DEV: A first semi-working version with tree
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.classpath
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.classpath
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.settings/org.eclipse.jdt.core.prefs
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.settings/org.eclipse.jdt.core.prefs
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GameLog.txt
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GameLog.txt
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@ -80,3 +80,31 @@ Team 0.00 Mine 1 Team 0.00 Mine 0 77
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Team 0.00 Mine 1 Team 0.00 Mine 0 77
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Team 0.00 Mine 1 Team 0.00 Mine 0 94
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Team 0.00 Mine 0 Team 0.00 Mine 1 22
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bin/.gitignore
vendored
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bin/.gitignore
vendored
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BIN
bin/gr/auth/ee/dsproject/pacman/Creature.class
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BIN
bin/gr/auth/ee/dsproject/pacman/Creature.class
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ghosts.gif
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ghosts.gif
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lib/pacman.jar
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lib/pacman.jar
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pacman.gif
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pacman.gif
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src/gr/auth/ee/dsproject/node/Globals.java
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src/gr/auth/ee/dsproject/node/Globals.java
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@ -10,6 +10,8 @@
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package gr.auth.ee.dsproject.node;
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import gr.auth.ee.dsproject.pacman.PacmanUtilities;
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/**
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* @class Globals
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* @brief
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@ -69,5 +71,5 @@ public class Globals {
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public static final int[] FALSE_POS = {-1, -1};
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public static final int MAX_DISTANCE = 100;
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public static final int MAX_DISTANCE = PacmanUtilities.numberOfRows + PacmanUtilities.numberOfColumns - 1;
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}
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@ -1,115 +0,0 @@
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/**
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* @file MinMaxTree.java
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* @brief
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* File containing the Pacman Min-Max Tree class.
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*
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* @author Christos Choutouridis 8997 cchoutou@ece.auth.gr
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* @author Konstantina Tsechelidou 8445 konstsec@ece.auth.gr
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*/
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package gr.auth.ee.dsproject.node;
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/**
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* @brief
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* A tree-like data structure containing move nodes to apply the min-max
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* algorithm.
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* @note
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* This is NOT a real tree. We do not insert node based on a key etc...
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*/
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public class MinMaxTree
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{
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private Node89978445 root;
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/*
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* ============ Constructors ==============
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*/
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/**
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* @brief
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* The simple constructor. Just initialize the root to null
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*/
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public MinMaxTree () {
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root = null; // No root yet
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}
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/**
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* @brief
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* A constructor with root
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*/
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public MinMaxTree (Node89978445 root) {
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setRoot (root);
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}
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/*
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* ========= setter ============
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*/
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/** Set root */
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public Node89978445 setRoot (Node89978445 root) {
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return this.root = root;
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}
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/*
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* ========== Tree-like methods =============
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*/
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/**
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* @brief
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* Insert a node to a parent directly.
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* This is NOT a real tree. We do not insert node based on a key
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* @param node Node to insert
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* @param parent The parent in witch to insert
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* @return Reference to inserted node
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* If insert fail, returns null
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*/
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public static Node89978445 insert (Node89978445 node, Node89978445 parent) {
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if (parent.children.add (node)) {
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node.parent = parent;
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return node;
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}
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else
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return null;
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}
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/**
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* @brief
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* Find the child with the minimum evaluation value of a
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* specific parent and return a reference to it
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* @param parent The parent of children we scan
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* @return Reference to the child with the minimum evaluation value
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* If parent has no children null.
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*/
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public static Node89978445 minChild (Node89978445 parent)
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{
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Node89978445 node = null;
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double ev, min = Globals.EVAL_MAX+1;
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for (int i=0 ; i<parent.children.size() ; ++i) {
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if ((ev = parent.children.get(i).getEvaluation()) < min) {
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min = ev;
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node = parent.children.get (i);
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}
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}
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return node;
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}
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/**
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* @brief
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* Find the child with the maximum evaluation value of a
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* specific parent and return a reference to it
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* @param parent The parent of children we scan
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* @return Reference to the child with the maximum evaluation value
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* If parent has no children null.
