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DEV: A --maybe-- version

master
Christos Houtouridis 7 år sedan
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incheckning
e9f6751355
13 ändrade filer med 625 tillägg och 200 borttagningar
  1. +0
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      .classpath
  2. +0
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      .project
  3. +0
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      .settings/org.eclipse.jdt.core.prefs
  4. +230
    -0
      GameLog.txt
  5. Binär
      bin/gr/auth/ee/dsproject/pacman/Creature.class
  6. +0
    -0
      ghosts.gif
  7. +0
    -0
      lib/pacman.jar
  8. +0
    -0
      pacman.gif
  9. +67
    -27
      src/gr/auth/ee/dsproject/node/Globals.java
  10. +257
    -143
      src/gr/auth/ee/dsproject/node/Node89978445.java
  11. +0
    -0
      src/gr/auth/ee/dsproject/node/Queue2D.java
  12. +33
    -8
      src/gr/auth/ee/dsproject/node/Tree.java
  13. +38
    -22
      src/gr/auth/ee/dsproject/pacman/Creature.java

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.settings/org.eclipse.jdt.core.prefs Visa fil


+ 230
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GameLog.txt Visa fil

@@ -108,3 +108,233 @@ Team 0.00 Mine 1 Team 0.00 Mine 0 80
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Binär
bin/gr/auth/ee/dsproject/pacman/Creature.class Visa fil


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+ 67
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src/gr/auth/ee/dsproject/node/Globals.java Visa fil

@@ -19,46 +19,55 @@ import gr.auth.ee.dsproject.pacman.PacmanUtilities;
* the Node evaluation algorithm
*/
public class Globals {
/*
* Global constants
*/
public static final int NO_PLACE = -1; // out of region square
//public static final int NO_MOVE = -1;
public static final int INVALID_MOVE = -1; // invalid move marker
public static final int EVAL_MAX = 100; // out max evaluation value
public static final int EVAL_MIN = -100; // our minimum evaluation value
public static final int NO_EVAL = EVAL_MIN-1; // mark the invalid move or no evaluation
/*
* Evaluation settings
*/
/**
* Mixing factor for the minimum distance
*/
public static final double EVAL_GHOSTDIST_MIN_FACTOR = 0.8;
public static final double EVAL_LGHOSTDIST_AVER_FACTOR = 1 - EVAL_GHOSTDIST_MIN_FACTOR;
// ghosts
public static final double EVAL_GHOSTDIST_MIN_FACTOR = 0.85;
public static final double EVAL_GHOSTDIST_AVER_FACTOR = 1 - EVAL_GHOSTDIST_MIN_FACTOR;
public static final double EVAL_GHOSTMINDIST_ISOLATION = 1;
public static final int EVAL_GHOST_BOOST = 2;
public static final int EVAL_GHOSTBOOST_OFFSET = -25;
public static final int EVAL_GHOST_TERRITORY = 6;
public static final int EVAL_GHOSTTERRITORY_OFFSET = -50;
// flags
public static final int EVAL_FLAG_BOOST = 2;
public static final int EVAL_FLAGBOOST_OFFSET = 25;
/**
* Evaluation mixing factor representing how much the ghost distances will
* affect the final evaluation value
*/
public static final double EVAL_GHOSTDIST_FACTOR = 0.6;
/**
* Evaluation mixing factor representing how much the flag distances will
* affect the final evaluation value
* Evaluation mixing factor representing how much the individual
* evaluation values(host, flag, torus) affect the final evaluation of the position
*/
public static final double EVAL_FLAGDIST_FACTOR = 1 - EVAL_GHOSTDIST_FACTOR;
public static final double EVAL_GHOSTDIST_FACTOR = 0.65;
public static final double EVAL_FLAGDIST_FACTOR = 0.40;
public static final double EVAL_TORUSDIST_FACTOR = 0.04;
/*
* Tree settings
*/
public static final int MINMAXTREE_MAX_DEPTH = 2; // MUST be multiple of 2
/*
* In order to find out when a ghost is inside a cavity we manualy
* Maze setting
*/
public static final int[] POSITION_FALSE = {-1, -1};
public static final int DISTANCE_MAX = PacmanUtilities.numberOfRows + PacmanUtilities.numberOfColumns - 1;
public static final int DISTANCE_FALSE = -1;
public static final int FLAGDIST_MAX = 26; // add some for safety (lowers the gain)
public static final int BORDERDIST_MAX = 12; // add some for safety (lowers the gain)
/*
* In order to find out when a creature is inside a cavity we manually
* define the box limits of the cavity boxes of the current maze here
* :)
*/
@@ -68,8 +77,39 @@ public class Globals {
{ {11, 5}, {14, 8} },
{ {11, 16}, {14, 19} }
};
/**
* Torus borders are the squares in the outer limits of the maze where
