demo
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1
board.py
1
board.py
@ -123,3 +123,4 @@ class Board:
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def set_fakedirt(self, row, col):
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def set_fakedirt(self, row, col):
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self.board[row][col] = 11
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self.board[row][col] = 11
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generate_board.py
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generate_board.py
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import random
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import numpy as np
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import pygame
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# Wymiary planszy
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rows, cols = 10, 10 # Ustalona liczba wierszy i kolumn
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size = 50 # Rozmiar pojedynczego pola na planszy
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# Klasa reprezentująca planszę
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class Board:
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def __init__(self):
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self.board = [] # Tablica reprezentująca planszę
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self.vegetables = [] # Tablica przechowująca warzywa na planszy
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self.soil_features = None # Cechy gleby (wilgotność, temperatura itp.)
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self.vegetable_names = [] # Tablica przechowująca nazwy warzyw na planszy
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self.load_images() # Ładowanie obrazów warzyw i innych elementów planszy
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self.generate_board() # Generowanie początkowej planszy
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# Metoda do ładowania obrazów
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def load_images(self):
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self.grass = pygame.Surface((size, size)) # Tworzenie powierzchni dla trawy
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self.grass.fill((0, 255, 0)) # Wypełnienie powierzchni zielonym kolorem (trawa)
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# Tworzenie powierzchni dla różnych warzyw
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self.warzywa_images = {
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"pomidor": [pygame.Surface((size, size)) for _ in range(9)],
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"ogorek": [pygame.Surface((size, size)) for _ in range(9)],
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"kalafior": [pygame.Surface((size, size)) for _ in range(9)]
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}
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# Kolory przypisane do każdego warzywa
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colors = {
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"pomidor": (255, 0, 0), # Czerwony
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"ogorek": (255, 165, 0), # Pomarańczowy
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"kalafior": (255, 255, 255) # Biały
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}
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# Wypełnianie powierzchni odpowiednim kolorem dla każdego warzywa
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for veg, color in colors.items():
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for surface in self.warzywa_images[veg]:
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surface.fill(color)
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# Typy warzyw przypisane do liczb
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self.vegetable_types = {
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"pomidor": 1,
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"ogorek": 2,
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"kalafior": 3
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}
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# Metoda do generowania początkowej planszy
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def generate_board(self):
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self.board = [[random.choice([0, 1, 2, 3]) for _ in range(cols)] for _ in range(rows)]
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self.vegetables = [[None for _ in range(cols)] for _ in range(rows)]
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self.vegetable_names = [[None for _ in range(cols)] for _ in range(rows)]
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# Losowe przypisanie warzyw do planszy
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for row in range(rows):
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for col in range(cols):
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if self.board[row][col] in (1, 2, 3):
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vegetable_type = list(self.warzywa_images.keys())[self.board[row][col] - 1]
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vegetable_image = random.choice(self.warzywa_images[vegetable_type])
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self.vegetables[row][col] = vegetable_image
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self.vegetable_names[row][col] = vegetable_type
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self.soil_features = self.generate_soil_features() # Generowanie cech gleby
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# Metoda do generowania cech gleby
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def generate_soil_features(self):
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return {
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"wilgotnosc_gleby": random.randint(30, 70),
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"temperatura_gleby": random.randint(13, 26),
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"opady_deszczu": random.randint(0, 11),
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"wiek_rosliny": random.randint(1, 9),
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"proc_ekspo_na_swiatlo": random.randint(10, 90),
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"pora_dnia": random.randint(8, 20),
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"pora_roku": random.randint(1, 4)
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}
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# Metoda oceniająca jakość planszy
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def evaluate(self):
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score = 0
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directions = [(0, 1), (1, 0), (0, -1), (-1, 0)] # Kierunki: prawo, dół, lewo, góra
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# Sprawdzanie sąsiednich pól dla każdego warzywa
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for row in range(rows):
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for col in range(cols):
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if self.is_vegetable(row, col):
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for dr, dc in directions:
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new_row, new_col = row + dr, col + dc
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if 0 <= new_row < rows and 0 <= new_col < cols:
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if self.vegetable_names[row][col] == self.vegetable_names[new_row][new_col]:
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score += 1
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return score
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# Metoda mutująca planszę
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def mutate(self, mutation_rate):
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for row in range(rows):
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for col in range(cols):
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if random.random() < mutation_rate:
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self.board[row][col] = random.choice([0, 1, 2, 3])
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if self.board[row][col] in (1, 2, 3):
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vegetable_type = list(self.warzywa_images.keys())[self.board[row][col] - 1]
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vegetable_image = random.choice(self.warzywa_images[vegetable_type])
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self.vegetables[row][col] = vegetable_image
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self.vegetable_names[row][col] = vegetable_type
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# Metoda krzyżująca planszę z inną planszą
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def crossover(self, other_board):
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crossover_point = random.randint(0, rows * cols - 1)
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for i in range(rows):
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for j in range(cols):
