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# multiAgents.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).
from util import manhattanDistance
from game import Directions
import random, util
from game import Agent
from pacman import GameState
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: 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 successor 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
"Add more of your code here if you want to"
return legalMoves[chosenIndex]
def evaluationFunction(self, currentGameState: GameState, action):
"""
Design a better evaluation function here.
The evaluation function takes in the current and proposed successor
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.
Print out these variables to see what you're getting, then combine them
to create a masterful evaluation function.
"""
# Useful information you can extract from a GameState (pacman.py)
successorGameState = currentGameState.generatePacmanSuccessor(action)
newPos = successorGameState.getPacmanPosition()
newFood = successorGameState.getFood()
newGhostStates = successorGameState.getGhostStates()
newScaredTimes = [ghostState.scaredTimer for ghostState in newGhostStates]
"*** YOUR CODE HERE ***"
score = successorGameState.getScore()
ghostDistances = []
for ghostState in newGhostStates:
ghostPos = ghostState.getPosition()
distance = manhattanDistance(newPos, ghostPos)
# If the ghost is not scared add to distances
if ghostState.scaredTimer == 0:
ghostDistances.append(distance)
if len(ghostDistances) > 0:
closestGhost = min(ghostDistances)
if closestGhost < 2:
# one could lose the game if the ghost is too near
closestGhost = -100
else:
# nothing can hurt you because ghosts are scared
closestGhost = 100
newFoodPositions = newFood.asList()
foodDistances = [
manhattanDistance(newPos, foodPosition) for foodPosition in newFoodPositions
]
# no food for this action
if len(foodDistances) == 0:
# food plays no effect
closestFood = 1 / 10
else:
closestFood = min(foodDistances)
# Stop action would reduce score because of the pacman's timer constraint
if action == Directions.STOP:
score -= 50
# the closer the food is, the more valuable it is
foodScore = closestFood * 10
# the closer the ghost is, the more dangerous it is
return score + (closestGhost / foodScore)
def scoreEvaluationFunction(currentGameState: GameState):
"""
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 (question 2)
"""
def getAction(self, gameState: 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.generateSuccessor(agentIndex, action):
Returns the successor 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
"""
"*** YOUR CODE HERE ***"
# Format of result = [score, action]
result = self.value(gameState, 0, 0)
# Return the action from result
return result[1]
def value(self, gameState: GameState, agentIndex, depth):
"""
Returns value as pair of [score, action] based on the different cases:
1. Terminal state
2. Max-agent
3. Min-agent
"""
# Terminal states:
# end of game or final depth
if gameState.isWin() or gameState.isLose() or depth == self.depth:
return self.evaluationFunction(gameState), ""
# Max-agent: Pacman has index = 0
if agentIndex == 0:
return self.max(gameState, agentIndex, depth)
# Min-agent: Ghost has index > 0
else:
return self.min(gameState, agentIndex, depth)
def max(self, gameState: GameState, agentIndex, depth):
"""
Returns the max utility action-score for pacman
"""
v = float("-inf")
chosenAction = ""
legalMoves = gameState.getLegalActions(agentIndex)
for action in legalMoves:
# Generate the successor state after this action
successorState = gameState.generateSuccessor(agentIndex, action)
successorIndex = agentIndex + 1
successorDepth = depth # current depth
# Pacman is next agent because current depth is done
if successorIndex == gameState.getNumAgents():
successorIndex = 0
successorDepth += 1
successorValue = self.value(successorState, successorIndex, successorDepth)[0]
if successorValue > v:
chosenAction = action
v = successorValue
return [v, chosenAction]
def min(self, gameState: GameState, agentIndex, depth):
"""
Returns the min utility action-score for ghosts
"""
v = float("inf")
chosenAction = ""
legalMoves = gameState.getLegalActions(agentIndex)
for action in legalMoves:
# Generate the successor state after this action
successorState = gameState.generateSuccessor(agentIndex, action)
successorIndex = agentIndex + 1
successorDepth = depth # current depth
# Pacman is next agent because current depth is done
if successorIndex == gameState.getNumAgents():
successorIndex = 0
successorDepth += 1
successorValue = self.value(successorState, successorIndex, successorDepth)[0]
if successorValue < v:
chosenAction = action
v = successorValue
return [v, chosenAction]
class AlphaBetaAgent(MultiAgentSearchAgent):
"""
Your minimax agent with alpha-beta pruning (question 3)
"""
def getAction(self, gameState: GameState):
"""
Returns the minimax action using self.depth and self.evaluationFunction
"""
"*** YOUR CODE HERE ***"
# Format of result = [score, action]
result = self.value(gameState, 0, 0, float("-inf"), float("inf"))
# Return the action from result
return result[1]
def value(self, gameState: GameState, agentIndex, depth, alpha, beta):
"""
Returns value as pair of [score, action] based on the different cases:
1. Terminal state
2. Max-agent
3. Min-agent
"""
# Terminal states:
# end of game or final depth
if gameState.isWin() or gameState.isLose() or depth == self.depth:
return self.evaluationFunction(gameState), ""
# Max-agent: Pacman has index = 0
if agentIndex == 0:
return self.max(gameState, agentIndex, depth, alpha, beta)
# Min-agent: Ghost has index > 0
else:
return self.min(gameState, agentIndex, depth, alpha, beta)
def max(self, gameState: GameState, agentIndex, depth, alpha, beta):
"""
Returns the max utility action-score for pacman
"""
v = float("-inf")
chosenAction = ""
legalMoves = gameState.getLegalActions(agentIndex)
for action in legalMoves:
# Generate the successor state after this action
successorState = gameState.generateSuccessor(agentIndex, action)
successorIndex = agentIndex + 1
successorDepth = depth # current depth
# Pacman is next agent because current depth is done
if successorIndex == gameState.getNumAgents():
successorIndex = 0
successorDepth += 1
successorValue = self.value(successorState, successorIndex, successorDepth, alpha, beta)[0]
if successorValue > v:
chosenAction = action
v = successorValue
alpha = max(alpha, successorValue)
# prune remaining actions (no pruning on equality as per instructions)
if alpha > beta:
return [v, chosenAction]
return [v, chosenAction]
def min(self, gameState: GameState, agentIndex, depth, alpha, beta):
"""
Returns the min utility action-score for ghosts
"""
v = float("inf")
chosenAction = ""
legalMoves = gameState.getLegalActions(agentIndex)
for action in legalMoves:
# Generate the successor state after this action
successorState = gameState.generateSuccessor(agentIndex, action)
successorIndex = agentIndex + 1
successorDepth = depth # current depth
# Pacman is next agent because current depth is done
if successorIndex == gameState.getNumAgents():
successorIndex = 0
successorDepth += 1
successorValue = self.value(successorState, successorIndex, successorDepth, alpha, beta)[0]
if successorValue < v:
chosenAction = action
v = successorValue
beta = min(beta, successorValue)
# prune remaining actions (no pruning on equality as per instructions)
if alpha > beta:
return [v, chosenAction]
return [v, chosenAction]
class ExpectimaxAgent(MultiAgentSearchAgent):
"""
Your expectimax agent (question 4)
"""
def getAction(self, gameState: 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.
