Added current state calc partialy

main
2wenty1ne 2025-12-01 10:44:15 +01:00
parent 32a9b5a670
commit 454ac5092d
3 changed files with 96 additions and 11 deletions

34
game.py
View File

@ -2,6 +2,8 @@ import pygame
import random
import math
from util import Direction, calc_current_state, epsilon_greedy, get_best_q_value
# Initialize pygame
pygame.init()
@ -106,8 +108,9 @@ def draw_labyrinth():
elif cell == ".":
pygame.draw.circle(screen, WHITE, (x * CELL_SIZE + CELL_SIZE // 2, y * CELL_SIZE + CELL_SIZE // 2), 5)
# Main game function
def main():
def main(q_values, EPSILON, ALPHA, GAMMA):
clock = pygame.time.Clock()
# Initialize Pacman and Ghost positions
@ -115,6 +118,11 @@ def main():
ghost = Ghost(COLS - 2, ROWS - 2)
# Game loop
#? -------------------------MY CODE-----------------------------------
state = calc_current_state(labyrinth, pacman.x, pacman.y, ghost.x, ghost.y)
reward = 0
#? -------------------------MY CODE-----------------------------------
running = True
iter = 0
while running:
@ -136,6 +144,19 @@ def main():
if keys[pygame.K_DOWN]:
pacman.move(0, 1)
#? -------------------------MY CODE-----------------------------------
action = epsilon_greedy(q_values, state, EPSILON)
if action == Direction.LEFT:
pacman.move(-1, 0)
if action == Direction.RIGHT:
pacman.move(1, 0)
if action == Direction.UP:
pacman.move(0, -1)
if action == Direction.DOWN:
pacman.move(0, 1)
#? -------------------------MY CODE-----------------------------------
if iter%3==0:
# Ghost moves towards Pacman
ghost.move_towards_pacman(pacman)
@ -155,6 +176,15 @@ def main():
running = False
# Draw the labyrinth, pacman, and ghost
#? -------------------------MY CODE-----------------------------------
new_state = calc_current_state(labyrinth, pacman.x, pacman.y, ghost.x, ghost.y)
best_value_new_state, _ = get_best_q_value(q_values, new_state)
current_value = q_values.get((state, action), 0)
adjusted_value = ALPHA * (reward + GAMMA * best_value_new_state - current_value)
q_values[(state, action)] = current_value + adjusted_value
#? -------------------------MY CODE-----------------------------------
draw_labyrinth()
pacman.draw()
ghost.draw()
@ -163,7 +193,7 @@ def main():
pygame.display.flip()
# Cap the frame rate
clock.tick(5)
clock.tick(1)
pygame.quit()

View File

@ -1,8 +1,10 @@
from util import epsilon_greedy, get_start_state
from util import epsilon_greedy, get_start_state, test
AMOUNT_RUNS = 10
EPSILON = 0.1
ALPHA = 0.1
GAMMA = 0.1
"""
@ -12,7 +14,6 @@ q_value: (state, action)
"""
q_values = {}
# Amount of single runs
for x in range(AMOUNT_RUNS):
state = get_start_state()

68
util.py
View File

@ -16,7 +16,62 @@ def get_start_state():
return(7, 2, Direction.RIGHT)
def calc_current_state(labyrinth, pac_x, pac_y, ghost_x, ghost_y):
# distance pacman - ghost
x_dist = abs(pac_x - ghost_x)
y_dist = abs(pac_y - ghost_y)
# closest cookie
best_distance = 12
best_cords = None
all_cookie_locations = get_all_cookies_locations(labyrinth)
for (cookie_x, cookie_y) in all_cookie_locations:
dist = abs(pac_x - cookie_x) + abs(pac_y - cookie_y)
if dist < best_distance:
best_distance = dist
best_cords = (cookie_x, cookie_y)
# closest cookie direction
cookie_direction = None
real_dist_x = pac_x - cookie_x
real_dist_y = pac_y - cookie_y
#TODO
if real_dist_x >= 0 & real_dist_y > 0:
cookie_direction = Direction
return x_dist, y_dist, cookie_direction
def get_all_cookies_locations(labyrinth):
cookie_locations = []
for y, row in enumerate(labyrinth):
for x, cell in enumerate(row):
if cell == ".":
cookie_locations.append((x, y))
return cookie_locations
def epsilon_greedy(q_values, state, epsilon):
best_action, states_for_epsilon = get_best_q_value(q_values, state)
if random.random() < epsilon:
if not states_for_epsilon:
best_action = get_random_direction()
return best_action
random_action = random.choice(states_for_epsilon)
return random_action
return best_action
def get_best_q_value(q_values, state):
best_action = None
best_value = None
@ -35,12 +90,11 @@ def epsilon_greedy(q_values, state, epsilon):
best_value = value
best_action = q_action
if random.random() < epsilon:
random_action = random.choice(states_for_epsilon)
return random_action
return best_action
if not best_action:
best_action = get_random_direction()
return best_action, states_for_epsilon
def take_action(state, action):
pass
def get_random_direction():
return random.choice(list(Direction))