genetic algorithm preparation #2
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466d0ca575
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9
agent.py
9
agent.py
@ -13,15 +13,16 @@ store = ImageController(SQUARE_SIZE)
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waiter = Waiter([0, 0], 0, SQUARE_SIZE, SCREEN_SIZE, store)
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kitchen = Kitchen([0, 0], 0, SQUARE_SIZE, SCREEN_SIZE, store)
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engine = Engine(SCREEN_SIZE, SQUARE_SIZE, kitchen, waiter, ACTION_DURATION)
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layout = LayoutController(engine, store).create_and_subscribe(COUNT_OF_OBJECTS)
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layout = LayoutController(engine, store).create_and_subscribe(
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radius=2, neighbors_count=3, block_chance=30)
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# engine.loop()
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engine.loop()
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# '''
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'''
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def example_stop(action_clock: int) -> bool:
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return action_clock < 1000
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print(engine.train_loop(example_stop))
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# '''
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'''
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@ -1,3 +1,4 @@
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import copy
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import time
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import pygame
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from queue import PriorityQueue
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@ -81,18 +82,32 @@ class Engine:
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print(colored("Simulation started", "green"))
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real_action_duration = self.action_duration
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real_waiter_state = self.waiter.makeCopy()
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self.action_duration = 0
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self.serviced_tables = 0
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self.is_simulation = True
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self.predictor_c.is_simulation = True
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while stop_condition(self.action_clock):
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self.action()
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result = self.serviced_tables
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self.action_duration = real_action_duration
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self.serviced_tables = 0
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self.is_simulation = False
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self.predictor_c.is_simulation = False
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self.waiter.applyState(real_waiter_state)
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self.kitchen.restoreDefaultState()
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return self.serviced_tables
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self.unsubscribe_all()
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return result
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def unsubscribe_all(self):
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self.objects: list[Object] = []
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self.goal: Goal = None
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def user_interaction(self):
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self.user_c.handler(engine=self)
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@ -1,4 +1,6 @@
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import random
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import time
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import numpy as np
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from src.obj.Block import Block
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from src.obj.Table import Table
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@ -14,34 +16,97 @@ class LayoutController():
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self.enginie = engine
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self.store = store
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def create_and_subscribe(self, count):
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def create_and_subscribe(self, radius: int, neighbors_count: int, block_probability: int):
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'''
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That function generate a location and a type of objects
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and subscribe they to action list in the engine
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`param: count (int)` - number of objects to be created
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`param: radius (int)` - radius in blocks in which we will consider neighbors
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`param: neighbors_count (int)` - allowed number of neighbors
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`param: block_probability (int)` - probability that the object will be a block in percents
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'''
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num_squares = self.enginie.num_squares
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square_size = self.enginie.square_size
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screen_size = self.enginie.screen_size
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pos_matrix = np.full((num_squares, num_squares), -1)
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def getFreeSquare(m):
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for i in range(num_squares):
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for j in range(num_squares):
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if m[i][j] == -1:
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return [i, j]
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return None
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def neighbors(m, p, r):
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n = []
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for ri in range(r + 1):
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if (p[0] + ri) >= num_squares:
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break
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for rj in range(r + 1):
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if (p[1] + rj) >= num_squares:
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break
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if m[p[0]+ri][p[1]+rj] == -1:
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n.append([p[0]+ri, p[1]+rj])
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return n
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def condition(m, p, radius, count):
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counter = count
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for ri in range(radius + 1):
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if (p[0] + ri) >= num_squares:
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break
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for rj in range(radius + 1):
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if (p[1] + rj) >= num_squares:
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break
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if m[p[0]+ri][p[1]+rj] == 1:
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counter -= 1
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return counter > 0
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pos_matrix[0][0] = 1
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fringe = [[0, 0]]
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explored = []
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while fringe:
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explored.append(random.choice(fringe))
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fringe.remove(explored[-1])
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n = neighbors(pos_matrix, explored[-1], radius)
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while n and condition(pos_matrix, explored[-1], radius, neighbors_count):
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child = random.choice(n)
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pos_matrix[child[0]][child[1]] = 1
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fringe.append(child)
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n.remove(child)
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for child in n:
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pos_matrix[child[0]][child[1]] = 0
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n = []
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if not fringe:
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f = getFreeSquare(pos_matrix)
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if f:
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fringe.append(f)
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pos_matrix[0][0] = 0
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store = self.store
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objects = []
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for _ in range(count):
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pos = [0, 0]
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while any([o.on(pos) for o in objects]) or pos == [0, 0]:
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pos = [random.randint(1, num_squares - 1),
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random.randint(1, num_squares - 1)]
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if (random.randint(0, 1)):
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objects.append(
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Block(pos, 0, square_size, screen_size, store))
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else:
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objects.append(
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Table(pos, 0, square_size, screen_size, store))
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for i in range(num_squares):
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for j in range(num_squares):
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if pos_matrix[i][j] == 1:
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if (random.randint(0, 100) >= block_probability):
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objects.append(
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Block([i, j], 0, square_size, screen_size, store))
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else:
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objects.append(
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Table([i, j], 0, square_size, screen_size, store))
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for o in objects:
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self.enginie.subscribe(o)
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@ -78,6 +78,8 @@ class StateController:
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if not engine.is_simulation:
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print(colored("Not found", "red"))
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engine.clock_increment(1000)
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return False
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def succ(self, state: TemporaryState, engine):
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@ -10,6 +10,11 @@ class Kitchen(Object):
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self.done: list(Table) = []
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self.mark = None
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def restoreDefaultState(self):
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self.cooking: list(Table) = []
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self.done: list(Table) = []
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self.mark = None
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def updateMark(self):
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if self.done:
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self.setMark("dish_done")
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@ -13,8 +13,27 @@ class Waiter(Object):
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self.memory_capacity = 4
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self.basket = basket
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self.memory = memory
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self.prev_position = copy.deepcopy(self.position)
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self.prev_orientation = copy.copy(self.orientation)
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def makeCopy(self):
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return Waiter(
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copy.deepcopy(self.position),
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copy.copy(self.orientation),
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copy.copy(self.square_size),
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copy.deepcopy(self.screen_size),
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self.store,
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copy.deepcopy(self.basket),
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copy.deepcopy(self.memory),
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copy.copy(self.battery)
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)
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def applyState(self, state):
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self.position = state.position
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self.orientation = state.orientation
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self.battery = state.battery
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self.basket_capacity = state.basket_capacity
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self.memory_capacity = state.memory_capacity
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self.basket = state.basket
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self.memory = state.memory
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def changeState(self, state):
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if state.agent_role == "blank":
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