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*/
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public static Node89978445 maxChild (Node89978445 parent)
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{
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Node89978445 node = null;
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double ev, max = Globals.EVAL_MIN-1;
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for (int i=0 ; i<parent.children.size() ; ++i) {
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if ((ev = parent.children.get(i).getEvaluation()) > max) {
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max = ev;
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node = parent.children.get (i);
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}
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}
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return node;
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}
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}
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src/gr/auth/ee/dsproject/node/Node89978445.java
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src/gr/auth/ee/dsproject/node/Node89978445.java
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@ -25,18 +25,16 @@ import gr.auth.ee.dsproject.pacman.Room;
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*/
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public class Node89978445
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{
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double nodeEvaluation; /**<
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* Pacman's current move evaluation
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* This is used also as the "return status" of the object
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*/
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int[] nodeXY; // Pacman's current x,y coordinate
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int[][] currentGhostPos; // Array holding the Ghost (x,y) pairs
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double nodeEvaluation; /*<
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* Pacman's current move evaluation
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* This is used also as the "return status" of the object
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*/
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int[] nodeXY; // Pacman's current x,y coordinate
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int[][] curGhostPos; // Array holding the Ghost (x,y) pairs
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int[][] flagPos; // Array holding the flag (x,y) pairs
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boolean[] currentFlagStatus; // Array holding the flag capture status
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Room[][] Maze; // copy of the current Maze
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int[][] flagPos; // Array holding the flag (x,y) pairs
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boolean[] curFlagStatus; // Array holding the flag capture status
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Room[][] Maze; // copy of the current Maze
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/*
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* Tree navigation references. These variables are handled by
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@ -65,10 +63,10 @@ public class Node89978445
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parent = null;
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// allocate objects
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currentGhostPos = new int [PacmanUtilities.numberOfGhosts][2];
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flagPos = new int [PacmanUtilities.numberOfFlags][2];
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currentFlagStatus = new boolean[PacmanUtilities.numberOfFlags];
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children = new ArrayList<Node89978445> ();
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curGhostPos = new int [PacmanUtilities.numberOfGhosts][2];
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flagPos = new int [PacmanUtilities.numberOfFlags][2];
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curFlagStatus = new boolean[PacmanUtilities.numberOfFlags];
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children = new ArrayList<Node89978445> ();
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}
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/**
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@ -85,10 +83,18 @@ public class Node89978445
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parent = null;
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// allocate objects
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currentGhostPos = new int [PacmanUtilities.numberOfGhosts][2];
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flagPos = new int [PacmanUtilities.numberOfFlags][2];
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currentFlagStatus = new boolean[PacmanUtilities.numberOfFlags];
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children = new ArrayList<Node89978445> ();
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curGhostPos = new int [PacmanUtilities.numberOfGhosts][2];
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flagPos = new int [PacmanUtilities.numberOfFlags][2];
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curFlagStatus = new boolean[PacmanUtilities.numberOfFlags];
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children = new ArrayList<Node89978445> ();
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// calculate helper arrays
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curGhostPos = findGhosts ();
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flagPos = findFlags ();
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curFlagStatus = checkFlags ();
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//Evaluate the position
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nodeEvaluation = evaluate ();
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}
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/*
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@ -123,10 +129,15 @@ public class Node89978445
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{
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// If already evaluated do not re-evaluate the move
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if (nodeEvaluation == Globals.NO_EVAL) {
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// Safety filters
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if (Maze == null)
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return Globals.NO_EVAL;
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if (nodeXY == Globals.FALSE_POS)
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return Globals.NO_EVAL;
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// calculate helper arrays
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currentGhostPos = findGhosts ();
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curGhostPos = findGhosts ();
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flagPos = findFlags ();
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currentFlagStatus = checkFlags ();
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curFlagStatus = checkFlags ();
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return nodeEvaluation = evaluate ();
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}