* there are no walls. Pacman'a gravity can curve the maze plane to
* a torus through these squares. This function check if a box is
* a torus border box
*/
public static final int TORUS_BORDERS[][] = {
{0, 11},
{0, 12},
{0, 13},
{9, 0},
{9, 24},
{10, 0},
{10, 24},
{19, 11},
{19, 12},
{19, 13},
};
/*
* General algorithm constants
*/
public static final int NO_PLACE = -1; // out of region square
public static final int INVALID_MOVE = -1; // invalid move marker
public static final int EVAL_MAX = 100; // out max evaluation value
public static final int EVAL_MIN = 0; // our minimum evaluation value
public static final int EVAL_FINAL_MAX = 100;
public static final int EVAL_FINAL_MIN = -100;
public static final int[] FALSE_POS = {-1, -1};
public static final int NO_EVAL = EVAL_FINAL_MIN-1; // mark the invalid on no evaluation
public static final int MAX_DISTANCE = PacmanUtilities.numberOfRows + PacmanUtilities.numberOfColumns - 1;
}

+ 257
- 143
src/gr/auth/ee/dsproject/node/Node89978445.java Visa fil

@@ -12,7 +12,6 @@ package gr.auth.ee.dsproject.node;
import java.util.ArrayList;
//import java.awt.image.PackedColorModel;
import gr.auth.ee.dsproject.pacman.PacmanUtilities;
import gr.auth.ee.dsproject.pacman.Room;
@@ -25,9 +24,12 @@ import gr.auth.ee.dsproject.pacman.Room;
*/
public class Node89978445
{
double nodeEvaluation; /*<
* Pacman's current move evaluation
double nodeEvaluation; /**
* Pacman's current move evaluation as return value of evaluation ()
* This is used also as the "return status" of the object
* @note
* The variable is initialized to Globals.NO_EVAL and calculated only
* after the getEvaluation () call
*/
int[] nodeXY; // Pacman's current x,y coordinate
int[][] curGhostPos; // Array holding the Ghost (x,y) pairs
@@ -40,9 +42,9 @@ public class Node89978445
* Tree navigation references. These variables are handled by
* PacTree
*/
Node89978445 parent;
ArrayList<Node89978445> children;
int depth;
Node89978445 parent; // reference to parent node in search tree
ArrayList<Node89978445> children; // references to children nodes in search tree
int depth; // the depth of the node in search tree
/*
* ============ Constructors ==============
@@ -51,16 +53,15 @@ public class Node89978445
* @brief
* The simple constructor. Just initialize the data
* @note
* Using this constructor means that the user MUST call setMaze(), setPosition()
* and setMove manually after the creation of the Node89978445 object
* Using this constructor means that the user MUST call setMaze()
* and setPosition() manually after the creation of the Node89978445 object
*/
public Node89978445 ()
{
// Fill members
this.Maze = null;
nodeXY = Globals.FALSE_POS;
this.Maze = null; // Fill members
nodeXY = Globals.POSITION_FALSE;
nodeEvaluation = Globals.NO_EVAL;
parent = null;
parent = null;
// allocate objects
curGhostPos = new int [PacmanUtilities.numberOfGhosts][2];
@@ -77,39 +78,33 @@ public class Node89978445
*/
public Node89978445 (Room[][] Maze, int[] curXY)
{
this.Maze = Maze; // Fill members
nodeXY = curXY;
this.Maze = Maze; // Fill members
nodeXY = curXY;
nodeEvaluation = Globals.NO_EVAL;
parent = null;
parent = null;
// allocate objects
curGhostPos = new int [PacmanUtilities.numberOfGhosts][2];
flagPos = new int [PacmanUtilities.numberOfFlags][2];
curFlagStatus = new boolean[PacmanUtilities.numberOfFlags];
children = new ArrayList<Node89978445> ();
// calculate helper arrays
curGhostPos = findGhosts ();
flagPos = findFlags ();
curFlagStatus = checkFlags ();
//Evaluate the position
nodeEvaluation = evaluate ();
}
/*
* ============== Setters ===============
*/
/**
* @brief SetMaze (Room) to Node object
* @param maze The room to set
* @brief
* SetMaze (Room) to Node object
* @param maze The room to set
*/
public void setMaze (Room[][] maze) {
this.Maze = maze;
}
/**
* @brief Set pacman's position
* @brief
* Set pacman's position
* @param curXY Pacman's current X, Y position
*/
public void setPosition (int[] curXY) {
@@ -121,9 +116,12 @@ public class Node89978445
*/
/**
* @brief If not done runs the evaluation algorithm and returns the result
* @note We assume the current position was a valid position
* @return The evaluation result
* @brief
* If not done calls the evaluation algorithm and returns the result
* @return The evaluation result (also stored inside object)
* @note
* We assume the current position was a valid position.
