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featureExtractors.py
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featureExtractors.py
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# featureExtractors.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
# ([email protected]) and Dan Klein ([email protected]).
# Student side autograding was added by Brad Miller, Nick Hay, and
# Pieter Abbeel ([email protected]).
"Feature extractors for Pacman game states"
from game import Directions, Actions
import util
class FeatureExtractor:
def getFeatures(self, state, action):
"""
Returns a dict from features to counts
Usually, the count will just be 1.0 for
indicator functions.
"""
util.raiseNotDefined()
class IdentityExtractor(FeatureExtractor):
def getFeatures(self, state, action):
feats = util.Counter()
feats[(state,action)] = 1.0
return feats
class CoordinateExtractor(FeatureExtractor):
def getFeatures(self, state, action):
feats = util.Counter()
feats[state] = 1.0
feats['x=%d' % state[0]] = 1.0
feats['y=%d' % state[0]] = 1.0
feats['action=%s' % action] = 1.0
return feats
def closestFood(pos, food, walls):
"""
closestFood -- this is similar to the function that we have
worked on in the search project; here its all in one place
"""
fringe = [(pos[0], pos[1], 0)]
expanded = set()
while fringe:
pos_x, pos_y, dist = fringe.pop(0)
if (pos_x, pos_y) in expanded:
continue
expanded.add((pos_x, pos_y))
# if we find a food at this location then exit
if food[pos_x][pos_y]:
return dist
# otherwise spread out from the location to its neighbours
nbrs = Actions.getLegalNeighbors((pos_x, pos_y), walls)
for nbr_x, nbr_y in nbrs:
fringe.append((nbr_x, nbr_y, dist+1))
# no food found
return None
class SimpleExtractor(FeatureExtractor):
"""
Returns simple features for a basic reflex Pacman:
- whether food will be eaten
- how far away the next food is
- whether a ghost collision is imminent
- whether a ghost is one step away
"""
def getFeatures(self, state, action):
# extract the grid of food and wall locations and get the ghost locations
food = state.getFood()
walls = state.getWalls()
ghosts = state.getGhostPositions()
features = util.Counter()
features["bias"] = 1.0
# compute the location of pacman after he takes the action
x, y = state.getPacmanPosition()
dx, dy = Actions.directionToVector(action)
next_x, next_y = int(x + dx), int(y + dy)
'MY CODE'
if ghosts is not None:
dist = min(ghosts, key=lambda t: t[0] * t[1])[0] * min(ghosts, key=lambda t: t[0] * t[1])[1]
features["closet-ghost"] = dist / (walls.width * walls.height)
if state.getGhostStates()[0].scaredTimer != 0.0:
features["eats-ghost"] = 1.0
else:
'MY CODE'
# count the number of ghosts 1-step away
features["#-of-ghosts-1-step-away"] = sum(
(next_x, next_y) in Actions.getLegalNeighbors(g, walls) for g in ghosts)
# if there is no danger of ghosts then add the food feature
if not features["#-of-ghosts-1-step-away"] and food[next_x][next_y]:
features["eats-food"] = 1.0
dist = closestFood((next_x, next_y), food, walls)
if dist is not None:
# make the distance a number less than one otherwise the update
# will diverge wildly
features["closest-food"] = float(dist) / (walls.width * walls.height)
features.divideAll(10.0)
return features