main #1
@@ -0,0 +1,256 @@
|
||||
from snakes.TemplateSnake import TemplateSnake
|
||||
|
||||
class MasterSnake(TemplateSnake):
|
||||
def __init__(self):
|
||||
super().__init__()
|
||||
self.name = "MasterSnake"
|
||||
self.history_head = []
|
||||
|
||||
def avoid_snake_body(self, snakes, board_width, board_height):
|
||||
# Konvertiere die Körperpositionen der Schlangen in ein Set von Tupeln für schnellen Zugriff
|
||||
body_positions = set()
|
||||
for snake in snakes:
|
||||
for part in snake['body']:
|
||||
body_positions.add((part['x'], part['y']))
|
||||
|
||||
# Implementiere die Logik, um Positionen zu finden, die nicht von Schlangenkörpern belegt sind
|
||||
safe_positions = self.find_safe_positions(body_positions, board_width, board_height)
|
||||
return safe_positions
|
||||
|
||||
def find_safe_positions(self, body_positions, board_width, board_height):
|
||||
# Finde sichere Positionen basierend auf den Körperpositionen und der Größe des Spielbretts
|
||||
safe_positions = []
|
||||
for x in range(board_width): # Nutze die tatsächliche Breite des Spielbretts
|
||||
for y in range(board_height): # Nutze die tatsächliche Höhe des Spielbretts
|
||||
if (x, y) not in body_positions:
|
||||
safe_positions.append({'x': x, 'y': y})
|
||||
return safe_positions
|
||||
|
||||
def choose_move(self, game_data):
|
||||
board_width = game_data['board']['width']
|
||||
board_height = game_data['board']['height']
|
||||
snakes = game_data['board']['snakes']
|
||||
my_snake = game_data['you']
|
||||
my_head = my_snake['head']
|
||||
|
||||
# Vermeide Schlangenkörper
|
||||
safe_positions = self.avoid_snake_body(snakes, board_width, board_height)
|
||||
|
||||
# Wähle Nahrung basierend auf verfügbarem Platz
|
||||
try:
|
||||
chosen_food = self.choose_food_based_on_space(game_data)
|
||||
if chosen_food:
|
||||
path_to_food = self.a_star_search(my_head, chosen_food, self.get_obstacles(game_data), board_width, board_height)
|
||||
if path_to_food:
|
||||
# Implementiere Logik, um in Richtung der Nahrungsquelle zu bewegen, falls sicher
|
||||
move = self.move_towards_food(my_head, path_to_food[0], safe_positions)
|
||||
self.add_to_history({"my_head": my_head, "path_to_food": path_to_food, "move": move})
|
||||
else:
|
||||
# Einfache Logik, um eine Bewegungsrichtung zu wählen, wenn kein Pfad zur Nahrung vorhanden ist
|
||||
move = self.find_direction(my_head, safe_positions)
|
||||
self.add_to_history({"my_head": my_head, "move": move})
|
||||
else:
|
||||
# Einfache Logik, um eine Bewegungsrichtung zu wählen, wenn keine geeignete Nahrung gefunden wird
|
||||
move = self.find_direction(my_head, safe_positions)
|
||||
self.add_to_history({"my_head": my_head, "move": move})
|
||||
except ValueError:
|
||||
move = self.find_direction(my_head, safe_positions)
|
||||
self.add_to_history({"my_head": my_head, "move": move})
|
||||
|
||||
# Überprüfe zukünftige Bewegungen, um Sackgassen zu vermeiden
|
||||
move = self.avoid_dead_ends_and_circles(my_head, move, safe_positions, board_width, board_height, snakes)
|
||||
self.add_to_history({"my_head": my_head, "move": move})
|
||||
self.add_to_history_head({"my_head": my_head, "move": move})
|
||||
|
||||
return move
|
||||
|
||||
def move_towards_food(self, head, food, safe_positions):
|
||||
directions = {'up': (0, 1), 'down': (0, -1), 'left': (-1, 0), 'right': (1, 0)}
|
||||
best_direction = None
|
||||
min_distance = float('inf')
|
||||
min_distance_to_body = float('inf')
|
||||
body_positions = set((pos['x'], pos['y']) for pos in safe_positions[:-1]) # Exclude the head from body positions
|
||||
|
||||
for direction, (dx, dy) in directions.items():
|
||||
next_position = {'x': head['x'] + dx, 'y': head['y'] + dy}
|
||||
if next_position in safe_positions:
|
||||
distance = abs(food[0] - next_position['x']) + abs(food[1] - next_position['y'])
|
||||
distance_to_body = sum(abs(part[0] - next_position['x']) + abs(part[1] - next_position['y']) for part in body_positions)
|
||||
if distance < min_distance or (distance == min_distance and distance_to_body < min_distance_to_body):
|
||||
best_direction = direction
|
||||
min_distance = distance
|
||||
min_distance_to_body = distance_to_body
|
||||
|
||||
