684 lines
26 KiB
Python
684 lines
26 KiB
Python
# pacman.py
|
|
# ---------
|
|
# Licensing Information: You are free to use or extend these projects for
|
|
# educational purposes provided that (1) you do not distribute or publish
|
|
# solutions, (2) you retain this notice, and (3) you provide clear
|
|
# attribution to UC Berkeley, including a link to http://ai.berkeley.edu.
|
|
#
|
|
# Attribution Information: The Pacman AI projects were developed at UC Berkeley.
|
|
# The core projects and autograders were primarily created by John DeNero
|
|
# (denero@cs.berkeley.edu) and Dan Klein (klein@cs.berkeley.edu).
|
|
# Student side autograding was added by Brad Miller, Nick Hay, and
|
|
# Pieter Abbeel (pabbeel@cs.berkeley.edu).
|
|
|
|
|
|
"""
|
|
Pacman.py holds the logic for the classic pacman game along with the main
|
|
code to run a game. This file is divided into three sections:
|
|
|
|
(i) Your interface to the pacman world:
|
|
Pacman is a complex environment. You probably don't want to
|
|
read through all of the code we wrote to make the game runs
|
|
correctly. This section contains the parts of the code
|
|
that you will need to understand in order to complete the
|
|
project. There is also some code in game.py that you should
|
|
understand.
|
|
|
|
(ii) The hidden secrets of pacman:
|
|
This section contains all of the logic code that the pacman
|
|
environment uses to decide who can move where, who dies when
|
|
things collide, etc. You shouldn't need to read this section
|
|
of code, but you can if you want.
|
|
|
|
(iii) Framework to start a game:
|
|
The final section contains the code for reading the command
|
|
you use to set up the game, then starting up a new game, along with
|
|
linking in all the external parts (agent functions, graphics).
|
|
Check this section out to see all the options available to you.
|
|
|
|
To play your first game, type 'python pacman.py' from the command line.
|
|
The keys are 'a', 's', 'd', and 'w' to move (or arrow keys). Have fun!
|
|
"""
|
|
from game import GameStateData
|
|
from game import Game
|
|
from game import Directions
|
|
from game import Actions
|
|
from util import nearestPoint
|
|
from util import manhattanDistance
|
|
import util, layout
|
|
import sys, types, time, random, os
|
|
|
|
###################################################
|
|
# YOUR INTERFACE TO THE PACMAN WORLD: A GameState #
|
|
###################################################
|
|
|
|
class GameState:
|
|
"""
|
|
A GameState specifies the full game state, including the food, capsules,
|
|
agent configurations and score changes.
|
|
|
|
GameStates are used by the Game object to capture the actual state of the game and
|
|
can be used by agents to reason about the game.
|
|
|
|
Much of the information in a GameState is stored in a GameStateData object. We
|
|
strongly suggest that you access that data via the accessor methods below rather
|
|
than referring to the GameStateData object directly.
|
|
|
|
Note that in classic Pacman, Pacman is always agent 0.
|
|
"""
|
|
|
|
####################################################
|
|
# Accessor methods: use these to access state data #
|
|
####################################################
|
|
|
|
# static variable keeps track of which states have had getLegalActions called
|
|
explored = set()
|
|
def getAndResetExplored():
|
|
tmp = GameState.explored.copy()
|
|
GameState.explored = set()
|
|
return tmp
|
|
getAndResetExplored = staticmethod(getAndResetExplored)
|
|
|
|
def getLegalActions( self, agentIndex=0 ):
|
|
"""
|
|
Returns the legal actions for the agent specified.
|
|
"""
|
|
# GameState.explored.add(self)
|
|
if self.isWin() or self.isLose(): return []
|
|
|
|
if agentIndex == 0: # Pacman is moving
|
|
return PacmanRules.getLegalActions( self )
|
|
else:
|
|
return GhostRules.getLegalActions( self, agentIndex )
|
|
|
|
def generateSuccessor( self, agentIndex, action):
|
|
"""
|
|
Returns the successor state after the specified agent takes the action.
|
|
"""
|
|
# Check that successors exist
|
|
if self.isWin() or self.isLose(): raise Exception('Can\'t generate a successor of a terminal state.')
