from util import manhattanDistance from game import Directions import random, util from game import Agent class ReflexAgent(Agent): """ A reflex agent chooses an action at each choice point by examining its alternatives via a state evaluation function. The code below is provided as a guide. You are welcome to change it in any way you see fit, so long as you don't touch our method headers. """ def getAction(self, gameState): """ You do not need to change this method, but you're welcome to. getAction chooses among the best options according to the evaluation function. Just like in the previous project, getAction takes a GameState and returns some Directions.X for some X in the set {NORTH, SOUTH, WEST, EAST, STOP} """ # Collect legal moves and child states legalMoves = gameState.getLegalActions() # Choose one of the best actions scores = [self.evaluationFunction(gameState, action) for action in legalMoves] bestScore = max(scores) bestIndices = [index for index in range(len(scores)) if scores[index] == bestScore] chosenIndex = random.choice(bestIndices) # Pick randomly among the best return legalMoves[chosenIndex] def evaluationFunction(self, currentGameState, action): """ The evaluation function takes in the current and proposed child GameStates (pacman.py) and returns a number, where higher numbers are better. The code below extracts some useful information from the state, like the remaining food (newFood) and Pacman position after moving (newPos). newScaredTimes holds the number of moves that each ghost will remain scared because of Pacman having eaten a power pellet. """ # Useful information you can extract from a GameState (pacman.py) childGameState = currentGameState.getPacmanNextState(action) newPos = childGameState.getPacmanPosition() newFood = childGameState.getFood() newGhostStates = childGameState.getGhostStates() newScaredTimes = [ghostState.scaredTimer for ghostState in newGhostStates] minGhostDistance = min([manhattanDistance(newPos, state.getPosition()) for state in newGhostStates]) scoreDiff = childGameState.getScore() - currentGameState.getScore() pos = currentGameState.getPacmanPosition() nearestFoodDistance = min([manhattanDistance(pos, food) for food in currentGameState.getFood().asList()]) newFoodsDistances = [manhattanDistance(newPos, food) for food in newFood.asList()] newNearestFoodDistance = 0 if not newFoodsDistances else min(newFoodsDistances) isFoodNearer = nearestFoodDistance - newNearestFoodDistance direction = currentGameState.getPacmanState().getDirection() if minGhostDistance <= 1 or action == Directions.STOP: return 0 if scoreDiff > 0: return 8 elif isFoodNearer > 0: return 4 elif action == direction: return 2 else: return 1 def scoreEvaluationFunction(currentGameState): """ This default evaluation function just returns the score of the state. The score is the same one displayed in the Pacman GUI. This evaluation function is meant for use with adversarial search agents (not reflex agents). """ return currentGameState.getScore() class MultiAgentSearchAgent(Agent): """ This class provides some common elements to all of your multi-agent searchers. Any methods defined here will be available to the MinimaxPacmanAgent, AlphaBetaPacmanAgent & ExpectimaxPacmanAgent. You *do not* need to make any changes here, but you can if you want to add functionality to all your adversarial search agents. Please do not remove anything, however. Note: this is an abstract class: one that should not be instantiated. It's only partially specified, and designed to be extended. Agent (game.py) is another abstract class. """ def __init__(self, evalFn = 'scoreEvaluationFunction', depth = '2'): self.index = 0 # Pacman is always agent index 0 self.evaluationFunction = util.lookup(evalFn, globals()) self.depth = int(depth) class MinimaxAgent(MultiAgentSearchAgent): """ Your minimax agent (Part 1) """ def getAction(self, gameState): """ Returns the minimax action from the current gameState using self.depth and self.evaluationFunction. Here are some method calls that might be useful when implementing minimax. gameState.getLegalActions(agentIndex): Returns a list of legal actions for an agent agentIndex=0 means Pacman, ghosts are >= 1 gameState.getNextState(agentIndex, action): Returns the child game state after an agent takes an action gameState.getNumAgents(): Returns the total number of agents in the game gameState.isWin(): Returns whether or not the game state is a winning state gameState.isLose(): Returns whether or not the game state is a losing state """ # Begin your code (Part 1) def minimax(s, d, agent): if s.isWin() or s.isLose() or d == 0: return self.evaluationFunction(s), None nxt = (agent + 1) % s.getNumAgents() d2 = d - 1 if nxt == 0 else d actions = s.getLegalActions(agent) if agent == 0: best = (float('-inf'), None) for a in actions: v = minimax(s.getNextState(agent, a), d2, nxt)[0] if v > best[0]: best = (v, a) return best else: best = (float('inf'), None) for a in actions: v = minimax(s.getNextState(agent, a), d2, nxt)[0] if v < best[0]: best = (v, a) return best return minimax(gameState, self.depth, 0)[1] # End your code (Part 1) class AlphaBetaAgent(MultiAgentSearchAgent): """ Your minimax agent with alpha-beta pruning (Part 2) """ def getAction(self, gameState): """ Returns the minimax action using self.depth and self.evaluationFunction """ # Begin your code (Part 2) def ab(s, d, agent, a, b): if s.isWin() or s.isLose() or d == 0: return self.evaluationFunction(s), None nxt = (agent + 1) % s.getNumAgents() d2 = d - 1 if nxt == 0 else d actions = s.getLegalActions(agent) if agent == 0: best = (float('-inf'), None) for act in actions: v = ab(s.getNextState(agent, act), d2, nxt, a, b)[0] if v > best[0]: best = (v, act) if best[0] > b: return best a = max(a, best[0]) return best else: best = (float('inf'), None) for act in actions: v = ab(s.getNextState(agent, act), d2, nxt, a, b)[0] if v < best[0]: best = (v, act) if best[0] < a: return best b = min(b, best[0]) return best return ab(gameState, self.depth, 0, float('-inf'), float('inf'))[1] # End your code (Part 2) class ExpectimaxAgent(MultiAgentSearchAgent): """ Your expectimax agent (Part 3) """ def getAction(self, gameState): """ Returns the expectimax action using self.depth and self.evaluationFunction All ghosts should be modeled as choosing uniformly at random from their legal moves. """ # Begin your code (Part 3) def expmax(s, d, agent): if s.isWin() or s.isLose() or d == 0: return self.evaluationFunction(s), None nxt = (agent + 1) % s.getNumAgents() d2 = d - 1 if nxt == 0 else d actions = s.getLegalActions(agent) if agent == 0: best = (float('-inf'), None) for a in actions: v = expmax(s.getNextState(agent, a), d2, nxt)[0] if v > best[0]: best = (v, a) return best else: vals = [expmax(s.getNextState(agent, a), d2, nxt)[0] for a in actions] return sum(vals) / len(vals), None return expmax(gameState, self.depth, 0)[1] # End your code (Part 3) def betterEvaluationFunction(currentGameState): """ Your extreme ghost-hunting, pellet-nabbing, food-gobbling, unstoppable evaluation function (Part 4). """ # Begin your code (Part 4) pos = currentGameState.getPacmanPosition() foodList = currentGameState.getFood().asList() ghosts = currentGameState.getGhostStates() score = currentGameState.getScore() score -= 10 * len(foodList) score -= 20 * len(currentGameState.getCapsules()) if foodList: score += 1.0 / min(manhattanDistance(pos, f) for f in foodList) for g in ghosts: d = manhattanDistance(pos, g.getPosition()) if g.scaredTimer > 0: score += 200 / (d + 1) else: score -= 10000 / (10 ** d) return score # End your code (Part 4) # Abbreviation better = betterEvaluationFunction