logic done; debugging commencing

master
Ruben Seitz 2025-11-17 14:52:36 +01:00
parent 469d1d1a47
commit a7b43c9037
2 changed files with 39 additions and 27 deletions

View File

@ -107,6 +107,16 @@ def draw_labyrinth():
elif cell == ".":
pygame.draw.circle(screen, WHITE, (x * CELL_SIZE + CELL_SIZE // 2, y * CELL_SIZE + CELL_SIZE // 2), 5)
def move_pacman(pacman, a):
if a == 0: # left
pacman.move(-1, 0)
if a == 1: # right
pacman.move(1, 0)
if a == 2: # up
pacman.move(0, -1)
if a == 3: # down
pacman.move(0, 1)
# Main game function
def main():
clock = pygame.time.Clock()
@ -159,20 +169,20 @@ def main():
alpha = 0.8
gamma = 0.9
s = [pacman.x, pacman.y, ghost.x, ghost.y]
s = (pacman.x, pacman.y, ghost.x, ghost.y) # as a tuple so the state becomes hashable
s_not_terminal = True
q = rl.q_init()
while s_not_terminal:
a = rl.epsilon_greedy(q, s) # 0 = Left; 1 = Right ; 2 = Up ; 3 = Down
s_new, r = rl.take_action(s, a)
s_new, r = rl.take_action(s, a, labyrinth)
move_pacman(pacman, a)
q[s][a] += alpha * (r + gamma * max_q(q, s_new) - q[s][a])
q[s][a] += alpha * (r + gamma * max(q[s_new]) - q[s][a])
print(q[s][a])
s = s_new
pass
# Draw the labyrinth, pacman, and ghost
draw_labyrinth()

View File

@ -12,31 +12,31 @@ def q_init():
# Configuration
NUM_ACTIONS = 4
INITIAL_Q_VALUE = 0.0 # Small value for initialization
INITIAL_Q_VALUE = 1.0 # Small value for initialization
s1_range = range(1, 9)
s2_range = range(1, 4)
s3_range = range(1, 9)
s4_range = range(1, 4)
s0_range = range(1, 9)
s1_range = range(1, 4)
s2_range = range(1, 9)
s3_range = range(1, 4)
s_constrained_values = {1, 4, 5, 8}
# The Q-Table dictionary
q_table = {}
# Iterate through all possible combinations of s1, s2, s3, s4
for s1 in s1_range:
for s2 in s2_range:
for s3 in s3_range:
for s4 in s4_range:
# Iterate through all possible combinations of s0, s1, s2, s3
for s0 in s0_range:
for s1 in s1_range:
for s2 in s2_range:
for s3 in s3_range:
# Skip impossible states
if s2 == 2 and s1 not in s_constrained_values:
if s1 == 2 and s0 not in s_constrained_values:
continue
if s4 == 2 and s3 not in s_constrained_values:
if s3 == 2 and s2 not in s_constrained_values:
continue
# Assign all possible states a tuple of values
state_key = (s1, s2, s3, s4)
state_key = (s0, s1, s2, s3)
q_table[state_key] = [INITIAL_Q_VALUE] * NUM_ACTIONS
print(f"Total number of valid states initialized: {len(q_table)}") # debugging
@ -48,14 +48,14 @@ def epsilon_greedy(q, s, epsilon=0.9):
Return which direction Pacman should move to
epsilon-greedy algorithm TBD
"""
a_val = max(q[s])
a = q[s].index(a_val)
q_max = max(q[s])
a = q[s].index(q_max)
return a
def take_action(s, a):
s_new = s
def take_action(s, a, labyrinth):
s_new = list(s)
if a == 0:
s_new[0] -= 1
if a == 1:
@ -65,9 +65,11 @@ def take_action(s, a):
if a == 3:
s_new[1] -= 1
# Calculate fucking r
# include if there is a point on the field
r = 0
return s_new, r
# consider if there is a point on the field
r = 1 if labyrinth[s_new[0]][s_new[1]] == "." else 0
# consider new distance between Pacman and Ghost
distance = abs(s[0] - s[2]) + abs(s[1] - s[3])
distance_new = abs(s_new[0] - s_new[2]) + abs(s_new[1] - s_new[3])
r += distance_new - distance # adjust this value if necessary
return tuple(s_new), r