|
|
|
|
# Copy current state
|
|
state = GameState(self)
|
|
|
|
# Let agent's logic deal with its action's effects on the board
|
|
if agentIndex == 0: # Pacman is moving
|
|
state.data._eaten = [False for i in range(state.getNumAgents())]
|
|
PacmanRules.applyAction( state, action )
|
|
else: # A ghost is moving
|
|
GhostRules.applyAction( state, action, agentIndex )
|
|
|
|
# Time passes
|
|
if agentIndex == 0:
|
|
state.data.scoreChange += -TIME_PENALTY # Penalty for waiting around
|
|
else:
|
|
GhostRules.decrementTimer( state.data.agentStates[agentIndex] )
|
|
|
|
# Resolve multi-agent effects
|
|
GhostRules.checkDeath( state, agentIndex )
|
|
|
|
# Book keeping
|
|
state.data._agentMoved = agentIndex
|
|
state.data.score += state.data.scoreChange
|
|
GameState.explored.add(self)
|
|
GameState.explored.add(state)
|
|
return state
|
|
|
|
def getLegalPacmanActions( self ):
|
|
return self.getLegalActions( 0 )
|
|
|
|
def generatePacmanSuccessor( self, action ):
|
|
"""
|
|
Generates the successor state after the specified pacman move
|
|
"""
|
|
return self.generateSuccessor( 0, action )
|
|
|
|
def getPacmanState( self ):
|
|
"""
|
|
Returns an AgentState object for pacman (in game.py)
|
|
|
|
state.pos gives the current position
|
|
state.direction gives the travel vector
|
|
"""
|
|
return self.data.agentStates[0].copy()
|
|
|
|
def getPacmanPosition( self ):
|
|
return self.data.agentStates[0].getPosition()
|
|
|
|
def getGhostStates( self ):
|
|
return self.data.agentStates[1:]
|
|
|
|
def getGhostState( self, agentIndex ):
|
|
if agentIndex == 0 or agentIndex >= self.getNumAgents():
|
|
raise Exception("Invalid index passed to getGhostState")
|
|
return self.data.agentStates[agentIndex]
|
|
|
|
def getGhostPosition( self, agentIndex ):
|
|
if agentIndex == 0:
|
|
raise Exception("Pacman's index passed to getGhostPosition")
|
|
return self.data.agentStates[agentIndex].getPosition()
|
|
|
|
def getGhostPositions(self):
|
|
return [s.getPosition() for s in self.getGhostStates()]
|
|
|
|
def getNumAgents( self ):
|
|
return len( self.data.agentStates )
|
|
|
|
def getScore( self ):
|
|
return float(self.data.score)
|
|
|
|
def getCapsules(self):
|
|
"""
|
|
Returns a list of positions (x,y) of the remaining capsules.
|
|
"""
|
|
return self.data.capsules
|
|
|
|
def getNumFood( self ):
|
|
return self.data.food.count()
|
|
|
|
def getFood(self):
|
|
"""
|
|
Returns a Grid of boolean food indicator variables.
|
|
|
|
Grids can be accessed via list notation, so to check
|
|
if there is food at (x,y), just call
|
|
|
|
currentFood = state.getFood()
|
|
if currentFood[x][y] == True: ...
|
|
"""
|
|
return self.data.food
|
|
|
|
def getWalls(self):
|
|
"""
|
|
Returns a Grid of boolean wall indicator variables.
|
|
|
|
Grids can be accessed via list notation, so to check
|
|
if there is a wall at (x,y), just call
|
|
|
|
walls = state.getWalls()
|
|
if walls[x][y] == True: ...
|
|
"""
|
|
return self.data.layout.walls
|
|
|
|
def hasFood(self, x, y):
|
|
return self.data.food[x][y]
|
|
|
|
def hasWall(self, x, y):
|
|
return self.data.layout.walls[x][y]
|
|
|
|
def isLose( self ):
|
|
return self.data._lose
|
|
|
|
def isWin( self ):
|
|
return self.data._win
|
|
|
|
#############################################
|
|
# Helper methods: #
|
|
# You shouldn't need to call these directly #
|
|
#############################################
|
|
|
|
def __init__( self, prevState = None ):
|
|
"""
|
|
Generates a new state by copying information from its predecessor.
