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test ... master

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
22 changed files with 660 additions and 147 deletions

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@ -1,8 +1,10 @@
from copy import deepcopy
from typing import Tuple, List from typing import Tuple, List
from AgentBase import AgentBase from AgentBase import AgentBase
from PatchAgent import PatchAgent from PatchAgent import PatchAgent
from PatchType import PatchType from PatchType import PatchType
from data.GameConstants import GameConstants
from data.Item import Item from data.Item import Item
from data.Order import Order from data.Order import Order
from data.enum.Direction import Direction from data.enum.Direction import Direction
@ -16,7 +18,7 @@ from util.PathDefinitions import GridLocation, GridWithWeights
class ForkliftAgent(AgentBase): 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): graph: GridWithWeights):
super().__init__(model) super().__init__(model)
self.action_queue: List[Action] = [] self.action_queue: List[Action] = []
@ -28,11 +30,20 @@ class ForkliftAgent(AgentBase):
self.drop_off: PatchAgent = drop_off self.drop_off: PatchAgent = drop_off
self.graph = graph self.graph = graph
self.game_constants = game_constants self.game_constants = game_constants
self.current_order: Order = None
self.current_item = None
self.item_station_completed = False self.item_station_completed = False
self.provided_items: List[Item] = [] self.current_order_delivered_items: List[Item] = []
self.ready_for_execution = False 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]): def queue_movement_actions(self, movement_actions: List[Action]):
self.action_queue.extend(movement_actions) self.action_queue.extend(movement_actions)
@ -43,120 +54,94 @@ class ForkliftAgent(AgentBase):
action_type = action.action_type action_type = action.action_type
if action_type == ActionType.ROTATE_UP: 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 self.current_rotation = Direction.top
elif action_type == ActionType.ROTATE_RIGHT: 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 self.current_rotation = Direction.right
elif action_type == ActionType.ROTATE_DOWN: 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 self.current_rotation = Direction.down
elif action_type == ActionType.ROTATE_LEFT: 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 self.current_rotation = Direction.left
elif action_type == ActionType.MOVE: elif action_type == ActionType.MOVE:
if self.current_rotation == Direction.top: 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) self.current_position = (self.current_position[0], self.current_position[1] + 1)
elif self.current_rotation == Direction.down: 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) self.current_position = (self.current_position[0], self.current_position[1] - 1)
elif self.current_rotation == Direction.right: 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]) self.current_position = (self.current_position[0] + 1, self.current_position[1])
elif self.current_rotation == Direction.left: 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]) self.current_position = (self.current_position[0] - 1, self.current_position[1])
def plan_actions(self): def step(self) -> None:
if len(self.current_order.items) > 0: if len(self.action_queue) > 0:
i = self.current_order.items.pop(0) self.move()
if self.current_item is None: elif self.ready_for_execution:
self.provided_items.clear() if self.current_position != self.goal:
self.current_item = i
print("PLAN MOVEMENT")
# get item
pathFinder = PathFinderOnStates( pathFinder = PathFinderOnStates(
self.game_constants, self.game_constants,
self.drop_off.location, self.goal,
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.REFRIGERATOR:
packing_station = stations[PatchType.packingB]
elif i.real_type == ItemType.DOOR:
packing_station = stations[PatchType.packingC]
pathFinder = PathFinderOnStates(
self.game_constants,
packing_station,
PathFinderState(self.current_position, PathFinderState(self.current_position,
self.current_rotation, self.current_rotation,
0, 0,
Action( Action(
desired_item=i, desired_item=None,
action_type=ActionType.PICK_ITEM action_type=ActionType.PICK_ITEM
), ),
[]) [])
) )
actions = pathFinder.get_action_list() actions = pathFinder.get_action_list()
self.queue_movement_actions(actions) self.queue_movement_actions(actions)
self.item_station_completed = True
else: else:
# go to client delivery area if self.current_order is not None and self.goal == self.base:
pathFinder = PathFinderOnStates( self.current_item = self.current_order.items.pop(0)
self.game_constants, packing_station: GridLocation = None
self.client_delivery.location, stations = dict(self.graph.packingStations)
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)]
)
self.current_item = None if self.current_item.real_type == ItemType.SHELF:
self.provided_items.append(self.current_item) packing_station = stations[PatchType.packingShelf]
self.item_station_completed = False 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: self.goal = packing_station
if len(self.action_queue) > 0:
self.move()
elif self.ready_for_execution and 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
if self.current_order is None: elif self.goal in [i[1] for i in self.graph.packingStations]:
self.current_order = self.orderList.pop(0) 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): def creation_log(self):
print("Created Forklift Agent [id: {}]".format(self.unique_id)) print("Created Forklift Agent [id: {}]".format(self.unique_id))

