image_recognition #5
85
astar_search.py
Normal file
85
astar_search.py
Normal file
@ -0,0 +1,85 @@
|
|||||||
|
class Node:
|
||||||
|
def __init__(self, state, parent='', action=''):
|
||||||
|
self.state = state
|
||||||
|
self.parent = parent
|
||||||
|
self.action = action
|
||||||
|
|
||||||
|
class Search:
|
||||||
|
def __init__(self, cell_size, cell_number):
|
||||||
|
self.cell_size = cell_size
|
||||||
|
self.cell_number = cell_number
|
||||||
|
|
||||||
|
def succ(self, state):
|
||||||
|
x = state[0]
|
||||||
|
y = state[1]
|
||||||
|
angle = state[2]
|
||||||
|
match(angle):
|
||||||
|
case 'UP':
|
||||||
|
possible = [['left', x, y, 'LEFT'], ['right', x, y, 'RIGHT']]
|
||||||
|
if y != 0: possible.append(['move', x, y - self.cell_size, 'UP'])
|
||||||
|
return possible
|
||||||
|
case 'RIGHT':
|
||||||
|
possible = [['left', x, y, 'UP'], ['right', x, y, 'DOWN']]
|
||||||
|
if x != self.cell_size*(self.cell_number-1): possible.append(['move', x + self.cell_size, y, 'RIGHT'])
|
||||||
|
return possible
|
||||||
|
case 'DOWN':
|
||||||
|
possible = [['left', x, y, 'RIGHT'], ['right', x, y, 'LEFT']]
|
||||||
|
if y != self.cell_size*(self.cell_number-1): possible.append(['move', x, y + self.cell_size, 'DOWN'])
|
||||||
|
return possible
|
||||||
|
case 'LEFT':
|
||||||
|
possible = [['left', x, y, 'DOWN'], ['right', x, y, 'UP']]
|
||||||
|
if x != 0: possible.append(['move', x - self.cell_size, y, 'LEFT'])
|
||||||
|
return possible
|
||||||
|
#bandaid to know about stones
|
||||||
|
def astarsearch(self, istate, goaltest, stones):
|
||||||
|
|
||||||
|
#to be expanded
|
||||||
|
def cost(x, y):
|
||||||
|
if (x, y) in stones:
|
||||||
|
return 10
|
||||||
|
else:
|
||||||
|
return 1
|
||||||
|
|
||||||
|
|
||||||
|
x = istate[0]
|
||||||
|
y = istate[1]
|
||||||
|
angle = istate[2]
|
||||||
|
|
||||||
|
fringe = [(Node([x, y, angle]), cost(x, y))] # queue (moves/states to check)
|
||||||
|
explored = []
|
||||||
|
|
||||||
|
while True:
|
||||||
|
if len(fringe) == 0:
|
||||||
|
return False
|
||||||
|
|
||||||
|
fringe.sort(key=lambda x: x[1])
|
||||||
|
elem = fringe.pop(0)[0]
|
||||||
|
|
||||||
|
# if goal_test(elem.state):
|
||||||
|
# return
|
||||||
|
# print(elem.state[0], elem.state[1], elem.state[2])
|
||||||
|
if elem.state[0] == goaltest[0] and elem.state[1] == goaltest[1]: # checks if we reached the given point
|
||||||
|
steps = []
|
||||||
|
while elem.parent:
|
||||||
|
steps.append([elem.action, elem.state[0], elem.state[1]]) # should return only elem.action in prod
|
||||||
|
elem = elem.parent
|
||||||
|
|
||||||
|
steps.reverse()
|
||||||
|
print(steps) # only for dev
|
||||||
|
return steps
|
||||||
|
|
||||||
|
explored.append(elem.state)
|
||||||
|
|
||||||
|
for (action, state_x, state_y, state_angle) in self.succ(elem.state):
|
||||||
|
x = Node([state_x, state_y, state_angle], elem, action)
|
||||||
|
|
||||||
|
priority = cost(state_x, state_y)
|
||||||
|
fringe_states = [node.state for (node, p) in fringe]
|
||||||
|
|
||||||
|
if x.state not in fringe_states and x.state not in explored:
|
||||||
|
fringe.append((x, priority))
|
||||||
|
elif x.state in fringe_states:
|
||||||
|
for i in range(len(fringe)):
|
||||||
|
if fringe[i][0].state == x.state:
|
||||||
|
if fringe[i][1] > priority:
|
||||||
|
fringe[i] = (x, priority)
|
@ -5,6 +5,7 @@ import soil
|
|||||||
|
|
||||||
|
|
||||||
class Blocks:
|
class Blocks:
|
||||||
|
|
||||||
def __init__(self, parent_screen,cell_size):
|
def __init__(self, parent_screen,cell_size):
