agents.py 30,4 ko
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"""Implement Agents and Environments (Chapters 1-2).

The class hierarchies are as follows:

Thing ## A physical object that can exist in an environment
Environment ## An environment holds objects, runs simulations
    XYEnvironment
        VacuumEnvironment
        WumpusEnvironment

An agent program is a callable instance, taking percepts and choosing actions
    SimpleReflexAgentProgram
    ...

EnvGUI ## A window with a graphical representation of the Environment

EnvToolbar ## contains buttons for controlling EnvGUI

EnvCanvas ## Canvas to display the environment of an EnvGUI
# TO DO:
# Implement grabbing correctly.
# When an object is grabbed, does it still have a location?
# What if it is released?
# What if the grabbed or the grabber is deleted?
# What if the grabber moves?
#
# Speed control in GUI does not have any effect -- fix it.

from utils import mean
from grid import distance2
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import random
import copy
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import collections
# ______________________________________________________________________________
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    """This represents any physical object that can appear in an Environment.
    You subclass Thing to get the things you want.  Each thing can have a
    .__name__  slot (used for output only)."""
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        return '<{}>'.format(getattr(self, '__name__', self.__class__.__name__))
        "Things that are 'alive' should return true."
        return hasattr(self, 'alive') and self.alive

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    def show_state(self):
        "Display the agent's internal state.  Subclasses should override."
        print("I don't know how to show_state.")
    def display(self, canvas, x, y, width, height):
        "Display an image of this Thing on the canvas."
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    """An Agent is a subclass of Thing with one required slot,
    .program, which should hold a function that takes one argument, the
    percept, and returns an action. (What counts as a percept or action
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    will depend on the specific environment in which the agent exists.)
    Note that 'program' is a slot, not a method.  If it were a method,
    then the program could 'cheat' and look at aspects of the agent.
    It's not supposed to do that: the program can only look at the
    percepts.  An agent program that needs a model of the world (and of
    the agent itself) will have to build and maintain its own model.
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    There is an optional slot, .performance, which is a number giving
    the performance measure of the agent in its environment."""

    def __init__(self, program=None):
        self.bump = False
        if program is None:
            def program(percept):
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                return eval(input('Percept={}; action? ' .format(percept)))
        assert isinstance(program, collections.Callable)
    def can_grab(self, thing):
        """Returns True if this agent can grab this thing.
        Override for appropriate subclasses of Agent and Thing."""
def TraceAgent(agent):
    """Wrap the agent's program to print its input and output. This will let
    you see what the agent is doing in the environment."""
    old_program = agent.program
    def new_program(percept):
        action = old_program(percept)
        print('{} perceives {} and does {}'.format(agent, percept, action))
        return action
    agent.program = new_program
    return agent

# ______________________________________________________________________________
def TableDrivenAgentProgram(table):
    """This agent selects an action based on the percept sequence.
    It is practical only for tiny domains.
    To customize it, provide as table a dictionary of all
    {percept_sequence:action} pairs. [Fig. 2.7]"""
    percepts = []
    def program(percept):
        percepts.append(percept)
        action = table.get(tuple(percepts))
        return action
    return program
def RandomAgentProgram(actions):
    "An agent that chooses an action at random, ignoring all percepts."
    return lambda percept: random.choice(actions)
# ______________________________________________________________________________
def SimpleReflexAgentProgram(rules, interpret_input):
    "This agent takes action based solely on the percept. [Fig. 2.10]"
    def program(percept):
        state = interpret_input(percept)
        rule = rule_match(state, rules)
        action = rule.action
        return action
    return program
def ModelBasedReflexAgentProgram(rules, update_state):
    "This agent takes action based on the percept and state. [Fig. 2.12]"
    def program(percept):
        program.state = update_state(program.state, program.action, percept)
        rule = rule_match(program.state, rules)
        action = rule.action
        return action
    program.state = program.action = None
    return program
def rule_match(state, rules):
    "Find the first rule that matches state."
    for rule in rules:
        if rule.matches(state):
            return rule
# ______________________________________________________________________________
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loc_A, loc_B = (0, 0), (1, 0)  # The two locations for the Vacuum world
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    "Randomly choose one of the actions from the vacuum environment."
    return Agent(RandomAgentProgram(['Right', 'Left', 'Suck', 'NoOp']))