* This routine is not called upon creation of the class
*/
public double getEvaluation ()
{
@@ -132,7 +130,7 @@ public class Node89978445
// Safety filters
if (Maze == null)
return Globals.NO_EVAL;
if (nodeXY == Globals.FALSE_POS)
if (nodeXY == Globals.POSITION_FALSE)
return Globals.NO_EVAL;
// calculate helper arrays
curGhostPos = findGhosts ();
@@ -145,12 +143,21 @@ public class Node89978445
return nodeEvaluation;
}
/**
* @return Nodes position in maze
*/
public int[] getCurrentPacmanPos () {
return nodeXY;
}
/**
* @return Current ghost position ina maze
*/
public int[][] getCurrentGhostPos () {
return curGhostPos;
}
/**
* @return The depth of the node tin the min-max tree
*/
public int getDepth () {
return depth;
}
@@ -158,15 +165,32 @@ public class Node89978445
/*
* ============= Helper API ============
*/
/**
* @brief
* Convert back a maze position to Room's direction format
* @param nextPos The intention (x, y) coordinates
* @param curPos The current coordinates
* @return The direction
* @arg Room.NORTH (x decreases)
* @arg Room.SOUTH (x increases)
* @arg Room.WEST (y decreases)
* @arg Room.EAST (y increases)
*/
public static int moveConv (int[] nextPos, int[] curPos)
{
int dx = nextPos[0] - curPos[0];
int dy = nextPos[1] - curPos[1];
if (dx < 0) return Room.NORTH;
else if (dx > 0) return Room.SOUTH;
else if (dy < 0) return Room.WEST;
else return Room.EAST;
if (dx == -1 || dx == PacmanUtilities.numberOfRows-1)
return Room.NORTH;
else if (dx == 1 || dx == -PacmanUtilities.numberOfRows+1)
return Room.SOUTH;
else if (dy == -1 || dy == PacmanUtilities.numberOfColumns-1)
return Room.WEST;
else if (dy == 1 || dy == -PacmanUtilities.numberOfColumns+1)
return Room.EAST;
else
return Globals.INVALID_MOVE;
}
/**
@@ -184,34 +208,35 @@ public class Node89978445
}
return ret;
}
/**
* @brief
* Static version of move validation
* Check if the requested move for a node is valid
* Torus borders are the squares in the outer limits of the maze where
* there are no walls. Pacman's gravity can curve the maze plane to
* a torus through these squares. This function check if a position is
* a torus border position
* @param creature creature's (x,y)
* @return
* Return true if the creature is in a border position.
*/
public static int[] pacmanValidMove (Node89978445 node, int move)
public static boolean isTorusSquare (int[] creature)
{
int[] newPos = new int[2];
// find hypothetical new position
newPos[0] = node.nodeXY[0];
newPos[1] = node.nodeXY[1];
newPos[0] += (move == Room.SOUTH) ? 1:0;
newPos[0] -= (move == Room.NORTH) ? 1:0;
newPos[1] += (move == Room.EAST) ? 1:0;
newPos[1] -= (move == Room.WEST) ? 1:0;
// Pacman curves Maze plane to a Torus
if (newPos[0] < 0) newPos[0] = PacmanUtilities.numberOfRows;
if (newPos[0] >= PacmanUtilities.numberOfRows ) newPos[0] = 0;
if (newPos[1] < 0) newPos[1] = PacmanUtilities.numberOfColumns;
if (newPos[1] >= PacmanUtilities.numberOfColumns ) newPos[1] = 0;
for (int i=0 ; i<Globals.TORUS_BORDERS.length ; ++i) {
if (creature[0] == Globals.TORUS_BORDERS[i][0] &&
creature[1] == Globals.TORUS_BORDERS[i][1]) {
return true;
}
}
return false;
}
// Valid filters
if (!isInsideBox(node.nodeXY) &&
(node.Maze[node.nodeXY[0]][node.nodeXY[1]].walls[move] == 0))
return Globals.FALSE_POS;
return newPos;
/**
* @brief
* Static version of move validation to use outside of the class
* Check if the requested move for a node is valid
*/
public static int[] pacmanValidMove (Node89978445 node, int move) {
return node.pacmanValidMove (node.nodeXY, move);
}
@@ -240,7 +265,7 @@ public class Node89978445
ret[g][0] = x;
ret[g][1] = y;
// boundary check
if (++g > PacmanUtilities.numberOfGhosts)
if (++g >= PacmanUtilities.numberOfGhosts)
keepGoing = false;
}
}
@@ -259,7 +284,7 @@ public class Node89978445
private int[][] findFlags ()
{
int [][] ret = new int [PacmanUtilities.numberOfFlags][2]; // Make an object to return
