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"""Implement Agents and Environments (Chapters 1-2).
The class hierarchies are as follows:
Object ## A physical object that can exist in an environment
Agent
Wumpus
RandomAgent
ReflexVacuumAgent
...
Dirt
Wall
...
Environment ## An environment holds objects, runs simulations
XYEnvironment
VacuumEnvironment
WumpusEnvironment
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 *
import random, copy
#______________________________________________________________________________
"""This represents any physical object that can appear in an Environment.
You subclass Object to get the objects you want. Each object can have a
.__name__ slot (used for output only)."""
def __repr__(self):
return '<%s>' % getattr(self, '__name__', self.__class__.__name__)
def is_alive(self):
"""Objects that are 'alive' should return true."""
return hasattr(self, 'alive') and self.alive
"""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):
# Do we need this?
"""Display an image of this Object on the canvas."""
pass
class Agent(Object):
"""An Agent is a subclass of Object 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
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.
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.alive = True
if program is None:
def program(percept):
return raw_input('Percept=%s; action? ' % percept)
self.program = program
"""Returns True if this agent can grab this object.
Override for appropriate subclasses of Agent and Object."""
return False
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 '%s perceives %s and does %s' % (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."
def program(percept):
return random.choice(actions)
return program
#______________________________________________________________________________
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
#______________________________________________________________________________
loc_A, loc_B = (0, 0), (1, 0) # The two locations for the Vacuum world
def RandomVacuumAgent():
"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]"
def program((location, status)):
if status == 'Dirty': return 'Suck'
elif location == loc_A: return 'Right'
elif location == loc_B: return 'Left'
return Agent(program)
def ModelBasedVacuumAgent():
"An agent that keeps track of what locations are clean or dirty."
model = {loc_A: None, loc_B: None}
def program((location, status)):
"Same as ReflexVacuumAgent, except if everything is clean, do NoOp."
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'
return Agent(program)
#______________________________________________________________________________
"""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 .objects and .agents (which is a subset
of .objects). Each agent has a .performance slot, initialized to 0.
Each object has a .location slot, even though some environments may not
need this."""
def __init__(self):
self.objects = []
self.agents = []
return [] ## List of classes that can go into environment
def percept(self, agent):
"Return the percept that the agent sees at this point. (Implement this.)"
abstract
def execute_action(self, agent, action):
"Change the world to reflect this action. (Implement this.)"
abstract
def default_location(self, object):
"Default location to place a new object with unspecified location."
return None
def exogenous_change(self):
"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."
for agent in self.agents:
if agent.is_alive(): return False
return True
def step(self):
"""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 = [agent.program(self.percept(agent))
for agent in self.agents]
for (agent, action) in zip(self.agents, actions):
self.exogenous_change()
def run(self, steps=1000):
"""Run the Environment for given number of time steps."""
for step in range(steps):
if self.is_done(): return
self.step()
def list_objects_at(self, location, oclass=Object):
"Return all objects exactly at a given location."
return [obj for obj in self.objects
if obj.location == location and isinstance(obj, oclass)]
def some_objects_at(self, location, oclass=Object):
"""Return true if at least one of the objects at location
is an instance of class oclass (or a subclass)."""
return self.list_objects_at(location, oclass) != []
def add_object(self, obj, location=None):
"""Add an object to the environment, setting its location. Also keep
track of objects that are agents. Shouldn't need to override this."""
obj.location = location or self.default_location(obj)
self.objects.append(obj)
if isinstance(obj, Agent):
obj.performance = 0
self.agents.append(obj)
"""Remove an object from the environment."""
try:
self.objects.remove(obj)
except ValueError, e:
print e
print " in Environment delete_object"
print " Object to be removed: %s at %s" % (obj, obj.location)
print " from list: %s" % [(obj, obj.location)
for obj in self.objects]
if obj in self.agents:
self.agents.remove(obj)
"""This class is for environments on a 2D plane, with locations
labelled by (x, y) points, either discrete or continuous.
Agents perceive objects 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 objects
that are held."""
def __init__(self, width=10, height=10):
super(XYEnvironment, self).__init__()
update(self, width=width, height=height, observers=[])
def objects_near(self, location, radius=None):
"Return all objects within radius of location."
if radius is None: radius = self.perceptible_distance
radius2 = radius * radius
return [obj for obj in self.objects
if distance2(location, obj.location) <= radius2]
perceptible_distance = 1
def percept(self, agent):
"By default, agent perceives objects within a default radius."
return [self.object_percept(obj, agent)
for obj in self.objects_near(agent.location)]
def execute_action(self, agent, action):
agent.bump = False
if action == 'TurnRight':
agent.heading = self.turn_heading(agent.heading, -1)
elif action == 'TurnLeft':
agent.heading = self.turn_heading(agent.heading, +1)
elif action == 'Forward':
self.move_to(agent, vector_add(agent.heading, agent.location))
# elif action == 'Grab':
# objs = [obj for obj in self.list_objects_at(agent.location)
# if agent.can_grab(obj)]
# if objs:
# agent.holding.append(objs[0])
elif action == 'Release':
if agent.holding:
agent.holding.pop()
def object_percept(self, obj, agent): #??? Should go to object?