|
|
"""
|
|
if prevState != None: # Initial state
|
|
self.data = GameStateData(prevState.data)
|
|
else:
|
|
self.data = GameStateData()
|
|
|
|
def deepCopy( self ):
|
|
state = GameState( self )
|
|
state.data = self.data.deepCopy()
|
|
return state
|
|
|
|
def __eq__( self, other ):
|
|
"""
|
|
Allows two states to be compared.
|
|
"""
|
|
return hasattr(other, 'data') and self.data == other.data
|
|
|
|
def __hash__( self ):
|
|
"""
|
|
Allows states to be keys of dictionaries.
|
|
"""
|
|
return hash( self.data )
|
|
|
|
def __str__( self ):
|
|
|
|
return str(self.data)
|
|
|
|
def initialize( self, layout, numGhostAgents=1000 ):
|
|
"""
|
|
Creates an initial game state from a layout array (see layout.py).
|
|
"""
|
|
self.data.initialize(layout, numGhostAgents)
|
|
|
|
############################################################################
|
|
# THE HIDDEN SECRETS OF PACMAN #
|
|
# #
|
|
# You shouldn't need to look through the code in this section of the file. #
|
|
############################################################################
|
|
|
|
SCARED_TIME = 40 # Moves ghosts are scared
|
|
COLLISION_TOLERANCE = 0.7 # How close ghosts must be to Pacman to kill
|
|
TIME_PENALTY = 1 # Number of points lost each round
|
|
|
|
class ClassicGameRules:
|
|
"""
|
|
These game rules manage the control flow of a game, deciding when
|
|
and how the game starts and ends.
|
|
"""
|
|
def __init__(self, timeout=30):
|
|
self.timeout = timeout
|
|
|
|
def newGame( self, layout, pacmanAgent, ghostAgents, display, quiet = False, catchExceptions=False):
|
|
agents = [pacmanAgent] + ghostAgents[:layout.getNumGhosts()]
|
|
initState = GameState()
|
|
initState.initialize( layout, len(ghostAgents) )
|
|
game = Game(agents, display, self, catchExceptions=catchExceptions)
|
|
game.state = initState
|
|
self.initialState = initState.deepCopy()
|
|
self.quiet = quiet
|
|
return game
|
|
|
|
def process(self, state, game):
|
|
"""
|
|
Checks to see whether it is time to end the game.
|
|
"""
|
|
if state.isWin(): self.win(state, game)
|
|
if state.isLose(): self.lose(state, game)
|
|
|
|
def win( self, state, game ):
|
|
if not self.quiet: print "Pacman emerges victorious! Score: %d" % state.data.score
|
|
game.gameOver = True
|
|
|
|
def lose( self, state, game ):
|
|
if not self.quiet: print "Pacman died! Score: %d" % state.data.score
|
|
game.gameOver = True
|
|
|
|
def getProgress(self, game):
|
|
return float(game.state.getNumFood()) / self.initialState.getNumFood()
|
|
|
|
def agentCrash(self, game, agentIndex):
|
|
if agentIndex == 0:
|
|
print "Pacman crashed"
|
|
else:
|
|
print "A ghost crashed"
|
|
|
|
def getMaxTotalTime(self, agentIndex):
|
|
return self.timeout
|
|
|
|
def getMaxStartupTime(self, agentIndex):
|
|
return self.timeout
|
|
|
|
def getMoveWarningTime(self, agentIndex):
|
|
return self.timeout
|
|
|
|
def getMoveTimeout(self, agentIndex):
|
|
return self.timeout
|
|
|
|
def getMaxTimeWarnings(self, agentIndex):
|
|
return 0
|
|
|
|
class PacmanRules:
|
|
"""
|
|
These functions govern how pacman interacts with his environment under
|
|
the classic game rules.
|
|
"""
|
|
PACMAN_SPEED=1
|
|
|
|
def getLegalActions( state ):
|
|
"""
|
|
Returns a list of possible actions.
|
|
"""
|
|
return Actions.getPossibleActions( state.getPacmanState().configuration, state.data.layout.walls )
|
|
getLegalActions = staticmethod( getLegalActions )
|
|
|
|
def applyAction( state, action ):
|
|
"""
|
|
Edits the state to reflect the results of the action.
|
|
"""
|
|
legal = PacmanRules.getLegalActions( state )
|
|
if action not in legal:
|
|
raise Exception("Illegal action " + str(action))
|
|
|
|
pacmanState = state.data.agentStates[0]
|
|
|
|
# Update Configuration
|
|
vector = Actions.directionToVector( action, PacmanRules.PACMAN_SPEED )
|
|
pacmanState.configuration = pacmanState.configuration.generateSuccessor( vector )
|
|
|
|
# Eat
|
|
next = pacmanState.configuration.getPosition()
|
|
nearest = nearestPoint( next )
|
|
if manhattanDistance( nearest, next ) <= 0.5 :
|
|
# Remove food
|
|
PacmanRules.consume( nearest, state )
|
|
applyAction = staticmethod( applyAction )
|
|
|
|
def consume( position, state ):
|
|
x,y = position
|
|
# Eat food
|
|
if state.data.food[x][y]:
|
|
state.data.scoreChange += 10
|
|
state.data.food = state.data.food.copy()
|
|
state.data.food[x][y] = False
|
|
state.data._foodEaten = position
|
|
# TODO: cache numFood?
|
|
numFood = state.getNumFood()
|
|
if numFood == 0 and not state.data._lose:
|
|
state.data.scoreChange += 500
|
|
state.data._win = True
|
|
# Eat capsule
|
|
if( position in state.getCapsules() ):
|
|
state.data.capsules.remove( position )
|
|
state.data._capsuleEaten = position
|
|
# Reset all ghosts' scared timers
|
|
for index in range( 1, len( state.data.agentStates ) ):
|
|
state.data.agentStates[index].scaredTimer = SCARED_TIME
|
|
consume = staticmethod( consume )
|
|
|
|
class GhostRules:
|
|
"""
|
|
These functions dictate how ghosts interact with their environment.
|
|
"""
|
|
GHOST_SPEED=1.0
|
|
def getLegalActions( state, ghostIndex ):
|
|
"""
|
|
Ghosts cannot stop, and cannot turn around unless they
|
|
reach a dead end, but can turn 90 degrees at intersections.
|
|
"""
|
|
conf = state.getGhostState( ghostIndex ).configuration
|
|
possibleActions = Actions.getPossibleActions( conf, state.data.layout.walls )
|
|
reverse = Actions.reverseDirection( conf.direction )
|
|
if Directions.STOP in possibleActions:
|
|
possibleActions.remove( Directions.STOP )
|
|
if reverse in possibleActions and len( possibleActions ) > 1:
|
|
possibleActions.remove( reverse )
|
|
return possibleActions
|
|
getLegalActions = staticmethod( getLegalActions )
|
|
|
|
def applyAction( state, action, ghostIndex):
|
|
|
|
legal = GhostRules.getLegalActions( state, ghostIndex )
|
|
if action not in legal:
|
|
raise Exception("Illegal ghost action " + str(action))
|
|
|
|
ghostState = state.data.agentStates[ghostIndex]
|
|
speed = GhostRules.GHOST_SPEED
|
|
if ghostState.scaredTimer > 0: speed /= 2.0
|
|
vector = Actions.directionToVector( action, speed )
|
|
ghostState.configuration = ghostState.configuration.generateSuccessor( vector )
|
|
applyAction = staticmethod( applyAction )
|
|
|
|
def decrementTimer( ghostState):
|
|
timer = ghostState.scaredTimer
|
|
if timer == 1:
|
|
ghostState.configuration.pos = nearestPoint( ghostState.configuration.pos )
|
|
ghostState.scaredTimer = max( 0, timer - 1 )
|
|
decrementTimer = staticmethod( decrementTimer )
|
|
|
|
def checkDeath( state, agentIndex):
|
|
pacmanPosition = state.getPacmanPosition()
|
|
if agentIndex == 0: # Pacman just moved; Anyone can kill him
|
|
for index in range( 1, len( state.data.agentStates ) ):
|
|
ghostState = state.data.agentStates[index]
|
|
ghostPosition = ghostState.configuration.getPosition()
