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4 changed files with 70 additions and 114 deletions

152
bfs.py
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@ -1,155 +1,112 @@
from agentState import AgentState from agentState import AgentState
from typing import Dict, Tuple, List from typing import Dict, Tuple
from city import City from city import City
from gridCellType import GridCellType from gridCellType import GridCellType
from agentActionType import AgentActionType from agentActionType import AgentActionType
from agentOrientation import AgentOrientation from agentOrientation import AgentOrientation
from queue import Queue, PriorityQueue from queue import Queue
from turnCar import turn_left_orientation, turn_right_orientation from turnCar import turn_left_orientation, turn_right_orientation
class Succ:
state: AgentState
action: AgentActionType
##cost: int
class Successor: 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.state = state
self.action = action 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]:
class SuccessorList: q: Queue[list[Succ]] = Queue()
succ_list: list[Successor] visited: list[AgentState] = []
startStates: list[Succ] = [Succ(startState, AgentActionType.UNKNOWN)]
def __init__(self, succ_list: list[Successor]) -> None: q.put(startStates)
self.succ_list = succ_list while not q.empty():
currently_checked = q.get()
def __gt__(self, other): visited.append(currently_checked[-1].state)
return self.succ_list[-1].predicted_cost > other.succ_list[-1].predicted_cost if is_state_success(currently_checked[-1].state, grid):
return extract_actions(currently_checked)
def __lt__(self, other): successors = succ(currently_checked[-1].state)
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]:
visited: List[AgentState] = []
queue: PriorityQueue[SuccessorList] = PriorityQueue()
queue.put(SuccessorList([Successor(startState, AgentActionType.UNKNOWN, 0, _heuristics(startState.position, city))]))
while not queue.empty():
current = queue.get()
previous = current.succ_list[-1]
visited.append(previous.state)
if is_state_success(previous.state, grid):
return extract_actions(current)
successors = get_successors(previous, grid, city)
for s in successors: for s in successors:
already_visited = False already_visited = False
for v in visited: for v in visited:
if v.position == s.state.position and v.orientation == s.state.orientation: if v.position[0] == s.state.position[0] and v.position[1] == s.state.position[1] and s.state.orientation == v.orientation:
already_visited = True already_visited = True
break break
if already_visited: if already_visited:
continue continue
if is_state_valid(s.state, grid): if is_state_valid(s.state, grid):
new_list = current.succ_list.copy() new_list = currently_checked.copy()
new_list.append(s) new_list.append(s)
queue.put(SuccessorList(new_list)) q.put(new_list)
return [] return []
def extract_actions(successors: SuccessorList) -> list[AgentActionType]:
def extract_actions(successors: list[Succ]) -> list[AgentActionType]:
output: list[AgentActionType] = [] output: list[AgentActionType] = []
for s in successors.succ_list: for s in successors:
if s.action != AgentActionType.UNKNOWN: if s.action != AgentActionType.UNKNOWN:
output.append(s.action) output.append(s.action)
return output return output
def succ(state: AgentState) -> list[Succ]:
def get_successors(succ: Successor, grid: Dict[Tuple[int, int], GridCellType], city: City) -> List[Successor]: result: list[Succ] = []
result: List[Successor] = [] 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))
turn_left_cost = 1 + succ.cost state_succ = move_forward_succ(state)
turn_left_state = AgentState(succ.state.position, turn_left_orientation(succ.state.orientation)) if state_succ != None:
turn_left_heuristics = _heuristics(succ.state.position, city) result.append(move_forward_succ(state))
result.append(
Successor(turn_left_state, AgentActionType.TURN_LEFT, turn_left_cost, turn_left_cost + turn_left_heuristics))
turn_right_cost = 1 + succ.cost
turn_right_state = AgentState(succ.state.position, turn_right_orientation(succ.state.orientation))
turn_right_heuristics = _heuristics(succ.state.position, city)
result.append(
Successor(turn_right_state, AgentActionType.TURN_RIGHT, turn_right_cost,
turn_right_cost + turn_right_heuristics))
state_succ = move_forward_succ(succ, city, grid)
if state_succ is not None:
result.append(state_succ)
return result return result
def move_forward_succ(state: AgentState) -> Succ:
def move_forward_succ(succ: Successor, city: City, grid: Dict[Tuple[int, int], GridCellType]) -> Successor: position = get_next_cell(state)
position = get_next_cell(succ.state) if position == None:
if position is None:
return None return None
return Succ(AgentState(position, state.orientation), AgentActionType.MOVE_FORWARD)
cost = get_cost_for_action(AgentActionType.MOVE_FORWARD, grid[position]) + succ.cost
predicted_cost = cost + _heuristics(position, city)
new_state = AgentState(position, succ.state.orientation)
return Successor(new_state, AgentActionType.MOVE_FORWARD, cost, predicted_cost)
def get_next_cell(state: AgentState) -> Tuple[int, int]: def get_next_cell(state: AgentState) -> Tuple[int, int]:
x, y = state.position if state.orientation == AgentOrientation.UP:
orientation = state.orientation if state.position[1] - 1 < 1:
if orientation == AgentOrientation.UP:
if y - 1 < 1:
return None return None
return x, y - 1 return (state.position[0], state.position[1] - 1)
elif orientation == AgentOrientation.DOWN: if state.orientation == AgentOrientation.DOWN:
if y + 1 > 27: if state.position[1] + 1 > 27:
return None return None
return x, y + 1 return (state.position[0], state.position[1] + 1)
elif orientation == AgentOrientation.LEFT: if state.orientation == AgentOrientation.LEFT:
if x - 1 < 1: if state.position[0] - 1 < 1:
return None return None
return x - 1, y return (state.position[0] - 1, state.position[1])
elif x + 1 > 27: if state.position[0] + 1 > 27:
return None return None
else: return (state.position[0] + 1, state.position[1])
return x + 1, y
def is_state_success(state: AgentState, grid: Dict[Tuple[int, int], GridCellType]) -> bool: def is_state_success(state: AgentState, grid: Dict[Tuple[int, int], GridCellType]) -> bool:
next_cell = get_next_cell(state) next_cell = get_next_cell(state)
try: try:
return grid[next_cell] == GridCellType.GARBAGE_CAN return grid[next_cell] == GridCellType.GARBAGE_CAN
except KeyError: except:
return False return False
def get_cost_for_action(action: AgentActionType, cell_type: GridCellType) -> int: def get_cost_for_action(action: AgentActionType, cell_type: GridCellType) -> int:
if action in [AgentActionType.TURN_LEFT, AgentActionType.TURN_RIGHT]: if action == AgentActionType.TURN_LEFT or action == AgentActionType.TURN_RIGHT:
return 1 return 1
if cell_type == GridCellType.SPEED_BUMP and action == AgentActionType.MOVE_FORWARD: if cell_type == GridCellType.SPEED_BUMP:
return 10 if action == AgentActionType.MOVE_FORWARD:
return 10
if action == AgentActionType.MOVE_FORWARD: if action == AgentActionType.MOVE_FORWARD:
return 3 return 3
def is_state_valid(state: AgentState, grid: Dict[Tuple[int, int], GridCellType]) -> bool: def is_state_valid(state: AgentState, grid: Dict[Tuple[int, int], GridCellType]) -> bool:
try: try:
return grid[state.position] == GridCellType.STREET_HORIZONTAL or grid[ return grid[state.position] == GridCellType.STREET_HORIZONTAL or grid[state.position] == GridCellType.STREET_VERTICAL or grid[state.position] == GridCellType.SPEED_BUMP
state.position] == GridCellType.STREET_VERTICAL or grid[state.position] == GridCellType.SPEED_BUMP except:
except KeyError:
return False return False
def _heuristics(position: Tuple[int, int], city: City): def _heuristics(position: Tuple[int, int], city: City):
min_distance: int = 300 min_distance: int = 300
found_nonvisited: bool = False found_nonvisited: bool = False
@ -163,3 +120,4 @@ def _heuristics(position: Tuple[int, int], city: City):
if found_nonvisited: if found_nonvisited:
return min_distance return min_distance
return -1 return -1