View File

@ -9,6 +9,7 @@ from mesa.time import RandomActivation
from AgentBase import AgentBase from AgentBase import AgentBase
from ForkliftAgent import ForkliftAgent from ForkliftAgent import ForkliftAgent
from InitialStateFactory import InitialStateFactory from InitialStateFactory import InitialStateFactory
from ItemDisplayAgent import ItemDisplayAgent
from PatchAgent import PatchAgent from PatchAgent import PatchAgent
from PatchType import PatchType from PatchType import PatchType
from PictureVisualizationAgent import PictureVisualizationAgent from PictureVisualizationAgent import PictureVisualizationAgent
@ -18,11 +19,12 @@ from data.Order import Order
from data.enum.ItemType import ItemType from data.enum.ItemType import ItemType
from decision.Action import Action from decision.Action import Action
from decision.ActionType import ActionType from decision.ActionType import ActionType
from genetic_order.GeneticOrder import GeneticOrder
from imageClasification.Classificator import image_classification
from pathfinding.PathfinderOnStates import PathFinderOnStates, PathFinderState from pathfinding.PathfinderOnStates import PathFinderOnStates, PathFinderState
from tree.DecisionTree import DecisionTree
from util.PathByEnum import PathByEnum from util.PathByEnum import PathByEnum
from util.PathDefinitions import GridLocation, GridWithWeights from util.PathDefinitions import GridLocation, GridWithWeights
from imageClasification.Classificator import image_clasification
class Phase(Enum): class Phase(Enum):
@ -35,7 +37,9 @@ class Phase(Enum):
class GameModel(Model): class GameModel(Model):
def __init__(self, width, height, graph: GridWithWeights, items: int, orders: int, classificator): def __init__(self, width, height, graph: GridWithWeights, items: int, orders: int, classificator,
item_display_pos: List[GridLocation]):
# self.num_agents = 5 # self.num_agents = 5
self.first = True self.first = True
self.item_recognised = False self.item_recognised = False
@ -43,10 +47,12 @@ class GameModel(Model):
self.grid = MultiGrid(height, width, True) self.grid = MultiGrid(height, width, True)
self.schedule = RandomActivation(self) self.schedule = RandomActivation(self)
self.current_item_recognition = None self.current_item_recognition = None
self.current_item = None
self.client_delivery: PatchAgent = None self.client_delivery: PatchAgent = None
self.drop_off: PatchAgent = None self.drop_off: PatchAgent = None
self.graph = graph self.graph = graph
self.cut_orders : List[Order] = []
self.game_constants = GameConstants( self.game_constants = GameConstants(
width, width,
@ -67,15 +73,16 @@ class GameModel(Model):
self.schedule.add(self.forklift_agent) self.schedule.add(self.forklift_agent)
self.agents.append(self.forklift_agent) self.agents.append(self.forklift_agent)
self.item_display_agents: List[ItemDisplayAgent] = []
# INITIALIZATION # # INITIALIZATION #
print("############## INITIALIZATION ##############") print("############## INITIALIZATION ##############")
self.phase = Phase.INIT self.phase = Phase.INIT
self.initialize_grid(graph) self.initialize_grid(graph, item_display_pos)
self.orderList: List[Order] = InitialStateFactory.generate_order_list(orders) self.orderList: List[Order] = InitialStateFactory.generate_order_list(orders)
self.fulfilled_orders: List[Order] = [] self.fulfilled_orders: List[Order] = []
self.forklift_agent.orderList = self.orderList
self.forklift_agent.fulfilled_orders = self.fulfilled_orders self.forklift_agent.fulfilled_orders = self.fulfilled_orders
self.forklift_agent.set_base(self.drop_off)
self.classificator = classificator self.classificator = classificator
print("############## RECOGNISE ITEMS ##############") print("############## RECOGNISE ITEMS ##############")
@ -84,6 +91,8 @@ class GameModel(Model):
self.items_for_recognization = copy.deepcopy(self.provided_items) self.items_for_recognization = copy.deepcopy(self.provided_items)
self.recognised_items: List[Item] = [] 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") print("Relocate forklift agent to loading area for item recognition")
pathFinder = PathFinderOnStates( pathFinder = PathFinderOnStates(
@ -97,8 +106,9 @@ class GameModel(Model):
print("PATHFINDING") print("PATHFINDING")
print(actions) print(actions)
self.forklift_agent.queue_movement_actions(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") print("INITIALIZING GRID")
# Add the agent to a random grid cell # Add the agent to a random grid cell
x = 5 x = 5
@ -119,6 +129,7 @@ class GameModel(Model):
self.place_walls_agents(graph.walls) self.place_walls_agents(graph.walls)
self.place_puddles(graph.puddles) self.place_puddles(graph.puddles)
self.place_packing_stations(graph.packingStations) self.place_packing_stations(graph.packingStations)
self.place_order_items_display(item_display_pos)
def place_dividers(self): def place_dividers(self):
for i in range(0, 10): for i in range(0, 10):
@ -159,10 +170,24 @@ class GameModel(Model):
self.agents.append(agent) self.agents.append(agent)
self.grid.place_agent(agent, p[1]) 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): def step(self):
self.schedule.step() self.schedule.step()
self.grid.remove_agent(self.forklift_agent) self.grid.remove_agent(self.forklift_agent)
self.grid.place_agent(self.forklift_agent, self.forklift_agent.current_position) self.grid.place_agent(self.forklift_agent, self.forklift_agent.current_position)
self.update_item_display()
if self.phase == Phase.ITEM_RECOGNITION: if self.phase == Phase.ITEM_RECOGNITION:
if not self.item_recognised and self.forklift_agent.current_position == self.drop_off.location: if not self.item_recognised and self.forklift_agent.current_position == self.drop_off.location:
@ -180,17 +205,90 @@ class GameModel(Model):
self.recognised_items.append(recognised) self.recognised_items.append(recognised)
if self.phase == Phase.CLIENT_SORTING: if self.phase == Phase.CLIENT_SORTING:
# TODO GENERICS SORTING orders: [Order] = self.orderList
sorted(self.orderList, key=lambda x: len(x.items)) 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") print("FINISHED CLIENT ORDER SORTING")
self.phase = Phase.EXECUTION self.phase = Phase.EXECUTION
if 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): def recognise_item(self, item: Item):
# TODO IMAGE PROCESSING val = image_classification(self.picture_visualization.img, self.classificator)
val = image_clasification(self.picture_visualization.img, self.classificator)
print("VAL: {}".format(val)) print("VAL: {}".format(val))
if val == ItemType.DOOR: if val == ItemType.DOOR:

View File

@ -3,14 +3,16 @@ import random
from data.Item import Item from data.Item import Item
from data.Order import Order from data.Order import Order
from data.enum.ItemType import ItemType from data.enum.ItemType import ItemType
from data.enum.Priority import Priority
from util.ClientParamsFactory import ClientParamsFactory from util.ClientParamsFactory import ClientParamsFactory
from util.PathByEnum import PathByEnum
class InitialStateFactory: class InitialStateFactory:
@staticmethod @staticmethod
def generate_item_list(output_list_size: int): def generate_item_list(output_list_size: int):
item_list : [Item] = [] item_list: [Item] = []
for i in range(output_list_size): for i in range(output_list_size):
item_list.append(InitialStateFactory.__generate_item()) item_list.append(InitialStateFactory.__generate_item())
@ -24,6 +26,38 @@ class InitialStateFactory:
return order_list 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 @staticmethod
def __generate_order() -> Order: def __generate_order() -> Order:
order_size = random.randint(1, 4) order_size = random.randint(1, 4)
@ -37,11 +71,11 @@ class InitialStateFactory:
client_params = ClientParamsFactory.get_client_params() 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 @staticmethod
def generate_input_sequence(self, input_sequence_size): def generate_input_sequence(self, input_sequence_size):
sequence : [Item] = [] sequence: [Item] = []
for i in range(0, input_sequence_size): for i in range(0, input_sequence_size):
sequence.append(self.__generate_item()) sequence.append(self.__generate_item())
@ -50,4 +84,6 @@ class InitialStateFactory:
@staticmethod @staticmethod
def __generate_item() -> Item: def __generate_item() -> Item:
randomly_picked_type = random.choice(list(ItemType)) 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 item = 3
wall = 4 wall = 4
diffTerrain = 5 diffTerrain = 5
packingA = 6 packingShelf = 6
packingB = 7 packingRefrigerator = 7
packingC = 8 packingDoor = 8
divider = 9 divider = 9
itemDisplay = 10