def TableDrivenVacuumAgent():
    "[Fig. 2.3]"
    table = {((loc_A, 'Clean'),): 'Right',
             ((loc_A, 'Dirty'),): 'Suck',
             ((loc_B, 'Clean'),): 'Left',
             ((loc_B, 'Dirty'),): 'Suck',
             ((loc_A, 'Clean'), (loc_A, 'Clean')): 'Right',
             ((loc_A, 'Clean'), (loc_A, 'Dirty')): 'Suck',
             # ...
             ((loc_A, 'Clean'), (loc_A, 'Clean'), (loc_A, 'Clean')): 'Right',
             ((loc_A, 'Clean'), (loc_A, 'Clean'), (loc_A, 'Dirty')): 'Suck',
             # ...
             }
    return Agent(TableDrivenAgentProgram(table))
def ReflexVacuumAgent():
    "A reflex agent for the two-state vacuum environment. [Fig. 2.8]"
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    def program(percept):
        location, status = percept
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        if status == 'Dirty':
            return 'Suck'
        elif location == loc_A:
            return 'Right'
        elif location == loc_B:
            return 'Left'
def ModelBasedVacuumAgent():
    "An agent that keeps track of what locations are clean or dirty."
    model = {loc_A: None, loc_B: None}
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    def program(percept):
        "Same as ReflexVacuumAgent, except if everything is clean, do NoOp."
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        location, status = percept
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        model[location] = status  # Update the model here
        if model[loc_A] == model[loc_B] == 'Clean':
            return 'NoOp'
        elif status == 'Dirty':
            return 'Suck'
        elif location == loc_A:
            return 'Right'
        elif location == loc_B:
            return 'Left'
# ______________________________________________________________________________
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class Environment(object):
    """Abstract class representing an Environment.  'Real' Environment classes
    inherit from this. Your Environment will typically need to implement:
        percept:           Define the percept that an agent sees.
        execute_action:    Define the effects of executing an action.
                           Also update the agent.performance slot.
    The environment keeps a list of .things and .agents (which is a subset
    of .things). Each agent has a .performance slot, initialized to 0.
    Each thing has a .location slot, even though some environments may not
    def __init__(self):
        self.agents = []
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        return []  # List of classes that can go into environment
        '''
            Return the percept that the agent sees at this point.
            (Implement this.)
        '''
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        raise NotImplementedError

    def execute_action(self, agent, action):
        "Change the world to reflect this action. (Implement this.)"
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        raise NotImplementedError
    def default_location(self, thing):
        "Default location to place a new thing with unspecified location."
        return None

    def exogenous_change(self):
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        "If there is spontaneous change in the world, override this."
        pass

    def is_done(self):
        "By default, we're done when we can't find a live agent."
        return not any(agent.is_alive() for agent in self.agents)
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        """Run the environment for one time step. If the
        actions and exogenous changes are independent, this method will
        do.  If there are interactions between them, you'll need to
        override this method."""
        if not self.is_done():
            actions = []
            for agent in self.agents:
                if agent.alive:
                    actions.append(agent.program(self.percept(agent)))
                else:
                    actions.append("")
            for (agent, action) in zip(self.agents, actions):
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                self.execute_action(agent, action)
            self.exogenous_change()

    def run(self, steps=1000):
        "Run the Environment for given number of time steps."
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        for step in range(steps):
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            if self.is_done():
                return
    def list_things_at(self, location, tclass=Thing):
        "Return all things exactly at a given location."
        return [thing for thing in self.things
                if thing.location == location and isinstance(thing, tclass)]
    def some_things_at(self, location, tclass=Thing):
        """Return true if at least one of the things at location
        is an instance of class tclass (or a subclass)."""
        return self.list_things_at(location, tclass) != []

    def add_thing(self, thing, location=None):
        """Add a thing to the environment, setting its location. For
        convenience, if thing is an agent program we make a new agent
        for it. (Shouldn't need to override this."""
        if not isinstance(thing, Thing):
            thing = Agent(thing)
        assert thing not in self.things, "Don't add the same thing twice"
        thing.location = location if location is not None else self.default_location(thing)
        self.things.append(thing)
        if isinstance(thing, Agent):
            thing.performance = 0
            self.agents.append(thing)

