneticOrder 2022-06-09 21:54:18 +02:00
Makrellka
abd60f9c15 fix - added sum/time TODO implement tree client recognision 2022-06-08 14:57:37 +02:00
xVulpeSx
5cb4dee25e wip -> working genetic sorting 2022-06-07 23:15:04 +02:00
xVulpeSx
53cf8c9937 wip 2022-06-07 01:07:49 +02:00
Jakub-Prus
566a8cd868 small fix 2022-06-06 23:46:27 +02:00
Jakub-Prus
e5a7a975e8 . 2022-06-02 11:13:21 +02:00
Jakub-Prus
c5e0b65445 model for image classification from file 2022-06-02 11:11:57 +02:00
Jakub-Prus
e67aa84f1f . 2022-06-02 01:56:52 +02:00
Jakub-Prus
8f9d89b908 image classification to file without training 2022-06-02 01:56:09 +02:00
Jakub-Prus
ff968efae6 big image database update
saved model importt
2022-05-27 11:23:07 +02:00
Jakub-Prus
84b3bd5a13 big image database update
saved model import
2022-05-27 11:21:06 +02:00
Aleksander Szamałek
9fde24439c tuple from typing 2022-05-27 00:18:58 +02:00
Aleksander Szamałek
13e5c5d62c agent - item recognition loop 2022-05-27 00:03:24 +02:00
Makrellka
bc5bdf6fa4 fix 2022-05-26 19:27:40 +02:00
Makrellka
bf4d4aaeaa pathByEnum util added 2022-05-26 19:22:51 +02:00
Makrellka
52bfb06608 item images upload 2022-05-26 18:52:26 +02:00
b944eab69a Merge pull request 'engine_improvements' (#3) from engine_improvements into master
Reviewed-on: #3
2022-05-25 23:54:39 +02:00
2652 changed files with 770 additions and 179 deletions

