Zaimplementowanie A*
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33
main.py
33
main.py
@ -174,13 +174,29 @@ def main_fields_tests():
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pygame.display.flip()
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pygame.display.flip()
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# endregion
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# endregion
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cost_map = {}
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def generate_cost_map():
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adult_animal_cost = 10
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baby_animal_cost = 5
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for animal in Animals:
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if animal.adult:
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cost_map[(animal.x + 1, animal.y + 1)] = baby_animal_cost
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cost_map[(animal.x + 1, animal.y)] = baby_animal_cost
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cost_map[(animal.x, animal.y + 1)] = baby_animal_cost
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cost_map[(animal.x, animal.y)] = adult_animal_cost
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else:
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cost_map[(animal.x, animal.y)] = baby_animal_cost
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# Inne pola z różnym kosztem
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# cost_map[(x, y)] = cost_value
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# region Main Code
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# region Main Code
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def main():
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def main():
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initial_state = (0,0,'S')
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initial_state = (0,0,'S')
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agent = Agent(initial_state, 'images/agent1.png', GRID_SIZE)
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agent = Agent(initial_state, 'images/agent1.png', GRID_SIZE)
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obstacles = generate_obstacles()
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obstacles = generate_obstacles()
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actions = []
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actions = []
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clock = pygame.time.Clock()
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clock = pygame.time.Clock()
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@ -199,6 +215,7 @@ def main():
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draw_gates()
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draw_gates()
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if not spawned:
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if not spawned:
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spawn_all_animals()
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spawn_all_animals()
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generate_cost_map()
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for animal in Animals:
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for animal in Animals:
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animal._feed = 2 # Ustawienie aby zwierzę było głodne
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animal._feed = 2 # Ustawienie aby zwierzę było głodne
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spawned = True
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spawned = True
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@ -213,13 +230,21 @@ def main():
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pygame.time.wait(200)
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pygame.time.wait(200)
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else:
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else:
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animal = random.choice(Animals)
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animal = random.choice(Animals)
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actions = graphsearch(agent.istate, (animal.x, animal.y), GRID_WIDTH, GRID_HEIGHT, obstacles)
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goal = (animal.x, animal.y)
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# --- Zaznaczenie celu ---
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pygame.draw.rect(screen, (255, 0, 0), (animal.x * GRID_SIZE, animal.y * GRID_SIZE, GRID_SIZE, GRID_SIZE))
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pygame.display.flip()
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pygame.time.delay(2000)
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# ------------------------
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actions = graphsearch(agent.istate, goal, GRID_WIDTH, GRID_HEIGHT, obstacles, cost_map)
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# endregion
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# endregion
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if __name__ == "__main__":
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if __name__ == "__main__":
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debug_mode = False # Jeśli True to pokazuje dostępne pola
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DEBUG_MODE = False # Jeśli True to pokazuje dostępne pola
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if debug_mode:
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if DEBUG_MODE:
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main_fields_tests()
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main_fields_tests()
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else:
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else:
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main()
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main()
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@ -1,3 +1,7 @@
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from queue import PriorityQueue
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DEFAULT_COST_VALUE = 1
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def is_border(x, y, max_x, max_y):
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def is_border(x, y, max_x, max_y):
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return 0 <= x < max_x and 0 <= y < max_y
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return 0 <= x < max_x and 0 <= y < max_y
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@ -25,36 +29,72 @@ def succ(current_state, max_x, max_y, obstacles):
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return successors
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return successors
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def graphsearch(istate, goal, max_x, max_y, obstacles):
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def graphsearch(istate, goal, max_x, max_y, obstacles, cost_map):
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fringe = [{"state": istate, "parent": None, "action": None}]
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fringe = PriorityQueue()
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explored = set()
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explored = set()
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while fringe:
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fringe.put((0, (istate, None , None)))
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elem = fringe.pop(0)
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state = elem["state"]
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while not fringe.empty():
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_, node = fringe.get()
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state, _, _ = node
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if goaltest(state, goal):
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if goaltest(state, goal):
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return build_action_sequence(elem)
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return build_action_sequence(node)
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explored.add(state)
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explored.add(state)
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successors = succ(state, max_x, max_y, obstacles)
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successors = succ(state, max_x, max_y, obstacles)
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for new_state, action in successors:
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for new_state, action in successors:
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if new_state not in fringe and new_state not in explored:
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new_node = (new_state, node, action)
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fringe.append({"state": new_state, "parent": elem, "action": action})
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p_new_state = current_cost(node, cost_map) + heuristic(state, goal)
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if not is_state_in_queue(new_state, fringe) and new_state not in explored:
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fringe.put((p_new_state, new_node))
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elif is_state_in_queue(new_state, fringe):
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for i, (p_existing_state, (existing_state, _, _)) in enumerate(fringe.queue):
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if existing_state == new_state and p_existing_state > p_new_state:
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fringe.queue[i] = (p_new_state, new_node)
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else:
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break
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return False
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return False
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def is_state_in_queue(state, queue):
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for _, (s, _, _) in queue.queue:
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if s == state:
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return True
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return False
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def build_action_sequence(node):
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def build_action_sequence(node):
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actions = []
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actions = []
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while node["parent"]:
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while node[1] is not None: # Dopóki nie dojdziemy do korzenia
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actions.append(node["action"])
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_, parent, action = node
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node = node["parent"]
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actions.append(action)
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node = parent
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actions.reverse()
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actions.reverse()
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return actions
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return actions
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def goaltest(state, goal):
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def goaltest(state, goal):
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x, y, _ = state
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x, y, _ = state
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goal_x, goal_y = goal
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goal_x, goal_y = goal
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return (x,y) == (goal_x, goal_y)
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return (x,y) == (goal_x, goal_y)
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def current_cost(node, cost_map):
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cost = 0
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while node[1] is not None: # Dopóki nie dojdziemy do korzenia
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_, parent, action = node
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# Dodaj koszt pola z mapy kosztów tylko jeśli akcja to "Forward"
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if action == 'Go Forward':
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state, _, _ = node
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cost += cost_map.get(state[:2], DEFAULT_COST_VALUE) # Pobiera koszt przejścia przez dane pole, a jeśli koszt nie jest zdefiniowany to bierze wartość domyślną
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node = parent # Przejdź do rodzica
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return cost
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def heuristic(state, goal):
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x, y, _ = state
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goal_x, goal_y = goal
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return abs(x - goal_x) + abs(y - goal_y) # Odległość Manhattana do celu
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