Merge pull request 'Added BFS algorithm to search path using 3 actions: turn left/right, go straight' (#19) from rotation_actions into main
Reviewed-on: s473601/Machine_learning_2023#19 Reviewed-by: Maciej Wiklandt <macwik@st.amu.edu.pl>
This commit is contained in:
commit
f20ac56cc0
5
.gitignore
vendored
5
.gitignore
vendored
@ -1,4 +1,7 @@
|
|||||||
/venv
|
/venv
|
||||||
.DS_Store
|
.DS_Store
|
||||||
/.vscode
|
/.vscode
|
||||||
__pycache__
|
__pycache__
|
||||||
|
|
||||||
|
#PyCharm
|
||||||
|
.idea/
|
@ -14,7 +14,7 @@ class State:
|
|||||||
return self.x == other.x and self.y == other.y
|
return self.x == other.x and self.y == other.y
|
||||||
|
|
||||||
|
|
||||||
class StateGraphSearchBFS:
|
class GoAnyDirectionBFS:
|
||||||
def __init__(self, world: World, start_state: State, goal_state: State):
|
def __init__(self, world: World, start_state: State, goal_state: State):
|
||||||
self.start_state = start_state
|
self.start_state = start_state
|
||||||
self.goal_state = goal_state
|
self.goal_state = goal_state
|
83
AI_brain/rotate_and_go_bfs.py
Normal file
83
AI_brain/rotate_and_go_bfs.py
Normal file
@ -0,0 +1,83 @@
|
|||||||
|
import queue
|
||||||
|
|
||||||
|
from domain.world import World
|
||||||
|
|
||||||
|
|
||||||
|
class State:
|
||||||
|
def __init__(self, x, y, direction=(1, 0)):
|
||||||
|
self.x = x
|
||||||
|
self.y = y
|
||||||
|
self.direction = direction
|
||||||
|
|
||||||
|
def __hash__(self):
|
||||||
|
return hash((self.x, self.y))
|
||||||
|
|
||||||
|
def __eq__(self, other):
|
||||||
|
return (self.x == other.x and self.y == other.y
|
||||||
|
and self.direction == other.direction)
|
||||||
|
|
||||||
|
|
||||||
|
class Node:
|
||||||
|
def __init__(self, state: State):
|
||||||
|
self.state = state
|
||||||
|
self.parent = None
|
||||||
|
self.action = None
|
||||||
|
|
||||||
|
|
||||||
|
def action_sequence(node: Node):
|
||||||
|
actions = []
|
||||||
|
while node.parent:
|
||||||
|
actions.append(node.action)
|
||||||
|
node = node.parent
|
||||||
|
actions.reverse()
|
||||||
|
return actions
|
||||||
|
|
||||||
|
|
||||||
|
class RotateAndGoBFS:
|
||||||
|
def __init__(self, world: World, start_state: State, goal_state: State):
|
||||||
|
self.world = world
|
||||||
|
self.start_state = start_state
|
||||||
|
self.goal_state = goal_state
|
||||||
|
self.fringe = queue.Queue()
|
||||||
|
self.enqueued_states = set()
|
||||||
|
self.explored = set()
|
||||||
|
self.actions = []
|
||||||
|
|
||||||
|
def search(self):
|
||||||
|
self.fringe.put(Node(self.start_state))
|
||||||
|
|
||||||
|
while self.fringe:
|
||||||
|
elem = self.fringe.get()
|
||||||
|
if self.is_goal(elem.state):
|
||||||
|
self.actions = action_sequence(elem)
|
||||||
|
return True
|
||||||
|
self.explored.add(elem.state)
|
||||||
|
|
||||||
|
for (action, state) in self.successors(elem.state):
|
||||||
|
if state in self.explored or state in self.enqueued_states:
|
||||||
|
continue
|
||||||
|
next_node = Node(state)
|
||||||
|
next_node.action = action
|
||||||
|
next_node.parent = elem
|
||||||
|
self.fringe.put(next_node)
|
||||||
|
self.enqueued_states.add(state)
|
||||||
|
|
||||||
|
return False
|
||||||
|
|
||||||
|
def successors(self, state: State):
|
||||||
|
new_successors = [
|
||||||
|
# rotate right
|
||||||
|