int g = 0; // Flag index
int f = 0; // Flag index
boolean keepGoing = true; // Boundary check helper variable
// Loop entire Maze (i, j)
@@ -267,10 +292,10 @@ public class Node89978445
for (int y=0 ; keepGoing && y<PacmanUtilities.numberOfColumns ; ++y) {
if (Maze[x][y].isFlag()) {
// In case of a Ghost save its position to return object
ret[g][0] = x;
ret[g][1] = y;
ret[f][0] = x;
ret[f][1] = y;
// boundary check
if (++g > PacmanUtilities.numberOfFlags)
if (++f >= PacmanUtilities.numberOfFlags)
keepGoing = false;
}
}
@@ -281,7 +306,6 @@ public class Node89978445
/**
* @brief
* Loop through flags and check their status
* @param none
* @return Object with flag status
*/
private boolean[] checkFlags ()
@@ -300,7 +324,11 @@ public class Node89978445
/*
* ============ private evaluation helper methods ==============
*/
/**
* Helper enumerator to make a function pointer like trick
* inside @ref moveDist()
*/
private enum Creature {
GHOST, PACMAN
}
@@ -308,6 +336,11 @@ public class Node89978445
/**
* @brief
* Check if the requested ghost move is valid
* @param ghost ghost coordinates to check the move validation
* @param move the move to check
* @return
* @arg The resulting position in maze if the move is valid.
* @arg If it is not valid return Globals.POSITION_FALSE
*/
private int[] ghostValidMove (int[] ghost, int move)
{
@@ -324,15 +357,30 @@ public class Node89978445
// Valid filters
if (!((newPos[0] >= 0 && newPos[0] < PacmanUtilities.numberOfRows) &&
(newPos[1] >= 0 && newPos[1] < PacmanUtilities.numberOfColumns)))
return Globals.FALSE_POS;
if (!isInsideBox(ghost) && (Maze[ghost[0]][ghost[1]].walls[move] == 0))
return Globals.FALSE_POS;
return newPos;
return Globals.POSITION_FALSE;
/*
* else if (Maze[newPos[0]][newPos[1]].isFlag ())
* return Globals.POSITION_FALSE;
* @note
* We comment out the flag part...
* This incorrect behavior help evaluation routine to stop treat
* flag position as asylum. In other words we remove the discontinuity
* of shortestMoveDist() for ghost function.
*/
else if (!isInsideBox(ghost) && (Maze[ghost[0]][ghost[1]].walls[move] == 0))
return Globals.POSITION_FALSE;
else
return newPos;
}
/**
* @brief
* Check if the requested pacman move is valid
* @param pacman pacman coordinates to check the move validation
* @param move the move to check
* @return
* @arg The resulting position in maze if the move is valid.
* @arg If it is not valid return Globals.POSITION_FALSE
*/
private int[] pacmanValidMove (int[] pacman, int move)
{
@@ -347,88 +395,98 @@ public class Node89978445
newPos[1] -= (move == Room.WEST) ? 1:0;
// Pacman curves Maze plane to a Torus
if (newPos[0] < 0) newPos[0] = PacmanUtilities.numberOfRows;
if (newPos[0] < 0) newPos[0] = PacmanUtilities.numberOfRows-1;
if (newPos[0] >= PacmanUtilities.numberOfRows ) newPos[0] = 0;
if (newPos[1] < 0) newPos[1] = PacmanUtilities.numberOfColumns;
if (newPos[1] < 0) newPos[1] = PacmanUtilities.numberOfColumns-1;
if (newPos[1] >= PacmanUtilities.numberOfColumns ) newPos[1] = 0;
// Valid filters
if (!isInsideBox(pacman) && (Maze[pacman[0]][pacman[1]].walls[move] == 0))
return Globals.FALSE_POS;
return newPos;
if (Maze[pacman[0]][pacman[1]].walls[move] == 0)
return Globals.POSITION_FALSE;
else if (Maze[newPos[0]][newPos[1]].isGhost ())
return Globals.POSITION_FALSE;
else
return newPos;
}
/**
* @brief
* A Breadth-first search to find the shortest path distance
* from an origin point to another point in the maze as if a
* a creature could walk through
* @param origin origin (x, y)
* @param xy The x, y coordinate in Maze
* @param creature The type of creature for whom the path is for
* from an origin point to another point in the maze as if
* a creature could walk through origin to xy
* @param origin origin's x, y (starting point)
* @param xy destination's x, y
* @param creature The type of creature for whom the path is for.
