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capture.py
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capture.py
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# capture.py
# ----------
# Licensing Information: Please do not distribute or publish solutions to this
# project. You are free to use and extend these projects for educational
# purposes. The Pacman AI projects were developed at UC Berkeley, primarily by
# John DeNero (denero@cs.berkeley.edu) and Dan Klein (klein@cs.berkeley.edu).
# For more info, see http://inst.eecs.berkeley.edu/~cs188/sp09/pacman.html
"""
Capture.py holds the logic for Pacman capture the flag.
(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 capture.py' from the command line.
The keys are
P1: 'a', 's', 'd', and 'w' to move
P2: 'l', ';', ',' and 'p' to move
"""
from game import GameStateData
from game import Game
from game import Directions
from game import Actions
from util import nearestPoint
from util import manhattanDistance
from game import Grid
from game import Configuration
from game import Agent
from game import reconstituteGrid
import sys, util, types, time, random
# If you change these, you won't affect the server, so you can't cheat
KILL_POINTS = 0
SONAR_NOISE_RANGE = 13 # Must be odd
SONAR_NOISE_VALUES = [i - (SONAR_NOISE_RANGE - 1)/2 for i in range(SONAR_NOISE_RANGE)]
SIGHT_RANGE = 5 # Manhattan distance
MIN_FOOD = 2
SCARED_TIME = 40
def noisyDistance(pos1, pos2):
return int(util.manhattanDistance(pos1, pos2) + random.choice(SONAR_NOISE_VALUES))
###################################################
# 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.
"""
####################################################
# Accessor methods: use these to access state data #
####################################################
def getLegalActions( self, agentIndex=0 ):
"""
Returns the legal actions for the agent specified.
"""
return AgentRules.getLegalActions( self, agentIndex )
def generateSuccessor( self, agentIndex, action):
"""
Returns the successor state (a GameState object) after the specified agent takes the action.
"""
# Copy current state
state = GameState(self)
# Find appropriate rules for the agent
AgentRules.applyAction( state, action, agentIndex )
AgentRules.checkDeath(state, agentIndex)
AgentRules.decrementTimer(state.data.agentStates[agentIndex])
# Book keeping
state.data._agentMoved = agentIndex
state.data.score += state.data.scoreChange
return state
def getAgentState(self, index):
return self.data.agentStates[index]
def getAgentPosition(self, index):
"""
Returns a location tuple if the agent with the given index is observable;
if the agent is unobservable, returns None.
"""
agentState = self.data.agentStates[index]
return agentState.getPosition()
def getNumAgents( self ):
return len( self.data.agentStates )
def getScore( self ):
"""
Returns a number corresponding to the current score.
"""
return self.data.score
def getRedFood(self):
"""
Returns a matrix of food that corresponds to the food on the red team's side.
For the matrix m, m[x][y]=true if there is food in (x,y) that belongs to
red (meaning red is protecting it, blue is trying to eat it).
"""
return halfGrid(self.data.food, red = True)
def getBlueFood(self):
"""
Returns a matrix of food that corresponds to the food on the blue team's side.
For the matrix m, m[x][y]=true if there is food in (x,y) that belongs to
blue (meaning blue is protecting it, red is trying to eat it).
"""
return halfGrid(self.data.food, red = False)
def getRedCapsules(self):
return halfList(self.data.capsules, self.data.food, red = True)
def getBlueCapsules(self):
return halfList(self.data.capsules, self.data.food, red = False)
def getWalls(self):
"""
Just like getFood but for walls
"""
return self.data.layout.walls
def hasFood(self, x, y):
"""
Returns true if the location (x,y) has food, regardless of
whether it's blue team food or red team food.
"""
return self.data.food[x][y]
def hasWall(self, x, y):
"""
Returns true if (x,y) has a wall, false otherwise.
"""
return self.data.layout.walls[x][y]
def isOver( self ):
return self.data._win
def getRedTeamIndices(self):
"""
Returns a list of agent index numbers for the agents on the red team.
"""
return self.redTeam[:]
def getBlueTeamIndices(self):
"""
Returns a list of the agent index numbers for the agents on the blue team.
