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agente001.pl
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
% Hunt The Wumpus - World Simulator %
% Copyright (C) 2012 - 2022 Ruben Carlo Benante <rcb at beco dot cc> %
% %
% This program is free software; you can redistribute it and/or modify %
% it under the terms of the GNU General Public License as published by %
% the Free Software Foundation; version 2 of the License. %
% %
% This program is distributed in the hope that it will be useful, %
% but WITHOUT ANY WARRANTY; without even the implied warranty of %
% MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the %
% GNU General Public License for more details. %
% %
% You should have received a copy of the GNU General Public License along %
% with this program; if not, write to the Free Software Foundation, Inc., %
% 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
% Hunt The Wumpus - World Simulator
%
% Edited, Compiled, Modified by:
% Author:
% - Ruben Carlo Benante ([email protected])
% Copyright: 2012 - 2022
% License: GNU GPL Version 2.0
%
% Special thanks to:
% - Original by Gregory Yob (1972)
% - Larry Holder (accessed version Oct/2005)
% - Walter Nauber 09/02/2001
% - An Anonymous version of Hunt The Wumpus with menus (aeric? 2012?)
%
% A Prolog implementation of the Wumpus world invented by Gregory Yob
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%
% Strategy:
% - Lock a target and fulfill it. Targets can be 2 turns, 1 turn or 1 go forward
% - Grab gold on sight
% - Shoot as soon as it smells a Wumpus
% - If wumpus dead, stump the body (go forward)
% - If it smells and agent have no arrows, go around (safe mode)
% - If it fells breeze, go back
% - If wumpus dead or a piece of gold found, get out the cave
% - If actions reach a dangerous amount, use the last to get out
% - Nothing happening:
% - explore new squares
% - no new squares, explore random old squares
%
% Performance:
% - Pretty good damn agent!
:- use_module(wumpus, [start/0]). % agente usa modulo simulador
:- dynamic([safe/1, mpos/1, lastpos/1, angle/1, arrows/1, action/1, wumpus/1, target/1, gold/1]).
% todo: world size 0 means random
% todo: random start position of agent
%world_setup([20, dodeca, stander, 1, 3, 0]). % size 4, 1 gold, 3 pits and 0 bat
%world_setup([4, grid, stander, 1, 3, 0]). % size 4, 1 gold, 3 pits and 0 bat
%world_setup([4, grid, stander, 1, 3, 1]). % size 4, 1 gold, 3 pits and 0 bat
world_setup([5, grid, walker, 0.2, 0.1, 0.1, [no]]). % size?, golds?, pits? and bats?
% debug: wumpus location, list of golds, list of pits, list of bats
debug([[1,2],[[2,1]],[[3,1],[3,2],[3,3]],[]]).
init_agent :-
retractall(safe(_)),
retractall(mpos(_)),
retractall(lastpos(_)),
retractall(angle(_)),
retractall(arrows(_)),
retractall(action(_)),
retractall(wumpus(_)),
retractall(target(_)),
retractall(gold(_)),
assert(safe([])),
assert(mpos([1,1])),
assert(lastpos([0,0])),
assert(angle(0)),
assert(arrows(1)),
assert(action(0)),
assert(wumpus(alive)),
assert(target([])),
assert(gold(0)).
restart_agent :- % in case of lifes
init_agent.
run_agent(Per, Act) :-
mpos(P),
update_safe(P),
update_action,
select(Per, Act),
target(T),
format("Next Target: ~w~n", [T]),
format("Next Action: ~w~n", [Act]).
% atualiza seguras e visitadas apenas
% update secure and visited only
update_safe(P) :-
safe(S),
retractall(safe(_)),
union(S, [P], S1),
assert(safe(S1)),
format("~nSafe squares: ~w~n", [S1]).
% se indo embora, vai cadastrando todas as seguras do caminho
% if leaving, mark all secures in the way
add_safe([no,no|_], P) :-
near_grid(P, Adj),
safe(S),
retractall(safe(_)),
union(S, Adj, S1),
assert(safe(S1)),
format("~nAdded safe squares: ~w~n", [S1]).
add_safe([yes,no|_], P) :-
wumpus(dead),
near_grid(P, Adj),
safe(S),
retractall(safe(_)),
union(S, Adj, S1),
assert(safe(S1)),
format("~nAdded safe squares: ~w~n", [S1]).
add_safe(_, _). % nothing to add
update_action :-
action(A),
retractall(action(_)),
B is A + 1,
assert(action(B)),
format("Number of actions: ~w~n", [B]),
!.
%shoot: Stench=yes, Arrow>0, Wumpus=alive
%ignore: Wumpus=dead
%avoid: Stench=yes, Wumpus=alive, Arrow==0
% fedor, vento, brilho, trombada, grito
%---------------------------------------------------------------
% Tem alvo? Continua cumprindo.
% Does it still have a target? If so, keep complying.
select(_, Act) :-
mpos(Mpos),
target(Targ),
Targ \== [],
angle(Ang),
format("Fulfilling locked target.~n"),
go_grid_adj(Mpos, Targ, Ang, Act).
