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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
Agent
Wumpus
Dirt
Wall
...
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
*
import
random
,
copy
#______________________________________________________________________________
class
Thing
(
object
):
"""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)."""
def
__repr__
(
self
):
return
'<%s>'
%
getattr
(
self
,
'__name__'
,
self
.
__class__
.
__name__
)
def
is_alive
(
self
):
"Things that are 'alive' should return true."
return
hasattr
(
self
,
'alive'
)
and
self
.
alive
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
):
# Do we need this?
"Display an image of this Thing on the canvas."
pass
class
Agent
(
Thing
):
"""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
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
self
.
bump
=
False
if
program
is
None
:
def
program
(
percept
):
return
raw_input
(
'Percept=%s; action? '
%
percept
)
assert
callable
(
program
)
self
.
program
=
program
def
can_grab
(
self
,
thing
):
"""Returns True if this agent can grab this thing.
Override for appropriate subclasses of Agent and Thing."""
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."
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
#______________________________________________________________________________
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
)
#______________________________________________________________________________
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
need this."""
def
__init__
(
self
):
self
.
things
=
[]
self
.
agents
=
[]
def
thing_classes
(
self
):
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
,
thing
):
"Default location to place a new thing 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."
return
not
any
(
agent
.
is_alive
()
for
agent
in
self
.
agents
)
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
.
execute_action
(
agent
,
action
)
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_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
or
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."""
try
:
self
.
things
.
remove
(
thing
)
except
ValueError
,
e
:
print
e
print
" in Environment delete_thing"
print
" Thing to be removed: %s at %s"
%
(
thing
,
thing
.
location
)
print
" from list: %s"
%
[(
thing
,
thing
.
location
)
for
thing
in
self
.
things
]
if
thing
in
self
.
agents
:
self
.
agents
.
remove
(
thing
)
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
that are held."""
def
__init__
(
self
,
width
=
10
,
height
=
10
):
super
(
XYEnvironment
,
self
).
__init__
()
update
(
self
,
width
=
width
,
height
=
height
,
observers
=
[])
def
things_near
(
self
,
location
,
radius
=
None
):
"Return all things within radius of location."
if
radius
is
None
:
radius
=
self
.
perceptible_distance
radius2
=
radius
*
radius
return
[
thing
for
thing
in
self
.
things
if
distance2
(
location
,
thing
.
location
)
<=
radius2
]
perceptible_distance
=
1
def
percept
(
self
,
agent
):
"By default, agent perceives things within a default radius."
return
[
self
.
thing_percept
(
thing
,
agent
)
for
thing
in
self
.
things_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':
# 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
()
def
thing_percept
(
self
,
thing
,
agent
):
#??? Should go to thing?
"Return the percept for this thing."
return
thing
.
__class__
.
__name__
def
default_location
(
self
,
thing
):
return
(
random
.
choice
(
self
.
width
),
random
.
choice
(
self
.
height
))
def
move_to
(
self
,
thing
,
destination
):
"Move a thing to a new location."
thing
.
bump
=
self
.
some_things_at
(
destination
,
Obstacle
)
if
not
thing
.
bump
:
thing
.
location
=
destination
for
o
in
self
.
observers
:
o
.
thing_moved
(
thing
)
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
delete_thing
(
self
,
thing
):
super
(
XYEnvironment
,
self
).
delete_thing
(
thing
)
# Any more to do? Thing holding anything or being held?
for
obs
in
self
.
observers
:
obs
.
thing_deleted
(
thing
)
def
add_walls
(
self
):
"Put walls around the entire perimeter of the grid."
for
x
in
range
(
self
.
width
):
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
))
def
add_observer
(
self
,
observer
):
"""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
)
class
Obstacle
(
Thing
):
"""Something that can cause a bump, preventing an agent from
moving into the same square it's in."""
pass
class
Wall
(
Obstacle
):
pass
#______________________________________________________________________________
## Vacuum environment
class
Dirt
(
Thing
):
pass
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
()
def
thing_classes
(
self
):
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_things_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_things_at
(
agent
.
location
,
Dirt
)
if
dirt_list
!=
[]:
dirt
=
dirt_list
[
0
]
agent
.
performance
+=
100
self
.
delete_thing
(
dirt
)
else
:
super
(
VacuumEnvironment
,
self
).
execute_action
(
agent
,
action
)
if
action
!=
'NoOp'
:
agent
.
performance
-=
1
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."""
def
__init__
(
self
):
super
(
TrivialVacuumEnvironment
,
self
).
__init__
()
self
.
status
=
{
loc_A
:
random
.
choice
([
'Clean'
,
'Dirty'
]),
loc_B
:
random
.
choice
([
'Clean'
,
'Dirty'
])}
def
thing_classes
(
self
):
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
,
thing
):
"Agents start in either location at random."
return
random
.
choice
([
loc_A
,
loc_B
])
#______________________________________________________________________________
## The Wumpus World
class
Gold
(
Thing
):
pass
class
Pit
(
Thing
):
pass
class
Arrow
(
Thing
):
pass
class
Wumpus
(
Agent
):
pass
class
Explorer
(
Agent
):
pass
class
WumpusEnvironment
(
XYEnvironment
):
def
__init__
(
self
,
width
=
10
,
height
=
10
):
super
(
WumpusEnvironment
,
self
).
__init__
(
width
,
height
)
self
.
add_walls
()
def
thing_classes
(
self
):
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"
def
score
(
env
):
agent
=
AgentFactory
()
env
.
add_thing
(
agent
)
env
.
run
(
steps
)
return
agent
.
performance
return
mean
(
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())
>>> 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
class
EnvGUI
(
tk
.
Tk
,
object
):
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"
)
class
EnvToolbar
(
tk
.
Frame
,
object
):
def
__init__
(
self
,
parent
,
env
,
canvas
):
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 things'
,
self
.
list_things
),
(
'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
)
def
list_things
(
self
):
print
"Things in the environment:"
for
thing
in
self
.
env
.
things
:
print
"%s at %s"
%
(
thing
,
thing
.
location
)
def
list_agents
(
self
):
print
"Agents in the environment:"
for
agt
in
self
.
env
.
agents
:
print
"%s at %s"
%
(
agt
,
agt
.
location
)
def
set_speed
(
self
,
speed
):
self
.
speed
=
float
(
speed
)
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