* This helper variable let us decide which validation
* function should call.
* @return The number of steps from origin to xy
* @note
* As long as Java have not function pointers. I prefer this
* as a work around over interfaces and lambdas.
*/
private int moveDist (int[] origin, int[] xy, Creature creature)
private int shortestMoveDist (int[] origin, int[] xy, Creature creature)
{
int move;
int steps, qStepItems; // distance and group counters
boolean done = false; // algo ending flag
int r = PacmanUtilities.numberOfRows; // helper for shorting names
int c = PacmanUtilities.numberOfColumns; // helper for shorting names
int move; // move direction
int steps, qStepItems; // distance and group counters
boolean done = false; // algo ending flag
int[] xyItem = new int [2]; // Coordinates of the current position of the algo
int[] xyNext = new int [2]; // Coordinates of the next valid position of the algo
Queue2D q = new Queue2D (Globals.MAX_DISTANCE - 1); // Queue to feed with possible position
int [][] dist = new int [r][c];
/*<
* 2D array holding all the distances from the origin to each square of the maze
*/
// Queue to feed with possible position
Queue2D q = new Queue2D (Globals.DISTANCE_MAX - 1);
// 2D array holding all the distances from the origin to each square of the maze
int[][] dist = new int [PacmanUtilities.numberOfRows][PacmanUtilities.numberOfColumns];
// If target square is inside a box abort with max distance
/*
* If target square is inside a box abort with max DISTANCE_FALSE
* This is for speeding thing up, as the algorithm would return
* the same thing anyway.
*/
if (isInsideBox(xy))
return Globals.MAX_DISTANCE;
return Globals.DISTANCE_FALSE;
/*
* init data for algorithm
* initialize data for algorithm
*/
for (int i=0 ; i<r ; ++i) {
for (int j=0 ; j<c ; ++j) {
dist[i][j] = -1;
// dist array starts with -1
}
}
// loop data
dist [origin[0]][origin[1]] = 0; //starting point is the origin position
q.insert (origin); // feed first loop data
qStepItems = 1; // init counters
for (int i=0 ; i<PacmanUtilities.numberOfRows ; ++i)
for (int j=0 ; j<PacmanUtilities.numberOfColumns ; ++j)
dist[i][j] = Globals.DISTANCE_FALSE; // dist array starts with -1
dist [origin[0]][origin[1]] = 0; //starting point is the origin position
q.insert (origin); // feed first loop data
qStepItems = 1; // init counters
steps = 1;
/*
* Main loop of the algorithm
*
* For every position we check the valid moves, we apply to them
* the step number and we push them to queue. We group the items in
* queue with their step number by measuring how many we push them for
* the current steps variable value.
* Main loop of the algorithm.
* For every position pulled from queue with the same "steps" value:
* - check all the valid moves around current's position
* - mark them with the current "steps" value in dist[][] array
* - push them to queue
* - count the pushed position with the same "steps" value in queue
* If no other queued position with the current "steps" value remained
* increase "steps" value and continue.
*/
while (done == false) {
if (qStepItems>0) { // Have we any item on the current group?
xyItem = q.remove (); //load an item of the current group
--qStepItems; // mark the removal of the item
// loop every valid next position for the current position
for (move=0 ; move<4 ; ++move) {
// loop every valid next position for the current position
switch (creature) {
case GHOST: xyNext = ghostValidMove (xyItem, move); break;
case PACMAN: xyNext = pacmanValidMove (xyItem, move); break;
default: xyNext = Globals.FALSE_POS;
default: xyNext = Globals.POSITION_FALSE;
/*
* Function pointer - like behavior
*/
}
if (xyNext != Globals.FALSE_POS) {
if (dist[xyNext[0]][xyNext[1]] == -1) {
if (xyNext != Globals.POSITION_FALSE) {
if (dist[xyNext[0]][xyNext[1]] == Globals.DISTANCE_FALSE) {
// If we haven't been there
dist[xyNext[0]][xyNext[1]] = steps; // mark the distance
if ((xyNext[0] == xy[0]) && (xyNext[1] == xy[1])) {
/*
* first match:
* The first time we reach destination we have count the
* distance. No need any other try
* first match: The first time we reach destination we
* have measured the distance. No need any other try
*/
done = true;
break;
@@ -444,8 +502,8 @@ public class Node89978445
else {
// We are done with group, mark how many are for the next one
if ((qStepItems = q.size()) <= 0)
return dist[xy[0]][xy[1]]; // fail safe return
++steps; // Update distance counter
done = true; // There is no path to destination, abort
++steps; // Update distance counter
}
}
return dist[xy[0]][xy[1]];
@@ -453,47 +511,103 @@ public class Node89978445
/**
* @brief
* Evaluate the current move
* Normalize a distance to our evaluation interval.
