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/**
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* @file Node89978445.java
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* @brief
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* File containing the Node class witch represents
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* the moves of Pacman
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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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//import java.awt.image.PackedColorModel;
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import gr.auth.ee.dsproject.pacman.PacmanUtilities;
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import gr.auth.ee.dsproject.pacman.Room;
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import gr.auth.ee.dsproject.node.Vector;
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/**
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* @class Node
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* @brief
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* This class holds each move of the current round and it's evaluation
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*
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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 nodeMove; // Pacman's current move
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int nodeX; // Pacman's current x coordinate
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int nodeY; // Pacman's current y coordinate
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int newX; // Pacman's new x coordinate
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int newY; // Pacman's new y coordinate
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int[][] currentGhostPos; // 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 captuder status
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Room[][] Maze; // copy of the current Maze
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/*
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* ======== evaluation data ===========
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*/
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Vector[] flagCurVectors; /**<
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* Array holding the free vectors from current Pacman's position
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* to Flags
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* @note
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* in case of captured flag the corresponding vector is [0, 0]
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*/
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Vector[] ghostCurVectors; /**<
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* Array holding the free vectors from current Pacman's position
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* to ghosts
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*/
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Vector[] ghostNextVectors; /**<
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* Array holding the free vectors from next Pacman's position
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* to ghosts. This next position is the one is been evaluated.
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*/
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double [] ghostNorms; //*< Helping array holding the norms of the ghostNextVectors vectors
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double [][] flagDots; /**<
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* 2d array holding the normalized dot products of all the compinations
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* in flagCurVectors and ghostCurVectors vectors
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* rows represent the flags and columns the ghosts
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*/
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double goal, life; // evaluation factors
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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 data
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* @note
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* Using this constructor means that the user MUST call setMaze(), setPosition()
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* and setMove manually after the creation of the Nodexxxx object
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*/
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public Node89978445 ()
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{
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// Fill members
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nodeX = newX = Globals.NO_PLACE;
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nodeY = newY = Globals.NO_PLACE;
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nodeMove = Globals.INVALID_MOVE;
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nodeEvaluation = Globals.NO_EVAL;
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//calculate members
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//newX += (nodeMove == Room.SOUTH) ? 1:0;
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//newX -= (nodeMove == Room.NORTH) ? 1:0;
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//newY += (nodeMove == Room.EAST) ? 1:0;
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//newY -= (nodeMove == Room.WEST) ? 1:0;
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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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//evaluation data init
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ghostNorms = new double [PacmanUtilities.numberOfGhosts];
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flagDots = new double [PacmanUtilities.numberOfFlags][PacmanUtilities.numberOfGhosts];
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}
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/**
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* @brief
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* Constructor for the node
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* @param Maze The current maze object
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* @param curX The current pacman's x position
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* @param curY The current pacman's y position
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* @param move The move under inspection
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*/
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public Node89978445 (Room[][] Maze, int curX, int curY, int move)
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{
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this.Maze = Maze; // Fill members
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nodeX = newX = curX;
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nodeY = newY = curY;
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nodeMove = move;
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nodeEvaluation = Globals.NO_EVAL;
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//calculate members
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newX += (nodeMove == Room.SOUTH) ? 1:0;
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newX -= (nodeMove == Room.NORTH) ? 1:0;
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newY += (nodeMove == Room.EAST) ? 1:0;
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newY -= (nodeMove == Room.WEST) ? 1:0;
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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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//evaluation data init
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ghostNorms = new double [PacmanUtilities.numberOfGhosts];
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flagDots = new double [PacmanUtilities.numberOfFlags][PacmanUtilities.numberOfGhosts];
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}
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/*
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* ============== Setters ===============
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*/
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/**
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* @brief SetMaze (Room) to Node object
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* @param maze The room to set
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*/
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public void setMaze (Room[][] maze) {
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this.Maze = maze;
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}
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/**
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* @brief Set pacman's position
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* @param curX Pacman's current X position
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* @param curY Pacman's current Y position
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*/
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public void setPosition (int curX, int curY) {
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nodeX = curX;
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nodeY = curY;
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}
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/**
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* @brief Set the move to Node object
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* @param move The move under inspection
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*/
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public void setMove (int move) {
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nodeMove = move;
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//update members
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newX += (nodeMove == Room.SOUTH) ? 1:0;
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newX -= (nodeMove == Room.NORTH) ? 1:0;
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newY += (nodeMove == Room.EAST) ? 1:0;
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newY -= (nodeMove == Room.WEST) ? 1:0;
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}
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/*
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* ============== getters =================
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*/
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/**
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* @brief If not done runs the evaluation algorithm and returns the result
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* @return The evaluation result
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*/
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public double getEvaluation ()
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{
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// calculate helper arrays
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currentGhostPos = findGhosts ();
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flagPos = findFlags ();