("RR", State(state.x, state.y, (-state.direction[1], state.direction[0]))),
|
||||||
|
# rotate left
|
||||||
|
("RL", State(state.x, state.y, (state.direction[1], -state.direction[0]))),
|
||||||
|
]
|
||||||
|
if self.world.accepted_move(state.x + state.direction[0], state.y + state.direction[1]):
|
||||||
|
new_successors.append(
|
||||||
|
("GO", State(state.x + state.direction[0], state.y + state.direction[1], state.direction)))
|
||||||
|
return new_successors
|
||||||
|
|
||||||
|
def is_goal(self, state: State) -> bool:
|
||||||
|
return (
|
||||||
|
state.x == self.goal_state.x
|
||||||
|
and state.y == self.goal_state.y
|
||||||
|
)
|
@ -5,6 +5,7 @@ from domain.world import World
|
|||||||
class Vacuum(Entity):
|
class Vacuum(Entity):
|
||||||
def __init__(self, x: int, y: int):
|
def __init__(self, x: int, y: int):
|
||||||
super().__init__(x, y, "VACUUM")
|
super().__init__(x, y, "VACUUM")
|
||||||
|
self.direction = (1, 0)
|
||||||
self.battery = 100
|
self.battery = 100
|
||||||
self.cleaning_detergent = 100
|
self.cleaning_detergent = 100
|
||||||
self.container_filling = 0
|
self.container_filling = 0
|
||||||
|
67
main.py
67
main.py
@ -11,7 +11,8 @@ from domain.entities.vacuum import Vacuum
|
|||||||
from domain.entities.docking_station import Doc_Station
|
from domain.entities.docking_station import Doc_Station
|
||||||
from domain.world import World
|
from domain.world import World
|
||||||
from view.renderer import Renderer
|
from view.renderer import Renderer
|
||||||
from AI_brain.movement import StateGraphSearchBFS, State
|
# from AI_brain.movement import GoAnyDirectionBFS, State
|
||||||
|
from AI_brain.rotate_and_go_bfs import RotateAndGoBFS, State
|
||||||
|
|
||||||
|
|
||||||
config = configparser.ConfigParser()
|
config = configparser.ConfigParser()
|
||||||
@ -48,37 +49,57 @@ class Main:
|
|||||||
start_state = State(self.world.vacuum.x, self.world.vacuum.y)
|
start_state = State(self.world.vacuum.x, self.world.vacuum.y)
|
||||||
end_state = State(self.world.doc_station.x, self.world.doc_station.y)
|
end_state = State(self.world.doc_station.x, self.world.doc_station.y)
|
||||||
|
|
||||||
SGS_BFS = StateGraphSearchBFS(self.world, start_state, end_state)
|
# path_searcher = GoAnyDirectionBFS(self.world, start_state, end_state)
|
||||||
if not SGS_BFS.search():
|
path_searcher = RotateAndGoBFS(self.world, start_state, end_state)
|
||||||
|
if not path_searcher.search():
|
||||||
print("No solution")
|
print("No solution")
|
||||||
exit(0)
|
exit(0)
|
||||||
|
|
||||||
SGS_BFS.actions.reverse()
|
path_searcher.actions.reverse()
|
||||||
while self.running:
|
while self.running:
|
||||||
|
for event in pygame.event.get():
|
||||||
|
if event.type == pygame.QUIT:
|
||||||
|
self.running = False
|
||||||
|
|
||||||
|
if len(path_searcher.actions) > 0:
|
||||||
|
action_direction = path_searcher.actions.pop()
|
||||||
|
# self.handle_action1(action_direction)
|
||||||
|
self.handle_action2(action_direction)
|
||||||
|
|
||||||
|
self.update()
|
||||||
self.renderer.render(self.world)
|
self.renderer.render(self.world)
|
||||||
self.clock.tick(5)
|
self.clock.tick(5)
|
||||||
if len(SGS_BFS.actions) > 0:
|
|
||||||
action_direction = SGS_BFS.actions.pop()
|
|
||||||
if action_direction == "UP":
|
|
||||||
self.commands.append(
|
|
||||||