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if i * cols + j > crossover_point:
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self.board[i][j], other_board.board[i][j] = other_board.board[i][j], self.board[i][j]
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self.vegetables[i][j], other_board.vegetables[i][j] = other_board.vegetables[i][j], \
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self.vegetables[i][j]
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self.vegetable_names[i][j], other_board.vegetable_names[i][j] = other_board.vegetable_names[i][j], \
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self.vegetable_names[i][j]
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# Metoda kopiująca planszę
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def copy(self):
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new_board = Board()
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new_board.board = [row[:] for row in self.board]
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new_board.vegetables = [row[:] for row in self.vegetables]
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new_board.vegetable_names = [row[:] for row in self.vegetable_names]
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new_board.soil_features = self.soil_features.copy()
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return new_board
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# Sprawdza, czy dane pole zawiera warzywo
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def is_vegetable(self, row, col):
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return self.board[row][col] in (1, 2, 3)
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# Rysowanie planszy na oknie pygame
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def draw_cubes(self, win):
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for row in range(rows):
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for col in range(cols):
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cube_rect = pygame.Rect(col * size, row * size, size, size)
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cube = self.board[row][col]
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if cube == 0:
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win.blit(self.grass, cube_rect)
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else:
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if self.vegetables[row][col]:
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vegetable_image = pygame.transform.scale(self.vegetables[row][col], (size, size))
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win.blit(vegetable_image, cube_rect)
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# Funkcja oceniająca planszę (wywołuje metodę evaluate)
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def evaluate(board):
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return board.evaluate()
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# Generowanie początkowej populacji plansz
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def generate_population(size):
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return [Board() for _ in range(size)]
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# Selekcja metodą ruletki
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def roulette_wheel_selection(population, fitnesses):
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total_fitness = sum(fitnesses)
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selection_probs = [f / total_fitness for f in fitnesses]
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return population[random.choices(range(len(population)), weights=selection_probs, k=1)[0]]
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# Krzyżowanie jednopunktowe
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def crossover(parent1, parent2):
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child1, child2 = parent1.copy(), parent2.copy()
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child1.crossover(child2)
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return child1, child2
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# Mutacja planszy
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def mutate(board, mutation_rate):
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board.mutate(mutation_rate)
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# Algorytm genetyczny
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def genetic_algorithm(pop_size, generations, mutation_rate):
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population = generate_population(pop_size) # Generowanie początkowej populacji
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for _ in range(generations):
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fitnesses = [evaluate(board) for board in population] # Ocenianie każdej planszy
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new_population = []
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while len(new_population) < pop_size:
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parent1 = roulette_wheel_selection(population, fitnesses) # Wybór rodzica 1 metodą ruletki
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parent2 = roulette_wheel_selection(population, fitnesses) # Wybór rodzica 2 metodą ruletki
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offspring1, offspring2 = crossover(parent1, parent2) # Krzyżowanie rodziców
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mutate(offspring1, mutation_rate) # Mutacja potomka 1
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mutate(offspring2, mutation_rate) # Mutacja potomka 2
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new_population.extend([offspring1, offspring2]) # Dodanie potomków do nowej populacji
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population = new_population # Zamiana starej populacji na nową
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best_board = max(population, key=evaluate) # Wybór najlepszej planszy z populacji
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return best_board
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# Parametry algorytmu
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pop_size = 50 # Rozmiar populacji
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generations = 200 # Liczba generacji
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mutation_rate = 0.05 # Wskaźnik mutacji
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# Inicjalizacja Pygame
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pygame.init()
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win = pygame.display.set_mode((cols * size, rows * size)) # Ustawienie rozmiaru okna
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pygame.display.set_caption('Generated Board') # Ustawienie tytułu okna
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# Generowanie najlepszej planszy
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best_board = genetic_algorithm(pop_size, generations, mutation_rate)
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# Rysowanie najlepszej planszy
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best_board.draw_cubes(win)
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pygame.display.update()
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# Zapisywanie planszy do pliku
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np.save('generated_board.npy', best_board.board)
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# Utrzymanie okna otwartego do zamknięcia przez użytkownika
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run = True
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while run:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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run = False
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pygame.quit()
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BIN
generated_board.npy
Normal file
BIN
generated_board.npy
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Binary file not shown.
3
main.py
3
main.py
@ -60,8 +60,11 @@ def main():
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initial_state = Stan(4, 4, "down")
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initial_state = Stan(4, 4, "down")
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run = True
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run = True
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clock = pygame.time.Clock()
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clock = pygame.time.Clock()
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board = Board()
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board = Board()
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board.load_images()
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board.load_images()
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tractor = Tractor(4, 4, model, feature_columns, neuralnetwork_model)
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tractor = Tractor(4, 4, model, feature_columns, neuralnetwork_model)
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while run:
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while run:
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