本文整理汇总了Python中game.Directions.WEST属性的典型用法代码示例。如果您正苦于以下问题:Python Directions.WEST属性的具体用法?Python Directions.WEST怎么用?Python Directions.WEST使用的例子?那么恭喜您, 这里精选的属性代码示例或许可以为您提供帮助。您也可以进一步了解该属性所在类game.Directions
的用法示例。
在下文中一共展示了Directions.WEST属性的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: initializeVisibilityMatrix
# 需要导入模块: from game import Directions [as 别名]
# 或者: from game.Directions import WEST [as 别名]
def initializeVisibilityMatrix(self):
global VISIBILITY_MATRIX_CACHE
if reduce(str.__add__, self.layoutText) not in VISIBILITY_MATRIX_CACHE:
from game import Directions
vecs = [(-0.5,0), (0.5,0),(0,-0.5),(0,0.5)]
dirs = [Directions.NORTH, Directions.SOUTH, Directions.WEST, Directions.EAST]
vis = Grid(self.width, self.height, {Directions.NORTH:set(), Directions.SOUTH:set(), Directions.EAST:set(), Directions.WEST:set(), Directions.STOP:set()})
for x in range(self.width):
for y in range(self.height):
if self.walls[x][y] == False:
for vec, direction in zip(vecs, dirs):
dx, dy = vec
nextx, nexty = x + dx, y + dy
while (nextx + nexty) != int(nextx) + int(nexty) or not self.walls[int(nextx)][int(nexty)] :
vis[x][y][direction].add((nextx, nexty))
nextx, nexty = x + dx, y + dy
self.visibility = vis
VISIBILITY_MATRIX_CACHE[reduce(str.__add__, self.layoutText)] = vis
else:
self.visibility = VISIBILITY_MATRIX_CACHE[reduce(str.__add__, self.layoutText)]
示例2: initializeVisibilityMatrix
# 需要导入模块: from game import Directions [as 别名]
# 或者: from game.Directions import WEST [as 别名]
def initializeVisibilityMatrix(self):
global VISIBILITY_MATRIX_CACHE
if reduce(str.__add__, self.layoutText) not in VISIBILITY_MATRIX_CACHE:
from game import Directions
vecs = [(-0.5,0), (0.5,0),(0,-0.5),(0,0.5)]
dirs = [Directions.NORTH, Directions.SOUTH, Directions.WEST, Directions.EAST]
vis = Grid(self.width, self.height, {Directions.NORTH:set(), Directions.SOUTH:set(), Directions.EAST:set(), Directions.WEST:set(), Directions.STOP:set()})
for x in range(self.width):
for y in range(self.height):
if self.walls[x][y] == False:
for vec, direction in zip(vecs, dirs):
dx, dy = vec
nextx, nexty = x + dx, y + dy
while (nextx + nexty) != int(nextx) + int(nexty) or not self.walls[int(nextx)][int(nexty)] :
vis[x][y][direction].add((nextx, nexty))
nextx, nexty = x + dx, y + dy
self.visibility = vis
VISIBILITY_MATRIX_CACHE[reduce(str.__add__, self.layoutText)] = vis
else:
self.visibility = VISIBILITY_MATRIX_CACHE[reduce(str.__add__, self.layoutText)]
示例3: getSuccessors
# 需要导入模块: from game import Directions [as 别名]
# 或者: from game.Directions import WEST [as 别名]
def getSuccessors(self, state):
"""
Returns successor states, the actions they require, and a cost of 1.