View File

@ -1,8 +1,10 @@
from copy import deepcopy
from typing import Tuple, List
from AgentBase import AgentBase
from PatchAgent import PatchAgent
from PatchType import PatchType
from data.GameConstants import GameConstants
from data.Item import Item
from data.Order import Order
from data.enum.Direction import Direction
@ -16,7 +18,7 @@ from util.PathDefinitions import GridLocation, GridWithWeights
class ForkliftAgent(AgentBase):
def __init__(self, model, game_constants, client_delivery: PatchAgent, drop_off: PatchAgent,
def __init__(self, model, game_constants: GameConstants, client_delivery: PatchAgent, drop_off: PatchAgent,
graph: GridWithWeights):
super().__init__(model)
self.action_queue: List[Action] = []
@ -28,10 +30,20 @@ class ForkliftAgent(AgentBase):
self.drop_off: PatchAgent = drop_off
self.graph = graph
self.game_constants = game_constants
self.current_order: Order = None
self.current_item = None
self.item_station_completed = False
self.provided_items: List[Item] = []
self.current_order_delivered_items: List[Item] = []
self.ready_for_execution = False
self.last_delviered_item = None
self.current_item: Item = None
self.current_order = None
self.base: GridLocation = None
self.goal: GridLocation = None
def set_base(self, drop_off: PatchAgent):
self.drop_off = drop_off
self.base = self.drop_off.location
self.goal = self.base
def queue_movement_actions(self, movement_actions: List[Action]):
self.action_queue.extend(movement_actions)
@ -42,120 +54,94 @@ class ForkliftAgent(AgentBase):
action_type = action.action_type
if action_type == ActionType.ROTATE_UP:
print("rotate {} --> {}".format(self.current_rotation, action_type))
# print("rotate {} --> {}".format(self.current_rotation, action_type))
self.current_rotation = Direction.top
elif action_type == ActionType.ROTATE_RIGHT:
print("rotate {} --> {}".format(self.current_rotation, action_type))
# print("rotate {} --> {}".format(self.current_rotation, action_type))
self.current_rotation = Direction.right
elif action_type == ActionType.ROTATE_DOWN:
print("rotate {} --> {}".format(self.current_rotation, action_type))
# print("rotate {} --> {}".format(self.current_rotation, action_type))
self.current_rotation = Direction.down
elif action_type == ActionType.ROTATE_LEFT:
print("rotate {} --> {}".format(self.current_rotation, action_type))
# print("rotate {} --> {}".format(self.current_rotation, action_type))
self.current_rotation = Direction.left
elif action_type == ActionType.MOVE:
if self.current_rotation == Direction.top:
print("move {} --> {}".format(self.current_position, action_type))
# print("move {} --> {}".format(self.current_position, action_type))
self.current_position = (self.current_position[0], self.current_position[1] + 1)
elif self.current_rotation == Direction.down:
print("move {} --> {}".format(self.current_position, action_type))
# print("move {} --> {}".format(self.current_position, action_type))
self.current_position = (self.current_position[0], self.current_position[1] - 1)
elif self.current_rotation == Direction.right:
print("move {} --> {}".format(self.current_position, action_type))
# print("move {} --> {}".format(self.current_position, action_type))
self.current_position = (self.current_position[0] + 1, self.current_position[1])
elif self.current_rotation == Direction.left:
print("move {} --> {}".format(self.current_position, action_type))
# print("move {} --> {}".format(self.current_position, action_type))
self.current_position = (self.current_position[0] - 1, self.current_position[1])
def plan_actions(self):
if len(self.current_order.items) > 0:
i = self.current_order.items.pop(0)
if self.current_item is None:
self.provided_items.clear()
self.current_item = i
print("PLAN MOVEMENT")
# get item
def step(self) -> None:
if len(self.action_queue) > 0:
self.move()
elif self.ready_for_execution:
if self.current_position != self.goal:
pathFinder = PathFinderOnStates(
self.game_constants,
self.drop_off.location,
PathFinderState(self.current_position,
self.current_rotation,
0,
Action(ActionType.NONE),
[])
)
actions = pathFinder.get_action_list()
self.queue_movement_actions(actions)
elif not self.item_station_completed:
# go through station
packing_station: GridLocation = None
stations = dict(self.graph.packingStations)
if i.real_type == ItemType.SHELF:
packing_station = stations[PatchType.packingA]
elif i.real_type == ItemType.EGG:
packing_station = stations[PatchType.packingB]
elif i.real_type == ItemType.DOOR:
packing_station = stations[PatchType.packingC]
pathFinder = PathFinderOnStates(
self.game_constants,
packing_station,
self.goal,
PathFinderState(self.current_position,
self.current_rotation,
0,
Action(
desired_item=i,
desired_item=None,
action_type=ActionType.PICK_ITEM
),
[])
)
actions = pathFinder.get_action_list()
self.queue_movement_actions(actions)
self.item_station_completed = True
else:
# go to client delivery area
pathFinder = PathFinderOnStates(
self.game_constants,
self.client_delivery.location,
PathFinderState(self.current_position,
self.current_rotation,
0,
Action(ActionType.NONE),
[])
)
actions = pathFinder.get_action_list()
self.queue_movement_actions(actions)
self.queue_movement_actions(
[Action(ActionType.DROP_ITEM)]
)
if self.current_order is not None and self.goal == self.base:
self.current_item = self.current_order.items.pop(0)
packing_station: GridLocation = None
stations = dict(self.graph.packingStations)
self.current_item = None
self.provided_items.append(self.current_item)
self.item_station_completed = False
if self.current_item.real_type == ItemType.SHELF:
packing_station = stations[PatchType.packingShelf]
elif self.current_item.real_type == ItemType.REFRIGERATOR:
packing_station = stations[PatchType.packingRefrigerator]
elif self.current_item.real_type == ItemType.DOOR:
packing_station = stations[PatchType.packingDoor]
def step(self) -> None:
if len(self.action_queue) > 0:
self.move()
elif len(self.orderList) > 0:
if (self.current_order is not None and len(self.current_order.items)) == 0:
self.fulfilled_orders.append(self.current_order)
self.current_order = None
self.goal = packing_station
if self.current_order is None:
self.current_order = self.orderList.pop(0)
elif self.goal in [i[1] for i in self.graph.packingStations]:
self.goal = self.client_delivery.location
self.plan_actions()
elif self.goal == self.client_delivery.location:
if self.current_order is not None and len(self.current_order.items) == 0:
self.current_order_delivered_items.append(self.current_item)
self.current_order.items = deepcopy(self.current_order_delivered_items)
self.fulfilled_orders.append(self.current_order)
self.current_item = None
self.current_order = None
self.goal = self.base
else:
self.current_order_delivered_items.append(self.current_item)
self.goal = self.base
self.current_item = None
elif self.goal == self.base and self.current_order is None:
self.current_order_delivered_items.clear()
self.current_order = self.orderList.pop(0)
def creation_log(self):
print("Created Forklift Agent [id: {}]".format(self.unique_id))

