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Author SHA1 Message Date
366716a32b Merge pull request 'Merge master with genetic_algorithms branch' (#29) from genetic_algorithms into master
Reviewed-on: #29
2024-06-09 18:40:57 +02:00
99c709d271 Merge pull request 'Merge genetic_algorithms with final_show branch' (#28) from final_show into genetic_algorithms
Reviewed-on: #28
2024-06-09 18:40:24 +02:00
b78f7f5ee7 Merge pull request 'Merge genetic2 to final_show' (#27) from genetic2 into final_show
Reviewed-on: #27
2024-06-09 18:39:27 +02:00
eb2529831a This: -added goaltressure in bfs3 call in App.py -changed def value for randomGT in BFS3 in bfs.py -added more context to readme.txt 2024-06-09 18:33:50 +02:00
d61b585827 Corrected GeneticAlgorithm2 and made a GeneticAlgorithm3 and generated fields using them. Made GeneticAccuracy to check the performance of the algorithms. 2024-06-08 23:25:08 +02:00
6c86eebd89 genetic algorithm 2 with a value of None 2024-06-07 18:41:55 +02:00
da1bfe1d8f This: -changed readme.txt 2024-06-07 15:29:26 +02:00
4339284c4b This: -changed label for decision -changed goaltressure for BFS3 2024-06-07 15:01:15 +02:00
tafit0902
51a5b13669 ladowanie pola z pliku GA, rozpoznawanie zdjec na polu, decyzja o podlaniu 2024-06-07 00:02:36 +02:00
0becd1b1f6 Made genetic algorithm and made a field using it. 2024-06-06 08:35:36 +02:00
eb9744f52f Merge pull request 'refactor' (#26) from refactor into master
Reviewed-on: #26
2024-06-04 13:25:07 +02:00
ea6a9f5204 Merge pull request 'neural_network' (#25) from neural_network into refactor
Reviewed-on: #25
2024-06-04 13:23:15 +02:00
7a3c30bd2f Added some trained models. 2024-06-04 13:18:15 +02:00
53ec8e993e Merge pull request 'Merge with model for 2 crops only' (#23) from neural_network_two_crops into neural_network
Reviewed-on: #23
2024-06-04 12:45:15 +02:00
24724fb8b7 This: -added trained model for 2 crops -added way to choose which model should we use 2024-06-04 12:40:39 +02:00
16302f4d6c Merge pull request 'Merge old branches to refactor due to merge it with master' (#22) from tree into refactor
Reviewed-on: #22
2024-06-04 11:36:13 +02:00
6959afe81a Merge pull request 'This: -small refactor in print' (#21) from tree_tractor_move into tree
Reviewed-on: #21
2024-06-04 11:32:36 +02:00
58e958ac44 This: -small refactor in print 2024-06-04 11:32:07 +02:00
38c1adb054 This: -improved printing of results -fixed a bug where picking tomato fertilizer caused crash -added trained model_500_hidden.pth trained with 500 hidden layers 2024-05-27 09:01:51 +02:00
ccd1cb2359 Trained the model. 2024-05-26 18:41:55 +02:00
5d7b68fdd6 This: -removed model.pth from git tracking for now -added corn to dataset 2024-05-26 14:46:12 +02:00
34bfe78218 This: -fixed line where device for training was always cuda device 2024-05-26 14:39:05 +02:00
26c99ddc55 This: -enchanced image dataset -fixed a bug where images where not loaded -fixed a bug where tractor wasnt moving -fixed a bug where training on gpu caused a crash 2024-05-26 13:58:48 +02:00
tafit0902
d2abac6ebd roslina umiera po zlym nawiezieniu 2024-05-26 01:55:40 +02:00
tafit0902
de0740d34b losowanie bez powtorzen, poprawki w wyswieltaniu konsoli 2024-05-26 01:37:01 +02:00
tafit0902
3c6e79a1fd losowanie zdjecia dla slotu, poruszanie sie traktora, uzycie sieci 2024-05-26 01:08:47 +02:00
tafit0902
f38a52e135 dodanie podstaw sieci nuronowej 2024-05-25 02:00:19 +02:00
971746a0f8 This: -improved quality of tree visualization -fixed a bug where season cycle was not working properly 2024-05-12 22:53:41 +02:00
afae656d76 dodatkowe dane 2024-05-12 21:39:01 +02:00
9ebac46bef This: -fixed a bug where tractor_water_level and move delay was called in wrong place 2024-05-12 17:34:27 +02:00
0b494d694d This: -removed unused move in tree_move -changed display to table form in terminal -small refactoring due to code clean 2024-05-12 14:59:23 +02:00
3713ccc8ff This: -made graph bigger 2024-05-12 13:58:57 +02:00
tafit0902
7a14a94b1e traktor porusza sie po polu i decyduje czy podlac na podstawie drzewa decyzyjnego 2024-05-11 22:05:02 +02:00
7c7a485d6b Made an algorithm to generate data (treeData.py) 2024-05-11 18:30:14 +02:00
d2d7a98a84 This: -changed decision from int to string values 2024-05-11 14:30:29 +02:00
b377c5ea24 This: -added tree.png to .gitignore to prevent mistakes 2024-05-11 14:21:26 +02:00
12d2ba0d81 This: -added tree saving to .png file -added usage of decision tree -added way to get current status of all conditions -small improvements -switched off road and mud generation -changed order in .csv file to more logical 2024-05-11 14:18:40 +02:00
48b159ae02 This: -switched diseases from string to int values 2024-05-11 13:31:06 +02:00
de69592612 This: -turned off gas station drawing 2024-05-11 13:25:36 +02:00
51fe19a071 This: -switched data for tree from strings to int -broke weather atributte to temperature and rain -added waterLevel for tractor 2024-05-11 13:24:09 +02:00
f8a3156678 This: -renamed tree.py to Drzewo.py -added dataTree.csv -added basic function connected to decision tree -added required packages to readme.txt 2024-05-10 19:41:13 +02:00
e6c86e7856 This: -added readme file 2024-05-10 18:39:26 +02:00
01a3d1864b This: -added Tree.py 2024-05-10 18:34:52 +02:00
feeca26892 This: -added weather cycle 2024-05-10 18:33:38 +02:00
2b3170d10c This: -refactor few lines to disable Astar related functions and behaviour 2024-05-10 17:47:05 +02:00
d0e8a47da1 Merge pull request 'astar_temp' (#19) from astar_temp into master
Reviewed-on: #19
2024-05-10 17:34:47 +02:00
d150e9c21d Made function to test speed of A*.