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@ -4,7 +4,6 @@ from speedBump import SpeedBump
from street import Street from street import Street
from gameContext import GameContext from gameContext import GameContext
class City: class City:
cans: List[GarbageCan] cans: List[GarbageCan]
bumps: List[SpeedBump] bumps: List[SpeedBump]
@ -12,12 +11,12 @@ class City:
cans_dict: Dict[Tuple[int, int], GarbageCan] = {} cans_dict: Dict[Tuple[int, int], GarbageCan] = {}
def __init__(self) -> None: def __init__(self) -> None:
self.cans = [] self.nodes = []
self.streets = [] self.streets = []
self.bumps = [] self.bumps = []
def add_can(self, can: GarbageCan) -> None: def add_can(self, can: GarbageCan) -> None:
self.cans.append(can) self.nodes.append(can)
self.cans_dict[can.position] = can self.cans_dict[can.position] = can
def add_street(self, street: Street) -> None: def add_street(self, street: Street) -> None:
@ -36,7 +35,7 @@ class City:
street.render(game_context) street.render(game_context)
def _render_nodes(self, game_context: GameContext) -> None: def _render_nodes(self, game_context: GameContext) -> None:
for node in self.cans: for node in self.nodes:
node.render(game_context) node.render(game_context)
def _render_bumps(self, game_context: GameContext) -> None: def _render_bumps(self, game_context: GameContext) -> None:

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@ -10,11 +10,10 @@ import pygame
from bfs import find_path_to_nearest_can from bfs import find_path_to_nearest_can
from agentState import AgentState from agentState import AgentState
def collect_garbage(game_context: GameContext) -> None: def collect_garbage(game_context: GameContext) -> None:
while True: while True:
start_agent_state = AgentState(game_context.dust_car.position, game_context.dust_car.orientation) 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, game_context.city) path = find_path_to_nearest_can(start_agent_state, game_context.grid)
if path == None or len(path) == 0: if path == None or len(path) == 0:
break break
move_dust_car(path, game_context) move_dust_car(path, game_context)
@ -23,7 +22,6 @@ def collect_garbage(game_context: GameContext) -> None:
game_context.city.cans_dict[next_position].is_visited = True game_context.city.cans_dict[next_position].is_visited = True
pass pass
def move_dust_car(actions: list[AgentActionType], game_context: GameContext) -> None: def move_dust_car(actions: list[AgentActionType], game_context: GameContext) -> None:
for action in actions: for action in actions:
street_position = game_context.dust_car.position street_position = game_context.dust_car.position
@ -47,6 +45,7 @@ def move_dust_car(actions: list[AgentActionType], game_context: GameContext) ->
time.sleep(0.15) time.sleep(0.15)
def calculate_next_position(car: GarbageTruck) -> Tuple[int, int]: def calculate_next_position(car: GarbageTruck) -> Tuple[int, int]:
if car.orientation == AgentOrientation.UP: if car.orientation == AgentOrientation.UP:
if car.position[1] - 1 < 1: if car.position[1] - 1 < 1: