Module pacai.agents.capture.defense
Expand source code
from pacai.agents.capture.reflex import ReflexCaptureAgent
from pacai.core.directions import Directions
class DefensiveReflexAgent(ReflexCaptureAgent):
"""
A reflex agent that tries to keep its side Pacman-free.
This is to give you an idea of what a defensive agent could be like.
It is not the best or only way to make such an agent.
"""
def __init__(self, index, **kwargs):
super().__init__(index)
def getFeatures(self, gameState, action):
features = {}
successor = self.getSuccessor(gameState, action)
myState = successor.getAgentState(self.index)
myPos = myState.getPosition()
# Computes whether we're on defense (1) or offense (0).
features['onDefense'] = 1
if (myState.isPacman()):
features['onDefense'] = 0
# Computes distance to invaders we can see.
enemies = [successor.getAgentState(i) for i in self.getOpponents(successor)]
invaders = [a for a in enemies if a.isPacman() and a.getPosition() is not None]
features['numInvaders'] = len(invaders)
if (len(invaders) > 0):
dists = [self.getMazeDistance(myPos, a.getPosition()) for a in invaders]
features['invaderDistance'] = min(dists)
if (action == Directions.STOP):
features['stop'] = 1
rev = Directions.REVERSE[gameState.getAgentState(self.index).getDirection()]
if (action == rev):
features['reverse'] = 1
return features
def getWeights(self, gameState, action):
return {
'numInvaders': -1000,
'onDefense': 100,
'invaderDistance': -10,
'stop': -100,
'reverse': -2
}
Classes
class DefensiveReflexAgent (index, **kwargs)
-
A reflex agent that tries to keep its side Pacman-free. This is to give you an idea of what a defensive agent could be like. It is not the best or only way to make such an agent.
Expand source code
class DefensiveReflexAgent(ReflexCaptureAgent): """ A reflex agent that tries to keep its side Pacman-free. This is to give you an idea of what a defensive agent could be like. It is not the best or only way to make such an agent. """ def __init__(self, index, **kwargs): super().__init__(index) def getFeatures(self, gameState, action): features = {} successor = self.getSuccessor(gameState, action) myState = successor.getAgentState(self.index) myPos = myState.getPosition() # Computes whether we're on defense (1) or offense (0). features['onDefense'] = 1 if (myState.isPacman()): features['onDefense'] = 0 # Computes distance to invaders we can see. enemies = [successor.getAgentState(i) for i in self.getOpponents(successor)] invaders = [a for a in enemies if a.isPacman() and a.getPosition() is not None] features['numInvaders'] = len(invaders) if (len(invaders) > 0): dists = [self.getMazeDistance(myPos, a.getPosition()) for a in invaders] features['invaderDistance'] = min(dists) if (action == Directions.STOP): features['stop'] = 1 rev = Directions.REVERSE[gameState.getAgentState(self.index).getDirection()] if (action == rev): features['reverse'] = 1 return features def getWeights(self, gameState, action): return { 'numInvaders': -1000, 'onDefense': 100, 'invaderDistance': -10, 'stop': -100, 'reverse': -2 }
Ancestors
- ReflexCaptureAgent
- CaptureAgent
- BaseAgent
- abc.ABC
Static methods
def loadAgent(name, index, args={})
-
Inherited from:
ReflexCaptureAgent
.loadAgent
Load an agent with the given class name. The name can be fully qualified or just the bare class name. If the bare name is given, the class should …
Methods
def chooseAction(self, gameState)
-
Inherited from:
ReflexCaptureAgent
.chooseAction
Picks among the actions with the highest return from
ReflexCaptureAgent.evaluate
. def evaluate(self, gameState, action)
-
Inherited from:
ReflexCaptureAgent
.evaluate
Computes a linear combination of features and feature weights.
def final(self, gameState)
-
Inherited from:
ReflexCaptureAgent
.final
Inform the agent about the result of a game.
