tractor moves using genetic_algorithm
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agent/methods/__pycache__/genetic_algorithm.cpython-311.pyc
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agent/methods/__pycache__/genetic_algorithm.cpython-311.pyc
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agent/methods/__pycache__/graph_search.cpython-311.pyc
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agent/methods/__pycache__/graph_search.cpython-311.pyc
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agent/methods/genetic_algorithm.py
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agent/methods/genetic_algorithm.py
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import numpy as np
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import random
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import math
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def create_initial_population(num_cities, population_size, list):
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population = []
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for _ in range(population_size):
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chromosome = list.copy()
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chromosome.remove((1, 1)) # Usuń punkt (1, 1) z listy
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random.shuffle(chromosome)
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chromosome.insert(0, (1, 1)) # Dodaj punkt (1, 1) na początku trasy
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population.append(chromosome)
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return population
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def calculate_distance(city1, city2):
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x1, y1 = city1
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x2, y2 = city2
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distance = math.sqrt((x2 - x1) ** 2 + (y2 - y1) ** 2)
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return distance
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def calculate_fitness(individual):
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total_distance = 0
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num_cities = len(individual)
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for i in range(num_cities - 1):
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city1 = individual[i]
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city2 = individual[i + 1]
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distance = calculate_distance(city1, city2)
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total_distance += distance
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fitness = 1 / total_distance
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return fitness
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def crossover(parent1, parent2):
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child = [(1, 1)] + [None] * (len(parent1) - 1) # Inicjalizacja dziecka z punktem (1, 1) na początku
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start_index = random.randint(1, len(parent1) - 1)
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end_index = random.randint(start_index + 1, len(parent1))
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# Skopiuj fragment miast od parent1 do dziecka
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child[start_index:end_index] = parent1[start_index:end_index]
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# Uzupełnij brakujące miasta z parent2
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remaining_cities = [city for city in parent2 if city not in child]
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child[1:start_index] = remaining_cities[:start_index - 1]
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child[end_index:] = remaining_cities[start_index - 1:]
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return child
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def mutate(individual, mutation_rate):
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for i in range(1, len(individual)): # Rozpoczynamy od indeksu 1, aby pominąć punkt (1, 1)
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if random.random() < mutation_rate:
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j = random.randint(1, len(individual) - 1) # Wybieramy indeks od 1 do ostatniego indeksu
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individual[i], individual[j] = individual[j], individual[i]
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return individual
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def genetic_algorithm(list):
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chromosome_length = 21
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max_generations = 200
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population_size = 200
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crossover_rate = 0.25
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mutation_rate = 0.1
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num_cities = chromosome_length
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population = create_initial_population(num_cities, population_size, list)
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best_individual = None
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best_fitness = float('-inf')
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for generation in range(max_generations):
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# # Oblicz wartości fitness dla każdego osobnika w populacji
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# fitness_values = [calculate_fitness(individual) for individual in population]
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# population = [x for _, x in sorted(zip(fitness_values, population), reverse=True)]
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# fitness_values.sort(reverse=True)
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# max_fitness_index = np.argmax(fitness_values)
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# # Wybierz najlepszego osobnika z ostatniej populacji
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# if fitness_values[max_fitness_index] > best_fitness:
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# best_fitness = fitness_values[max_fitness_index]
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# best_individual = population[max_fitness_index]
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# # Twórz nową populację z krzyżówek
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# new_population = []
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# for _ in range(int(population_size / 2)):
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# parent1, parent2 = random.choices(population[:population_size // 2], k=2)
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# child1 = crossover(parent1, parent2)
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# child2 = crossover(parent2, parent1)
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# new_population.extend([child1, child2])
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# # Dokonaj mutacji na nowej populacji
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# new_population = [mutate(individual, mutation_rate) for individual in new_population]
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# population = new_population
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# Oblicz wartości fitness dla każdego osobnika w populacji
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fitness_values = [calculate_fitness(individual) for individual in population]
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population = [x for _, x in sorted(zip(fitness_values, population), reverse=True)]
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fitness_values.sort(reverse=True)
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best_individuals = population[:10] # Wybierz k najlepszych osobników
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new_population = best_individuals.copy()
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# Twórz nową populację z krzyżówek i mutacji
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while len(new_population) < population_size:
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parent1, parent2 = random.choices(best_individuals, k=2) # Wybierz rodziców spośród najlepszych osobników
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child = crossover(parent1, parent2) # Krzyżowanie
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child = mutate(child, mutation_rate) # Mutacja