Changed heuristic2.
2024-04-29 14:05:26 +02:00
c0fe5766b0 fix: brakowalo total_cost przy wylowywaniu A_star2 w App.py 2024-04-28 13:17:08 +02:00
92c893c917 This: -added road.jpg 2024-04-28 12:59:28 +02:00
7c50b44417 This: -fixed cost sum in A* -added cost of direction change for A*2 -added function to change image of visited tile -added display of total cost 2024-04-28 12:58:58 +02:00
e448c80739 This: -simplified cost taking for A* 2024-04-28 11:51:47 +02:00
eb17e42686 Merge branch 'losowanie_celu' into astar_temp 2024-04-28 11:21:09 +02:00
af15a10048 Dodanie wypisywanie kosztu do AStar1 i ustawiono staly koszt obrotu 2024-04-27 20:09:12 +02:00
tafit0902
702eff581a cel jest losowany w osobnej funkcji, dodano zdjecie stacji benzynowej jako cel trakotra 2024-04-27 00:59:48 +02:00
03434fdb79 Did heuristic2 and A_star2.
Fixed coordinate bug.
2024-04-26 16:32:50 +02:00
637b7567b4 Pierwsza wersja AStar 2024-04-25 22:56:18 +02:00
2017b89aa4 Merge pull request 'New surfaces were made (mud, dirt, stone).' (#18) from introduction_astar into astar
Reviewed-on: #18
2024-04-25 20:51:56 +02:00
ae462e2920 New surfaces were made (mud, dirt, stone).
Renamed from bfs2 to bfs3.
Added koszt to Stan and it's set automatically.
Added some ideas about A*.
2024-04-24 22:16:34 +02:00
ab14a34ecf Merge pull request 'BFS' (#17) from BFS into master
Reviewed-on: #17
2024-04-24 17:44:08 +02:00
da6b3ef067 Merge pull request 'snake_move' (#16) from snake_move into BFS
Reviewed-on: #16
2024-04-24 17:41:46 +02:00
a696da09de -Added way to clear console -Support different dimmension of grid for console 2024-04-15 11:20:47 +02:00
e0397b95a7 -Added support to precalculated BFS2 -Added way to set HydrateValue by HydrateIndex -Minor changes in Tractor.py -Added flags to make handling different BFS implements easier 2024-04-15 10:49:25 +02:00
d38c4d9593 -Added garage -Fixed bugs that were causing crashes realted to mouse position out of the window 2024-04-15 10:02:09 +02:00
a8c5b1b434 Merge pull request 'Made BFS1 and BFS3 algorithm in BFS.py file.' (#15) from algorytm_bfs2 into snake_move
Reviewed-on: #15 reviewed by Jakub Zaręba
2024-04-15 09:25:33 +02:00
63229b2c60 Made BFS1 and BFS3 algorithm in BFS.py file. 2024-04-14 21:39:04 +02:00
066894d85c Merge pull request 'ruch_traktora_po_bfs' (#14) from ruch_traktora_po_bfs into snake_move
Reviewed-on: #14
2024-04-14 19:50:30 +02:00
tafit0902
2c03c4857c poprawki 2024-04-14 00:41:18 +02:00
tafit0902
fbe6a7e386 poprawa obrotu traktora 2024-04-14 00:13:27 +02:00
tafit0902
1578dd28f9 traktor porusza sie po scieszce bfs i nawadnia na sztywno pole 2024-04-13 23:55:58 +02:00
tafit0902
eb5556e514 poprawki 2024-04-13 23:49:04 +02:00
9ca821bab8 -fixed a bug where mouse on the console would sometimes cause a crash 2024-04-13 02:09:49 +02:00
7ac1093231 -fix in gap between lines -added option to disable console 2024-04-13 01:51:52 +02:00
911876e59a -added initial_move to get all slot's hydrate stats by visiting all slots -added way to get hydrate stats for single slot -added console to print things there instead of terminal 2024-04-13 01:39:39 +02:00
2dac7c64a9 -minor changes to move action (added do_move_if_valid) 2024-04-13 00:13:51 +02:00
999f28a405 Merge pull request 'Made BFS algorithm.' (#13) from algorytm_bfs into BFS
Reviewed-on: #13 by Jakub Zaręba
2024-04-13 00:02:29 +02:00
ce698aa14a Made BFS algorithm. 2024-04-12 22:11:30 +02:00
901c246681 Merge pull request 'ruch_traktor_bfs' (#12) from ruch_traktor_bfs into BFS
Reviewed-on: #12
2024-04-12 20:44:17 +02:00
18d2fdbb49 -Fixed direction changes 2024-04-12 09:12:38 +02:00
ee2c65730d Zmiana organizacji ruchu traktora na wybieranie kierunku i ruchu w przód, jeszcze bez obrotów przed zmiana slota 2024-04-11 22:25:38 +02:00
05e028c171 Merge pull request 'ram' (#11) from ram into master
Reviewed-on: #11
2024-03-25 10:01:36 +01:00
a5691816ac -Merged classes slot and roslina. -Added function to display current status of plant. 2024-03-24 23:30:02 +01:00
4c9bbed441 Wprowadzono poprawki do klas Roslina, Stan oraz Akcja. 2024-03-24 19:19:49 +01:00
be47ed188f dodado akcje do osprzetu i lekkie poprawki w klasie Akcja 2024-03-24 13:10:02 +01:00
tafit0902
17f6f36e77 dodanie klasy srodek oraz akcja 2024-03-24 12:31:56 +01:00
tafit0902
81ebfc91b6 komentarze i wyrzucenie chroby wirusowej 2024-03-24 12:17:44 +01:00
tafit0902
3fb9b77d38 poprawki 2024-03-24 12:01:41 +01:00
f2539c9fd0 Merge pull request 'traktor_osprzet' (#9) from traktor_osprzet into ram
Reviewed-on: #9
2024-03-24 11:58:35 +01:00
tafit0902
30d81744cf dodanie wiecej srodkow 2024-03-23 23:19:38 +01:00
tafit0902
78eb846720 dodano akcje oraz srodek, przykladowe srodki tworzone w akcjach 2024-03-23 23:17:51 +01:00