View File

@ -1,5 +1,6 @@
import copy
from enum import Enum
from typing import List
from typing import List, Tuple
from mesa import Model
from mesa.space import MultiGrid
@ -8,15 +9,21 @@ from mesa.time import RandomActivation
from AgentBase import AgentBase
from ForkliftAgent import ForkliftAgent
from InitialStateFactory import InitialStateFactory
from ItemDisplayAgent import ItemDisplayAgent
from PatchAgent import PatchAgent
from PatchType import PatchType
from PictureVisualizationAgent import PictureVisualizationAgent
from data.GameConstants import GameConstants
from data.Item import Item
from data.Order import Order
from data.enum.ItemType import ItemType
from decision.Action import Action
from decision.ActionType import ActionType
from genetic_order.GeneticOrder import GeneticOrder
from imageClasification.Classificator import image_classification
from pathfinding.PathfinderOnStates import PathFinderOnStates, PathFinderState
from tree.DecisionTree import DecisionTree
from util.PathByEnum import PathByEnum
from util.PathDefinitions import GridLocation, GridWithWeights
@ -30,7 +37,9 @@ class Phase(Enum):
class GameModel(Model):
def __init__(self, width, height, graph: GridWithWeights):
def __init__(self, width, height, graph: GridWithWeights, items: int, orders: int, classificator,
item_display_pos: List[GridLocation]):
# self.num_agents = 5
self.first = True
self.item_recognised = False
@ -38,10 +47,12 @@ class GameModel(Model):
self.grid = MultiGrid(height, width, True)
self.schedule = RandomActivation(self)
self.current_item_recognition = None
self.current_item = None
self.client_delivery: PatchAgent = None
self.drop_off: PatchAgent = None
self.graph = graph
self.cut_orders : List[Order] = []
self.game_constants = GameConstants(
width,
@ -62,21 +73,26 @@ class GameModel(Model):
self.schedule.add(self.forklift_agent)
self.agents.append(self.forklift_agent)
self.item_display_agents: List[ItemDisplayAgent] = []
# INITIALIZATION #
print("############## INITIALIZATION ##############")
self.phase = Phase.INIT
self.initialize_grid(graph)
self.orderList: List[Order] = InitialStateFactory.generate_order_list(3)
self.initialize_grid(graph, item_display_pos)
self.orderList: List[Order] = InitialStateFactory.generate_order_list(orders)
self.fulfilled_orders: List[Order] = []
self.forklift_agent.orderList = self.orderList
self.forklift_agent.fulfilled_orders = self.fulfilled_orders
self.forklift_agent.set_base(self.drop_off)
self.classificator = classificator
print("############## RECOGNISE ITEMS ##############")
self.phase = Phase.ITEM_RECOGNITION
self.provided_items = InitialStateFactory.generate_item_list(3)
self.provided_items = InitialStateFactory.generate_item_list(items)
self.items_for_recognization = copy.deepcopy(self.provided_items)
self.recognised_items: List[Item] = []
self.current_order_delivered_items = self.forklift_agent.current_order_delivered_items
print("Relocate forklift agent to loading area for item recognition")
pathFinder = PathFinderOnStates(
@ -90,8 +106,9 @@ class GameModel(Model):
print("PATHFINDING")
print(actions)
self.forklift_agent.queue_movement_actions(actions)
self.current_order = self.forklift_agent.current_order
def initialize_grid(self, graph: GridWithWeights):
def initialize_grid(self, graph: GridWithWeights, item_display_pos):
print("INITIALIZING GRID")
# Add the agent to a random grid cell
x = 5
@ -112,10 +129,11 @@ class GameModel(Model):
self.place_walls_agents(graph.walls)
self.place_puddles(graph.puddles)
self.place_packing_stations(graph.packingStations)
self.place_order_items_display(item_display_pos)
def place_dividers(self):
for i in range(0, 10):
for j in range(10,13):
for j in range(10, 13):
agent = PatchAgent(self, (i, j), PatchType.divider)
self.agents.append(agent)
self.grid.place_agent(agent, (i, j))
@ -146,41 +164,138 @@ class GameModel(Model):
self.agents.append(agent)
self.grid.place_agent(agent, p)
def place_packing_stations(self, packing_stations: List[tuple[PatchType, GridLocation]]):
def place_packing_stations(self, packing_stations: List[Tuple[PatchType, GridLocation]]):
for p in packing_stations:
agent = PatchAgent(self, p[1], p[0])
self.agents.append(agent)
self.grid.place_agent(agent, p[1])