    def delete_thing(self, thing):
        """Remove a thing from the environment."""
            print(e)
            print("  in Environment delete_thing")
            print("  Thing to be removed: {} at {}" .format(thing, thing.location))
            print("  from list: {}" .format([(thing, thing.location) for thing in self.things]))
        if thing in self.agents:
            self.agents.remove(thing)
class Direction():
    '''A direction class for agents that want to move in a 2D plane
        Usage:
            d = Direction("Down")
            To change directions:
            d = d + "right" or d = d + Direction.R #Both do the same thing
            Note that the argument to __add__ must be a string and not a Direction object.
            Also, it (the argument) can only be right or left. '''
    def __init__(self, direction):
        self.direction = direction
    def __add__(self, heading):
        if self.direction == self.R:
            return{
                self.R: Direction(self.D),
                self.L: Direction(self.U),
            }.get(heading, None)
        elif self.direction == self.L:
            return{
                self.R: Direction(self.U),
                self.L: Direction(self.L),
            }.get(heading, None)
        elif self.direction == self.U:
            return{
                self.R: Direction(self.R),
                self.L: Direction(self.L),
            }.get(heading, None)
        elif self.direction == self.D:
            return{
                self.R: Direction(self.L),
                self.L: Direction(self.R),
            }.get(heading, None)
    def move_forward(self, from_location):
        x,y = from_location
        if self.direction == self.R:
            return (x+1, y)
        elif self.direction == self.L:
            return (x-1, y)
        elif self.direction == self.U:
            return (x, y-1)
        elif self.direction == self.D:
            return (x, y+1)
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class XYEnvironment(Environment):
    """This class is for environments on a 2D plane, with locations
    labelled by (x, y) points, either discrete or continuous.
    Agents perceive things within a radius.  Each agent in the
    environment has a .location slot which should be a location such
    as (0, 1), and a .holding slot, which should be a list of things
    def __init__(self, width=10, height=10):
        super(XYEnvironment, self).__init__()

        self.width = width
        self.height = height
        self.observers = []
        #Sets iteration start and end (no walls).
        self.x_start,self.y_start = (0,0)
        self.x_end,self.y_end = (self.width, self.height)
    def things_near(self, location, radius=None):
        "Return all things within radius of location."
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        if radius is None:
            radius = self.perceptible_distance
        return [(thing, radius2 - distance2(location, thing.location)) for thing in self.things
                if distance2(location, thing.location) <= radius2]
        '''By default, agent perceives things within a default radius.'''
        return self.things_near(agent.location)

    def execute_action(self, agent, action):
            agent.direction = agent.direction + Direction.R
            agent.direction = agent.direction + Direction.L
            agent.bump = self.move_to(agent, agent.direction.move_forward(agent.location))
#             things = [thing for thing in self.list_things_at(agent.location)
#                     if agent.can_grab(thing)]
#             if things:
#                 agent.holding.append(things[0])
        elif action == 'Release':
            if agent.holding:
                agent.holding.pop()

        return (random.choice(self.width), random.choice(self.height))

    def move_to(self, thing, destination):
        '''Move a thing to a new location. Returns True on success or False if there is an Obstacle
            If thing is grabbing anything, they move with him '''
        thing.bump = self.some_things_at(destination, Obstacle)
        if not thing.bump:
            thing.location = destination
            for o in self.observers:
            for t in thing.holding:
                self.delete_thing(t)
                self.add_thing(t, destination)
                t.location = destination
        return thing.bump

    # def add_thing(self, thing, location=(1, 1)):
    #     super(XYEnvironment, self).add_thing(thing, location)
    #     thing.holding = []
    #     thing.held = None
    #     for obs in self.observers:
    #         obs.thing_added(thing)
    def add_thing(self, thing, location=(1, 1), exclude_duplicate_class_items = False):
        '''Adds things to the world.
            If (exclude_duplicate_class_items) then the item won't be added if the location
            has at least one item of the same class'''
        if (self.is_inbounds(location)):
            if (exclude_duplicate_class_items and
                any(isinstance(t, thing.__class__) for t in self.list_things_at(location))):
                    return
            super(XYEnvironment, self).add_thing(thing, location)
    def is_inbounds(self, location):
        '''Checks to make sure that the location is inbounds (within walls if we have walls)'''
        x,y = location
        return not (x < self.x_start or x >= self.x_end or y < self.y_start or y >= self.y_end)
    def random_location_inbounds(self, exclude = None):
        '''Returns a random location that is inbounds (within walls if we have walls)'''
        location = (random.randint(self.x_start, self.x_end), random.randint(self.y_start, self.y_end))
        if exclude is not None:
            while(location == exclude):
                location = (random.randint(self.x_start, self.x_end), random.randint(self.y_start, self.y_end))
        return location
        '''Deletes thing, and everything it is holding (if thing is an agent)'''
        if isinstance(thing, Agent):
            for obj in thing.holding:
                super(XYEnvironment, self).delete_thing(obj)
                for obs in self.observers:
                    obs.thing_deleted(obj)
        super(XYEnvironment, self).delete_thing(thing)
        '''Put walls around the entire perimeter of the grid.'''
            self.add_thing(Wall(), (x, 0))
            self.add_thing(Wall(), (x, self.height-1))
        for y in range(self.height):
            self.add_thing(Wall(), (0, y))
            self.add_thing(Wall(), (self.width-1, y))
        #Updates iteration start and end (with walls).
        self.x_start,self.y_start = (1,1)
        self.x_end,self.y_end = (self.width-1, self.height-1)
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    def add_observer(self, observer):
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        """Adds an observer to the list of observers.
        An observer is typically an EnvGUI.
        Each observer is notified of changes in move_to and add_thing,
        by calling the observer's methods thing_moved(thing)
        and thing_added(thing, loc)."""
        self.observers.append(observer)
    def turn_heading(self, heading, inc):
        "Return the heading to the left (inc=+1) or right (inc=-1) of heading."
        return turn_heading(heading, inc)
    """Something that can cause a bump, preventing an agent from
    moving into the same square it's in."""
    pass

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class Wall(Obstacle):
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    pass


# ______________________________________________________________________________
# Continuous environment

class ContinuousWorld(Environment):
    """ Model for Continuous World. """
    def __init__(self, width=10, height=10):
        super(ContinuousWorld, self).__init__()
        self.width = width
        self.height = height

    def add_obstacle(self, coordinates):
        self.things.append(PolygonObstacle(coordinates))


class PolygonObstacle(Obstacle):
    def __init__(self, coordinates):
        """ Coordinates is a list of tuples. """
        super(PolygonObstacle, self).__init__()
        self.coordinates = coordinates

# ______________________________________________________________________________
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# Vacuum environment

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    pass
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class VacuumEnvironment(XYEnvironment):
    """The environment of [Ex. 2.12]. Agent perceives dirty or clean,
    and bump (into obstacle) or not; 2D discrete world of unknown size;
    performance measure is 100 for each dirt cleaned, and -1 for
    each turn taken."""

    def __init__(self, width=10, height=10):
        super(VacuumEnvironment, self).__init__(width, height)
        self.add_walls()

        return [Wall, Dirt, ReflexVacuumAgent, RandomVacuumAgent,
                TableDrivenVacuumAgent, ModelBasedVacuumAgent]

    def percept(self, agent):
        """The percept is a tuple of ('Dirty' or 'Clean', 'Bump' or 'None').
        Unlike the TrivialVacuumEnvironment, location is NOT perceived."""
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        status = ('Dirty' if self.some_things_at(
            agent.location, Dirt) else 'Clean')
        bump = ('Bump' if agent.bump else'None')
        return (status, bump)

    def execute_action(self, agent, action):
        if action == 'Suck':
            dirt_list = self.list_things_at(agent.location, Dirt)
            if dirt_list != []:
                dirt = dirt_list[0]
                agent.performance += 100
        else:
            super(VacuumEnvironment, self).execute_action(agent, action)
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        if action != 'NoOp':
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class TrivialVacuumEnvironment(Environment):
    """This environment has two locations, A and B. Each can be Dirty
    or Clean.  The agent perceives its location and the location's
    status. This serves as an example of how to implement a simple
    Environment."""
        super(TrivialVacuumEnvironment, self).__init__()
        self.status = {loc_A: random.choice(['Clean', 'Dirty']),
                       loc_B: random.choice(['Clean', 'Dirty'])}
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        return [Wall, Dirt, ReflexVacuumAgent, RandomVacuumAgent,
                TableDrivenVacuumAgent, ModelBasedVacuumAgent]
    def percept(self, agent):
        "Returns the agent's location, and the location status (Dirty/Clean)."
        return (agent.location, self.status[agent.location])