48 changed files with 12785 additions and 91 deletions

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dataset.zip

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"""
f(n) = g(n) + h(n)
g(n) = dotychczasowy koszt -> dodać currentCost w Node lub brać koszt na nowo przy oddtawrzaniu ścieżki
h(n) = abs(state['x'] - goalTreassure[0]) + abs(state['y'] - goalTreassure[1]) -> odległość Manhatan -> można zrobić jeszcze drugą wersje gdzie mnoży się razy 5.5 ze wzgledu na średni koszt przejścia
Należy zaimplementować kolejkę priorytetową oraz zaimplementować algorytm przeszukiwania grafu stanów z uwzględnieniem kosztu za pomocą przerobienia algorytmu przeszukiwania grafu stanów
"""
import random
import pygame
import Node
import BFS
from displayControler import NUM_X, NUM_Y
from Pole import stoneList
from queue import PriorityQueue
def getRandomGoalTreasure():
while True:
goalTreasure = (random.randint(0, NUM_X - 1), random.randint(0, NUM_Y - 1)) # Współrzędne celu
if goalTreasure not in stoneList:
break
return goalTreasure
def heuristic(state, goal):
# Oblicz odległość Manhattanowską między aktualnym stanem a celem
manhattan_distance = abs(state['x'] - goal[0]) + abs(state['y'] - goal[1])
return manhattan_distance
'''def get_cost_for_plant(plant_name):
plant_costs = {
"pszenica": 7,
"kukurydza": 9,
"ziemniak": 2,
"slonecznik": 5,
"borowka": 3,
"winogrono": 4,
"mud": 15,
"dirt": 0,
}
if plant_name in plant_costs:
return plant_costs[plant_name]
else:
# Jeśli nazwa rośliny nie istnieje w słowniku, zwróć domyślną wartość
return 0
'''
def A_star(istate, pole, goalTreasure):
# goalTreasure = (random.randint(0,NUM_X-1), random.randint(0,NUM_Y-1))
# #jeśli chcemy używać random musimy wykreslić sloty z kamieniami, ponieważ tez mogą się wylosować i wtedy traktor w ogóle nie rusza
#lub zrobić to jakoś inaczej, np. funkcja szukająca najmniej nawodnionej rośliny
# przeniesione wyżej do funkcji getRandomGoalTreasure, wykorzystywana jest w App.py
# while True:
# goalTreasure = (random.randint(0, NUM_X - 1), random.randint(0, NUM_Y - 1)) # Współrzędne celu
# if goalTreasure not in stoneList:
# break
fringe = PriorityQueue() # Kolejka priorytetowa dla wierzchołków do rozpatrzenia
explored = [] # Lista odwiedzonych stanów
obrot = 1
# Tworzenie węzła początkowego
x = Node.Node(istate)
x.g = 0
x.h = heuristic(x.state, goalTreasure)
fringe.put((x.g + x.h, x)) # Dodanie węzła do kolejki
total_cost = 0
while not fringe.empty():
_, elem = fringe.get() # Pobranie węzła z najniższym priorytetem
if BFS.goalTest3(elem.state, goalTreasure): # Sprawdzenie, czy osiągnięto cel
path = []
cost_list=[]
while elem.parent is not None: # Odtworzenie ścieżki
path.append([elem.parent, elem.action])
elem = elem.parent
for node, action in path:
# Obliczanie kosztu ścieżki dla każdego pola i wyświetlanie
plant_cost = get_plant_name_and_cost_from_coordinates(node.state['x'],node.state['y'], pole)
if action == "left" or action == "right": # Liczenie kosztu tylko dla pól nie będących obrotami
total_cost += obrot
cost_list.append(obrot)
else:
total_cost += plant_cost
cost_list.append(plant_cost)
return path,cost_list,total_cost
explored.append(elem.state)
for resp in succ3A(elem.state):
child_state = resp[1]
if child_state not in explored:
child = Node.Node(child_state)
child.parent = elem
child.action = resp[0]
# Pobranie nazwy rośliny z danego slotu na podstawie współrzędnych
plant_cost = get_plant_name_and_cost_from_coordinates(child_state['x'], child_state['y'], pole)
# Pobranie kosztu dla danej rośliny
#plant_cost = get_cost_for_plant(plant_name)
if child.action == "left" or child.action == "right":
child.g = elem.g + obrot
else:
child.g = elem.g + plant_cost
# Obliczenie heurystyki dla dziecka
child.h = heuristic(child.state, goalTreasure)
in_fringe = False
for priority, item in fringe.queue:
if item.state == child.state:
in_fringe = True
if priority > child.g + child.h:
# Jeśli znaleziono węzeł w kolejce o gorszym priorytecie, zastąp go nowym
fringe.queue.remove((priority, item))
fringe.put((child.g + child.h, child))
break
if not in_fringe:
# Jeśli stan dziecka nie jest w kolejce, dodaj go do kolejki
fringe.put((child.g + child.h, child))
for event in pygame.event.get():
if event.type == pygame.QUIT:
quit()
return False
def get_plant_name_and_cost_from_coordinates(x, y, pole):
if (x, y) in pole.slot_dict: # Sprawdzenie, czy podane współrzędne znajdują się na polu
slot = pole.slot_dict[(x, y)] # Pobranie slotu na podstawie współrzędnych
if slot.plant: # Sprawdzenie, czy na slocie znajduje się roślina
return slot.plant.stan.koszt # Zwrócenie nazwy rośliny na slocie
else:
return 0 # jeśli na slocie nie ma rośliny
else:
return 0 # jeśli podane współrzędne są poza polem