"""
return self.blueTeam[:]
def isOnRedTeam(self, agentIndex):
"""
Returns true if the agent with the given agentIndex is on the red team.
"""
return self.teams[agentIndex]
def getAgentDistances(self):
"""
Returns a noisy distance to each agent.
"""
if 'agentDistances' in dir(self) :
return self.agentDistances
else:
return None
def getDistanceProb(self, trueDistance, noisyDistance):
"Returns the probability of a noisy distance given the true distance"
if noisyDistance - trueDistance in SONAR_NOISE_VALUES:
return 1.0/SONAR_NOISE_RANGE
else:
return 0
def getInitialAgentPosition(self, agentIndex):
"Returns the initial position of an agent."
return self.data.layout.agentPositions[agentIndex][1]
def getCapsules(self):
"""
Returns a list of positions (x,y) of the remaining capsules.
"""
return self.data.capsules
#############################################
# 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)
self.blueTeam = prevState.blueTeam
self.redTeam = prevState.redTeam
self.teams = prevState.teams
self.agentDistances = prevState.agentDistances
else:
self.data = GameStateData()
self.agentDistances = []
def deepCopy( self ):
state = GameState( self )
state.data = self.data.deepCopy()
state.blueTeam = self.blueTeam[:]
state.redTeam = self.redTeam[:]
state.teams = self.teams[:]
state.agentDistances = self.agentDistances[:]
return state
def makeObservation(self, index):
state = self.deepCopy()
# Adds the sonar signal
pos = state.getAgentPosition(index)
n = state.getNumAgents()
distances = [noisyDistance(pos, state.getAgentPosition(i)) for i in range(n)]
state.agentDistances = distances
# Remove states of distant opponents
if index in self.blueTeam:
team = self.blueTeam
otherTeam = self.redTeam
else:
otherTeam = self.blueTeam
team = self.redTeam
for enemy in otherTeam:
seen = False
enemyPos = state.getAgentPosition(enemy)
for teammate in team:
if util.manhattanDistance(enemyPos, state.getAgentPosition(teammate)) <= SIGHT_RANGE:
seen = True
if not seen: state.data.agentStates[enemy].configuration = None
return state
def __eq__( self, other ):
"""
Allows two states to be compared.
"""
if other == None: return False
return self.data == other.data
def __hash__( self ):
"""
Allows states to be keys of dictionaries.
"""
return int(hash( self.data ))
def __str__( self ):
return str(self.data)
def initialize( self, layout, numAgents):
"""
Creates an initial game state from a layout array (see layout.py).
"""
self.data.initialize(layout, numAgents)
positions = [a.configuration for a in self.data.agentStates]
self.blueTeam = [i for i,p in enumerate(positions) if not self.isRed(p)]
self.redTeam = [i for i,p in enumerate(positions) if self.isRed(p)]
self.teams = [self.isRed(p) for p in positions]
def isRed(self, configOrPos):
width = self.data.layout.width
if type(configOrPos) == type( (0,0) ):
return configOrPos[0] < width / 2
else:
return configOrPos.pos[0] < width / 2
def halfGrid(grid, red):
tilewidth = grid.width - 1
halfway = tilewidth / 2
halfgrid = Grid(grid.width, grid.height, False)
if red: xrange = range(halfway)
else: xrange = range(halfway, tilewidth)
for y in range(grid.height):
for x in xrange:
if grid[x][y]: halfgrid[x][y] = True
return halfgrid
def halfList(l, grid, red):
halfway = grid.width / 2
newList = []
for x,y in l:
if red and x <= halfway: newList.append((x,y))
elif not red and x > halfway: newList.append((x,y))
return newList
############################################################################
# THE HIDDEN SECRETS OF PACMAN #
# #
# You shouldn't need to look through the code in this section of the file. #
############################################################################
COLLISION_TOLERANCE = 0.7 # How close ghosts must be to Pacman to kill
class CaptureRules:
"""
These game rules manage the control flow of a game, deciding when
and how the game starts and ends.