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@ -134,16 +145,30 @@ public class Node89978445
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return nodeEvaluation;
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}
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public int[] getCurentPacmanPos () {
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public int[] getCurrentPacmanPos () {
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return nodeXY;
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}
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public int[][] getCurrentGhostPos () {
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return currentGhostPos;
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return curGhostPos;
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}
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public int getDepth () {
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return depth;
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}
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/*
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* ============= Helper API ============
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*/
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public static int moveConv (int[] nextPos, int[] curPos)
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{
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int dx = nextPos[0] - curPos[0];
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int dy = nextPos[1] - curPos[1];
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if (dx < 0) return Room.NORTH;
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else if (dx > 0) return Room.SOUTH;
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else if (dy < 0) return Room.WEST;
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else return Room.EAST;
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}
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/**
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* @param creature creature's (x,y)
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* @return
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@ -273,9 +298,17 @@ public class Node89978445
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}
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/*
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* ============ evaluation helper methods ==============
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* ============ private evaluation helper methods ==============
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*/
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private enum Creature {
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GHOST, PACMAN
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}
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/**
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* @brief
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* Check if the requested ghost move is valid
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*/
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private int[] ghostValidMove (int[] ghost, int move)
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{
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int[] newPos = new int[2];
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@ -299,7 +332,7 @@ public class Node89978445
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/**
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* @brief
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* Check if the requested move is valid
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* Check if the requested pacman move is valid
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*/
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private int[] pacmanValidMove (int[] pacman, int move)
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{
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@ -328,12 +361,14 @@ public class Node89978445
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/**
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* @brief
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* A Breadth-first search to find the shortest path distance
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* from a ghost to a point in the maze
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* @param ghost Ghost (x, y)
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* @param xy The x, y coordinate in Maze
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* @return
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* from an origin point to another point in the maze as if a
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* a creature could walk through
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* @param origin origin (x, y)
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* @param xy The x, y coordinate in Maze
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* @param creature The type of creature for whom the path is for
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* @return The number of steps from origin to xy
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*/
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private int ghostMoveDist (int[] ghost, int[] xy)
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private int moveDist (int[] origin, int[] xy, Creature creature)
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{
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int move;
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int steps, qStepItems; // distance and group counters
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@ -342,10 +377,10 @@ public class Node89978445
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int c = PacmanUtilities.numberOfColumns; // helper for shorting names
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int[] xyItem = new int [2]; // Coordinates of the current position of the algo
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int[] xyNext = new int [2]; // Coordinates of the next valid position of the algo
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Queue2D q = new Queue2D (r+c - 1); // Queue to feed with possible position
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Queue2D q = new Queue2D (Globals.MAX_DISTANCE - 1); // Queue to feed with possible position
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int [][] dist = new int [r][c];
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/*<
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* 2D array holding all the distances from the ghost to each square of the maze
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* 2D array holding all the distances from the origin to each square of the maze
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*/
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// If target square is inside a box abort with max distance
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@ -362,8 +397,8 @@ public class Node89978445
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}
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}
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// loop data
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dist [ghost[0]][ghost[1]] = 0; //starting point is the ghost position
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q.insert (ghost); // feed first loop data
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dist [origin[0]][origin[1]] = 0; //starting point is the origin position
