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# featureExtractors.py
# --------------------
# Licensing Information: You are free to use or extend these projects for
# educational purposes provided that (1) you do not distribute or publish
# solutions, (2) you retain this notice, and (3) you provide clear
# attribution to UC Berkeley, including a link to http://ai.berkeley.edu.
#
# Attribution Information: The Pacman AI projects were developed at UC Berkeley.
# The core projects and autograders were primarily created by John DeNero
# (denero@cs.berkeley.edu) and Dan Klein (klein@cs.berkeley.edu).
# Student side autograding was added by Brad Miller, Nick Hay, and
# Pieter Abbeel (pabbeel@cs.berkeley.edu).
#
# This code has been modified and extended for CS 1820 at Harvard University,
# with adjustments tailored to align with the course curriculum and objectives.
"Feature extractors for Pacman game states"
from helpers.game import Directions, Actions
import util
class FeatureExtractor:
def getFeatures(self, state, action):
"""
Returns a dict from features to counts
Usually, the count will just be 1.0 for
indicator functions.
"""
util.raiseNotDefined()
class IdentityExtractor(FeatureExtractor):
def getFeatures(self, state, action):
feats = util.Counter()
feats[(state,action)] = 1.0
return feats
class CoordinateExtractor(FeatureExtractor):
def getFeatures(self, state, action):
feats = util.Counter()
feats[state] = 1.0
feats['x=%d' % state[0]] = 1.0
feats['y=%d' % state[0]] = 1.0
feats['action=%s' % action] = 1.0
return feats
def closestFood(pos, food, walls):
"""
closestFood -- this is similar to the function that we have
worked on in the search project; here its all in one place
"""
fringe = [(pos[0], pos[1], 0)]
expanded = set()
while fringe:
pos_x, pos_y, dist = fringe.pop(0)
if (pos_x, pos_y) in expanded:
continue
expanded.add((pos_x, pos_y))
# if we find a food at this location then exit
if food[pos_x][pos_y]:
return dist
# otherwise spread out from the location to its neighbours
actions = [Directions.NORTH, Directions.EAST, Directions.SOUTH, Directions.WEST]
for a in actions:
dx, dy = Actions.directionToVector(a)
nbr_x, nbr_y = int(pos_x + dx), int(pos_y + dy)
# skip if neighbour is a wall
if walls[nbr_x][nbr_y]:
continue
fringe.append((nbr_x, nbr_y, dist+1))
# no food found
return None
class SimpleExtractor(FeatureExtractor):
"""
Returns simple features for a basic reflex Pacman:
- whether food will be eaten
- how far away the next food is
- whether a ghost collision is imminent
- whether a ghost is one step away
"""
def getFeatures(self, state, action):
# extract the grid of food and wall locations and get the ghost locations
food = state.getFood()
walls = state.getWalls()
ghosts = state.getGhostPositions()
features = util.Counter() # Extension of the dictionary class, where all keys are defaulted to have value 0
features["bias"] = 1.0
# compute the location of pacman after he takes the action
x, y = state.getPacmanPosition()
dx, dy = Actions.directionToVector(action)
next_x, next_y = int(x + dx), int(y + dy)
# count the number of ghosts 1-step away
features["#-of-ghosts-1-step-away"] = sum((next_x, next_y) in Actions.getLegalNeighbors(g, walls) for g in ghosts)
# if there is no danger of ghosts then add the food feature
if not features["#-of-ghosts-1-step-away"] and food[next_x][next_y]:
features["eats-food"] = 1.0
dist = closestFood((next_x, next_y), food, walls)
if dist is not None:
# make the distance a number less than one otherwise the update
# will diverge wildly
features["closest-food"] = float(dist) / (walls.width * walls.height)
features.divideAll(10.0)
return features
class CustomExtractor(FeatureExtractor):
"""
Write your own Custom Feature Extractor
"""
def getFeatures(self, state, action):
# extract the grid of food and wall locations and get the ghost locations
food = state.getFood()
walls = state.getWalls()
ghosts = [] # positions of ghosts that can eat Pacman
scaredGhosts = [] # positions of scared ghosts that Pacman can eat
scaredTimes = [] # number of moves each scared ghost is scared for
for ghost in state.getGhostStates():
if ghost.scaredTimer > 0:
scaredGhosts.append(ghost.getPosition())
scaredTimes.append(ghost.scaredTimer)
else:
ghosts.append(ghost.getPosition())
features = util.Counter()
features["bias"] = 1.0
"*** YOUR CODE HERE ***"
# compute the location of pacman after he takes the action
x, y = state.getPacmanPosition()
dx, dy = Actions.directionToVector(action)
next_x, next_y = int(x + dx), int(y + dy)
# count the number of ghosts 1-step away
features["#-of-ghosts-1-step-away"] = sum((next_x, next_y) in Actions.getLegalNeighbors(g, walls) for g in ghosts)
# count the number of ghosts 2-steps away if no ghosts one step away
if features["#-of-ghosts-1-step-away"] == 0:
for g in ghosts:
one_step_ghost = Actions.getLegalNeighbors(g, walls)
two_step_ghost = set()
for pos in one_step_ghost:
two_step_ghost.update(Actions.getLegalNeighbors(pos, walls))
if (next_x, next_y) in two_step_ghost:
features["#-of-ghosts-2-steps-away"] += 1
else:
features["#-of-ghosts-2-steps-away"] = 0.0
# if there is no danger of ghosts then add the food feature
if not features["#-of-ghosts-1-step-away"] and food[next_x][next_y]:
features["eats-food"] = 1.0
dist = closestFood((next_x, next_y), food, walls)
if dist is not None:
# make the distance a number less than one otherwise the update
# will diverge wildly
features["closest-food"] = float(dist) / (walls.width * walls.height)
# Scared ghost features
if scaredGhosts:
best_incentive = 0.0
min_scared_time = 2
for g_pos, timer in zip(scaredGhosts, scaredTimes):
if timer < min_scared_time:
continue
gx, gy = g_pos
dist = abs(next_x - gx) + abs(next_y - gy)
if (abs(next_x - gx) + abs(next_y - gy)) <= 1: # Directly adjacent
features["edible-now"] += 1.0
incentive = 0
if timer > dist * 2:
incentive = timer / (dist + 1.0)
if incentive > best_incentive:
best_incentive = incentive
features["scared-incentive"] = best_incentive
else:
features["scared-incentive"] = 0.0
features["edible-now"] = 0.0
features.divideAll(10.0)
features["#-of-ghosts-1-step-away"] *= 1.0
features["#-of-ghosts-2-steps-away"] *= 0.5
features["eats-food"] *= 1.5
features["closest-food"] *= 1.0
features["edible-now"] *= 1.0
features["scared-incentive"] *= 1.0
return features