我们从Python开源项目中,提取了以下14个代码示例,用于说明如何使用search.bfs()。
def tick(self): if self.state and self.state.mode == LightState.RUNNING: p_loc = (self.state.pacman.x, self.state.pacman.y) # update game state if self.grid[p_loc[0]][p_loc[1]] in [o, O]: self.grid[p_loc[0]][p_loc[1]] = e path = bfs(self.grid, p_loc, self.state, [o, O]) print(path) if path != None: next_loc = path[1] # Figure out position we need to move new_msg = PacmanCommand() new_msg.dir = self._get_direction(p_loc, next_loc) self.write(new_msg.SerializeToString(), MsgType.PACMAN_COMMAND) return new_msg = PacmanCommand() new_msg.dir = PacmanCommand.STOP self.write(new_msg.SerializeToString(), MsgType.PACMAN_COMMAND)
def mazeDistance(point1, point2, gameState): """ Returns the maze distance between any two points, using the search functions you have already built. The gameState can be any game state -- Pacman's position in that state is ignored. Example usage: mazeDistance( (2,4), (5,6), gameState) This might be a useful helper function for your ApproximateSearchAgent. """ x1, y1 = point1 x2, y2 = point2 walls = gameState.getWalls() assert not walls[x1][y1], 'point1 is a wall: ' + point1 assert not walls[x2][y2], 'point2 is a wall: ' + str(point2) prob = PositionSearchProblem(gameState, start=point1, goal=point2, warn=False) return len(search.bfs(prob))
def mazeDistance(point1, point2, gameState): """ Returns the maze distance between any two points, using the search functions you have already built. The gameState can be any game state -- Pacman's position in that state is ignored. Example usage: mazeDistance( (2,4), (5,6), gameState) This might be a useful helper function for your ApproximateSearchAgent. """ x1, y1 = point1 x2, y2 = point2 walls = gameState.getWalls() assert not walls[x1][y1], 'point1 is a wall: ' + str(point1) assert not walls[x2][y2], 'point2 is a wall: ' + str(point2) prob = PositionSearchProblem(gameState, start=point1, goal=point2, warn=False, visualize=False) return len(search.bfs(prob))
def _find_paths_to_closest_ghosts(self, pac_loc): ghosts = [self.state.red_ghost, self.state.pink_ghost, self.state.orange_ghost, self.state.blue_ghost] state_paths = [(ghost.state, bfs(self.grid, pac_loc, (ghost.x, ghost.y), GHOST_CUTOFF)) for ghost in ghosts] return [sp for sp in state_paths if sp[1] is not None]
def _find_distance_of_closest_pellet(self, target_loc): return len(bfs(self.grid, target_loc, [o])) - 1
def findPathToClosestDot(self, gameState): "Returns a path (a list of actions) to the closest dot, starting from gameState" # Here are some useful elements of the startState startPosition = gameState.getPacmanPosition() food = gameState.getFood() walls = gameState.getWalls() problem = AnyFoodSearchProblem(gameState) return search.bfs(problem)
def findPathToClosestDot(self, gameState): "Returns a path (a list of actions) to the closest dot, starting from gameState" # Here are some useful elements of the startState startPosition = gameState.getPacmanPosition() food = gameState.getFood() walls = gameState.getWalls() problem = AnyFoodSearchProblem(gameState) "*** YOUR CODE HERE ***" problem = AnyFoodSearchProblem(gameState) return search.bfs(problem)
def findPathToClosestDot(self, gameState): """ Returns a path (a list of actions) to the closest dot, starting from gameState. """ # Here are some useful elements of the startState startPosition = gameState.getPacmanPosition() food = gameState.getFood() walls = gameState.getWalls() problem = AnyFoodSearchProblem(gameState) return(search.bfs(problem)) "*** YOUR CODE HERE ***"