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new_population.append(child)
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for individual in best_individuals:
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fitness = calculate_fitness(individual)
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if fitness > best_fitness:
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best_fitness = fitness
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best_individual = individual
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population = new_population[:population_size]
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print("Best path:", best_individual)
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return best_individual
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agent/neural_network/__pycache__/inference.cpython-311.pyc
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agent/neural_network/__pycache__/inference.cpython-311.pyc
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agent/neural_network/__pycache__/model.cpython-311.pyc
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agent/neural_network/__pycache__/model.cpython-311.pyc
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core/chicken/__pycache__/chicken.cpython-311.pyc
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core/chicken/__pycache__/chicken.cpython-311.pyc
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core/field/__pycache__/field_block.cpython-311.pyc
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core/field/__pycache__/field_block.cpython-311.pyc
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core/field/__pycache__/field_settings.cpython-311.pyc
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core/field/__pycache__/field_settings.cpython-311.pyc
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core/plants/__pycache__/plant.cpython-311.pyc
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core/plants/__pycache__/plant.cpython-311.pyc
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core/plants/__pycache__/plants_settings.cpython-311.pyc
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core/plants/__pycache__/plants_settings.cpython-311.pyc
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main.py
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main.py
@ -5,6 +5,8 @@ from pygame.locals import *
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from core.chicken import chicken as chick
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from core.chicken import chicken as chick
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from core.field import field_settings
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from core.field import field_settings
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from core.plants import plants_settings
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from core.plants import plants_settings
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from agent.methods.genetic_algorithm import genetic_algorithm
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import numpy as np
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from agent.neural_network import inference
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from agent.neural_network import inference
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#import agent.neural_network.inference
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#import agent.neural_network.inference
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@ -71,10 +73,19 @@ class Game:
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self.search_object = graph_search.Search(self.cell_size, self.cell_number)
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self.search_object = graph_search.Search(self.cell_size, self.cell_number)
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chicken_next_moves = []
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chicken_next_moves = []
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veggies = dict()
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veggies = dict()
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veggies_debug = dict()
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veggies_debug = dict()
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wheat_list = [obj for obj in self.plant_list if obj.name == "wheat" and obj.state == 0]
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new_list = [()]
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a = 1
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for obj in wheat_list:
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new_list.append ((obj.xy[0], obj.xy[1]))
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new_list[0] = (1, 1)
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best_path = genetic_algorithm(new_list)
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while running:
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while running:
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clock.tick(60) # manual fps control not to overwork the computer
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clock.tick(60) # manual fps control not to overwork the computer
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for event in pygame.event.get():
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for event in pygame.event.get():
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@ -95,14 +106,21 @@ class Game:
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if event.type == move_chicken_event:
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if event.type == move_chicken_event:
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if len(chicken_next_moves) == 0:
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if len(chicken_next_moves) == 0:
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angles = {0: 'UP', 90: 'RIGHT', 270: 'LEFT', 180: 'DOWN'}
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angles = {0: 'UP', 90: 'RIGHT', 270: 'LEFT', 180: 'DOWN'}
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closest_wheat = self.search_object.closest_point(self.chicken.x, self.chicken.y, 'wheat', self.plant_list)
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closest_wheat = self.search_object.closest_point(self.chicken.x, self.chicken.y, 'wheat', self.plant_list)
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self.aim_list[0].xy[0] = closest_wheat[0]
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# self.aim_list[0].xy[0] = closest_wheat[0]
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self.aim_list[0].xy[1] = closest_wheat[1]
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# self.aim_list[0].xy[1] = closest_wheat[1]
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chicken_next_moves = self.search_object.astarsearch(
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self.aim_list[0].xy[0] = best_path[a][0]
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[self.chicken.x, self.chicken.y, angles[self.chicken.angle]], [closest_wheat[0], closest_wheat[1]], self.stone_list, self.plant_list)
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self.aim_list[0].xy[1] = best_path[a][1]
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# a += 1
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# target = wheat_list[a]
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# chicken_next_moves = self.search_object.astarsearch(
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# [self.chicken.x, self.chicken.y, angles[self.chicken.angle]], [closest_wheat[0], closest_wheat[1]], self.stone_list, self.plant_list)
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chicken_next_moves = self.search_object.astarsearch(
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[self.chicken.x, self.chicken.y, angles[self.chicken.angle]], [best_path[a][0], best_path[a][1]], self.stone_list, self.plant_list)
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a += 1
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#neural_network
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#neural_network
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current_veggie = next(os.walk('./agent/neural_network/images/test'))[1][random.randint(0, len(next(os.walk('./agent/neural_network/images/test'))[1])-1)]
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current_veggie = next(os.walk('./agent/neural_network/images/test'))[1][random.randint(0, len(next(os.walk('./agent/neural_network/images/test'))[1])-1)]
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if(current_veggie in veggies_debug):
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if(current_veggie in veggies_debug):
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