"Return the percept for this object."
return obj.__class__.__name__
def default_location(self, object):
return (random.choice(self.width), random.choice(self.height))
def move_to(self, obj, destination):
"Move an object to a new location."
obj.bump = self.some_objects_at(destination, Obstacle)
if not obj.bump:
obj.location = destination
for o in self.observers:
o.object_moved(obj)
def add_object(self, obj, location=(1, 1)):
super(XYEnvironment, self).add_object(obj, location)
obj.holding = []
obj.held = None
for obs in self.observers:
obs.object_added(obj)
super(XYEnvironment, self).delete_object(obj)
# Any more to do? Object holding anything or being held?
for obs in self.observers:
obs.object_deleted(obj)
def add_walls(self):
"Put walls around the entire perimeter of the grid."
for x in range(self.width):
self.add_object(Wall(), (x, 0))
self.add_object(Wall(), (x, self.height-1))
for y in range(self.height):
self.add_object(Wall(), (0, y))
self.add_object(Wall(), (self.width-1, y))
"""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_object,
by calling the observer's methods object_moved(obj, old_loc, new_loc)
and object_added(obj, 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)
class Obstacle(Object):
"""Something that can cause a bump, preventing an agent from
moving into the same square it's in."""
pass
#______________________________________________________________________________
## Vacuum environment
class Dirt(Object):
"""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)
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."""
status = if_(self.some_objects_at(agent.location, Dirt),
'Dirty', 'Clean')
bump = if_(agent.bump, 'Bump', 'None')
return (status, bump)
def execute_action(self, agent, action):
if action == 'Suck':
dirt_list = self.list_objects_at(agent.location, Dirt)
if dirt_list != []:
dirt = dirt_list[0]
self.delete_object(dirt)
else:
super(VacuumEnvironment, self).execute_action(agent, action)
agent.performance -= 1
"""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."""
def __init__(self):
super(TrivialVacuumEnvironment, self).__init__()
self.status = {loc_A: random.choice(['Clean', 'Dirty']),
loc_B: random.choice(['Clean', 'Dirty'])}
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'
def default_location(self, object):
"Agents start in either location at random."
return random.choice([loc_A, loc_B])
#______________________________________________________________________________
## The Wumpus World
class Gold(Object): pass
class Pit(Object): pass
class Arrow(Object): pass
class WumpusEnvironment(XYEnvironment):
def __init__(self, width=10, height=10):
super(WumpusEnvironment, self).__init__(width, height)
self.add_walls()
return [Wall, Gold, Pit, Arrow, Wumpus, Explorer]
## Needs a lot of work ...
#______________________________________________________________________________
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.
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)]
return [(A, test_agent(A, steps, copy.deepcopy(envs)))
for A in AgentFactories]
def test_agent(AgentFactory, steps, envs):
"Return the mean score of running an agent in each of the envs, for steps"
agent = AgentFactory()
env.add_object(agent)
env.run(steps)
#_________________________________________________________________________
__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.run(5)
## Environments, and some agents, are randomized, so the best we can
## give is a range of expected scores. If this test fails, it does
## not necessarily mean something is wrong.
>>> envs = [TrivialVacuumEnvironment() for i in range(100)]
>>> def testv(A): return test_agent(A, 4, copy.deepcopy(envs))
>>> 7 < testv(ModelBasedVacuumAgent) < 11
True
>>> 5 < testv(ReflexVacuumAgent) < 9
True
>>> 2 < testv(TableDrivenVacuumAgent) < 6
True
>>> 0.5 < testv(RandomVacuumAgent) < 3
True
"""
#______________________________________________________________________________
# GUI - Graphical User Interface for Environments
# If you do not have Tkinter installed, either get a new installation of Python
# (Tkinter is standard in all new releases), or delete the rest of this file
# and muddle through without a GUI.
import Tkinter as tk
def __init__(self, env, title = 'AIMA GUI', cellwidth=50, n=10):
# Initialize window
super(EnvGUI, self).__init__()
self.title(title)
# Create components
canvas = EnvCanvas(self, env, cellwidth, n)
toolbar = EnvToolbar(self, env, canvas)
for w in [canvas, toolbar]:
w.pack(side="bottom", fill="x", padx="3", pady="3")
super(EnvToolbar, self).__init__(parent, relief='raised', bd=2)
# Initialize instance variables
self.env = env
self.canvas = canvas
self.running = False
self.speed = 1.0
# Create buttons and other controls
for txt, cmd in [('Step >', self.env.step),
('Run >>', self.run),
('Stop [ ]', self.stop),
('List objects', self.list_objects),
('List agents', self.list_agents)]:
tk.Button(self, text=txt, command=cmd).pack(side='left')
tk.Label(self, text='Speed').pack(side='left')
scale = tk.Scale(self, orient='h',
from_=(1.0), to=10.0, resolution=1.0,
command=self.set_speed)
scale.set(self.speed)
scale.pack(side='left')
def run(self):
print 'run'
self.running = True
self.background_run()
def stop(self):
print 'stop'
self.running = False
def background_run(self):
if self.running:
self.env.step()
# ms = int(1000 * max(float(self.speed), 0.5))
#ms = max(int(1000 * float(self.delay)), 1)
delay_sec = 1.0 / max(self.speed, 1.0) # avoid division by zero
ms = int(1000.0 * delay_sec) # seconds to milliseconds
self.after(ms, self.background_run)
print "Objects in the environment:"
for obj in self.env.objects:
print "%s at %s" % (obj, obj.location)
print "Agents in the environment:"
for agt in self.env.agents:
print "%s at %s" % (agt, agt.location)
self.speed = float(speed)