View File

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

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

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@ -9,12 +9,18 @@ from data.enum.Priority import Priority
class Order: class Order:
id_counter = count(start=0) 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.id = next(self.id_counter)
self.time = time self.time = time
self.items: List[Item] = items self.items: List[Item] = items
self.client_params = client_params self.client_params = client_params
self.priority = priority 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: def __repr__(self) -> str:
return "items: {} priority: {}".format(self.items, self.priority) return "items: {} priority: {}".format(self.items, self.priority)

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

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@ -1,6 +1,7 @@
from data.enum.Direction import Direction from data.enum.Direction import Direction
from data.Item import Item from data.Item import Item
from data.Order import Order from data.Order import Order
from data.enum.Priority import Priority
from decision.ActionType import ActionType from decision.ActionType import ActionType
from util.PathDefinitions import GridLocation from util.PathDefinitions import GridLocation
@ -10,7 +11,7 @@ class State:
action_taken: ActionType, action_taken: ActionType,
forklift_position: GridLocation, forklift_position: GridLocation,
forklift_rotation: Direction, forklift_rotation: Direction,
pending_orders: [Order], pending_orders: [Priority, [Order]],
filled_orders: [Order], filled_orders: [Order],
input_items: [Item] 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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@ -1,23 +1,22 @@
import numpy as np import numpy as np
import tensorflow as tf import tensorflow as tf
from tensorflow import keras
def image_clasification(image_path, model): # loaded_model = keras.models.load_model("my_model")
# loaded_model = keras.models.load_model("my_model")
def image_classification(path, model):
class_names = ['door', 'refrigerator', 'shelf'] class_names = ['door', 'refrigerator', 'shelf']
img = tf.keras.utils.load_img( img = tf.keras.utils.load_img(
image_path, target_size=(180, 180) path, target_size=(180, 180)
) )
img_array = tf.keras.utils.img_to_array(img) img_array = tf.keras.utils.img_to_array(img)
img_array = tf.expand_dims(img_array, 0) # Create a batch img_array = tf.expand_dims(img_array, 0) # Create a batch
predictions = model.predict(img_array) predictions = model.predict(img_array)
score = tf.nn.softmax(predictions[0]) score = tf.nn.softmax(predictions[0])
# print( # print(class_names[np.argmax(score)])
# "This image most likely belongs to {} with a {:.2f} percent confidence."
# .format(class_names[np.argmax(score)], 100 * np.max(score))
# )
return class_names[np.argmax(score)] return class_names[np.argmax(score)]

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@ -9,7 +9,7 @@ from tensorflow.keras import layers
from tensorflow.keras.models import Sequential from tensorflow.keras.models import Sequential
class ClassificatorInside(): class TrainClassificator():
def __init__(self, data_dir: str) -> None: def __init__(self, data_dir: str) -> None:
super().__init__() super().__init__()