|
|
if GhostRules.canKill( pacmanPosition, ghostPosition ):
|
|
GhostRules.collide( state, ghostState, index )
|
|
else:
|
|
ghostState = state.data.agentStates[agentIndex]
|
|
ghostPosition = ghostState.configuration.getPosition()
|
|
if GhostRules.canKill( pacmanPosition, ghostPosition ):
|
|
GhostRules.collide( state, ghostState, agentIndex )
|
|
checkDeath = staticmethod( checkDeath )
|
|
|
|
def collide( state, ghostState, agentIndex):
|
|
if ghostState.scaredTimer > 0:
|
|
state.data.scoreChange += 200
|
|
GhostRules.placeGhost(state, ghostState)
|
|
ghostState.scaredTimer = 0
|
|
# Added for first-person
|
|
state.data._eaten[agentIndex] = True
|
|
else:
|
|
if not state.data._win:
|
|
state.data.scoreChange -= 500
|
|
state.data._lose = True
|
|
collide = staticmethod( collide )
|
|
|
|
def canKill( pacmanPosition, ghostPosition ):
|
|
return manhattanDistance( ghostPosition, pacmanPosition ) <= COLLISION_TOLERANCE
|
|
canKill = staticmethod( canKill )
|
|
|
|
def placeGhost(state, ghostState):
|
|
ghostState.configuration = ghostState.start
|
|
placeGhost = staticmethod( placeGhost )
|
|
|
|
#############################
|
|
# FRAMEWORK TO START A GAME #
|
|
#############################
|
|
|
|
def default(str):
|
|
return str + ' [Default: %default]'
|
|
|
|
def parseAgentArgs(str):
|
|
if str == None: return {}
|
|
pieces = str.split(',')
|
|
opts = {}
|
|
for p in pieces:
|
|
if '=' in p:
|
|
key, val = p.split('=')
|
|
else:
|
|
key,val = p, 1
|
|
opts[key] = val
|
|
return opts
|
|
|
|
def readCommand( argv ):
|
|
"""
|
|
Processes the command used to run pacman from the command line.
|
|
"""
|
|
from optparse import OptionParser
|
|
usageStr = """
|
|
USAGE: python pacman.py <options>
|
|
EXAMPLES: (1) python pacman.py
|
|
- starts an interactive game
|
|
(2) python pacman.py --layout smallClassic --zoom 2
|
|
OR python pacman.py -l smallClassic -z 2
|
|
- starts an interactive game on a smaller board, zoomed in
|
|
"""
|
|
parser = OptionParser(usageStr)
|
|
|
|
parser.add_option('-n', '--numGames', dest='numGames', type='int',
|
|
help=default('the number of GAMES to play'), metavar='GAMES', default=1)
|
|
parser.add_option('-l', '--layout', dest='layout',
|
|
help=default('the LAYOUT_FILE from which to load the map layout'),
|
|
metavar='LAYOUT_FILE', default='mediumClassic')
|
|
parser.add_option('-p', '--pacman', dest='pacman',
|
|
help=default('the agent TYPE in the pacmanAgents module to use'),
|
|
metavar='TYPE', default='KeyboardAgent')
|
|
parser.add_option('-t', '--textGraphics', action='store_true', dest='textGraphics',
|
|
help='Display output as text only', default=False)
|
|
parser.add_option('-q', '--quietTextGraphics', action='store_true', dest='quietGraphics',
|
|
help='Generate minimal output and no graphics', default=False)
|
|
parser.add_option('-g', '--ghosts', dest='ghost',
|
|
help=default('the ghost agent TYPE in the ghostAgents module to use'),
|
|
metavar = 'TYPE', default='RandomGhost')
|
|
parser.add_option('-k', '--numghosts', type='int', dest='numGhosts',
|
|
help=default('The maximum number of ghosts to use'), default=4)
|
|
parser.add_option('-z', '--zoom', type='float', dest='zoom',
|
|
help=default('Zoom the size of the graphics window'), default=1.0)
|
|
parser.add_option('-f', '--fixRandomSeed', action='store_true', dest='fixRandomSeed',
|
|
help='Fixes the random seed to always play the same game', default=False)
|
|
parser.add_option('-r', '--recordActions', action='store_true', dest='record',
|
|