VacuumMoveCommand(self.world, self.world.vacuum, (0, -1))
|
|
||||||
)
|
|
||||||
elif action_direction == "DOWN":
|
|
||||||
self.commands.append(
|
|
||||||
VacuumMoveCommand(self.world, self.world.vacuum, (0, 1))
|
|
||||||
)
|
|
||||||
elif action_direction == "LEFT":
|
|
||||||
self.commands.append(
|
|
||||||
VacuumMoveCommand(self.world, self.world.vacuum, (-1, 0))
|
|
||||||
)
|
|
||||||
elif action_direction == "RIGHT":
|
|
||||||
self.commands.append(
|
|
||||||
VacuumMoveCommand(self.world, self.world.vacuum, (1, 0))
|
|
||||||
)
|
|
||||||
self.update()
|
|
||||||
|
|
||||||
pygame.quit()
|
pygame.quit()
|
||||||
|
|
||||||
|
def handle_action1(self, action):
|
||||||
|
if action == "UP":
|
||||||
|
self.commands.append(
|
||||||
|
VacuumMoveCommand(self.world, self.world.vacuum, (0, -1))
|
||||||
|
)
|
||||||
|
elif action == "DOWN":
|
||||||
|
self.commands.append(
|
||||||
|
VacuumMoveCommand(self.world, self.world.vacuum, (0, 1))
|
||||||
|
)
|
||||||
|
elif action == "LEFT":
|
||||||
|
self.commands.append(
|
||||||
|
VacuumMoveCommand(self.world, self.world.vacuum, (-1, 0))
|
||||||
|
)
|
||||||
|
elif action == "RIGHT":
|
||||||
|
self.commands.append(
|
||||||
|
VacuumMoveCommand(self.world, self.world.vacuum, (1, 0))
|
||||||
|
)
|
||||||
|
|
||||||
|
def handle_action2(self, action):
|
||||||
|
if action == "GO":
|
||||||
|
self.commands.append(
|
||||||
|
VacuumMoveCommand(self.world, self.world.vacuum, self.world.vacuum.direction)
|
||||||
|
)
|
||||||
|
elif action == "RR":
|
||||||
|
self.world.vacuum.direction = (-self.world.vacuum.direction[1], self.world.vacuum.direction[0])
|
||||||
|
elif action == "RL":
|
||||||
|
self.world.vacuum.direction = (self.world.vacuum.direction[1], -self.world.vacuum.direction[0])
|
||||||
|
|
||||||
def process_input(self):
|
def process_input(self):
|
||||||
for event in pygame.event.get():
|
for event in pygame.event.get():
|
||||||
if event.type == pygame.QUIT:
|
if event.type == pygame.QUIT:
|
||||||
|
@ -159,6 +159,7 @@ class Renderer:
|
|||||||
draw_pos[1] + self.tile_height,
|
draw_pos[1] + self.tile_height,
|
||||||
)
|
)
|
||||||
self.screen.blit(text_surface, text_pos)
|
self.screen.blit(text_surface, text_pos)
|
||||||
|
sprite = self.create_vacuum_sprite(entity)
|
||||||
if "DOC_STATION" in entity.type:
|
if "DOC_STATION" in entity.type:
|
||||||
draw_pos = (
|
draw_pos = (
|
||||||
(entity.x - 0.1) * self.tile_width,
|
(entity.x - 0.1) * self.tile_width,
|
||||||
@ -166,6 +167,16 @@ class Renderer:
|
|||||||
)
|
)
|
||||||
self.screen.blit(sprite, draw_pos)
|
self.screen.blit(sprite, draw_pos)
|
||||||
|
|
||||||
|
def create_vacuum_sprite(self, vacuum):
|
||||||
|
angles = {
|
||||||
|
(1, 0): 0,
|
||||||
|
(-1, 0): 180,
|
||||||
|
(0, 1): 270,
|
||||||
|
(0, -1): 90,
|
||||||
|
}
|
||||||
|
init_sprite = self.sprites.get(vacuum.type, None)
|
||||||
|
return pygame.transform.rotate(init_sprite, angles[vacuum.direction])
|
||||||
|
|
||||||
def draw_sprite(self, x: int, y: int, sprite_name: str):
|
def draw_sprite(self, x: int, y: int, sprite_name: str):
|
||||||
self.screen.blit(
|
self.screen.blit(
|
||||||
self.sprites[sprite_name], (x * self.tile_width, y * self.tile_height)
|
self.sprites[sprite_name], (x * self.tile_width, y * self.tile_height)
|
||||||
|
Loading…
Reference in New Issue
Block a user