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currentFlagStatus = checkFlags ();
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// validation and evaluate move
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if (isValidMove ()) {
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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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nodeEvaluation = evaluate ();
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}
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else {
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nodeEvaluation = Globals.NO_EVAL;
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}
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return nodeEvaluation;
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}
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/**
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* @return
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* The current move of the Nodexxxxxxx
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*/
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public int getMove () {
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return nodeMove;
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}
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/*
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* ============= Node's private methods =============
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*/
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/**
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* @brief
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* Loop entire maze and return an object that holds Ghost positions
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* @param none
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* @return Object with Ghost position
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* The first dimension holds the number of the ghost
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* The 2nd dimension holds the (x, y) coordinates of the ghost
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*/
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private int[][] findGhosts ()
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{
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int [][] ret = new int [PacmanUtilities.numberOfGhosts][2]; // Make an object to return
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int g = 0; // Ghost index
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boolean keepGoing = true; // Boundary check helper variable
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// Loop entire Maze (i, j)
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for (int x=0 ; keepGoing && x<PacmanUtilities.numberOfRows ; ++x) {
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for (int y=0 ; keepGoing && y<PacmanUtilities.numberOfColumns ; ++y) {
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if (Maze[x][y].isGhost ()) {
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// In case of a Ghost save its position to return object
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ret[g][0] = x;
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ret[g][1] = y;
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// boundary check
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if (++g > PacmanUtilities.numberOfGhosts)
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keepGoing = false;
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}
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}
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}
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return ret;
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}
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/**
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* @brief
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* Loop entire maze and return an object that holds flags positions
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* @param none
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* @return Object with flag positions
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* The first dimension holds the number of the flag
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* The 2nd dimension holds the (x, y) coordinates of the flag
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*/
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private int[][] findFlags ()
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{
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int [][] ret = new int [PacmanUtilities.numberOfFlags][2]; // Make an object to return
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int g = 0; // Flag index
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boolean keepGoing = true; // Boundary check helper variable
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// Loop entire Maze (i, j)
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for (int x=0 ; keepGoing && x<PacmanUtilities.numberOfRows ; ++x) {
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for (int y=0 ; keepGoing && y<PacmanUtilities.numberOfColumns ; ++y) {
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if (Maze[x][y].isFlag()) {
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// In case of a Ghost save its position to return object
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ret[g][0] = x;
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ret[g][1] = y;
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// boundary check
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if (++g > PacmanUtilities.numberOfFlags)
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keepGoing = false;
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}
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}
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}
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return ret;
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}
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/**
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* @brief
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* Loop through flags and check their status
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* @param none
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* @return Object with flag status
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*/
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private boolean[] checkFlags ()
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{
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boolean[] ret = new boolean [PacmanUtilities.numberOfFlags];
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int x, y;
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for (int i=0 ; i<PacmanUtilities.numberOfFlags ; ++i) {
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x = flagPos[i][0]; // Get row,col coordinates
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y = flagPos[i][1];
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ret[i] = (Maze[x][y].isCapturedFlag()) ? true : false;
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}
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return ret;
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}
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/**
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* @brief
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* Check if the requested move is valid
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*/
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private boolean isValidMove ()
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{
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boolean status = true; //have faith
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// filters for the move
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if (Maze[nodeX][nodeY].walls[nodeMove] == 0)
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status = false;
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// keep filling the filters [if any]
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return status;
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}
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/*
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* ============ evaluation helper methods ==============
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*/
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/**
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* @brief
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* return the average valued of the array
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* @param x The array to calculate
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* @param size The size of the array
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* @return The average value
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*/
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private double aver (double [] x, int size)
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{
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double acc = 0; // accumulator
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for (int i=0 ; i<size ; ++i) {
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acc += x[i];
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}
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return acc/size;
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}
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/**
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* @brief
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* return the minimum valued item of the array
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* @param x The array to filter
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* @param size The size of the array
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* @return The minimum value
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*/
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private double min (double [] x, int size)
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{
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double ret = 0;
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for (int i=0 ; i<size ; ++i) {
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if (i==0 || ret > x[i])
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ret = x[i];
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}
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return ret;
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}
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/**
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* @brief
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* return the maximum valued item of the array
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* @param x The array to filter
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* @param size The size of the array
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* @return The maximum value
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*/
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private double max (double [] x, int size) {