"""
def __init__(self, quiet = False):
self.quiet = quiet
def newGame( self, layout, agents, display, length, muteAgents, catchExceptions ):
initState = GameState()
initState.initialize( layout, len(agents) )
starter = random.randint(0,1)
print('%s team starts' % ['Red', 'Blue'][starter])
game = Game(agents, display, self, startingIndex=starter, muteAgents=muteAgents, catchExceptions=catchExceptions)
game.state = initState
game.length = length
if 'drawCenterLine' in dir(display):
display.drawCenterLine()
self._initBlueFood = initState.getBlueFood().count()
self._initRedFood = initState.getRedFood().count()
return game
def process(self, state, game):
"""
Checks to see whether it is time to end the game.
"""
if 'moveHistory' in dir(game):
if len(game.moveHistory) == game.length:
state.data._win = True
if state.isOver():
game.gameOver = True
if not game.rules.quiet:
if state.getRedFood().count() == MIN_FOOD:
print 'The Blue team has captured all but %d of the opponents\' dots.' % MIN_FOOD
if state.getBlueFood().count() == MIN_FOOD:
print 'The Red team has captured all but %d of the opponents\' dots.' % MIN_FOOD
if state.getBlueFood().count() > MIN_FOOD and state.getRedFood().count() > MIN_FOOD:
print 'Time is up.'
if state.data.score == 0: print 'Tie game!'
else:
winner = 'Red'
if state.data.score < 0: winner = 'Blue'
print 'The %s team wins by %d points.' % (winner, abs(state.data.score))
def getProgress(self, game):
blue = 1.0 - (game.state.getBlueFood().count() / float(self._initBlueFood))
red = 1.0 - (game.state.getRedFood().count() / float(self._initRedFood))
moves = len(self.moveHistory) / float(game.length)
# return the most likely progress indicator, clamped to [0, 1]
return min(max(0.75 * max(red, blue) + 0.25 * moves, 0.0), 1.0)
def agentCrash(self, game, agentIndex):
if agentIndex % 2 == 0:
print "Red agent crashed"
game.state.data.score = -1
else:
print "Blue agent crashed"
game.state.data.score = 1
def getMaxTotalTime(self, agentIndex):
return 900 # Move limits should prevent this from ever happening
def getMaxStartupTime(self, agentIndex):
return 15 # 15 seconds for registerInitialState
def getMoveWarningTime(self, agentIndex):
return 1 # One second per move
def getMoveTimeout(self, agentIndex):
return 3 # Three seconds results in instant forfeit
def getMaxTimeWarnings(self, agentIndex):
return 2 # Third violation loses the game
class AgentRules:
"""
These functions govern how each agent interacts with her environment.
"""
def getLegalActions( state, agentIndex ):
"""
Returns a list of legal actions (which are both possible & allowed)
"""
agentState = state.getAgentState(agentIndex)
conf = agentState.configuration
possibleActions = Actions.getPossibleActions( conf, state.data.layout.walls )
return AgentRules.filterForAllowedActions( agentState, possibleActions)
getLegalActions = staticmethod( getLegalActions )
def filterForAllowedActions(agentState, possibleActions):
return possibleActions
filterForAllowedActions = staticmethod( filterForAllowedActions )
def applyAction( state, action, agentIndex ):
"""
Edits the state to reflect the results of the action.