"""
"*** YOUR CODE HERE ***"
# Format of result = [score, action]
result = self.value(gameState, 0, 0)
# Return the action from result
return result[1]
def value(self, gameState: GameState, agentIndex, depth):
"""
Returns value as pair of [score, action] based on the different cases:
1. Terminal state
2. Max-agent
3. Min-agent
"""
# Terminal states:
# end of game or final depth
if gameState.isWin() or gameState.isLose() or depth == self.depth:
return self.evaluationFunction(gameState), ""
# Max-agent: Pacman has index = 0
if agentIndex == 0:
return self.max(gameState, agentIndex, depth)
# Min-agent: Ghost has index > 0
else:
return self.exp(gameState, agentIndex, depth)
def max(self, gameState: GameState, agentIndex, depth):
"""
Returns the max utility action-score for pacman
"""
v = float("-inf")
chosenAction = ""
legalMoves = gameState.getLegalActions(agentIndex)
for action in legalMoves:
# Generate the successor state after this action
successorState = gameState.generateSuccessor(agentIndex, action)
successorIndex = agentIndex + 1
successorDepth = depth # current depth
# Pacman is next agent because current depth is done
if successorIndex == gameState.getNumAgents():
successorIndex = 0
successorDepth += 1
successorValue = self.value(successorState, successorIndex, successorDepth)[0]
if successorValue > v:
chosenAction = action
v = successorValue
return [v, chosenAction]
def exp(self, gameState: GameState, agentIndex, depth):
"""
Returns the expected utility action-score for ghost
"""
v = 0
legalMoves = gameState.getLegalActions(agentIndex)
# uniform probability
p = 1.0 / len(legalMoves)
for action in legalMoves:
# Generate the successor state after this action
successorState = gameState.generateSuccessor(agentIndex, action)
successorIndex = agentIndex + 1
successorDepth = depth # current depth
# Pacman is next agent because current depth is done
if successorIndex == gameState.getNumAgents():
successorIndex = 0
successorDepth += 1
successorValue = self.value(successorState, successorIndex, successorDepth)[0]
v += p * successorValue
return [v, ""]
def betterEvaluationFunction(currentGameState: GameState):
"""
Your extreme ghost-hunting, pellet-nabbing, food-gobbling, unstoppable
evaluation function (question 5).
DESCRIPTION: returns the best score that allows it to
1) Start with the game's base score.
2) Add a bonus that is larger when the nearest food is closer (1 / distance).
3) Subtract a large penalty if non-scared ghosts are near.
4) Slight bonus if ghosts are scared (you can chase/eat them).
5) Light penalty if too many capsules or food remain.
"""
"*** YOUR CODE HERE ***"
# Useful information you can extract from a GameState (pacman.py)
pacmanPos = currentGameState.getPacmanPosition()
# 1) Base Score
score = currentGameState.getScore()
# 2) Reward closeness to food
foodPositions = currentGameState.getFood().asList()
foodCount = len(foodPositions)
if foodCount > 0:
# Compute distance to the closest food
minFoodDist = min(util.manhattanDistance(pacmanPos, fPos) for fPos in foodPositions)
# Add a bonus: the closer the food, the bigger the reward.
score += 1.0 / (minFoodDist)
# 3) Account for ghost distances
ghostStates = currentGameState.getGhostStates()
for ghost in ghostStates:
ghostPos = ghost.getPosition()
ghostDist = util.manhattanDistance(pacmanPos, ghostPos)
# ghost is not scared:
if ghost.scaredTimer == 0:
# Penalize being too close to a dangerous ghost
# For example, if ghostDist < 2, you might be in trouble.
if ghostDist < 2:
score -= 200 # Big penalty if you're about to get eaten
else:
# Some penalty that lessens as ghostDist grows
score -= 5.0 / (ghostDist)
else:
# 4) If the ghost is scared, we could chase it for extra points
# The closer we are, the more likely we can eat it
score += 2.0 / (ghostDist)
# 5) Capsules and leftover food
# so the game prioritizes capsule hunting and escaping ghosts
# A small penalty for each remaining capsule
score -= 4 * len(currentGameState.getCapsules())
# A small penalty for leftover food to encourage finishing
score -= 1 * foodCount
return score
# Abbreviation
better = betterEvaluationFunction