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double ret = 0;
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for (int i=0 ; i<size ; ++i) {
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if (i==0 || ret<x[i])
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ret = x[i];
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}
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return ret;
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}
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/**
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* @brief
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* return the best flag index which is the minimum
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* valued item of the array
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* @param x The array to filter
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* @param size The size of the array
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* @return The minimum value
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*/
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private int bestFlagPosition (double [] x, int size) {
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int pos = 0;
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double min = 9999999; // Start large enough
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for (int i=0 ; i<size ; ++i) {
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if ((min > x[i]) && (x[i] != 0)) {
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/*<
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* here we exclude the zero vectors from been candidates
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* as these vectors represent the captured flags
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*/
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min = x[i];
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pos = i;
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}
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}
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return pos;
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}
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/**
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* @brief
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* Creates the @ref flagCurVectors
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* these vectors are free vectors from current Pacman's position
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* to Flags
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* @note
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* in case of captured flag the corresponding vector is [0, 0]
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* @return the array holding the vectors
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*/
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private Vector[] makeFlagCurVectors () {
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Vector[] ret = new Vector[PacmanUtilities.numberOfFlags];
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for (int i=0 ; i<PacmanUtilities.numberOfFlags ; ++i) {
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if (currentFlagStatus[i] == true)
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ret[i] = new Vector (); // eliminate the capture vectors
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else
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ret[i] = new Vector (nodeX, nodeY, flagPos[i][0], flagPos[i][1]);
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}
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return ret;
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}
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/**
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* @brief
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* Creates the @ref ghostCurVectors
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* these vectors are free vectors from current Pacman's position
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* to ghosts
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* @return the array holding the vectors
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*/
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private Vector[] makeGhostCurVectors () {
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Vector [] ret = new Vector[PacmanUtilities.numberOfGhosts];
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for (int i=0 ; i<PacmanUtilities.numberOfGhosts ; ++i) {
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ret[i] = new Vector (nodeX, nodeY, currentGhostPos[i][0], currentGhostPos[i][1]);
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}
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return ret;
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}
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/**
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* @brief
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* Creates the @ref ghostNextVectors
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* these vectors are free vectors from next Pacman's position
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* to ghosts. This next position is the one is been evaluated.
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* @return the array holding the vectors
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*/
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private Vector[] makeghostNextVectors () {
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Vector [] ret = new Vector[PacmanUtilities.numberOfGhosts];
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for (int i=0 ; i<PacmanUtilities.numberOfGhosts ; ++i) {
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ret[i] = new Vector (newX, newY, currentGhostPos[i][0], currentGhostPos[i][1]);
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}
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return ret;
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}
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/**
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* @brief
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* Evaluate the current move
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*
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* The evaluation is made is two faces.
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* 1) We measure distances between Pacman's next position and
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* ghosts and we extract a value we call life
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* 2) We consider the dot products of flag and ghost vector compinations in
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* order to find which flag has the clearest path to it. This path represent
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* our goal direction. So we measure the direction from pacman's next move to this
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* flag and from this distance we extract a value we call goal
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*/
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private double evaluate ()
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{
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double l=0, g=0; // life and goal helpers
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int bestFlag = 0; // best flag index in flagPos array
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double [] M = new double[PacmanUtilities.numberOfFlags];
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//< Array holding the max normalized dot product for each of the flags
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Vector candidate; // the distance from Pacman's net position to goal flag
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// Create the vectors
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flagCurVectors = makeFlagCurVectors ();
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ghostCurVectors = makeGhostCurVectors ();
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ghostNextVectors = makeghostNextVectors ();
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/*
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* life part
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*/
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for (int i=0 ; i<PacmanUtilities.numberOfGhosts ; ++i) {
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ghostNorms[i] = ghostNextVectors[i].norm ();
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// fill the norm array
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}
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// extract the life as a combination of the minimum distance and the average
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l = Globals.EVAL_LIFE_MIN_FACTOR * min (ghostNorms, ghostNorms.length)
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+ Globals.EVAL_LIFE_AVER_FACTOR * aver (ghostNorms, ghostNorms.length);
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// normalize the life to our interval
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life = (-1.0 / (1+l)) * (Globals.EVAL_MAX - Globals.EVAL_MIN) + (Globals.EVAL_MAX - Globals.EVAL_MIN)/2;
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/*
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* goal part
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*/
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for (int i=0 ; i<PacmanUtilities.numberOfGhosts ; ++i) {
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for (int j=0 ; j<PacmanUtilities.numberOfGhosts ; ++j) {
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flagDots[i][j] = Vector.dot (flagCurVectors[i], ghostCurVectors[j]) / ghostCurVectors[j].norm();
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// fill the dot product array
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}
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M[i] = max (flagDots[i], flagDots[i].length); // take the max dot product for each flag
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}
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bestFlag = bestFlagPosition (M, M.length); // select the best flag
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// create a vector from pacman's next position to best flag
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candidate = new Vector (newX, newY, flagPos [bestFlag][0], flagPos [bestFlag][1]);
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g = candidate.norm(); // take the candidate length
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// normalize the length to our interval
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goal = (1.0 / (1+g)) * (Globals.EVAL_MAX - Globals.EVAL_MIN) - (Globals.EVAL_MAX - Globals.EVAL_MIN)/2;
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// mix the life and goal to output
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return life * Globals.EVAL_LIFE_FACTOR
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+ goal * Globals.EVAL_GOAL_FACTOR;
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}
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}
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