"""
legal = AgentRules.getLegalActions( state, agentIndex )
if action not in legal:
raise Exception("Illegal action " + str(action))
# Update Configuration
agentState = state.data.agentStates[agentIndex]
speed = 1.0
# if agentState.isPacman: speed = 0.5
vector = Actions.directionToVector( action, speed )
oldConfig = agentState.configuration
agentState.configuration = oldConfig.generateSuccessor( vector )
# Eat
next = agentState.configuration.getPosition()
nearest = nearestPoint( next )
if agentState.isPacman and manhattanDistance( nearest, next ) <= 0.9 :
AgentRules.consume( nearest, state, state.isOnRedTeam(agentIndex) )
# Change agent type
if next == nearest:
agentState.isPacman = [state.isOnRedTeam(agentIndex), state.isRed(agentState.configuration)].count(True) == 1
applyAction = staticmethod( applyAction )
def consume( position, state, isRed ):
x,y = position
# Eat food
if state.data.food[x][y]:
score = -1
if isRed: score = 1
state.data.scoreChange += score
state.data.food = state.data.food.copy()
state.data.food[x][y] = False
state.data._foodEaten = position
if (isRed and state.getBlueFood().count() == MIN_FOOD) or (not isRed and state.getRedFood().count() == MIN_FOOD):
state.data._win = True
# Eat capsule
if isRed: myCapsules = state.getBlueCapsules()
else: myCapsules = state.getRedCapsules()
if( position in myCapsules ):
state.data.capsules.remove( position )
state.data._capsuleEaten = position
# Reset all ghosts' scared timers
if isRed: otherTeam = state.getBlueTeamIndices()
else: otherTeam = state.getRedTeamIndices()
for index in otherTeam:
state.data.agentStates[index].scaredTimer = SCARED_TIME
consume = staticmethod( consume )
def decrementTimer(state):
timer = state.scaredTimer
if timer == 1:
state.configuration.pos = nearestPoint( state.configuration.pos )
state.scaredTimer = max( 0, timer - 1 )
decrementTimer = staticmethod( decrementTimer )
def checkDeath( state, agentIndex):
agentState = state.data.agentStates[agentIndex]
if state.isOnRedTeam(agentIndex):
otherTeam = state.getBlueTeamIndices()
else:
otherTeam = state.getRedTeamIndices()
if agentState.isPacman:
for index in otherTeam:
otherAgentState = state.data.agentStates[index]
if otherAgentState.isPacman: continue
ghostPosition = otherAgentState.getPosition()
if ghostPosition == None: continue
if manhattanDistance( ghostPosition, agentState.getPosition() ) <= COLLISION_TOLERANCE:
#award points to the other team for killing Pacmen
if otherAgentState.scaredTimer <= 0:
score = KILL_POINTS
if state.isOnRedTeam(agentIndex):
score = -score
state.data.scoreChange += score
agentState.isPacman = False
agentState.configuration = agentState.start
agentState.scaredTimer = 0
else:
score = KILL_POINTS
if state.isOnRedTeam(agentIndex):
score = -score
state.data.scoreChange += score
otherAgentState.isPacman = False
otherAgentState.configuration = otherAgentState.start
otherAgentState.scaredTimer = 0
else: # Agent is a ghost
for index in otherTeam:
otherAgentState = state.data.agentStates[index]
if not otherAgentState.isPacman: continue
pacPos = otherAgentState.getPosition()
if pacPos == None: continue
if manhattanDistance( pacPos, agentState.getPosition() ) <= COLLISION_TOLERANCE:
#award points to the other team for killing Pacmen
if agentState.scaredTimer <= 0:
score = KILL_POINTS
if not state.isOnRedTeam(agentIndex):
score = -score
state.data.scoreChange += score
otherAgentState.isPacman = False
otherAgentState.configuration = otherAgentState.start
otherAgentState.scaredTimer = 0
else:
score = KILL_POINTS
if state.isOnRedTeam(agentIndex):
score = -score
state.data.scoreChange += score
agentState.isPacman = False
agentState.configuration = agentState.start
agentState.scaredTimer = 0
checkDeath = staticmethod( checkDeath )
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 or str == '': 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 capture.py
- starts an interactive game against two offensive agents
(you control the red agent with the arrow keys)
(2) python capture.py --player2 KeyboardAgent2
- starts a two-player interactive game with w,a,s,d & i,j,k,l keys
(3) python capture.py --player2 DefensiveReflexAgent
- starts a fully automated game
"""