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45
main.py
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@ -6,6 +6,7 @@ from tensorflow import keras
from ForkliftAgent import ForkliftAgent from ForkliftAgent import ForkliftAgent
from GameModel import GameModel from GameModel import GameModel
from ItemDisplayAgent import ItemDisplayAgent
from PatchAgent import PatchAgent from PatchAgent import PatchAgent
from PatchType import PatchType from PatchType import PatchType
from PictureVisualizationAgent import PictureVisualizationAgent from PictureVisualizationAgent import PictureVisualizationAgent
@ -13,6 +14,7 @@ from data.enum.Direction import Direction
from util.PathDefinitions import GridWithWeights from util.PathDefinitions import GridWithWeights
from visualization.DisplayAttributeElement import DisplayAttributeElement from visualization.DisplayAttributeElement import DisplayAttributeElement
from visualization.DisplayItemListAttribute import DisplayItemListAttributeElement from visualization.DisplayItemListAttribute import DisplayItemListAttributeElement
from visualization.DisplayOrder import DisplayOrder
from visualization.DisplayOrderList import DisplayOrderList from visualization.DisplayOrderList import DisplayOrderList
colors = [ colors = [
@ -33,7 +35,7 @@ def agent_portrayal(agent):
elif agent.current_rotation == Direction.left: elif agent.current_rotation == Direction.left:
shape = "img/image_left.png" shape = "img/image_left.png"
portrayal = {"Shape": shape, "scale": 1.0, "Layer": 0} portrayal = {"Shape": shape, "scale": 1.0, "Layer": 2}
if isinstance(agent, PatchAgent): if isinstance(agent, PatchAgent):
color = colors[0] color = colors[0]
@ -45,6 +47,13 @@ def agent_portrayal(agent):
portrayal = {"Shape": "img/okB00mer.png", "scale": 1.0, "Layer": 0} portrayal = {"Shape": "img/okB00mer.png", "scale": 1.0, "Layer": 0}
elif agent.patch_type == PatchType.diffTerrain: elif agent.patch_type == PatchType.diffTerrain:
portrayal = {"Shape": "img/puddle.png", "scale": 1.0, "Layer": 0} portrayal = {"Shape": "img/puddle.png", "scale": 1.0, "Layer": 0}
elif agent.patch_type == PatchType.packingShelf:
portrayal = {"Shape": "img/shelf_s.jpg", "scale": 1.0, "Layer": 1}
elif agent.patch_type == PatchType.packingRefrigerator:
portrayal = {"Shape": "img/fridge_f.jpg", "scale": 1.0, "Layer": 1}
elif agent.patch_type == PatchType.packingDoor:
portrayal = {"Shape": "img/door_d.jpg", "scale": 1.0, "Layer": 1}
elif agent.patch_type == PatchType.divider: elif agent.patch_type == PatchType.divider:
portrayal = \ portrayal = \
{"Shape": "rect", {"Shape": "rect",
@ -65,6 +74,18 @@ def agent_portrayal(agent):
if isinstance(agent, PictureVisualizationAgent): if isinstance(agent, PictureVisualizationAgent):
portrayal = {"Shape": f"{agent.img}", "scale": 3.0, "Layer": 0} portrayal = {"Shape": f"{agent.img}", "scale": 3.0, "Layer": 0}
if isinstance(agent, ItemDisplayAgent):
if agent is not None and agent.image is not None:
portrayal = {"Shape": f"{agent.image}", "scale": 1.0, "Layer": 0}
else:
portrayal = \
{"Shape": "rect",
"Filled": "true",
"Layer": 0,
"Color": "black",
"w": 1,
"h": 1}
return portrayal return portrayal
@ -75,26 +96,32 @@ if __name__ == '__main__':
scale = base / gridWidth scale = base / gridWidth
diagram = GridWithWeights(gridWidth, gridHeight) diagram = GridWithWeights(gridWidth, gridHeight)
diagram.walls = [(6, 5), (6, 6), (6, 7), (6, 8), (2, 3), (2, 4), (3, 4), (4, 4), (6, 4)] diagram.walls = [(6, 5), (6, 6), (6, 7), (6, 8), (2, 3), (2, 4), (2, 6), (4, 7), (3, 4), (4, 4), (6, 4)]
diagram.puddles = [(2, 2), (2, 5), (2, 6), (5, 4)] diagram.puddles = [(2, 2), (2, 5), (5, 4), (4, 8), (4, 6), (4, 2)]
diagram.packingStations = [(PatchType.packingA, (4, 8)), (PatchType.packingB, (4, 6)), (PatchType.packingC, (4, 2))] diagram.packingStations = [(PatchType.packingShelf, (4, 8)), (PatchType.packingRefrigerator, (4, 6)),
(PatchType.packingDoor, (4, 2))]
grid = CanvasGrid(agent_portrayal, gridWidth, gridHeight, scale * gridWidth, scale * gridHeight) grid = CanvasGrid(agent_portrayal, gridWidth, gridHeight, scale * gridWidth, scale * gridHeight)
display_items = [(6, 11), (7, 11), (8, 11), (9, 11)]
readyText = DisplayAttributeElement("phase") readyText = DisplayAttributeElement("phase")
# current_item = DisplayPictureElement("current_item_recognition")
provided_itesm = DisplayItemListAttributeElement("provided_items") provided_itesm = DisplayItemListAttributeElement("provided_items")
recognised_items = DisplayItemListAttributeElement("recognised_items") recognised_items = DisplayItemListAttributeElement("recognised_items")
current_order = DisplayOrder("current_order")
current_item = DisplayAttributeElement("current_item")
ordersText = DisplayOrderList("orderList") ordersText = DisplayOrderList("orderList")
fulfilled_orders = DisplayOrderList("fulfilled_orders") fulfilled_orders = DisplayOrderList("fulfilled_orders")
cut_orders = DisplayOrderList("cut_orders") # MTR!
loaded_model = keras.models.load_model("./imageClasification/my_model") model = keras.models.load_model("imageClasification/my_model")
server = ModularServer(GameModel, server = ModularServer(GameModel,
[grid, readyText, provided_itesm, recognised_items, ordersText, [grid, readyText, current_item, current_order, fulfilled_orders, ordersText, provided_itesm,
fulfilled_orders], recognised_items, cut_orders],
"Automatyczny Wózek Widłowy", "Automatyczny Wózek Widłowy",
dict(width=gridHeight, height=gridWidth, graph=diagram, items=50, orders=3, classificator=loaded_model)) dict(width=gridHeight, height=gridWidth, graph=diagram, items=60, orders=20,
classificator=model, item_display_pos=display_items))
server.port = 8888 server.port = 8888
server.launch() server.launch()