As noted in search.py:
For a given state, this should return a list of triples, (successor,
action, stepCost), where 'successor' is a successor to the current
state, 'action' is the action required to get there, and 'stepCost'
is the incremental cost of expanding to that successor
"""
successors = []
for action in [Directions.NORTH, Directions.SOUTH, Directions.EAST, Directions.WEST]:
# Add a successor state to the successor list if the action is legal
# Here's a code snippet for figuring out whether a new position hits a wall:
# x,y = currentPosition
# dx, dy = Actions.directionToVector(action)
# nextx, nexty = int(x + dx), int(y + dy)
# hitsWall = self.walls[nextx][nexty]
"*** YOUR CODE HERE ***"
self._expanded += 1 # DO NOT CHANGE
return successors
示例4: getMove
# 需要导入模块: from game import Directions [as 别名]
# 或者: from game.Directions import WEST [as 别名]
def getMove(self, legal):
move = Directions.STOP
if (self.WEST_KEY in self.keys or 'Left' in self.keys) and Directions.WEST in legal: move = Directions.WEST
if (self.EAST_KEY in self.keys or 'Right' in self.keys) and Directions.EAST in legal: move = Directions.EAST
if (self.NORTH_KEY in self.keys or 'Up' in self.keys) and Directions.NORTH in legal: move = Directions.NORTH
if (self.SOUTH_KEY in self.keys or 'Down' in self.keys) and Directions.SOUTH in legal: move = Directions.SOUTH
return move
示例5: tinyMazeSearch
# 需要导入模块: from game import Directions [as 别名]
# 或者: from game.Directions import WEST [as 别名]
def tinyMazeSearch(problem):
"""
Returns a sequence of moves that solves tinyMaze. For any other
maze, the sequence of moves will be incorrect, so only use this for tinyMaze
"""
from game import Directions
s = Directions.SOUTH
w = Directions.WEST
return [s,s,w,s,w,w,s,w]
示例6: getMove
# 需要导入模块: from game import Directions [as 别名]
# 或者: from game.Directions import WEST [as 别名]
def getMove(self, legal):
move = Directions.STOP
if (self.WEST_KEY in self.keys or 'Left' in self.keys) and Directions.WEST in legal: move = Directions.WEST
if (self.EAST_KEY in self.keys or 'Right' in self.keys) and Directions.EAST in legal: move = Directions.EAST
if (self.NORTH_KEY in self.keys or 'Up' in self.keys) and Directions.NORTH in legal: move = Directions.NORTH
if (self.SOUTH_KEY in self.keys or 'Down' in self.keys) and Directions.SOUTH in legal: move = Directions.SOUTH
return move
示例7: getAction
# 需要导入模块: from game import Directions [as 别名]
# 或者: from game.Directions import WEST [as 别名]
def getAction(self, state):
"The agent receives a GameState (defined in pacman.py)."
if Directions.WEST in state.getLegalPacmanActions():
return Directions.WEST
else:
return Directions.STOP
#######################################################
# This portion is written for you, but will only work #
# after you fill in parts of search.py #
#######################################################
示例8: getSuccessors
# 需要导入模块: from game import Directions [as 别名]
# 或者: from game.Directions import WEST [as 别名]
def getSuccessors(self, currentState):
"""
Returns successor states, the actions they require, and a cost of 1.
As noted in search.py:
For a given state, this should return a list of triples,
(successor, action, stepCost), where 'successor' is a
successor to the current state, 'action' is the action
required to get there, and 'stepCost' is the incremental
cost of expanding to that successor
"""
successors = []
for action in [Directions.NORTH, Directions.SOUTH, Directions.EAST, Directions.WEST]:
x,y = currentState[0]
dx, dy = Actions.directionToVector(action)
nextx, nexty = int(x + dx), int(y + dy)
if not self.walls[nextx][nexty]:
#Copies corner visited by node previously to nextState
nextState = [(nextx, nexty), currentState[1][:]]
if nextState[0] in self.corners and nextState[0] not in nextState[1]:
#Add current corner state visited to nextState node
nextState[1].append(nextState[0])
successors.append( ( nextState, action, 1) )
# Bookkeeping for display purposes
self._expanded += 1
return successors
示例9: tinyMazeSearch
# 需要导入模块: from game import Directions [as 别名]
# 或者: from game.Directions import WEST [as 别名]
def tinyMazeSearch(problem):
"""
Returns a sequence of moves that solves tinyMaze. For any other
maze, the sequence of moves will be incorrect, so only use this for tinyMaze
"""
from game import Directions
s = Directions.SOUTH
w = Directions.WEST
return [s,s,w,s,w,w,s,w]
示例10: getSuccessors
# 需要导入模块: from game import Directions [as 别名]
# 或者: from game.Directions import WEST [as 别名]
def getSuccessors(self, state):
"""
Returns successor states, the actions they require, and a cost of 1.
As noted in search.py:
For a given state, this should return a list of triples,
(successor, action, stepCost), where 'successor' is a
successor to the current state, 'action' is the action
required to get there, and 'stepCost' is the incremental
cost of expanding to that successor
"""
(x,y,c1,c2,c3,c4) = state
corners_hist_old = [c1,c2,c3,c4] # corners we have already seen
successors = []
for action in [Directions.NORTH, Directions.SOUTH, Directions.EAST, Directions.WEST]:
dx, dy = Actions.directionToVector(action)
nextx, nexty = int(x + dx), int(y + dy)
if not self.walls[nextx][nexty]:
nextState = (nextx, nexty)
if nextState in self.corners: # we found a corner
#print nextState
for i in range(4): # determine which corner we hit
if nextState == self.corners[i]:
corners_hist_new = corners_hist_old[:]
corners_hist_new[i] = 1 # mutate the relevant corner
nextValue = nextState + tuple(corners_hist_new)
else: # we did not hit a corner
nextValue = nextState + tuple(corners_hist_old)
cost = self.costFn(nextValue)
successors.append( ( nextValue, action, cost) )
self._expanded += 1
return successors
示例11: tinyMazeSearch
# 需要导入模块: from game import Directions [as 别名]
# 或者: from game.Directions import WEST [as 别名]
def tinyMazeSearch(problem):
"""
Returns a sequence of moves that solves tinyMaze. For any other maze, the
sequence of moves will be incorrect, so only use this for tinyMaze.