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q.insert (origin); // feed first loop data
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qStepItems = 1; // init counters
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steps = 1;
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/*
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@ -380,94 +415,12 @@ public class Node89978445
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--qStepItems; // mark the removal of the item
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for (move=0 ; move<4 ; ++move) {
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// loop every valid next position for the current position
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if ((xyNext = ghostValidMove (xyItem, move)) != Globals.FALSE_POS) {
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if (dist[xyNext[0]][xyNext[1]] == -1) {
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// If we haven't been there
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dist[xyNext[0]][xyNext[1]] = steps; // mark the distance
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if ((xyNext[0] == xy[0]) && (xyNext[1] == xy[1])) {
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/*
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* first match:
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* The first time we reach destination we have count the
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* distance. No need any other try
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*/
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done = true;
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break;
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}
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else {
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// If we are not there yet, feed queue with another position
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q.insert (xyNext);
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}
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}
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switch (creature) {
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case GHOST: xyNext = ghostValidMove (xyItem, move); break;
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case PACMAN: xyNext = pacmanValidMove (xyItem, move); break;
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default: xyNext = Globals.FALSE_POS;
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}
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}
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}
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else {
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// We are done with group, mark how many are for the next one
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if ((qStepItems = q.size()) <= 0)
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return dist[xy[0]][xy[1]]; // fail safe return
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++steps; // Update distance counter
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}
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}
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return dist[xy[0]][xy[1]];
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}
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/**
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* @brief
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* A Breadth-first search to find the shortest path distance
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* from the pacman to a point in the maze. The point will normaly
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* represent a flag
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* @param pacman Pacman's (x, y)
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* @param xy The x, y coordinate in Maze
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* @return
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*/
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private int pacmanMoveDist (int[] pacman, int[] xy)
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{
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int move;
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int steps, qStepItems; // distance and group counters
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boolean done = false; // algo ending flag
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int r = PacmanUtilities.numberOfRows; // helper for shorting names
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int c = PacmanUtilities.numberOfColumns; // helper for shorting names
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int[] xyItem = new int [2]; // Coordinates of the current position of the algo
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int[] xyNext = new int [2]; // Coordinates of the next valid position of the algo
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Queue2D q = new Queue2D (r+c - 1); // Queue to feed with possible position
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int [][] dist = new int [r][c];
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/*
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* 2D array holding all the distances from pacman to each square of the maze
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*/
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// If target square is inside a box abort with max distance
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if (isInsideBox (xy))
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return Globals.MAX_DISTANCE;
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/*
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* init data for algorithm
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*/
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for (int i=0 ; i<r ; ++i) {
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for (int j=0 ; j<c ; ++j) {
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dist[i][j] = -1;
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// dist array starts with -1
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}
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}
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// loop data
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dist [pacman[0]][pacman[1]] = 0; //starting point is the pacman position
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q.insert (pacman); // feed first loop data
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qStepItems = 1; // init counters
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steps = 1;
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/*
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* Main loop of the algorithm
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*
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||||
* For every position we check the valid moves, we apply to them
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||||
* the step number and we push them to queue. We group the items in
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||||
* queue with their step number by measuring how many we push them for
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||||
* the current steps variable value.
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||||
*/
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||||
while (done == false) {
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||||
if (qStepItems>0) { // Have we any item on the current group?
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||||
xyItem = q.remove (); //load an item of the current group
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||||
--qStepItems; // mark the removal of the item
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||||
for (move=0 ; move<4 ; ++move) {
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||||
// loop every valid next position for the current position
|
||||
if ((xyNext = pacmanValidMove (xyItem, move)) != Globals.FALSE_POS) {
|
||||
if (xyNext != Globals.FALSE_POS) {
|
||||
if (dist[xyNext[0]][xyNext[1]] == -1) {
|
||||
// If we haven't been there
|
||||
dist[xyNext[0]][xyNext[1]] = steps; // mark the distance
|
||||
@ -515,7 +468,7 @@ public class Node89978445
|
||||
|
||||
// Find ghost distances, min and average
|
||||
for (i=0, averGhostDist=0 ; i<PacmanUtilities.numberOfGhosts ; ++i) {
|
||||
ghostDist [i] = ghostMoveDist (currentGhostPos[i], nodeXY);
|
||||
ghostDist [i] = moveDist (curGhostPos[i], nodeXY, Creature.GHOST);
|
||||
averGhostDist += ghostDist [i];
|
||||
if (minGhostDist > ghostDist[i])
|
||||
minGhostDist = ghostDist[i];
|
||||
@ -528,8 +481,8 @@ public class Node89978445
|
||||
|
||||
// Find flag distances and min
|
||||
for (i=0 ; i<PacmanUtilities.numberOfFlags ; ++i) {
|
||||
if (currentFlagStatus[i] == false) {
|
||||
flagDist[i] = pacmanMoveDist (nodeXY, flagPos[i]);
|
||||
if (curFlagStatus[i] == false) {
|
||||
flagDist[i] = moveDist (nodeXY, flagPos[i], Creature.PACMAN);
|
||||
if (minFlagDist > flagDist[i])
|
||||
minFlagDist = flagDist[i];
|
||||
}
|
||||
|
0
src/gr/auth/ee/dsproject/node/Queue2D.java
Executable file → Normal file
0
src/gr/auth/ee/dsproject/node/Queue2D.java
Executable file → Normal file
100
src/gr/auth/ee/dsproject/node/Tree.java
Normal file
100
src/gr/auth/ee/dsproject/node/Tree.java
Normal file
@ -0,0 +1,100 @@
|
||||
/**
|
||||
* @file MinMaxTree.java
|
||||
* @brief
|
||||
* File containing the Pacman Min-Max Tree class.
|
||||
*
|
||||
* @author Christos Choutouridis 8997 cchoutou@ece.auth.gr
|
||||
* @author Konstantina Tsechelidou 8445 konstsec@ece.auth.gr
|
||||
*/
|
||||
package gr.auth.ee.dsproject.node;
|
||||
|
||||
|
||||
/**
|
||||
* @brief
|
||||
* A tree-like data structure containing move nodes to apply the min-max
|
||||
* algorithm.
|
||||
* @note
|
||||
* This is NOT a real tree. We do not insert node based on a key etc...
|
||||
*/
|
||||
public class Tree
|
||||
{
|
||||
/*
|
||||
* ============ Constructor ==============
|
||||
*/
|
||||
/**
|
||||
* @brief
|
||||
* The simple constructor. Do nothing (this is a static class)
|
||||
*/
|
||||
public Tree () { }
|
||||
|
||||
/*
|
||||
* ========== private helpers ==============
|
||||
*/
|
||||
private static double min (double x, double y) {
|
||||
return (x < y) ? x : y;
|
||||
}
|
||||
private static double max (double x, double y) {
|
||||
return (x > y) ? x : y;
|
||||
}
|
||||
|
||||
/*
|
||||
* ========== Tree-like public methods =============
|
||||
*/
|
||||
/**
|
||||
* @brief
|
||||
* Insert a node to a parent directly.
|
||||
* This is NOT a real tree. We do not insert node based on a key
|
||||
* @param node Node to insert
|
||||
* @param parent The parent in witch to insert
|
||||
* @return Reference to inserted node
|
||||
* If insert fail, returns null
|
||||
*/
|
||||
public static Node89978445 grow (Node89978445 node, Node89978445 parent) {
|
||||
if (parent.children.add (node)) {
|
||||
node.parent = parent;
|
||||
node.depth = parent.depth + 1;
|
||||
return node;
|
||||
}
|
||||
else
|
||||
return null;
|
||||
}
|
||||
|
||||
public static Node89978445 minmaxAB (Node89978445 node, int depth, double a, double b, boolean maxingPlayer)
|
||||
{
|
||||
double v, ev;
|
||||
Node89978445 vNode = null;
|
||||
|
||||
if ((depth == 0) || (node.children.isEmpty()))
|
||||
return node;
|
||||
|
||||
if (maxingPlayer) {
|
||||
v = Globals.EVAL_MIN - 1;
|
||||
for (int i=0 ; i<node.children.size() ; ++i) {
|
||||
ev = minmaxAB (node.children.get (i), depth-1, a, b, false).getEvaluation();
|
||||
if (ev > v) {
|
||||
v = ev;
|
||||
vNode = node.children.get (i);
|
||||
}
|
||||
a = max (v, a);
|
||||
if (b <= a)
|
||||
break;
|
||||
}
|
||||
return vNode;
|
||||
}
|
||||
else {
|
||||
v = Globals.EVAL_MAX + 1;
|
||||
for (int i=0 ; i<node.children.size() ; ++i) {
|
||||
ev = minmaxAB(node.children.get (i), depth-1, a, b, true).getEvaluation();
|
||||
if (ev < v) {
|
||||
v = ev;
|
||||
vNode = node.children.get (i);
|
||||
}
|
||||
b = min (v, b);
|
||||
if (b <= a)
|
||||
break;
|
||||
}
|
||||
return vNode;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
71
src/gr/auth/ee/dsproject/pacman/Creature.java
Executable file → Normal file
71
src/gr/auth/ee/dsproject/pacman/Creature.java
Executable file → Normal file
@ -3,7 +3,7 @@ package gr.auth.ee.dsproject.pacman;
|
||||
import java.util.ArrayList;
|
||||
|
||||
import gr.auth.ee.dsproject.node.Globals;
|
||||
import gr.auth.ee.dsproject.node.MinMaxTree;
|
||||
import gr.auth.ee.dsproject.node.Tree;
|
||||
import gr.auth.ee.dsproject.node.Node89978445;
|
||||
|
||||
/**
|
||||
@ -38,33 +38,42 @@ public class Creature implements gr.auth.ee.dsproject.pacman.AbstractCreature
|
||||
private int step = 1;
|
||||
private boolean amPrey;
|
||||
|
||||
public Creature (boolean isPrey)
|
||||
{
|
||||
public Creature (boolean isPrey) {
|
||||
amPrey = isPrey;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief
|
||||
* Create node for each one of the possible moves (0, 1, 2, 3) and
|
||||
* evaluate these moves.
|
||||
*
|
||||
*/
|
||||
public int calculateNextPacmanPosition (Room[][] Maze, int[] currPosition)
|
||||
{
|
||||
Node89978445 cur = new Node89978445 (Maze, currPosition);
|
||||
MinMaxTree mmTree = new MinMaxTree (cur); /*<
|
||||
* Plant a tree with dummy root
|
||||
* Null parent and no evaluation
|
||||
*/
|
||||
|
||||
createSubTreePacman (0, cur, Maze, currPosition); //make the tree
|
||||
// min-max
|
||||
return 0;
|
||||
int [] bestPos = {-1, -1}; // Best position in maze to play
|
||||
Node89978445 bestNode; // The node with the best evaluation
|
||||
Node89978445 cur = new Node89978445 (Maze, currPosition); // The node with the current position
|
||||
|
||||
//make the tree
|
||||
createSubTreePacman (cur.getDepth (), cur, Maze, currPosition);
|
||||
|
||||
// min-max to find best node and consequently the best position
|
||||
bestNode = Tree.minmaxAB (cur, Globals.MINMAXTREE_MAX_DEPTH-1, Globals.EVAL_MIN - 1, Globals.EVAL_MAX + 1, true);
|
||||
bestPos = bestNode.getCurrentPacmanPos();
|
||||
|
||||
// convert back to move encoding
|
||||
return Node89978445.moveConv (bestPos, currPosition);
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
void createSubTreePacman (int depth, Node89978445 parent, Room[][] Maze, int[] curPacmanPosition)
|
||||
{
|
||||
if (++depth > Globals.MINMAXTREE_MAX_DEPTH)
|
||||
if (depth >= Globals.MINMAXTREE_MAX_DEPTH-1)
|
||||
/*<
|
||||
* As the depth starts from 0 and MINMAXTREE_MAX_DEPTH
|
||||
* is strictly even, with this comparison we accept that there
|
||||
* is no need for a max-depth layer of ghosts-evaluation based nodes.