%retractall(target(_)),
%assert(target([])).
% brilho? pega
% If it shines, it is gold, grab.
select([_,_,yes|_], grab) :-
gold(G),
retractall(gold(_)),
G1 is G + 1,
assert(gold(G1)),
format("Gimme that gold! (~w)~n", [G1]).
% fedor, wumpus vivo e tenho flecha? atira
% If it stinks, and I have an arrow? shoot
select(Per, shoot) :-
Per=[yes|_],
wumpus(alive),
arrows(1),
retractall(arrows(_)),
assert(arrows(0)),
format("Shoot the bastard!~n"),
add_safe_by_arrow(Per).
% grito e sem brisa? eba, matei! pisa no cadaver
% if it cries, and there is no breeze, walks over the dead body
select([_, no, _, _, yes|_], goforward) :-
retractall(wumpus(_)),
assert(wumpus(dead)),
format("Wumpus dead! Stumping the body!~n"),
%fail. % ainda nao sei
mpos(Mpos),
angle(Ang),
go_grid_adj(Mpos, _, Ang, goforward). % Stump his body!
% grito com brisa? eba, matei! Mas nao sei o que fazer...
% if it cries, but there is a breeze, I don't know what to do
% TODO: add a default action here, if needed
select([_, yes, _, _, yes|_], _) :- %goforward) :-
retractall(wumpus(_)),
assert(wumpus(dead)),
format("Wumpus dead!~n"),
fail. % ainda nao sei
%---------------------------------------------------------------
% tenho ouro OU wumpus morto e longe da saida? missao cumprida! volta
% I have the gold OR the wumpus is dead, and I'm far away from the exit? Mission accomplished, lets go back
select(Per, Act) :-
mpos(Mpos),
Mpos \== [1,1],
gold(G),
(wumpus(dead) ; G > 0), % ouro OU wumpus morto
add_safe(Per, Mpos),
new_target(back,T),
%new_target(home,T),
angle(Ang),
print_what,
format("Going home!~n"),
go_grid_adj(Mpos, T, Ang, Act).
% tenho ouro OU wumpus morto e na saida? missao cumprida! escalar
% I have the gold OR the wumpus is dead, and I'm at the exit? Mission accomplished, lets climb
select(_, climb) :-
mpos([1,1]),
gold(G),
(wumpus(dead) ; G > 0), % ouro OU wumpus morto
print_what,
format("Getting out!~n").
%---------------------------------------------------------------
% Acabando as acoes, to na saida? escalar
% I have few actions, but I'm at the exit point? climb
select(_, climb) :-
action_overflow,
mpos([1,1]),
format("Climbing out of this filth place!~n").
% Acabando as acoes? voltar
% Few action, not at the exit point? Target to go back
select(Per, Act) :-
action_overflow,
mpos(Mpos),
add_safe(Per, Mpos),
new_target(back, Targ),
%new_target(home, Targ),
angle(Ang),
format("I've spent too much time in this unholy world!~n"),
go_grid_adj(Mpos, Targ, Ang, Act).
%---------------------------------------------------------------
% fedor, wumpus vivo ainda, e nao tenho flecha? vai na seguranca
% Stinks, Wumpus alive, I do not have arrows? Go only in safe caves
select([yes|_], Act) :-
action_ok,
wumpus(alive),
arrows(0),
new_target(safe,T),
mpos(Mpos),
angle(Ang),
format("Smelly place and no arrows! Going safe...~n"),
go_grid_adj(Mpos, T, Ang, Act).
% brisa? volta
% A breeze? Go back
select([_, yes|_], Act) :-
action_ok,
new_target(back,T),
mpos(Mpos),
angle(Ang),
format("Too cold here for me! Going back!~n"),
go_grid_adj(Mpos, T, Ang, Act).
% brisa, e nao volta? escalar
% A breeze, and I can't go back? Climb
select([_, yes|_], climb) :-
action_ok,
mpos([1,1]),
format("This cave gives me the chills!~n").
%---------------------------------------------------------------
% nada? explorar o mundo
% Nothing here? Let's explore the world
select([no, no | _], Act) :-
new_target(explore, T),
mpos(Mpos),
angle(Ang),
format("I fell like exploring this place a bit...~n"),
go_grid_adj(Mpos, T, Ang, Act).
%---------------------------------------------------------------
max_actions(M) :-
world_setup([E|_]), %BUG E=0 mapa tamanho aleatorio, max_actions M==0
S is E * 4, % numero de acoes que preciso
T is E * E * 4, % numero de acoes totais
M is T - S. % total - preciso
%format("~nDebug: S=~w, T=~w, D=~w, C=~w~n", [S, T, M]).
action_overflow :- % true se estourar
action(C),
max_actions(M),
C > M. % alcancei o limite
action_ok :- % true se ainda tenho acoes
action(C),
max_actions(M),
C =< M. % nao alcancei o limite
% fedor sem brisa, casa segura apos tiro
add_safe_by_arrow([yes, no | _]) :-
mpos(Mpos),
angle(Ang),
forwarding(Mpos, Ang, For),
update_safe(For).