return best_direction if best_direction else "up" # Default to moving up if no safe direction found
|
||||
|
||||
def find_path_to_food(self, game_data):
|
||||
my_head = game_data['you']['head']
|
||||
food_positions = game_data['board']['food']
|
||||
snakes = game_data['board']['snakes']
|
||||
board_width = game_data['board']['width']
|
||||
board_height = game_data['board']['height']
|
||||
|
||||
# Exclude own snake's body from obstacles
|
||||
own_snake_body = game_data['you']['body']
|
||||
obstacles = set((part['x'], part['y']) for part in own_snake_body)
|
||||
|
||||
for snake in snakes:
|
||||
if snake['id'] != game_data['you']['id']:
|
||||
for part in snake['body']:
|
||||
obstacles.add((part['x'], part['y']))
|
||||
|
||||
# Choose the closest food source based on the heuristic
|
||||
closest_food = min(food_positions, key=lambda food: abs(food['x'] - my_head['x']) + abs(food['y'] - my_head['y']))
|
||||
|
||||
# Use A* to search for a safe path
|
||||
path = self.a_star_search(my_head, closest_food, obstacles, board_width, board_height)
|
||||
return path
|
||||
|
||||
def choose_food_based_on_space(self, game_data):
|
||||
my_head = game_data['you']['head']
|
||||
food_positions = game_data['board']['food']
|
||||
snakes = game_data['board']['snakes']
|
||||
board_width = game_data['board']['width']
|
||||
board_height = game_data['board']['height']
|
||||
my_length = game_data['you']['length']
|
||||
|
||||
# Sortiere die Nahrungsquellen basierend auf ihrer Entfernung
|
||||
sorted_food = sorted(food_positions, key=lambda food: abs(food['x'] - my_head['x']) + abs(food['y'] - my_head['y']))
|
||||
|
||||
for food in sorted_food:
|
||||
path = self.a_star_search(my_head, food, self.get_obstacles(game_data), board_width, board_height)
|
||||
if path and self.will_fit_in_space(path, my_length, board_width, board_height):
|
||||
return food # Diese Nahrung ist erreichbar und es gibt genug Platz
|
||||
|
||||
# Wenn keine geeignete Nahrung gefunden wird, gib ein Standard-Nahrungsobjekt zurück oder löse eine Ausnahme aus
|
||||
if food_positions:
|
||||
return food_positions[0] # Gib das erste Nahrungsobjekt zurück
|
||||
else:
|
||||
raise ValueError("Keine Nahrung gefunden") # Oder löse eine Ausnahme aus
|
||||
|
||||
def will_fit_in_space(self, path, snake_length, board_width, board_height):
|
||||
# Überprüfe, ob die Länge des Pfades größer oder gleich der Länge der Schlange ist
|
||||
if len(path) >= snake_length:
|
||||
return True
|
||||
|
||||
# Überprüfe, ob es genügend Platz um den Endpunkt des Pfades gibt
|
||||
end_of_path = path[-1]
|
||||
space_count = self.count_space_around(end_of_path, board_width, board_height)
|
||||
return space_count >= snake_length
|
||||
|
||||
def count_space_around(self, position, board_width, board_height):
|
||||
# Zähle die Anzahl der erreichbaren Positionen um einen Punkt herum
|
||||
x, y = position
|
||||
count = 0
|
||||
for dx in [-1, 0, 1]:
|
||||
for dy in [-1, 0, 1]:
|
||||
if (dx != 0 or dy != 0) and 0 <= x + dx < board_width and 0 <= y + dy < board_height:
|
||||
count += 1
|
||||
return count
|
||||
|
||||
def get_obstacles(self, game_data):
|
||||
# Erstelle ein Set von Hindernissen für die A* Suche
|
||||
obstacles = set()
|
||||
for snake in game_data['board']['snakes']:
|
||||
for part in snake['body']:
|
||||
obstacles.add((part['x'], part['y']))
|
||||
return obstacles
|
||||
|
||||
def a_star_search(self, start, goal, obstacles, board_width, board_height):
|
||||
# Convert snake positions into a set of obstacles
|
||||
# Helper functions
|
||||
def is_position_safe(position):
|
||||
x, y = position
|
||||
return 0 <= x < board_width and 0 <= y < board_height and position not in obstacles
|
||||
|
||||
def get_neighbors(position):
|
||||
x, y = position
|
||||
return [(nx, ny) for nx, ny in [(x-1, y), (x+1, y), (x, y-1), (x, y+1)] if is_position_safe((nx, ny))]
|
||||
|
||||
def heuristic(position, goal):
|
||||
return abs(position[0] - goal[0]) + abs(position[1] - goal[1])
|
||||
|
||||
# Initialize start and goal positions
|
||||
start = (start['x'], start['y'])
|
||||
goal = (goal['x'], goal['y'])
|
||||
|
||||
# Initialize the open and closed list
|
||||
open_set = set([start])
|
||||
came_from = {}
|
||||