def getAction(self, gameState)
-
Inherited from:
ReflexCaptureAgent
.getAction
Calls
CaptureAgent.chooseAction
on a grid position, but continues on partial positions. If you subclassCaptureAgent
, you shouldn't need to … def getCurrentObservation(self)
-
Inherited from:
ReflexCaptureAgent
.getCurrentObservation
Returns the GameState object corresponding this agent's current observation (the observed state of the game - this may not include all of your …
def getFeatures(self, gameState, action)
-
Inherited from:
ReflexCaptureAgent
.getFeatures
Returns a dict of features for the state. The keys match up with the return from
ReflexCaptureAgent.getWeights
.Expand source code
def getFeatures(self, gameState, action): features = {} successor = self.getSuccessor(gameState, action) myState = successor.getAgentState(self.index) myPos = myState.getPosition() # Computes whether we're on defense (1) or offense (0). features['onDefense'] = 1 if (myState.isPacman()): features['onDefense'] = 0 # Computes distance to invaders we can see. enemies = [successor.getAgentState(i) for i in self.getOpponents(successor)] invaders = [a for a in enemies if a.isPacman() and a.getPosition() is not None] features['numInvaders'] = len(invaders) if (len(invaders) > 0): dists = [self.getMazeDistance(myPos, a.getPosition()) for a in invaders] features['invaderDistance'] = min(dists) if (action == Directions.STOP): features['stop'] = 1 rev = Directions.REVERSE[gameState.getAgentState(self.index).getDirection()] if (action == rev): features['reverse'] = 1 return features
def getFood(self, gameState)
-
Inherited from:
ReflexCaptureAgent
.getFood
Returns the food you're meant to eat. This is in the form of a
Grid
wherem[x][y] = True
if there is food you can eat (based on … def getFoodYouAreDefending(self, gameState)
-
Inherited from:
ReflexCaptureAgent
.getFoodYouAreDefending
Returns the food you're meant to protect (i.e., that your opponent is supposed to eat). This is in the form of a
Grid
where `m[x][y] … def getMazeDistance(self, pos1, pos2)
-
Inherited from:
ReflexCaptureAgent
.getMazeDistance
Returns the distance between two points using the builtin distancer.
def getOpponents(self, gameState)
-
Inherited from:
ReflexCaptureAgent
.getOpponents
Returns agent indices of your opponents. This is the list of the numbers of the agents (e.g., red might be 1, 3, 5)
def getPreviousObservation(self)
-
Inherited from:
ReflexCaptureAgent
.getPreviousObservation
Returns the
AbstractGameState
object corresponding to the last state this agent saw. That is the observed state of the game … def getScore(self, gameState)
-
Inherited from:
ReflexCaptureAgent
.getScore
Returns how much you are beating the other team by in the form of a number that is the difference between your score and the opponents score. This …
def getSuccessor(self, gameState, action)
-
Inherited from:
ReflexCaptureAgent
.getSuccessor
Finds the next successor which is a grid position (location tuple).
def getTeam(self, gameState)
-
Inherited from:
ReflexCaptureAgent
.getTeam
Returns agent indices of your team. This is the list of the numbers of the agents (e.g., red might be the list of 1,3,5)
def getWeights(self, gameState, action)
-
Inherited from:
ReflexCaptureAgent
.getWeights
Returns a dict of weights for the state. The keys match up with the return from
ReflexCaptureAgent.getFeatures
.Expand source code
def getWeights(self, gameState, action): return { 'numInvaders': -1000, 'onDefense': 100, 'invaderDistance': -10, 'stop': -100, 'reverse': -2 }
def observationFunction(self, state)
-
Inherited from:
ReflexCaptureAgent
.observationFunction
Make an observation on the state of the game. Called once for each round of the game.
def registerInitialState(self, gameState)
-
Inherited from:
ReflexCaptureAgent
.registerInitialState
This method handles the initial setup of the agent and populates useful fields, such as the team the agent is on and the …
def registerTeam(self, agentsOnTeam)
-
Inherited from:
ReflexCaptureAgent
.registerTeam
Fills the self.agentsOnTeam field with a list of the indices of the agents on your team.