def place_order_items_display(self, item_positions: List[GridLocation]):
for p in item_positions:
agent = ItemDisplayAgent(self, p)
self.item_display_agents.append(agent)
self.grid.place_agent(agent, p)
def update_item_display(self):
self.current_item = self.forklift_agent.current_item
for i in range(4):
self.item_display_agents[i].image = None
if len(self.forklift_agent.current_order_delivered_items) > i:
self.item_display_agents[i].image = self.forklift_agent.current_order_delivered_items[i].image
def step(self):
self.schedule.step()
self.grid.remove_agent(self.forklift_agent)
self.grid.place_agent(self.forklift_agent, self.forklift_agent.current_position)
self.update_item_display()
if self.phase == Phase.ITEM_RECOGNITION:
if not self.item_recognised and self.forklift_agent.current_position == self.drop_off.location:
if len(self.provided_items) == 0:
if len(self.items_for_recognization) == 0:
print("FINISHED ITEM RECOGNITION")
self.item_recognised = True
self.phase = Phase.CLIENT_SORTING
self.forklift_agent.ready_for_execution = True
else:
print("BEGIN ITEM RECOGNITION, left: {}".format(len(self.provided_items)))
item_to_recognise = self.provided_items.pop()
self.picture_visualization.img = "item_images/door/drzwi1.jpg"
print("BEGIN ITEM RECOGNITION, left: {}".format(len(self.items_for_recognization)))
item_to_recognise = self.items_for_recognization.pop()
self.picture_visualization.img = PathByEnum.get_random_path(item_to_recognise.real_type)
recognised = self.recognise_item(item_to_recognise)
self.recognised_items.append(recognised)
if self.phase == Phase.CLIENT_SORTING:
# TODO GENERICS SORTING
sorted(self.orderList, key=lambda x: len(x.items))
orders: [Order] = self.orderList
tree: DecisionTree = DecisionTree()
# CLIENT RECOGNITION
orders_with_prio = tree.get_data_good(orders)
# print("before:" )
# for i in range(len(orders_with_prio)):
# print("ORDER {}, PRIO: {}".format(orders_with_prio[i].id, orders_with_prio[i].priority))
# GENERICS SORTING
genericOrder: GeneticOrder = GeneticOrder(orders_with_prio)
new_orders = genericOrder.get_orders_sorted(orders)
# print("after:" )
# for i in range(len(new_orders)):
# print("ORDER {}, PRIO: {}".format(new_orders[i].id, new_orders[i].priority))
self.orderList = new_orders
self.count_recognised_items()
self.sort_orders()
self.forklift_agent.orderList = self.orderList
print("FINISHED CLIENT ORDER SORTING")
self.phase = Phase.EXECUTION
if self.phase == Phase.EXECUTION:
print("Execution")
self.current_order = self.forklift_agent.current_order
pass
# print("Execution")
def sort_orders(self):
orders_to_fill: [Order] = []
cut_orders: [Order] = []
for i in range(len(self.orderList)):
o: Order = self.orderList[i]
refrige = self.count_item_type(o, ItemType.REFRIGERATOR)
shelf = self.count_item_type(o, ItemType.SHELF)
door = self.count_item_type(o, ItemType.DOOR)
if self.count_shelf - shelf >= 0 and self.count_refrige - refrige >= 0 and self.count_door - door >= 0:
self.count_shelf -= shelf
self.count_door -= door
self.count_refrige -= refrige
orders_to_fill.append(o)
else:
cut_orders.append(o)
self.cut_orders = cut_orders
self.orderList = orders_to_fill
self.forklift_agent.orderList = orders_to_fill
def count_item_type(self, o: Order, itemType: ItemType) -> int:
res = 0
for i in range(len(o.items)):
it: Item = o.items[i]
if it.guessed_type == itemType:
res += 1
return res
def count_recognised_items(self):
count_refrige: int = 0
count_door: int = 0
count_shelf: int = 0
for i in range(len(self.recognised_items)):
item: Item = self.recognised_items[i]
if item.guessed_type == ItemType.DOOR:
count_door += 1
elif item.guessed_type == ItemType.SHELF:
count_shelf += 1
else:
count_refrige += 1
self.count_door = count_door
self.count_shelf = count_shelf
self.count_refrige = count_refrige
def recognise_item(self, item: Item):
# TODO IMAGE PROCESSING
item.guessed_type = item.real_type
val = image_classification(self.picture_visualization.img, self.classificator)
print("VAL: {}".format(val))
if val == ItemType.DOOR:
item.guessed_type = ItemType.DOOR
elif val == ItemType.REFRIGERATOR:
item.guessed_type = ItemType.REFRIGERATOR
elif val == ItemType.SHELF:
item.guessed_type = ItemType.SHELF
return item