#to ogólnie identyczna funkcja jak w BFS ale nie chciałam tam ruszać, żeby przypadkiem nie zapsuć do BFS,
#tylko musiałam dodac sprawdzenie kolizji, bo traktor brał sloty z Y których nie ma na planszy
def succ3A(state):
resp = []
if state["direction"] == "N":
if state["y"] > 0 and (state['x'], state["y"] - 1) not in stoneList:
resp.append(["forward", {'x': state["x"], 'y': state["y"]-1, 'direction': state["direction"]}])
resp.append(["right", {'x': state["x"], 'y': state["y"], 'direction': "E"}])
resp.append(["left", {'x': state["x"], 'y': state["y"], 'direction': "W"}])
elif state["direction"] == "S":
if state["y"] < NUM_Y - 1 and (state['x'], state["y"] + 1) not in stoneList:
resp.append(["forward", {'x': state["x"], 'y': state["y"]+1, 'direction': state["direction"]}])
resp.append(["right", {'x': state["x"], 'y': state["y"], 'direction': "W"}])
resp.append(["left", {'x': state["x"], 'y': state["y"], 'direction': "E"}])
elif state["direction"] == "E":
if state["x"] < NUM_X - 1 and (state['x'] + 1, state["y"]) not in stoneList:
resp.append(["forward", {'x': state["x"]+1, 'y': state["y"], 'direction': state["direction"]}])
resp.append(["right", {'x': state["x"], 'y': state["y"], 'direction': "S"}])
resp.append(["left", {'x': state["x"], 'y': state["y"], 'direction': "N"}])
else: #state["direction"] == "W"
if state["x"] > 0 and (state['x'] - 1, state["y"]) not in stoneList:
resp.append(["forward", {'x': state["x"]-1, 'y': state["y"], 'direction': state["direction"]}])
resp.append(["right", {'x': state["x"], 'y': state["y"], 'direction': "N"}])
resp.append(["left", {'x': state["x"], 'y': state["y"], 'direction': "S"}])
return resp
def heuristic2(state, goal):
# Oblicz odległość Manhattanowską między aktualnym stanem a celem
manhattan_distance = (abs(state['x'] - goal[0]) + abs(state['y'] - goal[1])) * 2.5
return manhattan_distance
def A_star2(istate, pole, goalTreasure):
# goalTreasure = (random.randint(0,NUM_X-1), random.randint(0,NUM_Y-1))
# #jeśli chcemy używać random musimy wykreslić sloty z kamieniami, ponieważ tez mogą się wylosować i wtedy traktor w ogóle nie rusza
#lub zrobić to jakoś inaczej, np. funkcja szukająca najmniej nawodnionej rośliny
# przeniesione wyżej do funkcji getRandomGoalTreasure, wykorzystywana jest w App.py
# while True:
# goalTreasure = (random.randint(0, NUM_X - 1), random.randint(0, NUM_Y - 1)) # Współrzędne celu
# if goalTreasure not in stoneList:
# break
fringe = PriorityQueue() # Kolejka priorytetowa dla wierzchołków do rozpatrzenia
explored = [] # Lista odwiedzonych stanów
obrot = 1
# Tworzenie węzła początkowego
x = Node.Node(istate)
x.g = 0
x.h = heuristic2(x.state, goalTreasure)
fringe.put((x.g + x.h, x)) # Dodanie węzła do kolejki
total_cost=0
while not fringe.empty():
_, elem = fringe.get() # Pobranie węzła z najniższym priorytetem
if BFS.goalTest3(elem.state, goalTreasure): # Sprawdzenie, czy osiągnięto cel
path = []
cost_list=[]
while elem.parent is not None: # Odtworzenie ścieżki
path.append([elem.parent, elem.action])
elem = elem.parent
for node, action in path:
# Obliczanie kosztu ścieżki dla każdego pola i wyświetlanie
plant_cost = get_plant_name_and_cost_from_coordinates(node.state['x'],node.state['y'], pole)
if action == "left" or action == "right": # Liczenie kosztu tylko dla pól nie będących obrotami
total_cost += obrot
cost_list.append(obrot)
else:
total_cost += plant_cost
cost_list.append(plant_cost)
return path,cost_list,total_cost
explored.append(elem.state)
for resp in succ3A(elem.state):
child_state = resp[1]
if child_state not in explored:
child = Node.Node(child_state)
child.parent = elem
child.action = resp[0]
# Pobranie nazwy rośliny z danego slotu na podstawie współrzędnych
plant_cost = get_plant_name_and_cost_from_coordinates(child_state['x'], child_state['y'], pole)
if child.action == "left" or child.action == "right":
child.g = elem.g + obrot
else:
child.g = elem.g + plant_cost
# Obliczenie heurystyki dla dziecka
child.h = heuristic2(child.state, goalTreasure)
in_fringe = False
for priority, item in fringe.queue:
if item.state == child.state:
in_fringe = True
if priority > child.g + child.h:
# Jeśli znaleziono węzeł w kolejce o gorszym priorytecie, zastąp go nowym
fringe.queue.remove((priority, item))
fringe.put((child.g + child.h, child))
break
if not in_fringe:
# Jeśli stan dziecka nie jest w kolejce, dodaj go do kolejki
fringe.put((child.g + child.h, child))
for event in pygame.event.get():
if event.type == pygame.QUIT:
quit()
return False
"""
TO TEST SPEED OF ASTAR
test_speed = False
if test_speed:
time1 = 0
time2 = 0
cost1 = 0
cost2 = 0
for i in range(500):
print(i)
start = time.time()
aStarRoot, cost_list, total_cost = AStar.A_star({'x': 0, 'y': 0, 'direction': "E"}, pole, goalTreasure)
end = time.time()