% fedor com brisa, deixa pra la
add_safe_by_arrow([yes, yes | _]). % not safe
print_what :-
print_wumpus,
print_gold.
print_wumpus :-
wumpus(dead),
format("Got the smelly creature! ").
print_wumpus.
print_gold :-
gold(G),
G > 0,
format("Got the bucks! ").
print_gold.
% explore new
new_target(explore, Targ) :-
mpos(Mpos),
near_grid(Mpos, Adj),
safe(S),
subtract(Adj, S, [Targ|_]),
retractall(target(_)),
assert(target(Targ)).
% explore random
new_target(explore, Targ) :-
mpos(Mpos),
near_grid(Mpos, Adj),
random_member(Targ, Adj),
retractall(target(_)),
assert(target(Targ)).
% explore safe random
new_target(safe, Targ) :-
mpos(Mpos),
near_grid(Mpos, Adj),
safe(S),
intersection(Adj, S, R),
random_member(Targ, R),
retractall(target(_)),
assert(target(Targ)).
% Know bug: Mpos=[1,3], e nao visitou [1,2]. Entre [2,3] e [1,4], prefere errado [1,4]
% Can give empty target intersection([[2,1],[1,2]], [[1,1]], []) (case pit on [2,1] for example)
new_target(back, Targ) :-
mpos(Mpos),
near_grid(Mpos, Adj),
safe(V),
intersection(Adj, V, It),
sort(It, [Targ|_]),
retractall(target(_)),
assert(target(Targ)).
new_target(home, Targ) :-
mpos(Mpos),
lastpos(Lpos),
near_grid(Mpos, Adj),
safe(V),
intersection(Adj, V, It),
delete(It, Lpos, Opts), % do not repeat last square
%sort(Opts, [Targ1, Targ2|_]),
sort(Opts, Sor),
random_member(Targ, Sor),
retractall(target(_)),
assert(target(Targ)).
new_target(force, Targ) :-
nonvar(Targ),
mpos(Mpos),
near_grid(Mpos, Adj),
member(Targ, Adj), % Alvo tem que ser adjacente
retractall(target(_)),
assert(target(Targ)).
% Dada posicao P, retorna lista com casas adjacentes validas
% Given P position, return the list of valid adjacent caves
near_grid(P, L) :-
near_grid_e(P, [], Le),
near_grid_n(P, Le, Ln),
near_grid_w(P, Ln, Lw),
near_grid_s(P, Lw, L),
!.
near_grid_e(P, L, Le) :- % [X1, Y]) :-
forwarding(P, 0, Q),
P \== Q,
append(L, [Q], Le).
near_grid_e(_, L, L).
near_grid_n(P, L, Ld) :- %[X, Y1]) :-
forwarding(P, 90, Q),
P \== Q,
append(L, [Q], Ld).
near_grid_n(_, L, L).
near_grid_w(P, L, Lw) :- %[X1, Y]) :-
forwarding(P, 180, Q),
P \== Q,
append(L, [Q], Lw).
near_grid_w(_, L, L).
near_grid_s(P, L, Ls) :- %[X, Y1]) :-
forwarding(P, 270, Q),
P \== Q,
append(L, [Q], Ls).
near_grid_s(_, L, L).
forwarding([X, Y], 0, [X1, Y]) :-
world_setup([E|_]),
X1 is X + 1,
X1 =< E.
forwarding([X, Y], 0, [X, Y]). % trombou, fica
forwarding([X, Y], 90, [X, Y1]) :-
world_setup([E|_]),
Y1 is Y + 1,
Y1 =< E.
forwarding([X, Y], 90, [X, Y]). % trombou, fica
forwarding([X, Y], 180, [X1, Y]) :-
X1 is X - 1,
X1 > 0.
forwarding([X, Y], 180, [X, Y]). % trombou, fica
forwarding([X, Y], 270, [X, Y1]) :- % trombou, fica
Y1 is Y - 1,
Y1 > 0.
forwarding([X, Y], 270, [X, Y]). % trombou, fica
go_grid_adj(P0, P1, A, goforward) :-
forwarding(P0, A, P1),
update_pos(P1).
go_grid_adj(P0, P1, A, turnright) :-
B is (A - 90) mod 360,
forwarding(P0, B, P1),
retractall(angle(_)),
assert(angle(B)),
format("New angle: ~w~n", [B]).
go_grid_adj(_, _, A, turnleft) :-
B is (A + 90) mod 360,
retractall(angle(_)),
assert(angle(B)),
format("New angle: ~w~n", [B]).
update_pos(P1) :-
mpos(P0),
retractall(mpos(_)),
retractall(lastpos(_)),
assert(mpos(P1)),
assert(lastpos(P0)),
retractall(target(_)),
assert(target([])),
format("New position: ~w -> ~w~n", [P0, P1]).
/* ----------------------------------------------------------------------- */
/* vi: set ai et ts=4 sw=4 tw=0 wm=0 fo=croql : PL config for Vim modeline */
/* Template by Dr. Beco <rcb at beco dot cc> Version 20150620.224740 */