View File

@ -3,14 +3,16 @@ import random
from data.Item import Item
from data.Order import Order
from data.enum.ItemType import ItemType
from data.enum.Priority import Priority
from util.ClientParamsFactory import ClientParamsFactory
from util.PathByEnum import PathByEnum
class InitialStateFactory:
@staticmethod
def generate_item_list(output_list_size: int):
item_list : [Item] = []
item_list: [Item] = []
for i in range(output_list_size):
item_list.append(InitialStateFactory.__generate_item())
@ -24,6 +26,38 @@ class InitialStateFactory:
return order_list
@staticmethod
def generate_order_list_XD(output_order_list_size: int):
order_list: [Order] = []
for i in range(output_order_list_size):
order_list.append(InitialStateFactory.__generate_order_XD())
return order_list
@staticmethod
def __generate_order_XD() -> Order:
order_size = random.randint(1, 4)
items: [Item] = []
for i in range(order_size):
items.append(InitialStateFactory.__generate_item())
time_base = random.randint(8, 20)
final_time = time_base * order_size
client_params = ClientParamsFactory.get_client_params()
x = random.randint(0, 3)
type = Priority.LOW
if x == 0:
type = Priority.MEDIUM
elif x == 1:
type = Priority.HIGH
x = random.randint(20, 300)
return Order(final_time, items, type, x, client_params)
@staticmethod
def __generate_order() -> Order:
order_size = random.randint(1, 4)
@ -37,11 +71,11 @@ class InitialStateFactory:
client_params = ClientParamsFactory.get_client_params()
return Order(final_time, items, None, client_params)
return Order(final_time, items, Priority.LOW, 0, client_params)
@staticmethod
def generate_input_sequence(self, input_sequence_size):
sequence : [Item] = []
sequence: [Item] = []
for i in range(0, input_sequence_size):
sequence.append(self.__generate_item())
@ -50,4 +84,6 @@ class InitialStateFactory:
@staticmethod
def __generate_item() -> Item:
randomly_picked_type = random.choice(list(ItemType))
return Item(randomly_picked_type)
item = Item(randomly_picked_type, PathByEnum.get_random_path(randomly_picked_type))
item.guessed_type = item.real_type
return item

10
ItemDisplayAgent.py Normal file
View File

@ -0,0 +1,10 @@
from PatchAgent import PatchAgent
from PatchType import PatchType
from util.PathDefinitions import GridLocation
class ItemDisplayAgent(PatchAgent):
def __init__(self, model, location: GridLocation):
self.image = None
super().__init__(model, location, patch_type=PatchType.itemDisplay)

View File

@ -7,7 +7,8 @@ class PatchType(enum.Enum):
item = 3
wall = 4
diffTerrain = 5
packingA = 6
packingB = 7
packingC = 8
packingShelf = 6
packingRefrigerator = 7
packingDoor = 8
divider = 9
itemDisplay = 10

