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3 Commits
master
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neuron_net
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10f62ce529 | ||
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e4cd4e727c | ||
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e208831d80 |
22
bfs.py
@ -8,16 +8,16 @@ from queue import Queue, PriorityQueue
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from turnCar import turn_left_orientation, turn_right_orientation
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from turnCar import turn_left_orientation, turn_right_orientation
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class Successor: # klasa reprezentuje sukcesora, stan i akcję którą można po nim podjąć
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class Successor:
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def __init__(self, state: AgentState, action: AgentActionType, cost: int, predicted_cost: int) -> None:
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def __init__(self, state: AgentState, action: AgentActionType, cost: int, predicted_cost: int) -> None:
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self.state = state
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self.state = state
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self.action = action
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self.action = action
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self.cost = cost
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self.cost = cost
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self.predicted_cost = predicted_cost
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self.predicted_cost = cost
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class SuccessorList: # lista sukcesorów, czyli możliwych ścieżek po danym stanie
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class SuccessorList:
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succ_list: list[Successor]
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succ_list: list[Successor]
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def __init__(self, succ_list: list[Successor]) -> None:
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def __init__(self, succ_list: list[Successor]) -> None:
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@ -31,17 +31,17 @@ class SuccessorList: # lista sukcesorów, czyli możliwych ścieżek po danym s
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def find_path_to_nearest_can(startState: AgentState, grid: Dict[Tuple[int, int], GridCellType], city: City) -> List[
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def find_path_to_nearest_can(startState: AgentState, grid: Dict[Tuple[int, int], GridCellType], city: City) -> List[
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AgentActionType]: # znajduje ścieżkę do najbliższego kosza na smieci
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AgentActionType]:
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visited: List[AgentState] = []
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visited: List[AgentState] = []
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queue: PriorityQueue[SuccessorList] = PriorityQueue() # kolejka priorytetowa przechodująca listę sukcesorów
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queue: PriorityQueue[SuccessorList] = PriorityQueue()
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queue.put(SuccessorList([Successor(startState, AgentActionType.UNKNOWN, 0, _heuristics(startState.position, city))]))
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queue.put(SuccessorList([Successor(startState, AgentActionType.UNKNOWN, 0, _heuristics(startState.position, city))]))
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while not queue.empty(): # dopóki kolejka nie jest pusta, pobiera z niej aktualny element
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while not queue.empty():
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current = queue.get()
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current = queue.get()
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previous = current.succ_list[-1]
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previous = current.succ_list[-1]
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visited.append(previous.state)
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visited.append(previous.state)
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if is_state_success(previous.state, grid): # jeśli ostatni stan w liście jest stanem końcowym (agent dotarł do śmietnika)
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if is_state_success(previous.state, grid):
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return extract_actions(current)
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return extract_actions(current)
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successors = get_successors(previous, grid, city)
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successors = get_successors(previous, grid, city)
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@ -61,7 +61,7 @@ def find_path_to_nearest_can(startState: AgentState, grid: Dict[Tuple[int, int],
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return []
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return []
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def extract_actions(successors: SuccessorList) -> list[AgentActionType]: # wyodrębnienie akcji z listy sukcesorów, z pominięciem uknown
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def extract_actions(successors: SuccessorList) -> list[AgentActionType]:
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output: list[AgentActionType] = []
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output: list[AgentActionType] = []
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for s in successors.succ_list:
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for s in successors.succ_list:
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if s.action != AgentActionType.UNKNOWN:
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if s.action != AgentActionType.UNKNOWN:
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@ -70,7 +70,7 @@ def extract_actions(successors: SuccessorList) -> list[AgentActionType]: # wyod
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def get_successors(succ: Successor, grid: Dict[Tuple[int, int], GridCellType], city: City) -> List[Successor]:
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def get_successors(succ: Successor, grid: Dict[Tuple[int, int], GridCellType], city: City) -> List[Successor]:
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result: List[Successor] = [] # generuje następników dla danego stanu,
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result: List[Successor] = []
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turn_left_cost = 1 + succ.cost
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turn_left_cost = 1 + succ.cost
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turn_left_state = AgentState(succ.state.position, turn_left_orientation(succ.state.orientation))
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turn_left_state = AgentState(succ.state.position, turn_left_orientation(succ.state.orientation))
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@ -128,7 +128,7 @@ def get_next_cell(state: AgentState) -> Tuple[int, int]:
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def is_state_success(state: AgentState, grid: Dict[Tuple[int, int], GridCellType]) -> bool:
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def is_state_success(state: AgentState, grid: Dict[Tuple[int, int], GridCellType]) -> bool:
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next_cell = get_next_cell(state)
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next_cell = get_next_cell(state)
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try:
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try:
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return grid[next_cell] == GridCellType.GARBAGE_CAN # agent dotarł do śmietnika
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return grid[next_cell] == GridCellType.GARBAGE_CAN
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except KeyError:
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except KeyError:
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return False
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return False
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@ -137,7 +137,7 @@ def get_cost_for_action(action: AgentActionType, cell_type: GridCellType) -> int
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if action in [AgentActionType.TURN_LEFT, AgentActionType.TURN_RIGHT]:
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if action in [AgentActionType.TURN_LEFT, AgentActionType.TURN_RIGHT]:
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return 1
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return 1
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if cell_type == GridCellType.SPEED_BUMP and action == AgentActionType.MOVE_FORWARD:
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if cell_type == GridCellType.SPEED_BUMP and action == AgentActionType.MOVE_FORWARD:
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return -10000
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return 10
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if action == AgentActionType.MOVE_FORWARD:
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if action == AgentActionType.MOVE_FORWARD:
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return 3
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return 3
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