|
||||||
self.parent_screen = parent_screen
|
self.parent_screen = parent_screen
|
||||||
self.flower_image = pygame.image.load(r'resources/flower.png').convert_alpha()
|
self.flower_image = pygame.image.load(r'resources/flower.png').convert_alpha()
|
||||||
@ -28,6 +29,9 @@ class Blocks:
|
|||||||
|
|
||||||
self.soil = soil.Soil()
|
self.soil = soil.Soil()
|
||||||
|
|
||||||
|
self.stones = set()
|
||||||
|
#bandaid to let astar know about stones
|
||||||
|
|
||||||
def locate_blocks(self, blocks_number, cell_number, body):
|
def locate_blocks(self, blocks_number, cell_number, body):
|
||||||
for i in range(blocks_number):
|
for i in range(blocks_number):
|
||||||
self.x = random.randint(0, cell_number-1)
|
self.x = random.randint(0, cell_number-1)
|
||||||
@ -47,6 +51,8 @@ class Blocks:
|
|||||||
self.parent_screen.blit(self.alive_leaf_image, (x, y))
|
self.parent_screen.blit(self.alive_leaf_image, (x, y))
|
||||||
if color == 'stone':
|
if color == 'stone':
|
||||||
self.parent_screen.blit(self.stone_image, (x, y))
|
self.parent_screen.blit(self.stone_image, (x, y))
|
||||||
|
#bandaid to let astar know about stones
|
||||||
|
self.stones.add((x, y))
|
||||||
if color == 'flower':
|
if color == 'flower':
|
||||||
self.parent_screen.blit(self.flower_image, (x, y))
|
self.parent_screen.blit(self.flower_image, (x, y))
|
||||||
if color == 'fawn_seed':
|
if color == 'fawn_seed':
|
||||||
|
9
main.py
9
main.py
@ -4,7 +4,7 @@ import random
|
|||||||
import land
|
import land
|
||||||
import tractor
|
import tractor
|
||||||
import blocks
|
import blocks
|
||||||
import graph_search
|
import astar_search
|
||||||
from pygame.locals import *
|
from pygame.locals import *
|
||||||
|
|
||||||
|
|
||||||
@ -69,7 +69,7 @@ class Game:
|
|||||||
move_tractor_event = pygame.USEREVENT + 1
|
move_tractor_event = pygame.USEREVENT + 1
|
||||||
pygame.time.set_timer(move_tractor_event, 1000) # tractor moves every 1000 ms
|
pygame.time.set_timer(move_tractor_event, 1000) # tractor moves every 1000 ms
|
||||||
tractor_next_moves = []
|
tractor_next_moves = []
|
||||||
graph_search_object = graph_search.Search(self.cell_size, self.cell_number)
|
astar_search_object = astar_search.Search(self.cell_size, self.cell_number)
|
||||||
|
|
||||||
while running:
|
while running:
|
||||||
clock.tick(60) # manual fps control not to overwork the computer
|
clock.tick(60) # manual fps control not to overwork the computer
|
||||||
@ -100,8 +100,9 @@ class Game:
|
|||||||
print("Generated target: ",random_x, random_y)
|
print("Generated target: ",random_x, random_y)
|
||||||
# below line should be later moved into tractor.py
|
# below line should be later moved into tractor.py
|
||||||
angles = {0: 'UP', 90: 'RIGHT', 270: 'LEFT', 180: 'DOWN'}
|
angles = {0: 'UP', 90: 'RIGHT', 270: 'LEFT', 180: 'DOWN'}
|
||||||
tractor_next_moves = graph_search_object.graphsearch(
|
#bandaid to know about stones
|
||||||
[self.tractor.x, self.tractor.y, angles[self.tractor.angle]], [random_x, random_y])
|
tractor_next_moves = astar_search_object.astarsearch(
|
||||||
|
[self.tractor.x, self.tractor.y, angles[self.tractor.angle]], [random_x, random_y], self.blocks.stones)
|
||||||
else:
|
else:
|
||||||
self.tractor.move(tractor_next_moves.pop(0)[0], self.cell_size, self.cell_number)
|
self.tractor.move(tractor_next_moves.pop(0)[0], self.cell_size, self.cell_number)
|
||||||
elif event.type == QUIT:
|
elif event.type == QUIT:
|
||||||
|
Loading…
Reference in New Issue
Block a user