|
||||
* As soon as we accept the depth-1 layers max evaluated node.
|
||||
*/
|
||||
return;
|
||||
else {
|
||||
Node89978445 newNode;
|
||||
@ -76,23 +85,31 @@ public class Creature implements gr.auth.ee.dsproject.pacman.AbstractCreature
|
||||
if ((nextPosition = Node89978445.pacmanValidMove (parent, move)) != Globals.FALSE_POS) {
|
||||
// Make a copy of the maze in order to simulate next move and move Pacman
|
||||
newMaze = PacmanUtilities.copy (Maze);
|
||||
PacmanUtilities.movePacman (newMaze, parent.getCurentPacmanPos(), nextPosition);
|
||||
PacmanUtilities.movePacman (newMaze, parent.getCurrentPacmanPos(), nextPosition);
|
||||
|
||||
// Create a node for the move in the new stated game maze
|
||||
newNode = new Node89978445 (newMaze, nextPosition);
|
||||
newNode.getEvaluation();
|
||||
MinMaxTree.insert (newNode, parent); // add node to the min-max tree
|
||||
Tree.grow (newNode, parent); // add node to the min-max tree
|
||||
|
||||
// call the recursive ranch creator
|
||||
createSubTreeGhosts (depth, newNode, newMaze, newNode.getCurrentGhostPos());
|
||||
createSubTreeGhosts (newNode.getDepth (), newNode, newMaze, newNode.getCurrentGhostPos());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
void createSubTreeGhosts (int depth, Node89978445 parent, Room[][] Maze, int[][] currGhostsPosition)
|
||||
{
|
||||
if (++depth > Globals.MINMAXTREE_MAX_DEPTH)
|
||||
if (depth >= Globals.MINMAXTREE_MAX_DEPTH-1)
|
||||
/*<
|
||||
* As the depth starts from 0 and MINMAXTREE_MAX_DEPTH
|
||||
* is strictly even, with this comparison we accept that there
|
||||
* is no need for a max-depth layer of ghosts-evaluation based nodes.
|
||||
* As soon as we accept the depth-1 layers max evaluated node.
|
||||
*/
|
||||
return;
|
||||
else {
|
||||
Node89978445 newNode;
|
||||
@ -103,19 +120,17 @@ public class Creature implements gr.auth.ee.dsproject.pacman.AbstractCreature
|
||||
ghostMoves = PacmanUtilities.allGhostMoves(Maze, currGhostsPosition);
|
||||
|
||||
// loop all ghost moves
|
||||
int s = ghostMoves.size();
|
||||
for (int i=0 ; i<s ; ++i) {
|
||||
for (int i=0 ; i<ghostMoves.size() ; ++i) {
|
||||
// Make a copy of the maze in order to simulate next move and move ghosts
|
||||
newMaze = PacmanUtilities.copy (Maze);
|
||||
PacmanUtilities.moveGhosts(newMaze, currGhostsPosition, ghostMoves.get(i));
|
||||
|
||||
// Create a node for the move in the new stated game maze
|
||||
newNode = new Node89978445 (newMaze, parent.getCurentPacmanPos());
|
||||
newNode.getEvaluation();
|
||||
MinMaxTree.insert (newNode, parent); // add node to the min-max tree
|
||||
newNode = new Node89978445 (newMaze, parent.getCurrentPacmanPos());
|
||||
Tree.grow (newNode, parent); // add node to the min-max tree
|
||||
|
||||
//recursive call for the rest of the tree
|
||||
//createSubTreePacman (depth, newNode, newMaze, parent.getCurentPacmanPos());
|
||||
createSubTreePacman (newNode.getDepth (), newNode, newMaze, parent.getCurrentPacmanPos());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user