time1 += end - start
cost1 += total_cost
start = time.time()
aStarRoot2, cost_list, total_cost = AStar.A_star2({'x': 0, 'y': 0, 'direction': "E"}, pole, goalTreasure)
end = time.time()
time2 += end - start
cost2 += total_cost
print(time1, time2)
print(float(cost1 / 1000), float(cost2 / 1000))
"""

47
Akcja.py Normal file
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import Srodek
#w przyszłości trzeba przenieść definicję środków do innego pliku inicjalizującego
class Akcja:
srodki = [] #lista obiektów klasy Srodek
benefits = [] #lista przechowująca benefity płynące z wykonania akcji
def __init__(self, typ):
self.typ = typ
if self.typ == "nawodnienie":
self.srodki.append(Srodek.Srodek(1, "woda", "woda"))
self.srodki.append(Srodek.Srodek(1.5, "powerade", "woda")) #nawadnia lepiej niż woda
self.benefits.append(typ)
self.benefits.append(100)
if self.typ == "zyznosc":
self.srodki.append(Srodek.Srodek(2, "obornik", "nawoz"))
self.srodki.append(Srodek.Srodek(3, "azotan", "nawoz"))
self.srodki.append(Srodek.Srodek(4, "wapno", "nawoz"))
self.srodki.append(Srodek.Srodek(5, "superfosfat", "nawoz"))
self.benefits.append(typ)
self.benefits.append(100)
if self.typ == "wzrost":
self.srodki.append(Srodek.Srodek(6, "witaminy", "odzywka"))
self.srodki.append(Srodek.Srodek(7, "aminokwasy", "odzywka"))
self.srodki.append(Srodek.Srodek(8, "algi morskie", "odzywka"))
self.benefits.append(typ)
self.benefits.append(20)
if self.typ == "grzyb":
self.srodki.append(Srodek.Srodek(9, "mankozeb", "ochrona"))
self.srodki.append(Srodek.Srodek(10, "czosnek", "ochrona")) #tak czosnek zabija grzyby
self.benefits.append("choroba")
self.benefits.append("brak")
if self.typ == "bakteria":
self.srodki.append(Srodek.Srodek(11, "miedź", "ochrona"))
self.srodki.append(Srodek.Srodek(12, "streptomycyna ", "ochrona"))
self.benefits.append("choroba")
self.benefits.append("brak")
if self.typ == "pasożyt":
self.srodki.append(Srodek.Srodek(13, "Cyjantraniliprol", "ochrona"))
self.srodki.append(Srodek.Srodek(14, "Permetryna", "ochrona"))
self.srodki.append(Srodek.Srodek(15, "Abamektyna", "ochrona"))
self.benefits.append("choroba")
self.benefits.append("brak")
def getBenefit(self):
return self.benefits

159
App.py

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267
BFS.py Normal file
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import random
import pygame
import Node
from displayControler import NUM_X, NUM_Y
from Pole import stoneList
def goalTest1(hIndex):
for i in list(hIndex.values()):
if i == 0:
return False
return True
def succ1(state):
resp = []
hIndex = state["hydradeIndex"].copy()
if state["direction"] == "N":
if state["y"] > 0:
if hIndex[state["x"], state["y"]-1] == 0:
hIndex[state["x"], state["y"] - 1] = 1
resp.append(["forward", {'x': state["x"], 'y': state["y"]-1, 'direction': state["direction"], 'hydradeIndex': hIndex}])
resp.append(["right", {'x': state["x"], 'y': state["y"], 'direction': "E", 'hydradeIndex': state["hydradeIndex"].copy()}])
resp.append(["left", {'x': state["x"], 'y': state["y"], 'direction': "W", 'hydradeIndex': state["hydradeIndex"].copy()}])
elif state["direction"] == "S":
if state["y"] < NUM_Y-1:
if hIndex[state["x"], state["y"]+1] == 0:
hIndex[state["x"], state["y"] + 1] = 1
resp.append(["forward", {'x': state["x"], 'y': state["y"]+1, 'direction': state["direction"], 'hydradeIndex': hIndex}])
resp.append(["right", {'x': state["x"], 'y': state["y"], 'direction': "W", 'hydradeIndex': state["hydradeIndex"].copy()}])
resp.append(["left", {'x': state["x"], 'y': state["y"], 'direction': "E", 'hydradeIndex': state["hydradeIndex"].copy()}])
elif state["direction"] == "E":
if state["x"] < NUM_X-1:
if hIndex[state["x"]+1, state["y"]] == 0:
hIndex[state["x"] + 1, state["y"]] = 1
resp.append(["forward", {'x': state["x"]+1, 'y': state["y"], 'direction': state["direction"], 'hydradeIndex': hIndex}])
resp.append(["right", {'x': state["x"], 'y': state["y"], 'direction': "S", 'hydradeIndex': state["hydradeIndex"].copy()}])
resp.append(["left", {'x': state["x"], 'y': state["y"], 'direction': "N", 'hydradeIndex': state["hydradeIndex"].copy()}])
else: #state["zwrot"] == "W"
if state["x"] > 0:
if hIndex[state["x"]-1, state["y"]] == 0:
hIndex[state["x"] - 1, state["y"]] = 1
resp.append(["forward", {'x': state["x"]-1, 'y': state["y"], 'direction': state["direction"], 'hydradeIndex': hIndex}])
resp.append(["right", {'x': state["x"], 'y': state["y"], 'direction': "N", 'hydradeIndex': state["hydradeIndex"].copy()}])
resp.append(["left", {'x': state["x"], 'y': state["y"], 'direction': "S", 'hydradeIndex': state["hydradeIndex"].copy()}])
return resp
def check1(tab, state):
for i in tab:
if i.state == state:
return False
return True
def BFS1(istate):