parser = OptionParser(usageStr)
parser.add_option('-r', '--red', help=default('Red team'),
default='BaselineAgents')
parser.add_option('-b', '--blue', help=default('Blue team'),
default='BaselineAgents')
parser.add_option('--redOpts', help=default('Options for red team (e.g. first=keys)'),
default='')
parser.add_option('--blueOpts', help=default('Options for blue team (e.g. first=keys)'),
default='')
parser.add_option('-l', '--layout', dest='layout',
help=default('the LAYOUT_FILE from which to load the map layout; use RANDOM for a random maze'),
metavar='LAYOUT_FILE', default='defaultCapture')
parser.add_option('-t', '--textgraphics', action='store_true', dest='textgraphics',
help='Display output as text only', default=False)
parser.add_option('-q', '--quiet', action='store_true',
help='Display minimal output and no graphics', default=False)
parser.add_option('-Q', '--super-quiet', action='store_true', dest="super_quiet",
help='Same as -q but agent output is also suppressed', default=False)
parser.add_option('-k', '--numPlayers', type='int', dest='numPlayers',
help=default('The maximum number of players'), default=4)
parser.add_option('-z', '--zoom', type='float', dest='zoom',
help=default('Zoom in the graphics'), default=1)
parser.add_option('-i', '--time', type='int', dest='time',
help=default('TIME limit of a game in moves'), default=3000, metavar='TIME')
parser.add_option('-n', '--numGames', type='int',
help=default('Number of games to play'), default=1)
parser.add_option('-f', '--fixRandomSeed', action='store_true',
help='Fixes the random seed to always play the same game', default=False)
parser.add_option('--record', action='store_true',
help='Writes game histories to a file (named by the time they were played)', default=False)
parser.add_option('--replay', default=None,
help='Replays a recorded game file.')
parser.add_option('-x', '--numTraining', dest='numTraining', type='int',
help=default('How many episodes are training (suppresses output)'), default=0)
parser.add_option('-c', '--catchExceptions', action='store_true', default=False,
help='Catch exceptions and enforce time limits')
options, otherjunk = parser.parse_args(argv)
assert len(otherjunk) == 0, "Unrecognized options: " + str(otherjunk)
args = dict()
# Choose a display format
#if options.pygame:
# import pygameDisplay
# args['display'] = pygameDisplay.PacmanGraphics()
if options.textgraphics:
import textDisplay
args['display'] = textDisplay.PacmanGraphics()
elif options.quiet:
import textDisplay
args['display'] = textDisplay.NullGraphics()
elif options.super_quiet:
import textDisplay
args['display'] = textDisplay.NullGraphics()
args['muteAgents'] = True
else:
import graphicsDisplay
graphicsDisplay.FRAME_TIME = 0
args['display'] = graphicsDisplay.PacmanGraphics(options.zoom, 0, capture=True)
if options.fixRandomSeed: random.seed('cs188')
# Special case: recorded games don't use the runGames method or args structure
if options.replay != None:
print 'Replaying recorded game %s.' % options.replay
import cPickle
recorded = cPickle.load(open(options.replay))
recorded['display'] = args['display']
replayGame(**recorded)
sys.exit(0)
# Choose a pacman agent
redArgs, blueArgs = parseAgentArgs(options.redOpts), parseAgentArgs(options.blueOpts)
if options.numTraining > 0:
redArgs['numTraining'] = options.numTraining
blueArgs['numTraining'] = options.numTraining
nokeyboard = options.textgraphics or options.quiet or options.numTraining > 0
print '\nRed team %s with %s:' % (options.red, redArgs)
redAgents = loadAgents(True, options.red, nokeyboard, redArgs)
print '\nBlue team %s with %s:' % (options.blue, blueArgs)
blueAgents = loadAgents(False, options.blue, nokeyboard, blueArgs)
args['agents'] = sum([list(el) for el in zip(redAgents, blueAgents)],[]) # list of agents
# Choose a layout
if options.layout == 'RANDOM': options.layout = randomLayout()
if options.layout.lower().find('capture') == -1:
raise Exception( 'You must use a capture layout with capture.py')
import layout
args['layout'] = layout.getLayout( options.layout )
if args['layout'] == None: raise Exception("The layout " + options.layout + " cannot be found")
args['agents'] = args['agents'][:min(args['layout'].getNumGhosts(), options.numPlayers)]