    def execute_action(self, agent, action):
        """Change agent's location and/or location's status; track performance.
        Score 10 for each dirt cleaned; -1 for each move."""
        if action == 'Right':
            agent.location = loc_B
            agent.performance -= 1
        elif action == 'Left':
            agent.location = loc_A
            agent.performance -= 1
        elif action == 'Suck':
            if self.status[agent.location] == 'Dirty':
                agent.performance += 10
            self.status[agent.location] = 'Clean'

        "Agents start in either location at random."
        return random.choice([loc_A, loc_B])

# ______________________________________________________________________________
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# The Wumpus World


class Gold(Thing):
    def __eq__(self, rhs):
        '''All Gold are equal'''
        return rhs.__class__ == Gold
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    pass

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class Pit(Thing):
    pass

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class Arrow(Thing):
    pass

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    pass

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class Explorer(Agent):
    def can_grab(self, thing):
        '''Explorer can only grab gold'''
        return thing.__class__ == Gold


class WumpusEnvironment(XYEnvironment):
    pit_probability = 0.2 #Probability to spawn a pit in a location. (From Chapter 7.2)
    #Room should be 4x4 grid of rooms. The extra 2 for walls
    def __init__(self, agent_program, width=6, height=6):
        super(WumpusEnvironment, self).__init__(width, height)
        '''Spawn items to the world based on probabilities from the book'''
        for x in range(self.x_start, self.x_end):
            for y in range(self.y_start, self.y_end):
                if random.random() < self.pit_probability:
                    self.add_thing(Pit(), (x,y), True)
                    self.add_thing(Breeze(), (x - 1,y), True)
                    self.add_thing(Breeze(), (x,y - 1), True)
                    self.add_thing(Breeze(), (x + 1,y), True)
                    self.add_thing(Breeze(), (x,y + 1), True)
        w_x, w_y = self.random_location_inbounds(exclude = (1,1))
        self.add_thing(Wumpus(lambda x: ""), (w_x, w_y), True)
        self.add_thing(Stench(), (w_x - 1, w_y), True)
        self.add_thing(Stench(), (w_x + 1, w_y), True)
        self.add_thing(Stench(), (w_x, w_y - 1), True)
        self.add_thing(Stench(), (w_x, w_y + 1), True)
        self.add_thing(Gold(), self.random_location_inbounds(exclude = (1,1)), True)
        #self.add_thing(Gold(), (2,1), True)  Making debugging a whole lot easier