fringe = []
explored = []
x = Node.Node(istate)
fringe.append(x)
while True:
if fringe == []:
return False
elem = fringe.pop(0)
if goalTest1(elem.state["hydradeIndex"]):
x = elem
tab = []
while x.parent != None:
tab.append([x.parent, x.action])
x = x.parent
return tab
explored.append(elem)
for resp in succ1(elem.state):
if check1(fringe, resp[1]) and check1(explored, resp[1]):
x = Node.Node(resp[1])
x.parent = elem
x.action = resp[0]
fringe.append(x)
for event in pygame.event.get():
if event.type == pygame.QUIT:
quit()
def goalTest3(state, goalTreassure):
if state["x"] == goalTreassure[0] and state["y"] == goalTreassure[1]:
return True
return False
def succ3(state):
resp = []
if state["direction"] == "N":
if state["y"] > 0 and (state['x'], state["y"] - 1) not in stoneList:
resp.append(["forward", {'x': state["x"], 'y': state["y"]-1, 'direction': state["direction"]}])
resp.append(["right", {'x': state["x"], 'y': state["y"], 'direction': "E"}])
resp.append(["left", {'x': state["x"], 'y': state["y"], 'direction': "W"}])
elif state["direction"] == "S":
if state["y"] < NUM_Y - 1 and (state['x'], state["y"] + 1) not in stoneList:
resp.append(["forward", {'x': state["x"], 'y': state["y"]+1, 'direction': state["direction"]}])
resp.append(["right", {'x': state["x"], 'y': state["y"], 'direction': "W"}])
resp.append(["left", {'x': state["x"], 'y': state["y"], 'direction': "E"}])
elif state["direction"] == "E":
if state["x"] < NUM_X - 1 and (state['x'] + 1, state["y"]) not in stoneList:
resp.append(["forward", {'x': state["x"]+1, 'y': state["y"], 'direction': state["direction"]}])
resp.append(["right", {'x': state["x"], 'y': state["y"], 'direction': "S"}])
resp.append(["left", {'x': state["x"], 'y': state["y"], 'direction': "N"}])
else: #state["zwrot"] == "W"
if state["x"] > 0 and (state['x'] - 1, state["y"]) not in stoneList:
resp.append(["forward", {'x': state["x"]-1, 'y': state["y"], 'direction': state["direction"]}])
resp.append(["right", {'x': state["x"], 'y': state["y"], 'direction': "N"}])
resp.append(["left", {'x': state["x"], 'y': state["y"], 'direction': "S"}])
return resp
def check3(tab, state):
for i in tab:
if i.state == state:
return False
return True
def BFS3(istate,GT):
randomGT=False
if(randomGT==True):
goalTreassuere = (random.randint(0,NUM_X-1), random.randint(0,NUM_Y-1))
else:
goalTreassuere=GT
print(goalTreassuere)
fringe = []
explored = []
x = Node.Node(istate)
fringe.append(x)
while True:
if fringe == []:
return False
elem = fringe.pop(0)
if goalTest3(elem.state, goalTreassuere):
x = elem
tab = []
while x.parent != None:
tab.append([x.parent, x.action])
x = x.parent
return tab
explored.append(elem)
for resp in succ3(elem.state):
if check3(fringe, resp[1]) and check3(explored, resp[1]):
x = Node.Node(resp[1])
x.parent = elem
x.action = resp[0]
fringe.append(x)
for event in pygame.event.get():
if event.type == pygame.QUIT:
quit()
"""
def goalTest(hIndex):
for i in list(hIndex.values()):
if i == 0:
return False
return True
def succ(state):
resp = []
hIndex = state["hydradeIndex"].copy()
if state["direction"] == "N":
if state["y"] > 0:
if hIndex[state["x"], state["y"]-1] == 0:
hIndex[state["x"], state["y"] - 1] = 1
resp.append(["forward", {'x': state["x"], 'y': state["y"]-1, 'direction': state["direction"], 'hydradeIndex': hIndex}])
resp.append(["right", {'x': state["x"], 'y': state["y"], 'direction': "E", 'hydradeIndex': state["hydradeIndex"].copy()}])
resp.append(["left", {'x': state["x"], 'y': state["y"], 'direction': "W", 'hydradeIndex': state["hydradeIndex"].copy()}])
elif state["direction"] == "S":
if state["y"] < dCon.NUM_Y-1:
if hIndex[state["x"], state["y"]+1] == 0:
hIndex[state["x"], state["y"] + 1] = 1
resp.append(["forward", {'x': state["x"], 'y': state["y"]+1, 'direction': state["direction"], 'hydradeIndex': hIndex}])
resp.append(["right", {'x': state["x"], 'y': state["y"], 'direction': "W", 'hydradeIndex': state["hydradeIndex"].copy()}])
resp.append(["left", {'x': state["x"], 'y': state["y"], 'direction': "E", 'hydradeIndex': state["hydradeIndex"].copy()}])
elif state["direction"] == "E":
if state["x"] < dCon.NUM_X-1:
if hIndex[state["x"]+1, state["y"]] == 0:
hIndex[state["x"] + 1, state["y"]] = 1
resp.append(["forward", {'x': state["x"]+1, 'y': state["y"], 'direction': state["direction"], 'hydradeIndex': hIndex}])
resp.append(["right", {'x': state["x"], 'y': state["y"], 'direction': "S", 'hydradeIndex': state["hydradeIndex"].copy()}])
resp.append(["left", {'x': state["x"], 'y': state["y"], 'direction': "N", 'hydradeIndex': state["hydradeIndex"].copy()}])
else: #state["direction"] == "W"
if state["x"] > 0:
if hIndex[state["x"]-1, state["y"]] == 0:
hIndex[state["x"] - 1, state["y"]] = 1