g_score = {start: 0}
|
||||
f_score = {start: heuristic(start, goal)}
|
||||
|
||||
while open_set:
|
||||
current = min(open_set, key=lambda pos: f_score.get(pos, float('inf')))
|
||||
if current == goal:
|
||||
# Reconstruct the path
|
||||
path = []
|
||||
while current in came_from:
|
||||
path.append(current)
|
||||
current = came_from[current]
|
||||
path.reverse()
|
||||
return path # Return the path as a list of tuples
|
||||
|
||||
open_set.remove(current)
|
||||
for neighbor in get_neighbors(current):
|
||||
tentative_g_score = g_score[current] + 1 # Distance between neighbors is always 1
|
||||
if tentative_g_score < g_score.get(neighbor, float('inf')):
|
||||
came_from[neighbor] = current
|
||||
g_score[neighbor] = tentative_g_score
|
||||
f_score[neighbor] = g_score[neighbor] + heuristic(neighbor, goal)
|
||||
if neighbor not in open_set:
|
||||
open_set.add(neighbor)
|
||||
|
||||
return None # Kein Pfad gefunden
|
||||
|
||||
def find_direction(self, head, safe_positions):
|
||||
# Beispielhafte Logik zur Auswahl einer Bewegungsrichtung
|
||||
directions = {'up': (0, 1), 'down': (0, -1), 'left': (-1, 0), 'right': (1, 0)}
|
||||
for direction, (dx, dy) in directions.items():
|
||||
next_position = {'x': head['x'] + dx, 'y': head['y'] + dy}
|
||||
if next_position in safe_positions:
|
||||
return direction
|
||||
return "up" # Standardbewegung, falls keine sichere Position gefunden wird
|
||||
|
||||
def is_in_history(self, future_head):
|
||||
# Überprüfe, ob die zukünftige Kopfposition in den letzten N Bewegungen vorkommt
|
||||
return any(future_head == move_data["my_head"] for move_data in self.history_head[-10:])
|
||||
|
||||
def avoid_dead_ends_and_circles(self, head, move, safe_positions, board_width, board_height, snakes):
|
||||
directions = {'up': (0, 1), 'down': (0, -1), 'left': (-1, 0), 'right': (1, 0)}
|
||||
dx, dy = directions[move]
|
||||
future_head = {'x': head['x'] + dx, 'y': head['y'] + dy}
|
||||
|
||||
if not self.is_future_move_safe(future_head, safe_positions, board_width, board_height, snakes) or self.is_in_history(future_head):
|
||||
for alternative_move in directions.keys():
|
||||
dx, dy = directions[alternative_move]
|
||||
alternative_future_head = {'x': head['x'] + dx, 'y': head['y'] + dy}
|
||||
if self.is_future_move_safe(alternative_future_head, safe_positions, board_width, board_height, snakes) and not self.is_in_history(alternative_future_head):
|
||||
return alternative_move
|
||||
return move
|
||||
|
||||
def add_to_history_head(self, move_data):
|
||||
# Füge die aktuelle Kopfposition zur Historie hinzu und behalte nur die letzten 10 Positionen
|
||||
self.history_head.append(move_data)
|
||||
self.history_head = self.history_head[-10:]
|
||||
|
||||
def simulate_snake_movement(self, snakes):
|
||||
future_body_positions = set()
|
||||
for snake in snakes:
|
||||
# Beachte, dass dies nur ein Beispiel ist und angepasst werden muss, um deine spezifische Spiellogik zu berücksichtigen
|
||||
for part in snake['body'][:-1]: # Ignoriere den letzten Teil des Körpers, da er sich bewegt
|
||||
future_body_positions.add((part['x'], part['y']))
|
||||
return future_body_positions
|
||||
|
||||
def is_future_move_safe(self, future_head, safe_positions, board_width, board_height, snakes):
|
||||
# Simuliere die Bewegung der Schlange und aktualisiere die Positionen des eigenen Körpers
|
||||
future_body_positions = self.simulate_snake_movement(snakes)
|
||||
# Konvertiere safe_positions in ein Set von Tupeln für den Flood Fill Algorithmus
|
||||
safe_positions_set = set((pos['x'], pos['y']) for pos in safe_positions)
|
||||
# Entferne die zukünftigen Körperpositionen aus den sicheren Positionen
|
||||
safe_positions_set = safe_positions_set - future_body_positions
|
||||
# Füge die zukünftige Kopfposition hinzu, um sie als Startpunkt zu verwenden
|
||||
safe_positions_set.add((future_head['x'], future_head['y']))
|
||||
# Berechne die Anzahl der erreichbaren sicheren Positionen von der zukünftigen Kopfposition aus
|
||||
# Entscheide, ob die Bewegung sicher ist, basierend auf der Anzahl der erreichbaren Positionen
|
||||
return safe_positions_set # oder wähle einen anderen Schwellenwert
|
||||
Reference in New Issue
Block a user