View File

@ -57,7 +57,7 @@ class PathFinderOnStates:
if action == action.action_type.MOVE: if action == action.action_type.MOVE:
if curr_state.agent_position in self.game_constants.diffTerrain: if curr_state.agent_position in self.game_constants.diffTerrain:
cost = curr_state.cost + 20 cost = curr_state.cost + 45
# tutaj koszt kaluzy # tutaj koszt kaluzy
else: else:
cost = curr_state.cost + 1 cost = curr_state.cost + 1

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@ -1,11 +1,17 @@
import csv import csv
import numpy as np
import pandas import pandas
import sklearn import sklearn
from sklearn import metrics, preprocessing from sklearn import metrics, preprocessing
from sklearn.model_selection import train_test_split from sklearn.model_selection import train_test_split
from sklearn.tree import DecisionTreeClassifier from sklearn.tree import DecisionTreeClassifier
from InitialStateFactory import InitialStateFactory
from data.ClientParams import ClientParams
from data.Order import Order
from data.enum.CompanySize import CompanySize
from data.enum.Priority import Priority
from util.ClientParamsFactory import ClientParamsFactory from util.ClientParamsFactory import ClientParamsFactory
@ -58,6 +64,63 @@ class DecisionTree:
print("\nDecisionTrees's Accuracy: ", metrics.accuracy_score(y, prediction)) print("\nDecisionTrees's Accuracy: ", metrics.accuracy_score(y, prediction))
def get_data_good(self, orders: [Order]) -> [Order]:
n_array_input = []
for i in range(len(orders)):
o:Order = orders[i]
cp: ClientParams = o.client_params
pom = []
pom.append(cp.payment_delay)
pom.append(cp.payed)
pom.append(cp.net_worth)
pom.append(cp.infuence_rate)
pom.append(cp.is_skarbowka)
pom.append(cp.membership)
pom.append(cp.is_hat)
size: CompanySize = cp.company_size
if(size == CompanySize.NO):
pom.append(0)
if (size == CompanySize.SMALL):
pom.append(1)
if (size == CompanySize.NORMAL):
pom.append(2)
if (size == CompanySize.BIG):
pom.append(3)
if (size == CompanySize.HUGE):
pom.append(4)
if (size == CompanySize.GIGANTISHE):
pom.append(5)
n_array_input.append(pom)
n_array = np.array(n_array_input)
# print(n_array)
# print(n_array[0])
tree = self.get_decision_tree()
priority = tree.predict(n_array)
for i in range(len(orders)):
print(orders[i].priority)
orders[i].priority = priority[i]
if priority[i] == "LOW":
orders[i].priority = Priority.LOW
if priority[i] == "MEDIUM":
orders[i].priority = Priority.MEDIUM
if priority[i] == "HIGH":
orders[i].priority = Priority.HIGH
print(orders[i].priority)
return orders
def get_decision_tree(self) -> DecisionTreeClassifier: def get_decision_tree(self) -> DecisionTreeClassifier:
@ -72,15 +135,25 @@ class DecisionTree:
X_train, X_test, y_train, y_test = train_test_split(X, Y, test_size=0.2, train_size=0.8) X_train, X_test, y_train, y_test = train_test_split(X, Y, test_size=0.2, train_size=0.8)
# print(len(X_train[0]))
# print(X_train[0])
drugTree = DecisionTreeClassifier(criterion="entropy", max_depth=4) drugTree = DecisionTreeClassifier(criterion="entropy", max_depth=4)
clf = drugTree.fit(X_train, y_train) clf = drugTree.fit(X_train, y_train)
predicted = drugTree.predict(X_test) predicted = drugTree.predict(X_test)
# print(type(X_test))
y_test = y_test.to_list() y_test = y_test.to_list()
self.print_logs(X_test, y_test, predicted) # self.print_logs(X_test, y_test, predicted)
print(sklearn.tree.export_text(clf, feature_names=X_headers)) # print(sklearn.tree.export_text(clf, feature_names=X_headers))
return drugTree return drugTree
# kurwa = DecisionTree()
# kurwa.get_data_good(InitialStateFactory.generate_order_list(50))