resp.append(["forward", {'x': state["x"]-1, 'y': state["y"], 'direction': state["direction"], 'hydradeIndex': hIndex}])
resp.append(["right", {'x': state["x"], 'y': state["y"], 'direction': "N", 'hydradeIndex': state["hydradeIndex"].copy()}])
resp.append(["left", {'x': state["x"], 'y': state["y"], 'direction': "S", 'hydradeIndex': state["hydradeIndex"].copy()}])
return resp
def check(tab, state):
for i in tab:
if i.state == state:
return False
return True
def BFS(istate):
fringe = []
explored = []
x = Node.Node(istate)
fringe.append(x)
while True:
if fringe == []:
return False
elem = fringe.pop(0)
if goalTest(elem.state["hydradeIndex"]):
x = elem
tab = []
while x.parent != None:
tab.append(x.action)
x = x.parent
return tab
explored.append(elem)
for resp in succ(elem.state):
if check(fringe, resp[1]) and check(explored, resp[1]):
x = Node.Node(resp[1])
x.parent = elem
x.action = resp[0]
fringe.append(x)
"""

49
Climate.py Normal file
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#THESE DICTIONARIES ARE USED FOR DISPLAY AND FOR DOCUMENTATION PURPOSES
seasons={
0:"zima",
1:"wiosna",
2:"lato",
3:"jesien"}
time={
0:"rano",
1:"poludnie",
2:"wieczor",
3:"noc"}
rain={
0:"brak",
1:"lekki deszcz",
2:"normalny deszcz",
3:"ulewa"
}
temperature={
0:"bardzo zimno",
1:"zimno",
2:"przecietnie",
3:"cieplo",
4:"upal",}
def getNextSeason(season):
if(season==3):
return 0
else:
return season+1
def getNextTime(currentTime):
if(currentTime==3):
return 0
else:
return currentTime+1
def getAmount(type):
if(type=="seasons"):
return len(seasons)
if(type=="rain"):
return len(rain)
if(type=="time"):
return len(time)
if(type=="temperature"):
return len(temperature)

47
Condition.py Normal file
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import random
import Climate
import Ui
class Condition:
def __init__(self):
self.season=self.setRandomSeason()
self.currentTime=self.setRandomTime()
self.rain=self.setRandomRain()
self.temperature=self.setRandomRain()
self.clock=0
def setRandomSeason(self):
return self.randomizer(Climate.getAmount("seasons"))
def setRandomTime(self):
return self.randomizer(Climate.getAmount("time"))
def setRandomRain(self):
return self.randomizer(Climate.getAmount("rain"))
def setRandomTemperature(self):
return self.randomizer(Climate.getAmount("temperature"))
def randomizer(self,max):
return random.randint(0,max-1)
def cycle(self):
if(self.clock==11):
self.currentTime=0
self.rain=self.setRandomRain()
self.temperature=self.setRandomTemperature()
self.season=Climate.getNextSeason(self.season)
self.clock=0
return
else:
self.currentTime=Climate.getNextTime(self.currentTime)
self.rain=self.setRandomRain()
self.temperature=self.setRandomTemperature()
self.clock=self.clock+1
def return_condition(self):
return [self.temperature,self.rain,self.season,self.currentTime]
def getCondition(self):
return ([Climate.temperature[self.temperature],Climate.rain[self.rain],Climate.seasons[self.season],Climate.time[self.currentTime]])

9219
Data/dataTree.csv Normal file

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248
Data/dataTree2.csv Normal file
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plant_water_level,growth,disease,fertility,tractor_water_level,temperature,rain,season,current_time,action
1,20,0,40,60,2,0,2,1,1
20,40,0,40,60,2,0,2,1,1
87,20,0,40,60,2,0,2,1,0
27,43,1,40,60,2,0,2,1,0
89,56,1,40,60,2,1,1,1,0
67,100,1,37,55,1,3,3,3,0
67,40,1,87,90,4,0,1,0,0
1,20,0,40,60,2,0,0,1,0
20,40,0,40,60,2,0,0,1,0
87,20,0,56,45,2,0,0,2,0
27,43,1,40,60,2,0,0,3,0
89,56,1,40,89,2,1,0,1,0
67,100,1,37,55,1,3,0,3,0
67,40,1,87,90,4,0,0,0,0
1,100,0,45,20,2,0,2,1,0
20,100,0,40,34,0,1,2,0,0
87,100,0,56,60,2,0,1,1,0
27,100,0,89,67,1,2,2,2,0
89,100,0,40,60,2,1,1,1,0
76,100,0,37,55,1,3,3,3,0
67,100,0,87,90,4,0,1,0,0
1,20,0,40,0,2,0,2,1,0
20,40,0,40,0,2,0,2,1,0
87,20,0,40,0,2,0,2,1,0
27,43,1,40,0,2,0,2,1,0
89,56,1,40,0,2,1,1,1,0
67,100,1,37,0,1,3,3,3,0
67,40,1,87,0,4,0,1,0,0
1,20,0,40,0,2,0,0,1,0
20,40,0,40,0,2,0,0,1,0
87,20,0,56,0,2,0,0,2,0
27,43,1,40,0,2,0,0,3,0
89,56,1,40,0,2,1,0,1,0
67,100,1,37,0,1,3,0,3,0
67,40,1,87,0,4,0,0,0,0
1,100,0,45,0,2,0,2,1,0
20,100,0,40,0,0,1,2,0,0
87,100,0,56,0,2,0,1,1,0
27,100,0,89,0,1,2,2,2,0
89,100,0,40,0,2,1,1,1,0
76,100,0,37,0,1,3,3,3,0
67,100,0,87,0,4,0,1,0,0
1,45,0,56,44,2,1,1,1,1
20,55,0,43,34,2,0,2,2,1
15,23,0,23,26,2,1,3,3,1
45,67,0,12,67,3,0,1,0,1
59,88,0,34,87,3,0,2,1,1
32,32,0,32,90,3,0,3,2,1
44,43,0,19,27,2,0,1,3,1
33,11,0,28,76,2,0,2,0,1
54,90,0,44,5,3,0,3,1,1
21,76,0,50,25,3,1,1,2,1
29,64,0,38,36,2,0,2,3,1
11,54,0,65,44,3,1,1,2,1
23,55,0,34,43,3,0,2,1,1
51,32,0,32,62,3,1,3,3,1
54,76,0,21,76,2,0,1,2,1
95,88,0,43,78,2,0,2,1,0
23,23,0,23,9,2,0,3,3,1
44,34,0,91,72,3,0,1,0,1
33,11,0,82,67,3,0,2,2,1
45,9,0,44,50,2,0,3,3,1
21,67,0,50,52,2,1,1,0,1
