"""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 #______________________________________________________________________________ class Object (object): """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 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 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 slots, .performance, which is a number giving the performance measure of the agent in its environment.""" def __init__(self): self.program = self.make_agent_program() self.alive = True self.bump = False def make_agent_program (self): def program(percept): return raw_input('Percept=%s; action? ' % percept) return program def can_grab (self, obj): """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 #______________________________________________________________________________ class TableDrivenAgent (Agent): """This agent selects an action based on the percept sequence. It is practical only for tiny domains. To customize it you provide a table to the constructor. [Fig. 2.7]""" def __init__(self, table): "Supply as table a dictionary of all {percept_sequence:action} pairs." ## The agent program could in principle be a function, but because ## it needs to store state, we make it a callable instance of a class. self.table = table super(TableDrivenAgent, self).__init__() def make_agent_program (self): table = self.table percepts = [] def program(percept): percepts.append(percept) action = table.get(tuple(percepts)) return action return program class RandomAgent (Agent): "An agent that chooses an action at random, ignoring all percepts." def __init__(self, actions): self.actions = actions super(RandomAgent, self).__init__() def make_agent_program (self): actions = self.actions return lambda percept: random.choice(actions) #______________________________________________________________________________ loc_A, loc_B = (0, 0), (1, 0) # The two locations for the Vacuum world class ReflexVacuumAgent (Agent): "A reflex agent for the two-state vacuum environment. [Fig. 2.8]" def __init__(self): super(ReflexVacuumAgent, self).__init__() def make_agent_program (self): def program((location, status)): if status == 'Dirty': return 'Suck' elif location == loc_A: return 'Right' elif location == loc_B: return 'Left' return program def RandomVacuumAgent(): "Randomly choose one of the actions from the vaccum environment." return RandomAgent(['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 TableDrivenAgent(table) class ModelBasedVacuumAgent (Agent): "An agent that keeps track of what locations are clean or dirty." def __init__(self): self.model = {loc_A: None, loc_B: None} super(ModelBasedVacuumAgent, self).__init__() def make_agent_program (self): model = self.model 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 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 .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 = [] def object_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. Override this." abstract def execute_action(self, agent, action): "Change the world to reflect this action. Override 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.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_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. 'Is an instance' in the sense of 'isinstance', which is true if the object is an instance of a subclass of oclass.""" 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) return self def delete_object (self, 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) trace_list(" from list", self.objects) if obj in self.agents: self.agents.remove(obj) def trace_list (name, objlist): ol_list = [(obj, obj.location) for obj in objlist] print "%s: %s" % (name, ol_list) 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 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__() self.width = width self.height = height #update(self, objects=[], agents=[], width=width, height=height) self.observers = [] def objects_near(self, location, radius): "Return all objects within radius of location." radius2 = radius * radius return [obj for obj in self.objects if distance2(location, obj.location) <= radius2] def percept(self, agent): "By default, agent perceives objects within radius r." ### Error below: objects_near requires also a radius argument return [self.object_percept(obj, agent) for obj in self.objects_near(agent)] ### <- error 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." # Bumped? obj.bump = self.some_objects_at(destination, Obstacle) if not obj.bump: # Move object and report to observers 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 # self.objects.append(obj) # done in Environment! # Report to observers for obs in self.observers: obs.object_added(obj) def delete_object (self, 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)) 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_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, headings=[(1, 0), (0, 1), (-1, 0), (0, -1)]): "Return the heading to the left (inc=+1) or right (inc=-1) in headings." return headings[(headings.index(heading) + inc) % len(headings)] class Obstacle (Object): """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 (Object): 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 object_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_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] agent.performance += 100 self.delete_object(dirt) else: super(VacuumEnvironment, self).execute_action(agent, action) if action != 'Nop': 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 object_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, object): "Agents start in either location at random." return random.choice([loc_A, loc_B]) #______________________________________________________________________________ class SimpleReflexAgent (Agent): """This agent takes action based solely on the percept. [Fig. 2.13]""" def __init__(self, rules, interpret_input): self.rules = rules self.interpret_input = interpret_input super(SimpleReflexAgent, self).__init__() def make_agent_program (self): rules = self.rules interpret_input = self.interpret_input def program(percept): state = interpret_input(percept) rule = rule_match(state, rules) action = rule.action return action return program class ReflexAgentWithState (Agent): """This agent takes action based on the percept and state. [Fig. 2.16]""" def __init__(self, rules, udpate_state): self.rules = rules self.update_state = update_state super(ReflexAgentWithState, self).__init__() def make_agent_program (self): rules = self.rules update_state = self.update_state state = None action = None def program(percept): state = update_state(state, action, percept) rule = rule_match(state, rules) action = rule.action return action return program #______________________________________________________________________________ ## The Wumpus World class Gold (Object): pass class Pit (Object): pass class Arrow (Object): 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 object_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" total = 0 for env in envs: agent = AgentFactory() env.add_object(agent) env.run(steps) total += agent.performance return float(total)/len(envs) #_________________________________________________________________________ _docex = """ a = ReflexVacuumAgent() a.program 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_object(TraceAgent(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)) testv(ModelBasedVacuumAgent) (7 < _ < 11) ==> True testv(ReflexVacuumAgent) (5 < _ < 9) ==> True testv(TableDrivenVacuumAgent) (2 < _ < 6) ==> True testv(RandomVacuumAgent) (0.5 < _ < 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 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) def list_objects (self): print "Objects in the environment:" for obj in self.env.objects: print "%s at %s" % (obj, obj.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)