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@ -0,0 +1,46 @@
from collections import Counter
from typing import List
from mesa.visualization.modules import TextElement
from data.Order import Order
class DisplayOrder(TextElement):
def __init__(self, attr_name):
'''
Create a new text attribute element.
Args:
attr_name: The name of the attribute to extract from the model.
Example return: "happy: 10"
'''
self.attr_name = attr_name
def render(self, model):
val = getattr(model, self.attr_name)
res = self.attr_name
if val is not None:
o = val
itemList = map(lambda x: x.real_type, o.items)
itemCounter = Counter(itemList)
item_str = "<ul>"
for e in itemCounter:
key = e
val = itemCounter[key]
# key_str = ""
# if key == ItemType.DOOR:
# key_str = "Door"
# elif key == ItemType.SHELF:
# key_str = "Shelf"
item_str += f"<li>{str(key)}:{str(val)}</li>"
item_str += "</ul>"
res += f"<li> items: {item_str} priority: {o.priority} <br> Client: {vars(o.client_params)} </li>"
return res

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@ -4,7 +4,6 @@ from typing import List
from mesa.visualization.modules import TextElement from mesa.visualization.modules import TextElement
from data.Order import Order from data.Order import Order
from data.enum.ItemType import ItemType
class DisplayOrderList(TextElement): class DisplayOrderList(TextElement):
@ -21,35 +20,36 @@ class DisplayOrderList(TextElement):
def render(self, model): def render(self, model):
val = getattr(model, self.attr_name) val = getattr(model, self.attr_name)
res = ""
if val is not None:
orderList: List[Order] = val
orderList: List[Order] = val res = self.attr_name + ": <ol>"
res = self.attr_name + ": <ol>" for o in orderList:
if o is None:
continue
for o in orderList: itemList = map(lambda x: x.real_type, o.items)
if o is None: itemCounter = Counter(itemList)
continue
itemList = map(lambda x: x.real_type, o.items) item_str = "<ul>"
itemCounter = Counter(itemList) for e in itemCounter:
key = e
val = itemCounter[key]
item_str = "<ul>" # key_str = ""
for e in itemCounter: # if key == ItemType.DOOR:
key = e # key_str = "Door"
val = itemCounter[key] # elif key == ItemType.SHELF:
# key_str = "Shelf"
# key_str = "" item_str += f"<li>{str(key)}:{str(val)}</li>"
# if key == ItemType.DOOR:
# key_str = "Door"
# elif key == ItemType.SHELF:
# key_str = "Shelf"
item_str += f"<li>{str(key)}:{str(val)}</li>" item_str += "</ul>"
item_str += "</ul>" res += f"<li> items: {item_str} priority: {o.priority} <br> Client: {vars(o.client_params)} </li>"
res += f"<li> items: {item_str} priority: {o.priority} <br> Client: {vars(o.client_params)} </li>" res += "</ol>"
res += "</ol>"
return res return res