* @param v The value to normalize
* @param max The maximum input limit value
* @param out_min The minimum output limit value
* @param out_max The maximum output limit value
*/
private double normalize (double v, double max, double out_min, double out_max) {
return (v / max) * (out_max - out_min) + out_min;
}
/**
* @brief
* Evaluate the current move.
* The position evaluation is based on shortestMoveDist() results.
* We measure the move distance of:
* 1) Ghosts to current position, as a ghost path, which represent the minimum steps
* needed by a ghost in order to reach the current position avoiding all obstacles
* 2) Pacman to all the flags, which represent the minimum steps needed by pacman
* in order to reach the flags avoiding all obstacles including the curving
* of the plane in the borders
* 3) Pacman to all the torus border squares, which represent the minimum steps needed
* by pacman in order to reach the torus border squares. @ref Globals.TORUS_BORDERS
*
* We mix these values in order to produce the final evaluation value
*/
private double evaluate ()
{
double ghostEval=0, gd=0;
double flagEval=0;
int i;
int[] flagDist = new int[PacmanUtilities.numberOfFlags];
int[] ghostDist = new int[PacmanUtilities.numberOfGhosts];
int minGhostDist=Globals.MAX_DISTANCE+1;
int averGhostDist; // cast to integer
int minFlagDist=Globals.MAX_DISTANCE+1;
// Find ghost distances, min and average
double eval = 0; // mixed evaluation value
double ghostEval = 0, gd; // ghost evaluation value
double flagEval = 0; // flag evaluation value
double torusEval = 0; // torus evaluation value
int[] ghostDist = new int[PacmanUtilities.numberOfGhosts]; // hold the ghost distances
int[] flagDist = new int[PacmanUtilities.numberOfFlags]; // hold the flag distances
int[] torusDist = new int[Globals.TORUS_BORDERS.length]; // hold the torus square distances
int minGhostDist = Globals.DISTANCE_MAX+1; // hold the minimum ghost distance
int averGhostDist = Globals.DISTANCE_MAX; // hold the average ghost distance
int minFlagDist = Globals.DISTANCE_MAX+1; // hold the minimum flag distance
int minTorusDist = Globals.DISTANCE_MAX+1; // hold the minimum torus square distance
int i; // loop counter
/*
* === Ghost distances part ===
*/
for (i=0, averGhostDist=0 ; i<PacmanUtilities.numberOfGhosts ; ++i) {
ghostDist [i] = moveDist (curGhostPos[i], nodeXY, Creature.GHOST);
averGhostDist += ghostDist [i];
if (minGhostDist > ghostDist[i])
minGhostDist = ghostDist[i];
if ((ghostDist [i] = shortestMoveDist (curGhostPos[i], nodeXY, Creature.GHOST)) >= 1) {
averGhostDist += ghostDist [i];
if (minGhostDist > ghostDist[i])
minGhostDist = ghostDist[i];
}
}
averGhostDist /= PacmanUtilities.numberOfGhosts;
// extract the ghostEval as a combination of the minimum distance and the average
gd = Globals.EVAL_GHOSTDIST_MIN_FACTOR * minGhostDist + Globals.EVAL_GHOSTDIST_MIN_FACTOR * averGhostDist;
gd = Globals.EVAL_GHOSTDIST_MIN_FACTOR * minGhostDist + Globals.EVAL_GHOSTDIST_AVER_FACTOR * averGhostDist;
// normalize the ghostEval to our interval
ghostEval = (-1.0 / (1+gd)) * (Globals.EVAL_MAX - Globals.EVAL_MIN) + (Globals.EVAL_MAX - Globals.EVAL_MIN)/2;
if (minGhostDist <= Globals.EVAL_GHOST_BOOST)
ghostEval = normalize (gd, Globals.DISTANCE_MAX ,Globals.EVAL_MIN+Globals.EVAL_GHOSTBOOST_OFFSET, Globals.EVAL_MAX);
else if (minGhostDist <= Globals.EVAL_GHOST_TERRITORY)
ghostEval = normalize (gd, Globals.DISTANCE_MAX, Globals.EVAL_MIN, Globals.EVAL_MAX - Globals.EVAL_GHOSTTERRITORY_OFFSET);
else
