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pacman.py
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pacman.py
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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
class GameState:
## Returns the legal actions for the agent specified.
def getLegalActions( self, agentIndex=0 ):
if self.isWin() or self.isLose(): return []
if agentIndex == 0: # Pacman is moving
return PacmanRules.getLegalActions( self )
else:
return GhostRules.getLegalActions( self, agentIndex )
## Returns the successor state after the specified agent takes the action.(Pac-Man is always agent 0.)
def generateSuccessor( self, agentIndex, 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)
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 )
state.data._agentMoved = agentIndex
state.data.score += state.data.scoreChange
return state
def getLegalPacmanActions( self ):
return self.getLegalActions( 0 )
# Generates the successor state after the specified pacman move
def generatePacmanSuccessor( self, action ):
return self.generateSuccessor( 0, action )
## Returns an AgentState object for pacman (in game.py)
def getPacmanState( self ):
return self.data.agentStates[0].copy()
def getPacmanPosition( self ):
return self.data.agentStates[0].getPosition()
## Returns list of AgentState objects for the ghosts
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()]
## Returns the total number of agents in the game
def getNumAgents( self ):
return len( self.data.agentStates )
## Returns the score corresponding to the current state of the game
def getScore( self ):
return self.data.score
## Returns a list of positions (x,y) of the remaining capsules.
def getCapsules(self):
return self.data.capsules
def getNumFood( self ):
return self.data.food.count()
## Returns a Grid of boolean food indicator variables.
def getFood(self):
return self.data.food
## Returns a Grid of boolean wall indicator variables.
def getWalls(self):
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]
# Returns True if it's a losing state
def isLose( self ):
return self.data._lose
# Returns True if it's a winning state
def isWin( self ):
return self.data._win
def __init__( self, prevState = None ):
if prevState is not None:
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 ):
if other is None: return False
return self.data == other.data
def __hash__( self ):
return hash( self.data )
def __str__( self ):
return str(self.data)
def initialize( self, layout, numGhostAgents=1000 ):
self.data.initialize(layout, numGhostAgents)
SCARED_TIME = 40
COLLISION_TOLERANCE = 0.7
TIME_PENALTY = 1
class ClassicGameRules:
def __init__(self, timeout=30):
self.timeout = timeout
self.count=0
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):
if state.isWin(): self.win(state, game)
if state.isLose(): self.lose(state, game)
def win( self, state, game ):
if self.count==0:
print("======================================")
if not self.quiet:
self.count += 1
print("["+str(self.count)+"] Pacman Win! Score: %d" % state.data.score)
game.gameOver = True
def lose( self, state, game ):
if self.count==0:
print("======================================")
if not self.quiet:
self.count += 1
print("["+str(self.count)+"] Pacman Lose... 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:
PACMAN_SPEED=1
def getLegalActions( state ):
possibleActions = Actions.getPossibleActions( state.getPacmanState().configuration, state.data.layout.walls )
if Directions.STOP in possibleActions:
possibleActions.remove( Directions.STOP )
return possibleActions
getLegalActions = staticmethod( getLegalActions )
def applyAction( state, 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:
GHOST_SPEED=1.0
def getLegalActions( state, ghostIndex ):
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 )
def default(str):
return str + ' [Default: %default]'
def parseAgentArgs(str):
if str is 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 ):
from optparse import OptionParser
usageStr = """
USAGE: python pacman.py <options>
EXAMPLES: (1) python pacman.py
- starts an interactive game
(2) python pacman.py --map smallmap --zoom 2
OR python pacman.py -m smallmap -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('-m', '--map', dest='map',
help=default('the MAP_FILE from which to load the map layout'),
metavar='MAP_FILE', default='mediummap')
parser.add_option('-p', '--pacman', dest='pacman',
help=default('the agent TYPE in the pacmanAgents module to use'),
metavar='TYPE', default='HumanAgent')
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('cse4185')
# Choose a layout
args['layout'] = layout.getLayout( options.map )
if args['layout'] is None: raise Exception("The layout " + options.layout + " cannot be found")
# Choose a Pacman agent
noKeyboard = options.gameToReplay is 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 gui
args['display'] = gui.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 pickle
f = open(options.gameToReplay)
try: recorded = pickle.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') or f=='hw02.py']
for modulename in moduleNames:
try:
module = __import__(modulename[:-3])
except ImportError:
continue
if pacman in dir(module):
if nographics and modulename == 'HumanAgents.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 hw02, ghostAgents
rules = ClassicGameRules()
# If replaying, change the agent from ExpectimaxAgent to whatever agent with which you want to play
agents = [hw02.ExpectimaxAgent()] + [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 = []
sub_time=0
total_time=0
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)
total_time+=game.run(sub_time)
if not beQuiet: games.append(game)
if record:
import time, pickle
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}
pickle.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('-----------Game Results--------------')
print('Average Score:', sum(scores) / float(len(scores)))
print('Score Results:', ', '.join([str(score) for score in scores]))
print('Record:', ', '.join([ ['Lose', 'Win'][int(w)] for w in wins]))
print('')
print(("Win Rate: %d%% (%d/%d)" % (winRate * 100, wins.count(True), len(wins))))
print('Total Time:', total_time)
print('Average Time:',total_time/numGames)
print("======================================")
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 )
pass