help='Writes game histories to a file (named by the time they were played)', default=False)
|
|
parser.add_option('--replay', dest='gameToReplay',
|
|
help='A recorded game file (pickle) to replay', default=None)
|
|
parser.add_option('-a','--agentArgs',dest='agentArgs',
|
|
help='Comma separated values sent to agent. e.g. "opt1=val1,opt2,opt3=val3"')
|
|
parser.add_option('-x', '--numTraining', dest='numTraining', type='int',
|
|
help=default('How many episodes are training (suppresses output)'), default=0)
|
|
parser.add_option('--frameTime', dest='frameTime', type='float',
|
|
help=default('Time to delay between frames; <0 means keyboard'), default=0.1)
|
|
parser.add_option('-c', '--catchExceptions', action='store_true', dest='catchExceptions',
|
|
help='Turns on exception handling and timeouts during games', default=False)
|
|
parser.add_option('--timeout', dest='timeout', type='int',
|
|
help=default('Maximum length of time an agent can spend computing in a single game'), default=30)
|
|
|
|
options, otherjunk = parser.parse_args(argv)
|
|
if len(otherjunk) != 0:
|
|
raise Exception('Command line input not understood: ' + str(otherjunk))
|
|
args = dict()
|
|
|
|
# Fix the random seed
|
|
if options.fixRandomSeed: random.seed('cs188')
|
|
|
|
# Choose a layout
|
|
args['layout'] = layout.getLayout( options.layout )
|
|
if args['layout'] == None: raise Exception("The layout " + options.layout + " cannot be found")
|
|
|
|
# Choose a Pacman agent
|
|
noKeyboard = options.gameToReplay == None and (options.textGraphics or options.quietGraphics)
|
|
pacmanType = loadAgent(options.pacman, noKeyboard)
|
|
agentOpts = parseAgentArgs(options.agentArgs)
|
|
if options.numTraining > 0:
|
|
args['numTraining'] = options.numTraining
|
|
if 'numTraining' not in agentOpts: agentOpts['numTraining'] = options.numTraining
|
|
pacman = pacmanType(**agentOpts) # Instantiate Pacman with agentArgs
|
|
args['pacman'] = pacman
|
|
|
|
# Don't display training games
|
|
if 'numTrain' in agentOpts:
|
|
options.numQuiet = int(agentOpts['numTrain'])
|
|
options.numIgnore = int(agentOpts['numTrain'])
|
|
|
|
# Choose a ghost agent
|
|
ghostType = loadAgent(options.ghost, noKeyboard)
|
|
args['ghosts'] = [ghostType( i+1 ) for i in range( options.numGhosts )]
|
|
|
|
# Choose a display format
|
|
if options.quietGraphics:
|
|
import textDisplay
|
|
args['display'] = textDisplay.NullGraphics()
|
|
elif options.textGraphics:
|
|
import textDisplay
|
|
textDisplay.SLEEP_TIME = options.frameTime
|
|
args['display'] = textDisplay.PacmanGraphics()
|
|
else:
|
|
import graphicsDisplay
|
|
args['display'] = graphicsDisplay.PacmanGraphics(options.zoom, frameTime = options.frameTime)
|
|
args['numGames'] = options.numGames
|
|
args['record'] = options.record
|
|
args['catchExceptions'] = options.catchExceptions
|
|
args['timeout'] = options.timeout
|
|
|
|
# Special case: recorded games don't use the runGames method or args structure
|
|
if options.gameToReplay != None:
|
|
print 'Replaying recorded game %s.' % options.gameToReplay
|
|
import cPickle
|
|
f = open(options.gameToReplay)
|
|
try: recorded = cPickle.load(f)
|
|
finally: f.close()
|
|
recorded['display'] = args['display']
|
|
replayGame(**recorded)
|
|
sys.exit(0)
|
|
|
|
return args
|
|
|
|
def loadAgent(pacman, nographics):
|
|
# Looks through all pythonPath Directories for the right module,
|
|
pythonPathStr = os.path.expandvars("$PYTHONPATH")
|
|
if pythonPathStr.find(';') == -1:
|
|
pythonPathDirs = pythonPathStr.split(':')
|
|
else:
|
|
pythonPathDirs = pythonPathStr.split(';')
|
|
pythonPathDirs.append('.')