args['length'] = options.time
args['numGames'] = options.numGames
args['numTraining'] = options.numTraining
args['record'] = options.record
args['catchExceptions'] = options.catchExceptions
return args
def randomLayout():
layout = 'layouts/random%08dCapture.lay' % random.randint(0,99999999)
print 'Generating random layout in %s' % layout
import mazeGenerator
out = file(layout, 'w')
out.write(mazeGenerator.generateMaze())
out.close()
return layout
import traceback
def loadAgents(isRed, factory, textgraphics, cmdLineArgs):
"Calls agent factories and returns lists of agents"
# Looks through all pythonPath Directories for the right module
import os
dirname = 'teams/'
sys.path.append(os.path.join(sys.path[0], 'teams'))
try:
#conf = __import__(factory + ".config")
conf = __import__("config")
except ImportError:
print 'Error: The team "' + factory + '" config could not be loaded! '
traceback.print_exc()
return [None for i in range(3)]
factory = factory + "." + conf.AgentFactory
args = dict(conf.AgentArgs)
args.update(cmdLineArgs) # Add command line args with priority
print "Loading Team:", conf.TeamName
print "Arguments:", args
print "Partners:", conf.Partners
print "Agent Factory:", factory
factoryClassName = factory.split(".")[-1]
factoryPackageName = ".".join(factory.split(".")[1:-1])
if factoryPackageName == "":
factoryPackageName,factoryClassName=factoryClassName,factoryPackageName
# if textgraphics and factoryClassName.startswith('Keyboard'):
# raise Exception('Using the keyboard requires graphics (no text display, quiet or training games)')
print "Namespace: ", factoryPackageName
print "Agent: ", factoryClassName
try:
module = __import__(factoryPackageName)
except ImportError, data:
module = None
foundFactory = getattr(module, factoryClassName, None)
if not module or not foundFactory:
print 'Error: The team "' + factory + '" could not be loaded! '
traceback.print_exc()
return [None for i in range(3)]
foundFactory = foundFactory(isRed=isRed, **args)
indexAddend = 0
if not isRed:
indexAddend = 1
indices = [2*i + indexAddend for i in range(3)]
return [foundFactory.getAgent(i) for i in indices]
def replayGame( layout, agents, actions, display, length ):
rules = CaptureRules()
game = rules.newGame( layout, agents, display, length, False, False )
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, agents, display, length, numGames, record, numTraining, muteAgents=False, catchExceptions=False ):
# Hack for agents writing to the display
import __main__
__main__.__dict__['_display'] = display
rules = CaptureRules()
games = []
if numTraining > 0:
print 'Playing %d training games' % numTraining
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
g = rules.newGame( layout, agents, gameDisplay, length, muteAgents, catchExceptions )
g.run()
if not beQuiet: games.append(g)
g.record = None
if record:
import time, cPickle, game
fname = ('recorded-game-%d' % (i + 1)) + '-'.join([str(t) for t in time.localtime()[1:6]])
f = file(fname, 'w')
components = {'layout': layout, 'agents': [game.Agent() for a in agents], 'actions': g.moveHistory, 'length': length}
g.record = cPickle.dumps(components)
print >> f, g.record
f.close()
print "recorded"
if numGames > 1:
scores = [game.state.data.score for game in games]
redWinRate = [s > 0 for s in scores].count(True)/ float(len(scores))
blueWinRate = [s < 0 for s in scores].count(True)/ float(len(scores))
print 'Average Score:', sum(scores) / float(len(scores))
print 'Scores: ', ', '.join([str(score) for score in scores])
print 'Red Win Rate: %d/%d (%.2f)' % ([s > 0 for s in scores].count(True), len(scores), redWinRate)
print 'Blue Win Rate: %d/%d (%.2f)' % ([s < 0 for s in scores].count(True), len(scores), blueWinRate)
print 'Record: ', ', '.join([('Blue', 'Tie', 'Red')[max(0, min(2, 1 + s))] for s in scores])
return games
if __name__ == '__main__':
"""
The main function called when pacman.py is run
from the command line:
> python capture.py
See the usage string for more details.
> python capture.py --help
"""
options = readCommand( sys.argv[1:] ) # Get game components based on input
runGames(**options)
# import cProfile
# cProfile.run('runGames( **options )', 'profile')