Naprawa ruchu i A*
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res/map.txt
10
res/map.txt
@ -1,12 +1,12 @@
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MP--H---------------------
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RRRRRRRRRRRRRRRRRRR---G---
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SZ--R------G------R---GGG-
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----R------G------R---G---
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-RRRR------GGGGGGGRRRRR---
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SZ--G------G------R---GGG-
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----G------G------R---G---
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-RRRG------GGGGGGGRRRRR---
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-R--G-------------R-------
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-R--GGGGGGGGGGGGGGRH------
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-R--GGGGGGGGGRRRRRRH------
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-R--G---G---GH----R-------
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-R--G---G---GH----RRRRRRR-
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-R--G---G---G-----RRRRRRR-
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-R--G-------H-----R-------
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-R--G-----G----G--R-------
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-R--G-----G----G--R-------
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122
src/agent.py
122
src/agent.py
@ -43,7 +43,7 @@ class Agent:
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if another_pos not in self.graph.keys():
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self.graph[another_pos] = set()
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if another_pos in self.simulation.state.road_pos_r:
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weight = 2
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weight = 1
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elif another_pos in self.simulation.state.road_pos_g:
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weight = 3
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else:
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@ -79,7 +79,7 @@ class Agent:
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self.houses[vector_to_tuple(entity.position)] = HousePOI()
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self.path = self.A_star()
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pass
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def update(self):
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@ -92,58 +92,60 @@ class Agent:
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def decide_move(self):
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move = self.path.pop
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move_a = self.path[0]
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move = (move_a[0] - self.current_pos[0], move_a[1] - self.current_pos[1])
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if self.orientation == 0:
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if move[0] != 0:
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if move[0] == 1:
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return 90
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else:
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return 270
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elif move[1] != 0:
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if move[1] == 1:
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if move[0] == 0:
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if move[1] == -1:
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self.path.pop(0)
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return pg.Vector2(move)
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else:
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return 180
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elif move[1] == 0:
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if move[0] == -1:
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return 270
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else:
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return 90
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elif self.orientation == 90:
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if move[0] != 0:
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if move[0] == 1:
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return pg.Vector2(move)
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else:
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return 270
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elif move[1] != 0:
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if move[1] == 1:
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if move[0] == 0:
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if move[1] == -1:
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return 0
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else:
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return 180
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elif move[1] == 0:
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if move[0] == -1:
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return 270
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else:
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self.path.pop(0)
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return pg.Vector2(move)
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elif self.orientation == 180:
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if move[0] != 0:
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if move[0] == 1:
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return 90
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else:
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return 270
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elif move[1] != 0:
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if move[1] == 1:
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if move[0] == 0:
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if move[1] == -1:
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return 0
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else:
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self.path.pop(0)
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return pg.Vector2(move)
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else:
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if move[0] != 0:
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if move[0] == 1:
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return 90
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elif move[1] == 0:
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if move[0] == -1:
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return 270
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else:
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return pg.Vector2(move)
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elif move[1] != 0:
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if move[1] == 0:
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return 90
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else:
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if move[0] == 0:
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if move[1] == -1:
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return 0
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else:
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return 180
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elif move[1] == 0:
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if move[0] == -1:
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self.path.pop(0)
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return pg.Vector2(move)
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else:
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return 90
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def heuristic(self, start_pos, end_pos):
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return abs((end_pos[0] - start_pos[0])) + abs((end_pos[1] - start_pos[1]))
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def heuristic(self, start, end):
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return abs((end[0][0] - start[0][0])) + abs((end[0][1] - start[0][1])) // (abs(len(start[1]) - len(end[1])) + 1)
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def weight_cost(self, start_pos, end_pos):
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return self.weights[(start_pos, end_pos)]
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@ -152,7 +154,7 @@ class Agent:
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return self.heuristic(start_pos, end_pos) + self.weight_cost(start_pos, end_pos)
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def get_start_state(self):
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entities = self.simulation.state.entities
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# entities = self.simulation.state.entities
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# orientation - self.orientation
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position = self.current_pos
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house_list = tuple(self.houses)
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@ -186,12 +188,13 @@ class Agent:
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return successors
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def A_star(self):
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'''def A_star(self):
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fringe = []
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explored = set()
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istate = self.get_start_state()
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goaltest = self.get_end_state()
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node = (istate, None)
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actions = []
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heapq.heappush(fringe, (self.heuristic(istate[0], goaltest[0]), node))
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@ -201,7 +204,6 @@ class Agent:
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parent = el[1]
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if elem == goaltest:
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actions = []
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while parent is not None:
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actions.append(elem[0])
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elem = parent
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@ -222,8 +224,48 @@ class Agent:
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i = next(i for node in enumerate(fringe) if node[1][0] == succ)
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if fringe[i][0] > p:
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fringe[i] = (p,node)
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return False
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return actions'''
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def A_star(self):
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fringe = []
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explored = set()
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istate = self.get_start_state()
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goaltest = self.get_end_state()
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node = (istate, None)
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actions = []
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heapq.heappush(fringe, (self.heuristic(istate, goaltest), node))
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while fringe:
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_, el = heapq.heappop(fringe)
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elem = el[0]
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parent = el[1]
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if elem == goaltest:
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while parent is not None:
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actions.append(elem[0])
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elem = parent[0]
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parent = parent[1]
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actions.reverse()
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return actions
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explored.add(elem)
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succs = self.succesor(elem)
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for succ in succs:
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node = (succ, el)
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heuristic = self.heuristic(succ, goaltest)
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cost = 7*self.weight_cost(elem[0], succ[0])
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p = heuristic + cost
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if succ not in explored and not any(tup[1][0] == succ for tup in fringe):
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heapq.heappush(fringe, (p, node))
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elif any(tup[1][0] == succ for tup in fringe):
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i = next(i for i, node in enumerate(fringe) if node[1][0] == succ)
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if fringe[i][0] > p:
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fringe[i] = (p, node)
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return actions
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def discover(self):
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@ -276,9 +276,9 @@ class Interface:
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def update(self):
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self.state.update(self.move_truck)
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self.agent.update()
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if isinstance(self.move_truck, int):
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'''if isinstance(self.move_truck, int):
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self.state.update(self.move_truck)
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self.agent.update()
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self.agent.update()'''
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def render(self):
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if not self.debug_mode:
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@ -298,5 +298,5 @@ class Interface:
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self.processAgentInput()
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self.update()
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self.render()
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self.clock.tick(24)
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self.clock.tick(12)
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pg.quit()
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