ghostEval = normalize (gd, Globals.DISTANCE_MAX, Globals.EVAL_MIN, Globals.EVAL_MAX);
// Find flag distances and min
/*
* === Flag distances part ===
*/
for (i=0 ; i<PacmanUtilities.numberOfFlags ; ++i) {
if (curFlagStatus[i] == false) {
flagDist[i] = moveDist (nodeXY, flagPos[i], Creature.PACMAN);
if (minFlagDist > flagDist[i])
minFlagDist = flagDist[i];
if ((flagDist[i] = shortestMoveDist (nodeXY, flagPos[i], Creature.PACMAN)) >= 0) {
if (minFlagDist > flagDist[i])
minFlagDist = flagDist[i];
}
}
}
// normalize the flagEval to our interval
flagEval = (1.0 / (1+minFlagDist)) * (Globals.EVAL_MAX - Globals.EVAL_MIN) - (Globals.EVAL_MAX - Globals.EVAL_MIN)/2;
// mix the life and goal to output
return ghostEval * Globals.EVAL_GHOSTDIST_FACTOR
+ flagEval * Globals.EVAL_FLAGDIST_FACTOR;
if (minFlagDist <= Globals.EVAL_FLAG_BOOST)
flagEval = normalize ((double)Globals.FLAGDIST_MAX - minFlagDist, Globals.FLAGDIST_MAX, Globals.EVAL_MIN, Globals.EVAL_MAX+Globals.EVAL_FLAGBOOST_OFFSET);
else
flagEval = normalize ((double)Globals.FLAGDIST_MAX - minFlagDist, Globals.FLAGDIST_MAX, Globals.EVAL_MIN, Globals.EVAL_MAX);
/*
* === Torus borders distances part ===
*/
for (i=0 ; i<Globals.TORUS_BORDERS.length ; ++i) {
if ((torusDist[i] = shortestMoveDist (nodeXY, Globals.TORUS_BORDERS[i], Creature.PACMAN)) >= 0) {
if (minTorusDist > torusDist[i])
minTorusDist = torusDist[i];
}
}
// normalize the flagEval to our interval
torusEval = normalize (Globals.BORDERDIST_MAX-minTorusDist, Globals.BORDERDIST_MAX, Globals.EVAL_MIN, Globals.EVAL_MAX);
/*
* === Mix up the values and return the normalized value back to caller ===
*/
eval = ghostEval * Globals.EVAL_GHOSTDIST_FACTOR
+ flagEval * Globals.EVAL_FLAGDIST_FACTOR
+ torusEval * Globals.EVAL_TORUSDIST_FACTOR;
return normalize (eval, Globals.EVAL_FINAL_MAX, Globals.EVAL_FINAL_MIN, Globals.EVAL_FINAL_MAX);
}
}

+ 0
- 0
src/gr/auth/ee/dsproject/node/Queue2D.java Visa fil


+ 33
- 8
src/gr/auth/ee/dsproject/node/Tree.java Visa fil

@@ -1,7 +1,9 @@
/**
* @file MinMaxTree.java
* @brief
* File containing the Pacman Min-Max Tree class.
* File containing the Pacman Min-Max Tree class. A collection
* of static routines to build a search tree and execute
* a alpha-beta pruning algorithm to it
*
* @author Christos Choutouridis 8997 cchoutou@ece.auth.gr
* @author Konstantina Tsechelidou 8445 konstsec@ece.auth.gr
@@ -30,9 +32,11 @@ public class Tree
/*
* ========== private helpers ==============
*/
/** @return the minimum of x and y */
private static double min (double x, double y) {
return (x < y) ? x : y;
}
/** return the maximum of x and y */
private static double max (double x, double y) {
return (x > y) ? x : y;
}
@@ -59,38 +63,59 @@ public class Tree
return null;
}
/**
* @brief
* A recursive implementation of an alpha-beta pruning algorithm.
* Alpha–beta pruning is a search algorithm that seeks to decrease
* the number of nodes that are evaluated by the minimax algorithm in its search tree.
* It stops completely evaluating a move when at least one possibility has
* been found that proves the move to be worse than a previously examined move.
* Such moves need not be evaluated further.
* @param node current node of the tree. In the initial call is the root node
* @param depth the maximum depth to investigate
* @param a alpha (start -infinity)
* @param b beta (start +infinity)
* @param maxingPlayer helper variable to switch between min-max behavior
* @return
* reference to node with the maximum evaluation resulting path.