View File

@ -1,5 +1,7 @@
from typing import Dict
from data.Item import Item
from data.Order import Order
from data.enum.ItemType import ItemType
from util.PathDefinitions import GridLocation
@ -9,16 +11,10 @@ class GameConstants:
self,
grid_width: int,
grid_height: int,
# delivery_pos: GridLocation,
# order_pos: GridLocation,
# special_positions: Dict[ItemType, GridLocation],
walls: [GridLocation],
diffTerrain: [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
self.diffTerrain = diffTerrain

View File

@ -6,9 +6,10 @@ from data.enum.ItemType import ItemType
class Item:
id_counter = count(start=0)
def __init__(self, item_type: ItemType):
def __init__(self, item_type: ItemType, image):
self.id = next(self.id_counter)
self.real_type = item_type
self.image = image
self.guessed_type = None
def __repr__(self) -> str:

View File

@ -9,12 +9,18 @@ from data.enum.Priority import Priority
class Order:
id_counter = count(start=0)
def __init__(self, time: int, items: [Item], priority: Priority, client_params: ClientParams):
def __init__(self, time: int, items: [Item], priority: Priority, sum: int, client_params: ClientParams):
self.id = next(self.id_counter)
self.time = time
self.items: List[Item] = items
self.client_params = client_params
self.priority = priority
self.sum = sum
# def sum_items(self, items: [Item]):
# result = 0
# for i in range(len(items)):
# result += items[i]
def __repr__(self) -> str:
return "items: {} priority: {}".format(self.items, self.priority)

View File

@ -0,0 +1,7 @@
from enum import Enum
class GeneticMutationType(Enum):
MUTATION = 1
CROSS = 2
REVERSE = 3

View File

@ -2,6 +2,6 @@ from enum import Enum
class ItemType(Enum):
DOOR = 1
SHELF = 2
EGG = 3
DOOR = "door"
SHELF = "shelf"
REFRIGERATOR = "refrigerator"

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@ -1,6 +1,7 @@
from data.enum.Direction import Direction
from data.Item import Item
from data.Order import Order
from data.enum.Priority import Priority
from decision.ActionType import ActionType
from util.PathDefinitions import GridLocation
@ -10,7 +11,7 @@ class State:
action_taken: ActionType,
forklift_position: GridLocation,
forklift_rotation: Direction,
pending_orders: [Order],
pending_orders: [Priority, [Order]],
filled_orders: [Order],
input_items: [Item]
):

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@ -0,0 +1,9 @@
from data.GameConstants import GameConstants
class ForkliftActions:
def __init__(self, game: GameConstants,
) -> None:
self.game = game