92,46,0,83,63,3,0,2,1,0
20,55,1,43,34,0,0,2,2,0
15,23,1,23,26,0,1,3,3,0
45,67,1,12,67,0,0,1,0,0
59,88,1,34,87,0,0,2,1,0
32,32,0,32,90,0,0,3,2,0
44,43,0,19,27,4,0,1,3,0
33,11,0,28,76,4,0,2,0,0
54,90,0,44,5,4,0,3,1,0
21,76,0,50,25,4,1,1,2,0
29,64,0,38,36,4,0,2,3,0
11,54,0,65,44,0,1,1,2,0
23,55,0,34,43,0,0,2,1,0
51,32,0,32,62,0,1,3,3,0
80,76,1,39,7,3,0,1,0,0
98,77,0,15,91,1,3,2,3,0
3,48,1,73,41,2,2,0,3,0
20,15,1,97,87,4,1,2,1,0
93,6,0,37,0,0,1,0,1,0
4,31,0,1,5,2,3,1,2,0
42,52,0,33,19,3,2,3,0,0
76,43,0,77,18,4,0,0,3,0
31,13,1,21,42,0,1,2,3,0
96,65,1,63,35,1,3,3,2,0
29,39,0,40,37,3,3,0,0,0
82,53,0,55,9,0,1,3,2,0
21,35,0,58,1,1,2,2,0,0
92,98,0,69,16,3,0,0,1,0
34,23,0,95,2,2,3,0,3,0
36,28,0,62,22,0,1,1,1,0
66,88,1,10,85,3,1,2,3,0
53,51,0,79,90,2,2,3,2,0
9,74,0,60,4,4,1,2,3,1
17,0,0,38,58,1,2,3,0,0
12,76,0,50,25,3,1,1,2,1
92,64,0,38,36,2,0,2,3,0
11,54,0,65,44,3,1,1,2,1
32,55,0,34,43,3,0,2,1,1
15,32,0,32,62,3,1,3,3,1
45,76,0,21,76,2,0,1,2,1
59,88,0,43,78,2,0,2,1,1
32,23,0,23,9,2,0,3,3,1
14,34,0,91,72,3,0,1,0,1
13,11,0,82,67,3,0,2,2,1
45,9,0,44,50,2,0,3,3,1
21,67,0,50,52,2,1,1,0,1
92,46,0,83,63,3,0,2,1,0
2,40,1,34,43,1,3,2,2,0
51,32,1,32,62,2,1,3,3,0
54,76,1,21,76,3,0,1,0,0
98,38,0,50,44,4,0,1,0,0
63,7,0,93,79,2,0,2,1,1
91,59,0,94,24,4,0,3,2,0
11,49,0,54,76,2,0,1,3,1
33,31,0,59,39,3,0,1,3,1
28,50,0,26,0,4,0,2,2,0
54,83,0,36,0,3,0,2,1,0
49,78,0,68,0,2,0,3,2,0
59,21,0,43,100,1,0,3,2,1
1,30,0,52,100,2,0,0,3,0
60,9,0,40,40,3,0,0,3,0
85,94,0,87,85,4,0,1,3,0
79,68,0,56,90,1,0,2,2,1
75,22,0,25,95,1,0,3,2,1
100,51,0,33,12,0,0,2,2,0
90,70,0,71,81,0,0,2,1,0
47,26,0,6,78,4,0,1,1,1
14,89,0,70,18,4,0,1,0,1
99,19,0,74,91,2,0,3,0,0
18,48,0,15,32,2,0,3,0,1
5,57,0,14,34,0,1,1,3,1
22,67,0,9,5,0,1,2,2,0
95,81,0,46,86,1,1,3,1,0
39,65,0,84,0,1,1,0,0,0
84,75,0,30,0,2,1,1,1,0
86,41,0,2,67,2,1,2,2,0
64,53,0,53,47,1,1,3,3,1
69,61,0,0,73,2,1,0,0,0
94,40,1,0,18,3,1,1,2,0
62,82,1,20,50,4,1,2,3,0
57,1,1,17,92,0,1,3,2,0
80,35,1,58,45,0,0,3,1,0
30,47,1,8,47,1,0,2,1,0
82,32,0,99,39,1,3,1,3,0
20,84,0,0,51,2,3,2,3,0
42,88,0,0,54,2,2,2,0,0
66,45,0,91,10,3,2,1,0,0
81,14,0,19,55,3,0,1,2,1
74,37,0,88,78,4,0,3,2,1
89,99,0,100,60,4,0,3,3,0
15,20,0,45,11,0,0,1,3,1
92,28,0,85,90,2,0,1,1,0
55,4,0,13,95,2,0,2,1,1
2,6,0,35,0,2,0,2,0,0
61,56,0,90,0,2,0,3,0,0
76,11,0,61,10,3,0,3,1,1
26,80,0,57,9,3,0,1,2,1
40,44,0,81,8,3,0,2,3,1
50,66,0,23,7,3,0,3,0,1
48,15,0,77,6,2,0,0,1,0
11,54,0,65,44,3,3,1,2,0
23,55,0,34,43,3,3,2,1,0
51,32,0,32,62,3,3,3,3,0
54,76,0,21,76,2,3,1,2,0
95,88,0,43,78,2,3,2,1,0
23,23,0,23,9,2,3,3,3,0
44,34,0,91,72,3,3,1,0,0
33,11,0,82,67,3,3,2,2,0
45,9,0,44,50,2,3,3,3,0
21,67,0,50,52,2,3,1,0,0
92,46,0,83,63,3,3,2,1,0
20,55,1,43,34,0,3,2,2,0
15,23,1,23,26,0,3,3,3,0
45,67,1,12,67,0,3,1,0,0
59,88,1,34,87,0,3,2,1,0
32,32,0,32,90,0,3,3,2,0
1,60,0,55,11,0,1,0,0,1
2,70,0,44,12,1,1,0,1,1
3,44,0,11,13,2,1,0,2,1
4,55,0,34,66,3,0,0,3,1
5,66,0,90,77,0,0,1,2,1
6,22,0,89,88,0,0,2,2,1
7,1,0,45,9,0,1,2,3,1
8,2,0,34,22,3,1,2,3,1
9,3,0,56,34,3,1,0,1,1
10,6,0,78,5,3,0,3,1,1
11,8,0,36,67,2,0,0,0,1
12,59,0,57,23,2,1,1,0,1
13,67,0,29,34,1,1,0,1,1
14,20,0,30,90,1,1,2,2,1
15,21,0,66,89,0,1,3,3,1
44,100,0,91,72,3,3,1,0,0
33,100,0,82,67,3,3,2,2,0
45,100,0,44,50,2,3,3,3,0
21,100,0,50,52,2,3,1,0,0
92,100,0,83,63,3,3,2,1,0
20,100,1,43,34,0,3,2,2,0
15,100,1,23,26,0,3,3,3,0
45,100,1,12,67,0,3,1,0,0
59,100,1,34,87,0,3,2,1,0
32,100,0,32,90,0,3,3,2,0
1,100,0,55,11,0,1,0,0,0
2,100,0,44,12,1,1,0,1,0
3,100,0,11,13,2,1,0,2,0
4,100,0,34,66,3,0,0,3,0
5,100,0,90,77,0,0,1,2,0
6,100,0,89,88,0,0,2,2,0
7,100,0,45,9,0,1,2,3,0
8,100,0,34,22,3,1,2,3,0
9,100,0,56,34,3,1,0,1,0
10,100,0,78,5,3,0,3,1,0
11,100,0,36,67,2,0,0,0,0
12,100,0,57,23,2,1,1,0,0
13,100,0,29,34,1,1,0,1,0
14,100,0,30,90,1,1,2,2,0
15,100,0,66,89,0,1,3,3,0
1,6,0,5,10,4,1,1,3,1
2,7,0,4,20,4,1,2,2,1
3,4,0,11,30,4,1,3,1,1
4,5,0,43,5,2,0,1,2,1
5,6,0,9,17,2,0,2,1,1
6,2,0,98,18,4,0,3,1,1
7,11,0,54,19,4,1,0,2,1
8,20,0,43,22,4,1,1,1,1
9,30,0,65,43,4,1,2,3,1
10,60,0,87,50,1,0,3,3,1
11,80,0,63,76,1,0,0,2,1
12,95,0,75,32,1,1,1,1,1
13,76,0,30,43,2,1,2,0,1
14,2,0,92,9,2,1,3,0,1
1,6,0,5,10,4,3,1,3,0
2,7,0,4,20,4,3,2,2,0
3,4,0,11,30,4,3,3,1,0
4,5,0,43,5,2,3,1,2,0
5,6,0,9,17,2,3,2,1,0
6,2,0,98,18,4,3,3,1,0
7,11,0,54,19,4,3,0,2,0
8,20,0,43,22,4,3,1,1,0
9,30,0,65,43,4,3,2,3,0
10,60,0,87,50,1,3,3,3,0
11,80,0,63,76,1,3,0,2,0
12,95,0,75,32,1,3,1,1,0
13,76,0,30,43,2,3,2,0,0
14,2,0,92,9,2,3,3,0,0
1 plant_water_level growth disease fertility tractor_water_level temperature rain season current_time action
2 1 20 0 40 60 2 0 2 1 1
3 20 40 0 40 60 2 0 2 1 1
4 87 20 0 40 60 2 0 2 1 0
5 27 43 1 40 60 2 0 2 1 0
6 89 56 1 40 60 2 1 1 1 0
7 67 100 1 37 55 1 3 3 3 0
8 67 40 1 87 90 4 0 1 0 0
9 1 20 0 40 60 2 0 0 1 0
10 20 40 0 40 60 2 0 0 1 0
11 87 20 0 56 45 2 0 0 2 0
12 27 43 1 40 60 2