|
|
|
|
for moduleDir in pythonPathDirs:
|
|
if not os.path.isdir(moduleDir): continue
|
|
moduleNames = [f for f in os.listdir(moduleDir) if f.endswith('gents.py')]
|
|
for modulename in moduleNames:
|
|
try:
|
|
module = __import__(modulename[:-3])
|
|
except ImportError:
|
|
continue
|
|
if pacman in dir(module):
|
|
if nographics and modulename == 'keyboardAgents.py':
|
|
raise Exception('Using the keyboard requires graphics (not text display)')
|
|
return getattr(module, pacman)
|
|
raise Exception('The agent ' + pacman + ' is not specified in any *Agents.py.')
|
|
|
|
def replayGame( layout, actions, display ):
|
|
import pacmanAgents, ghostAgents
|
|
rules = ClassicGameRules()
|
|
agents = [pacmanAgents.GreedyAgent()] + [ghostAgents.RandomGhost(i+1) for i in range(layout.getNumGhosts())]
|
|
game = rules.newGame( layout, agents[0], agents[1:], display )
|
|
state = game.state
|
|
display.initialize(state.data)
|
|
|
|
for action in actions:
|
|
# Execute the action
|
|
state = state.generateSuccessor( *action )
|
|
# Change the display
|
|
display.update( state.data )
|
|
# Allow for game specific conditions (winning, losing, etc.)
|
|
rules.process(state, game)
|
|
|
|
display.finish()
|
|
|
|
def runGames( layout, pacman, ghosts, display, numGames, record, numTraining = 0, catchExceptions=False, timeout=30 ):
|
|
import __main__
|
|
__main__.__dict__['_display'] = display
|
|
|
|
rules = ClassicGameRules(timeout)
|
|
games = []
|
|
|
|
for i in range( numGames ):
|
|
beQuiet = i < numTraining
|
|
if beQuiet:
|
|
# Suppress output and graphics
|
|
import textDisplay
|
|
gameDisplay = textDisplay.NullGraphics()
|
|
rules.quiet = True
|
|
else:
|
|
gameDisplay = display
|
|
rules.quiet = False
|
|
game = rules.newGame( layout, pacman, ghosts, gameDisplay, beQuiet, catchExceptions)
|
|
game.run()
|
|
if not beQuiet: games.append(game)
|
|
|
|
if record:
|
|
import time, cPickle
|
|
fname = ('recorded-game-%d' % (i + 1)) + '-'.join([str(t) for t in time.localtime()[1:6]])
|
|
f = file(fname, 'w')
|
|
components = {'layout': layout, 'actions': game.moveHistory}
|
|
cPickle.dump(components, f)
|
|
f.close()
|
|
|
|
if (numGames-numTraining) > 0:
|
|
scores = [game.state.getScore() for game in games]
|
|
wins = [game.state.isWin() for game in games]
|
|
winRate = wins.count(True)/ float(len(wins))
|
|
print 'Average Score:', sum(scores) / float(len(scores))
|
|
print 'Scores: ', ', '.join([str(score) for score in scores])
|
|
print 'Win Rate: %d/%d (%.2f)' % (wins.count(True), len(wins), winRate)
|
|
print 'Record: ', ', '.join([ ['Loss', 'Win'][int(w)] for w in wins])
|
|
|
|
return games
|
|
|
|
if __name__ == '__main__':
|
|
"""
|
|
The main function called when pacman.py is run
|
|
from the command line:
|
|
|
|
> python pacman.py
|
|
|
|
See the usage string for more details.
|
|
|
|
> python pacman.py --help
|
|
"""
|
|
args = readCommand( sys.argv[1:] ) # Get game components based on input
|
|
runGames( **args )
|
|
|
|
# import cProfile
|
|
# cProfile.run("runGames( **args )")
|
|
pass
|