        self.add_thing(Explorer(program), (1,1), True)
    def get_world(self, show_walls = True):
        '''returns the items in the world'''
        result = []
        x_start,y_start = (0,0)  if show_walls else (1,1)
        x_end,y_end = (self.width, self.height) if show_walls else (self.width - 1, self.height - 1)
    def percepts_from(self, agent, location, tclass = Thing):
        '''Returns percepts from a given location, and replaces some items with percepts from chapter 7.'''
        thing_percepts = {
            Gold: Glitter(),
            Wall: Bump(),
            Wumpus: Stench(),
            Pit: Breeze()
            }
        '''Agents don't need to get their percepts'''
        thing_percepts[agent.__class__] = None
        '''Gold only glitters in its cell'''
        if location != agent.location:
            thing_percepts[Gold] = None
        result = [thing_percepts.get(thing.__class__, thing) for thing in self.things
                if thing.location == location and isinstance(thing, tclass)]
        return result if len(result) else [None]
    def percept(self, agent):
        '''Returns things in adjacent (not diagonal) cells of the agent.
            Result format: [Left, Right, Up, Down, Center / Current location]'''
        x,y = agent.location
        result = []
        result.append(self.percepts_from(agent, (x - 1,y)))
        result.append(self.percepts_from(agent, (x + 1,y)))
        result.append(self.percepts_from(agent, (x,y - 1)))
        result.append(self.percepts_from(agent, (x,y + 1)))
        result.append(self.percepts_from(agent, (x,y)))
        '''The wumpus gives out a a loud scream once it's killed.'''
        wumpus = [thing for thing in self.things if isinstance(thing, Wumpus)]
        if len(wumpus) and not wumpus[0].alive and not wumpus[0].screamed:
            result[-1].append(Scream())
            wumpus[0].screamed = True
    def execute_action(self, agent, action):
        '''Modify the state of the environment based on the agent's actions
            Performance score taken directly out of the book'''
        if isinstance(agent, Explorer) and self.in_danger(agent):
            return
        agent.bump = False
        if action == 'TurnRight':
            agent.direction = agent.direction + Direction.R
            agent.performance -= 1
        elif action == 'TurnLeft':
            agent.direction = agent.direction + Direction.L
            agent.performance -= 1
        elif action == 'Forward':
            agent.bump = self.move_to(agent, agent.direction.move_forward(agent.location))
            agent.performance -= 1
        elif action == 'Grab':
            things = [thing for thing in self.list_things_at(agent.location)
                    if agent.can_grab(thing)]
            if len(things):
                print("Grabbing", things[0].__class__.__name__)
                if len(things):
                    agent.holding.append(things[0])
            agent.performance -= 1
        elif action == 'Climb':
            if agent.location == (1,1): #Agent can only climb out of (1,1)
                agent.performance += 1000 if Gold() in agent.holding else 0
                self.delete_thing(agent)
        elif action == 'Shoot':
            '''The arrow travels straight down the path the agent is facing'''
            if agent.has_arrow:
                arrow_travel = agent.direction.move_forward(agent.location)
                while(self.is_inbounds(arrow_travel)):
                    wumpus = [thing for thing in self.list_things_at(arrow_travel)
                              if isinstance(thing, Wumpus)]
                    if len(wumpus):
                        wumpus[0].alive = False
                        break
                    arrow_travel = agent.direction.move_forward(agent.location)
                agent.has_arrow = False
    def in_danger(self, agent):
        '''Checks if Explorer is in danger (Pit or Wumpus), if he is, kill him'''
        for thing in self.list_things_at(agent.location):
            if isinstance(thing, Pit) or (isinstance(thing, Wumpus) and thing.alive):
                agent.alive = False
                agent.performance -= 1000
                agent.killed_by = thing.__class__.__name__
    def is_done(self):
        '''The game is over when the Explorer is killed
            or if he climbs out of the cave only at (1,1)'''
        explorer = [agent for agent in self.agents if isinstance(agent, Explorer) ]
        if len(explorer):
                if explorer[0].alive:
                       return False
                else:
                    print("Death by {} [-1000].".format(explorer[0].killed_by))
        else:
            print("Explorer climbed out {}."
                  .format("with Gold [+1000]!" if Gold() not in self.things else "without Gold [+0]"))
        return True
    #Almost done. Arrow needs to be implemented
# ______________________________________________________________________________

def compare_agents(EnvFactory, AgentFactories, n=10, steps=1000):
    """See how well each of several agents do in n instances of an environment.
    Pass in a factory (constructor) for environments, and several for agents.
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    Create n instances of the environment, and run each agent in copies of
    each one for steps. Return a list of (agent, average-score) tuples."""
    envs = [EnvFactory() for i in range(n)]
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    return [(A, test_agent(A, steps, copy.deepcopy(envs)))
def test_agent(AgentFactory, steps, envs):
    "Return the mean score of running an agent in each of the envs, for steps"
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    def score(env):
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        return agent.performance
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    return mean(list(map(score, envs)))
# _________________________________________________________________________
__doc__ += """
>>> a = ReflexVacuumAgent()
>>> a.program((loc_A, 'Clean'))
'Right'
>>> a.program((loc_B, 'Clean'))
'Left'
>>> a.program((loc_A, 'Dirty'))
'Suck'
>>> a.program((loc_A, 'Dirty'))
'Suck'

>>> e = TrivialVacuumEnvironment()
>>> e.add_thing(ModelBasedVacuumAgent())