*/
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()))
if ((depth == 0) || (node.children.isEmpty())) // Escape
return node;
if (maxingPlayer) {
v = Globals.EVAL_MIN - 1;
// maximizing player part
v = Integer.MIN_VALUE; // start small for max algorithm to work
// recursively call alpha-beta for every child, reducing depth and toggling between min and max
for (int i=0 ; i<node.children.size() ; ++i) {
ev = minmaxAB (node.children.get (i), depth-1, a, b, false).getEvaluation();
// select the maximum output node
if (ev > v) {
v = ev;
vNode = node.children.get (i);
}
a = max (v, a);
if (b <= a)
a = max (v, a); // mark alpha
if (b <= a) // cut-off alpha
break;
}
return vNode;
}
else {
v = Globals.EVAL_MAX + 1;
// minimizing player part
v = Integer.MAX_VALUE; // start big for min algorithm to work
// recursively call alpha-beta for every child, reducing depth and toggling between min and max
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)
b = min (v, b); // mark beta
if (b <= a) // cut-off beta
break;
}
return vNode;


+ 38
- 22
src/gr/auth/ee/dsproject/pacman/Creature.java Visa fil

@@ -30,24 +30,28 @@ import gr.auth.ee.dsproject.node.Node89978445;
public class Creature implements gr.auth.ee.dsproject.pacman.AbstractCreature
{
public String getName ()
{
return "Mine";
}
private int step = 1;
private boolean amPrey;
public Creature (boolean isPrey) {
amPrey = isPrey;
}
public String getName () {
return "Mine";
}
private int step = 1;
private boolean amPrey;
public Creature (boolean isPrey) {
amPrey = isPrey;
}
/**
*
*/
/**
* @brief
* For any current position creates a tree for minmax alpha-beta pruning algorithm
* apply the min-max algo and return the move representing by resulting node
* @return
* the move of pacman to play
*/
public int calculateNextPacmanPosition (Room[][] Maze, int[] currPosition)
{
int [] bestPos = {-1, -1}; // Best position in maze to play
int bestMove = 0;
Node89978445 bestNode; // The node with the best evaluation
Node89978445 cur = new Node89978445 (Maze, currPosition); // The node with the current position
@@ -55,15 +59,23 @@ public class Creature implements gr.auth.ee.dsproject.pacman.AbstractCreature
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);
bestNode = Tree.minmaxAB (cur, Globals.MINMAXTREE_MAX_DEPTH-1, Integer.MIN_VALUE, Integer.MAX_VALUE, true);
bestPos = bestNode.getCurrentPacmanPos();
// convert back to move encoding
return Node89978445.moveConv (bestPos, currPosition);
if ((bestMove = Node89978445.moveConv (bestPos, currPosition)) != Globals.INVALID_MOVE)
return bestMove;
else
return 0;
}
/**
*
* @brief
* For any ghost (or root) parent node, create all child nodes representing
* pacman's valid moves.
* @note
* This routine calls createSubTreeGhosts() called back from it recursively.
* The recursion ends when the right depth is reached.
*/
void createSubTreePacman (int depth, Node89978445 parent, Room[][] Maze, int[] curPacmanPosition)
{
@@ -82,16 +94,16 @@ public class Creature implements gr.auth.ee.dsproject.pacman.AbstractCreature
// scan possible valid moves
for (int move=0 ; move<4 ; ++move) {
if ((nextPosition = Node89978445.pacmanValidMove (parent, move)) != Globals.FALSE_POS) {
if ((nextPosition = Node89978445.pacmanValidMove (parent, move)) != Globals.POSITION_FALSE) {
// Make a copy of the maze in order to simulate next move and move Pacman
newMaze = PacmanUtilities.copy (Maze);
PacmanUtilities.movePacman (newMaze, parent.getCurrentPacmanPos(), nextPosition);
// Create a node for the move in the new stated game maze
newNode = new Node89978445 (newMaze, nextPosition);
Tree.grow (newNode, parent); // add node to the min-max tree
Tree.grow (newNode, parent); // add node to the min-max search tree
// call the recursive ranch creator
// call the recursive branch creator
createSubTreeGhosts (newNode.getDepth (), newNode, newMaze, newNode.getCurrentGhostPos());
}
}
@@ -99,7 +111,11 @@ public class Creature implements gr.auth.ee.dsproject.pacman.AbstractCreature
}
/**
*
* @brief
* For any parent node, create all child node representing ghosts valid moves.
* @note
* This routine recursively call createSubTreePacman().
* The recursion ends when the right depth is reached.
*/
void createSubTreeGhosts (int depth, Node89978445 parent, Room[][] Maze, int[][] currGhostsPosition)
{
@@ -127,7 +143,7 @@ public class Creature implements gr.auth.ee.dsproject.pacman.AbstractCreature
// Create a node for the move in the new stated game maze
newNode = new Node89978445 (newMaze, parent.getCurrentPacmanPos());
Tree.grow (newNode, parent); // add node to the min-max tree
Tree.grow (newNode, parent); // add node to the min-max search tree
//recursive call for the rest of the tree
createSubTreePacman (newNode.getDepth (), newNode, newMaze, parent.getCurrentPacmanPos());


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