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@ -0,0 +1,218 @@
import itertools
import random
from data.Order import Order
from data.enum.GeneticMutationType import GeneticMutationType
from data.enum.Priority import Priority
class GeneticOrder:
mutation_chance = 10
reverse_chance = 60
cross_chance = 5
best_fit_special = 50
best_fit_super_special = 20
population_size = 200
number_of_populations = 1000
punish_low = 500
punish_med = 300
punish_sum = 50
def __init__(self, orders: [Order]) -> None:
self.orders = orders
def get_mutation_type(self) -> GeneticMutationType:
x = random.randint(0, self.mutation_chance + self.cross_chance + self.reverse_chance)
if x < self.mutation_chance:
return GeneticMutationType.MUTATION
if x > self.mutation_chance + self.cross_chance:
return GeneticMutationType.REVERSE
return GeneticMutationType.CROSS
def mutation(self, population: [int]) -> [int]:
x = random.randint(0, len(population) - 1)
y = random.randint(0, len(population) - 1)
while x == y:
y = random.randint(0, len(population) - 1)
result = population
pom = population[x]
result[x] = population[y]
result[y] = pom
if (result[x] == result[y]):
print("PIZDA I CHUJ")
return result
def cross(self, population: [int]) -> [int]:
x = random.randint(1, len(population) - 1)
result = []
for i in range(len(population)):
result.append(population[(i + x) % len(population)])
return result
def reverse(self, population: [int]) -> [int]:
x = random.randint(0, len(population))
y = random.randint(0, len(population) - 1)
while y - x > 2 or x >= y:
x = random.randint(0, len(population))
y = random.randint(0, len(population) - 1)
result = []
# print("X: ", x, " y: ", y)
for i in range(len(population)):
if x <= i <= y:
new_i = i - x
# print("len:", len(population), " new_i: ", new_i)
result.append(population[y - new_i])
else:
result.append(population[i])
return result
def generate_first_population(self, k: int) -> [[int]]:
result = []
s = range(len(self.orders))
p = itertools.permutations(s)
while len(result) < k:
n = p.__next__()
if n not in result:
result.append(n)
return [list(x) for x in result]
# result = itertools.permutations(range(len(self.orders)))
#
# return [list(x) for x in result]
def correct_sum(self, last_prio: Priority, last_sum: float, o: Order) -> bool:
if o.priority == last_prio:
return last_sum > o.sum / o.time
return True
def sum_wrong(self, member: [int]) -> int:
last_high = 0
last_med = 0
last_prio = Priority.HIGH
last_sum = 0
counter = 0
for i in range(len(member)):
o: Order = self.orders[member[i]]
if o.priority == Priority.HIGH:
last_high = i
elif o.priority == Priority.MEDIUM:
last_med = i
if not self.correct_sum(last_prio, last_sum, o):
counter += int(last_sum - (o.sum / o.time))
last_prio = o.priority
last_sum = o.sum / o.time
for i in range(last_high):
o: Order = self.orders[member[i]]
if o.priority == Priority.MEDIUM:
counter += self.punish_med
elif o.priority == Priority.LOW:
counter += self.punish_low
for i in range(last_med):
o: Order = self.orders[member[i]]
if o.priority == Priority.LOW:
counter += self.punish_low
return counter
def evaluate(self, member: [int]) -> int:
# result = 0
# for i in range(len(self.orders) - 1):
# x: Order = self.orders[member[i]]
# y: Order = self.orders[member[i + 1]]
#
# if ((x.priority == Priority.MEDIUM or x.priority == Priority.LOW) and y.priority == Priority.HIGH) or (x.priority == Priority.LOW and y.priority == Priority.MEDIUM):
# result += 30
#
# if x.sum / x.time < y.sum / y.time:
# result += int(y.sum / y.time)
# return result
return self.sum_wrong(member)
def mutate_population(self, order_population: [[int]]) -> [[int]]:
result = []
for i in range(len(order_population)):
member: [int] = order_population[i]
operation: GeneticMutationType = self.get_mutation_type()
if operation == GeneticMutationType.MUTATION:
member = self.mutation(member)
elif operation == GeneticMutationType.REVERSE:
member = self.reverse(member)
else:
member = self.cross(member)
result.append(member)
return result
def get_next_population(self, population: [[int]]) -> [[int]]:
result = []
for i in range(len(population) - self.best_fit_special - self.best_fit_super_special):
result.append(population[i])
for i in range(self.best_fit_special):
x = random.randint(0, self.best_fit_special)
result.append(population[x])
for i in range(self.best_fit_super_special):
x = random.randint(0, self.best_fit_super_special)
result.append(population[x])
return result
def get_orders_sorted(self, orders: [Order]) -> [Order]:
self.orders = orders
population: [[int]] = self.generate_first_population(self.population_size)
# print(population)
population.sort(key=self.evaluate)
best_fit: [int] = population[0]
for i in range(self.number_of_populations):
# print("population: ", i)
population = self.mutate_population(population)
population.sort(key=self.evaluate)
if self.evaluate(best_fit) > self.evaluate(population[0]):
best_fit = population[0]
# population = self.get_next_population(population).sort(key=self.evaluate)
if self.evaluate(best_fit) < self.evaluate(population[0]):
population[0] = best_fit
best: [int] = population[0]
result: [Order] = []
for i in range(len(best)):
result.append(self.orders[best[i]])
return result

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@ -0,0 +1,22 @@
import numpy as np
import tensorflow as tf
from tensorflow import keras
# loaded_model = keras.models.load_model("my_model")
def image_classification(path, model):
class_names = ['door', 'refrigerator', 'shelf']
img = tf.keras.utils.load_img(
path, target_size=(180, 180)
)
img_array = tf.keras.utils.img_to_array(img)
img_array = tf.expand_dims(img_array, 0) # Create a batch
predictions = model.predict(img_array)
score = tf.nn.softmax(predictions[0])
# print(class_names[np.argmax(score)])
return class_names[np.argmax(score)]

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