"""
from game import Directions
s = Directions.SOUTH
w = Directions.WEST
return [s, s, w, s, w, w, s, w]
示例12: getAction
# 需要导入模块: from game import Directions [as 别名]
# 或者: from game.Directions import WEST [as 别名]
def getAction(self, state):
"The agent receives a GameState (defined in pacman.py)."
if Directions.WEST in state.getLegalPacmanActions():
return Directions.WEST
else:
return Directions.STOP
#######################################################
# This portion is written for you, but will only work #
# after you fill in parts of search.py #
#######################################################
示例13: getSuccessors
# 需要导入模块: from game import Directions [as 别名]
# 或者: from game.Directions import WEST [as 别名]
def getSuccessors(self, state):
"""
Returns successor states, the actions they require, and a cost of 1.
As noted in search.py:
For a given state, this should return a list of triples,
(successor, action, stepCost), where 'successor' is a
successor to the current state, 'action' is the action
required to get there, and 'stepCost' is the incremental
cost of expanding to that successor
"""
successors = []
for action in [Directions.NORTH, Directions.SOUTH, Directions.EAST, Directions.WEST]:
x,y = state
dx, dy = Actions.directionToVector(action)
nextx, nexty = int(x + dx), int(y + dy)
if not self.walls[nextx][nexty]:
nextState = (nextx, nexty)
cost = self.costFn(nextState)
successors.append( ( nextState, action, cost) )
# Bookkeeping for display purposes
self._expanded += 1 # DO NOT CHANGE
if state not in self._visited:
self._visited[state] = True
self._visitedlist.append(state)
return successors
示例14: getSuccessors
# 需要导入模块: from game import Directions [as 别名]
# 或者: from game.Directions import WEST [as 别名]
def getSuccessors(self, state):
"""
Returns successor states, the actions they require, and a cost of 1.
As noted in search.py:
For a given state, this should return a list of triples, (successor,
action, stepCost), where 'successor' is a successor to the current
state, 'action' is the action required to get there, and 'stepCost'
is the incremental cost of expanding to that successor
"""
successors = []
for action in [Directions.NORTH, Directions.SOUTH, Directions.EAST, Directions.WEST]:
# Add a successor state to the successor list if the action is legal
# Here's a code snippet for figuring out whether a new position hits a wall:
# x,y = currentPosition
# dx, dy = Actions.directionToVector(action)
# nextx, nexty = int(x + dx), int(y + dy)
# hitsWall = self.walls[nextx][nexty]
"*** YOUR CODE HERE ***"
cornersNotVisited = state[1]
x,y = state[0]
dx, dy = Actions.directionToVector(action)
nextx, nexty = int(x + dx), int(y + dy)
hitsWall = self.walls[nextx][nexty]
if not hitsWall:
if (nextx, nexty) in state[1]:
cornersNotVisited = filter(lambda a: a != (nextx, nexty), cornersNotVisited) #remove visited corner
nextState = ((nextx, nexty), cornersNotVisited)
cost = 1
successors.append((nextState, action, cost))
self._expanded += 1 # DO NOT CHANGE
return successors
示例15: getSuccessors
# 需要导入模块: from game import Directions [as 别名]
# 或者: from game.Directions import WEST [as 别名]
def getSuccessors(self, state):
"""
Returns successor states, the actions they require, and a cost of 1.
For a given state, this should return a list of triples,
(successor, action, stepCost), where 'successor' is a
successor to the current state, 'action' is the action
required to get there, and 'stepCost' is the incremental
cost of expanding to that successor
"""
successors = []
for action in [Directions.NORTH, Directions.SOUTH, Directions.EAST, Directions.WEST]:
x,y = state
dx, dy = Actions.directionToVector(action)
nextx, nexty = int(x + dx), int(y + dy)
if not self.walls[nextx][nexty]:
nextState = (nextx, nexty)
cost = self.costFn(nextState)
successors.append( ( nextState, action, cost) )
# Bookkeeping for display purposes
self._expanded += 1 # DO NOT CHANGE
if state not in self._visited:
self._visited[state] = True
self._visitedlist.append(state)
return successors