astar for MIkołaj Gawor

This commit is contained in:
Pawel Felcyn 2023-05-15 10:59:30 +02:00
parent dd34b7341a
commit 311a2d0757
3 changed files with 44 additions and 26 deletions

62
bfs.py
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@ -4,30 +4,44 @@ from city import City
from gridCellType import GridCellType
from agentActionType import AgentActionType
from agentOrientation import AgentOrientation
from queue import Queue
from queue import Queue, PriorityQueue
from turnCar import turn_left_orientation, turn_right_orientation
class Succ:
state: AgentState
action: AgentActionType
##cost: int
cost: int
predicted_cost: int
def __init__(self, state: AgentState, action: AgentActionType) -> None:
def __init__(self, state: AgentState, action: AgentActionType, cost: int, predicted_cost: int) -> None:
self.state = state
self.action = action
##self.cost = cost
self.cost = cost
self.predicted_cost = cost
def find_path_to_nearest_can(startState: AgentState, grid: Dict[Tuple[int, int], GridCellType]) -> list[AgentActionType]:
q: Queue[list[Succ]] = Queue()
class SuccList:
succ_list: list[Succ]
def __init__(self, succ_list: list[Succ]) -> None:
self.succ_list = succ_list
def __lt__(self, other):
return self.succ_list[-1].predicted_cost < other.succ_list[-1].predicted_cost
def __gt__(self, other):
return self.succ_list[-1].predicted_cost > other.succ_list[-1].predicted_cost
def find_path_to_nearest_can(startState: AgentState, grid: Dict[Tuple[int, int], GridCellType], city: City) -> list[AgentActionType]:
q: PriorityQueue[SuccList] = PriorityQueue()
visited: list[AgentState] = []
startStates: list[Succ] = [Succ(startState, AgentActionType.UNKNOWN)]
startStates: SuccList = SuccList([Succ(startState, AgentActionType.UNKNOWN, 0, _heuristics(startState.position, city))])
q.put(startStates)
while not q.empty():
currently_checked = q.get()
visited.append(currently_checked[-1].state)
if is_state_success(currently_checked[-1].state, grid):
visited.append(currently_checked.succ_list[-1].state)
if is_state_success(currently_checked.succ_list[-1].state, grid):
return extract_actions(currently_checked)
successors = succ(currently_checked[-1].state)
successors = succ(currently_checked.succ_list[-1], grid, city)
for s in successors:
already_visited = False
for v in visited:
@ -37,34 +51,38 @@ def find_path_to_nearest_can(startState: AgentState, grid: Dict[Tuple[int, int],
if already_visited:
continue
if is_state_valid(s.state, grid):
new_list = currently_checked.copy()
new_list = currently_checked.succ_list.copy()
new_list.append(s)
q.put(new_list)
q.put(SuccList(new_list))
return []
def extract_actions(successors: list[Succ]) -> list[AgentActionType]:
def extract_actions(successors: SuccList) -> list[AgentActionType]:
output: list[AgentActionType] = []
for s in successors:
for s in successors.succ_list:
if s.action != AgentActionType.UNKNOWN:
output.append(s.action)
return output
def succ(state: AgentState) -> list[Succ]:
def succ(succ: Succ, grid: Dict[Tuple[int, int], GridCellType], city: City) -> list[Succ]:
result: list[Succ] = []
result.append(Succ(AgentState(state.position, turn_left_orientation(state.orientation)), AgentActionType.TURN_LEFT))
result.append(Succ(AgentState(state.position, turn_right_orientation(state.orientation)), AgentActionType.TURN_RIGHT))
state_succ = move_forward_succ(state)
turn_left_cost = 1 + succ.cost
result.append(Succ(AgentState(succ.state.position, turn_left_orientation(succ.state.orientation)), AgentActionType.TURN_LEFT, turn_left_cost, turn_left_cost + _heuristics(succ.state.position, city)))
turn_right_cost = 1 + succ.cost
result.append(Succ(AgentState(succ.state.position, turn_right_orientation(succ.state.orientation)), AgentActionType.TURN_RIGHT, turn_right_cost, turn_right_cost + _heuristics(succ.state.position, city)))
state_succ = move_forward_succ(succ, city, grid)
if state_succ != None:
result.append(move_forward_succ(state))
result.append(state_succ)
return result
def move_forward_succ(state: AgentState) -> Succ:
position = get_next_cell(state)
def move_forward_succ(succ: Succ, city: City, grid: Dict[Tuple[int, int], GridCellType]) -> Succ:
position = get_next_cell(succ.state)
if position == None:
return None
return Succ(AgentState(position, state.orientation), AgentActionType.MOVE_FORWARD)
cost = get_cost_for_action(AgentActionType.MOVE_FORWARD, grid[position]) + succ.cost
return Succ(AgentState(position, succ.state.orientation), AgentActionType.MOVE_FORWARD, cost, cost + _heuristics(position, city))
def get_next_cell(state: AgentState) -> Tuple[int, int]:

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@ -11,12 +11,12 @@ class City:
cans_dict: Dict[Tuple[int, int], GarbageCan] = {}
def __init__(self) -> None:
self.nodes = []
self.cans = []
self.streets = []
self.bumps = []
def add_can(self, can: GarbageCan) -> None:
self.nodes.append(can)
self.cans.append(can)
self.cans_dict[can.position] = can
def add_street(self, street: Street) -> None:
@ -35,7 +35,7 @@ class City:
street.render(game_context)
def _render_nodes(self, game_context: GameContext) -> None:
for node in self.nodes:
for node in self.cans:
node.render(game_context)
def _render_bumps(self, game_context: GameContext) -> None:

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@ -13,7 +13,7 @@ from agentState import AgentState
def collect_garbage(game_context: GameContext) -> None:
while True:
start_agent_state = AgentState(game_context.dust_car.position, game_context.dust_car.orientation)
path = find_path_to_nearest_can(start_agent_state, game_context.grid)
path = find_path_to_nearest_can(start_agent_state, game_context.grid, game_context.city)
if path == None or len(path) == 0:
break
move_dust_car(path, game_context)