我似乎不明白为什么我老是犯这个错误。命令行错误回溯如下所示:
下面这段代码的目的是给Pacman提供人工智能;让他远离未受保护的鬼魂,同时吃掉地图上所有的食物和胶囊。大部分代码是由教授为一个AI类提供的,可以找到here。在
evaluationFunction方法返回一个非常简单的启发式值,该值考虑了与鬼魂、食物和胶囊的距离。getAction函数位于我的ExpectimaxAgent类中(传递的参数是MulitAgentSearchAgent),它收集所有相关信息,遍历所有可能的操作,并将信息传递给expectimax。expectimax函数应该计算一个启发式值,当返回到getAction时,将该值与其他操作启发式值进行比较,并选择启发性最高的一个作为最佳操作。在
这应该是这个错误的所有相关代码(如果不是的话,我会补充更多,也为这个问题中的noob错误快速道歉,我是第一次发布):
class ReflexAgent(Agent):
def getAction(self, gameState):
# Collect legal moves and successor states
legalMoves = gameState.getLegalActions()
# Choose one of the best actions
scores = [self.evaluationFunction(gameState, action) for action in legalMoves]
bestScore = max(scores)
bestIndices = [index for index in range(len(scores)) if scores[index] == bestScore]
chosenIndex = random.choice(bestIndices) # Pick randomly among the best
return legalMoves[chosenIndex]
def evaluationFunction(self, currentGameState, action):
successorGameState = currentGameState.generatePacmanSuccessor(action)
oldPos = currentGameState.getPacmanPosition()
newPos = successorGameState.getPacmanPosition()
newFood = successorGameState.getFood()
newGhostStates = successorGameState.getGhostStates()
# heuristic baseline
heuristic = 0.0
# ghost heuristic
for ghost in newGhostStates:
ghostDist = manhattanDistance(ghost.getPosition(), newPos)
if ghostDist <= 1:
if ghost.scaredTimer != 0:
heuristic += 2000
else:
heuristic -= 200
# capsule heuristic
for capsule in currentGameState.getCapsules():
capsuleDist = manhattanDistance(capsule, newPos)
if capsuleDist == 0:
heuristic += 100
else:
heuristic += 10.0/capsuleDist
# food heuristic
for x in xrange(newFood.width):
for y in xrange(newFood.height):
if (newFood[x][y]):
foodDist = manhattanDistance(newPos, (x,y))
if foodDist == 0:
heuristic += 100
else:
heuristic += 1.0/(foodDist ** 2)
if currentGameState.getNumFood() > successorGameState.getNumFood():
heuristic += 100
if action == Directions.STOP:
heuristic -= 5
return heuristic
def scoreEvaluationFunction(currentGameState):
return currentGameState.getScore()
class MultiAgentSearchAgent(Agent):
def __init__(self, evalFn = 'scoreEvaluationFunction', depth = '2'):
self.index = 0 # Pacman is always agent index 0
self.evaluationFunction = util.lookup(evalFn, globals())
self.depth = int(depth)
class ExpectimaxAgent(MultiAgentSearchAgent):
def getAction(self, gameState):
# Set v to smallest float value (-infinity)
v = float("-inf")
bestAction = []
# Pacman is agent == 0
agent = 0
# All legal actions which Pacman can make from his current location
actions = gameState.getLegalActions(agent)
# All successors determined from all the legal actions
successors = [(action, gameState.generateSuccessor(agent, action)) for action in actions]
# Iterate through all successors
for successor in successors:
# Expectimax function call (actor = 1, agentList = total number of agents, state = successor[1], depth = self.depth, evalFunct = self.evaluationFunction)
temp = expectimax(1, range(gameState.getNumAgents()), successor[1], self.depth, self.evaluationFunction)
# temp is greater than -infinity (or previously set value)
if temp > v:
# Set v to the new value of temp
v = temp
# Make the best action equal to successor[0]
bestAction = successor[0]
return bestAction
def expectimax(agent, agentList, state, depth, evalFunct):
# Check if won, lost or depth is less than/equal to 0
if depth <= 0 or state.isWin() == True or state.isLose() == True:
# return evalFunct
return evalFunct
# Check to see if agent is Pacman
if agent == 0:
# Set v to smallest float value (-infinity)
v = float("-inf")
# Otherwise, agent is ghost
else:
# Set v to 0
v = 0
# All possible legal actions for Pacman/Ghost(s)
actions = state.getLegalActions(agent)
# All successors determined from all the legal actions for the passed actor (either Pacman or Ghost(s))
successors = [state.generateSuccessor(agent, action) for action in actions]
# Find the inverse of the length of successors
p = 1.0/len(successors)
# Iterate through the length of successors
for j in range(len(successors)):
# Temp var to store the current successor at location j
successor = successors[j]
# Check if agent is Pacman
if agent == 0:
# Set v to the max of its previous value or recursive call to expectimax
v = max(v, expectimax(agentList[agent + 1], agentList, successor, depth, evalFunct))
# Check if agent is equal to ghost 2
elif agent == agentList[-1]:
# Increment v by the recursive call to p times expectimax (with agent=agentlist[0], agentList, state=successor, depth-=1, evalFunct)
v += expectimax(agentList[0], agentList, successor, depth - 1, evalFunct) * p
# Otherwise
else:
# Increment v by p times the recursive call to expectimax (with agent=agentList[agent+1], agentList, state=successor, depth, evalFunct)
v += expectimax(agentList[agent + 1], agentList, successor, depth, evalFunct) * p
return v
我在这里和互联网上看过其他一些帖子,但是没有发现任何与我的问题相似的东西。我试图将值传递给一个临时变量,甚至尝试在函数调用之前移动乘法运算,但这些更改给了我完全相同的错误,在完全相同的行上。在
错误是expectimax函数内部的第一次返回。而不是:
应该是:
^{pr2}$这是因为(如前所述)evalFunct只指向用户选择的求值函数(从命令行参数)。在
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