Pac-Man, now with ghosts.
Minimax, Expectimax,
Evaluation.
In this assignment, you will design agents for the classic version of Pac-Man, including ghosts. Along the way, you will implement both minimax and expectimax search and try your hand at evaluation function design.
The code base has not changed much from assignment 1, but please
start with a fresh installation, rather than intermingling files from
project 1. You can, however, use your search.py
and
searchAgents.py
in any way you want.
The code for this project contains the following files, available as a zip archive.
multiAgents.py | Where all of your
multi-agent search agents will reside. The mini-contest part of this
assignment series has been removed, hence ignore
ContestAgent . |
pacman.py | The main file that runs Pac-Man
games. This file also describes a Pac-Man GameState
type, which you will use extensively in this project |
game.py | The logic behind how the Pac-Man world works. This file describes several supporting types like AgentState, Agent, Direction, and Grid. |
util.py |
Useful data structures for implementing search algorithms. |
graphicsDisplay.py |
Graphics for Pac-Man |
graphicsUtils.py |
Support for Pac-Man graphics |
textDisplay.py |
ASCII graphics for Pac-Man |
ghostAgents.py |
Agents to control ghosts |
keyboardAgents.py |
Keyboard interfaces to control Pac-Man |
layout.py |
Code for reading layout files and storing their contents |
What to submit: You will fill in portions
of multiAgents.py
during the assignment. You should submit
this file with your code and comments. You may also submit supporting
files (like search.py
, etc.) that you use in your code.
Please do not change the other files in this distribution or
submit any of our original files other than
multiAgents.py
.
For submission use the
procedure within Blackboard.
Deadline:
Evaluation: Your code will be autograded for technical correctness. Please do not change the names of any provided functions or classes within the code, or you will wreak the autograder. However, the correctness of your implementation -- not the autograder's output -- will be the final judge of your score.
The grade serves only as a form of feedback and it will not be used for the final grade that depends only by the written exam. For this assignment: if you make an honest effort at questions 2 and 3 you will pass, otherwise fail. Do question 1 but don't spend too much time on it as the questions 2 and 3 are more relevant for the application of the material discussed in class. The points corresponding to a question are left to indicate the level of difficulty.
Getting Help: You are not alone! If you find yourself stuck on something, ask your colleagues or contact the teacher for help. He doesn't know when or how to help unless you ask. But in any case do not ask for code, ask only verbal help. You must implement the required procedures yourself. One more piece of advice: if you don't know what a variable does or what kind of values it takes, print it out.
First, play a game of classic Pac-Man:
python pacman.pyNow, run the provided
ReflexAgent
in
multiAgents.py
:
python pacman.py -p ReflexAgentNote that it plays quite poorly even on simple layouts:
python pacman.py -p ReflexAgent -l testClassicInspect its code (in
multiAgents.py
) and make sure you
understand what it's doing.
Question 1 (3 points) Improve the
ReflexAgent
in multiAgents.py
to play
respectably. The provided reflex agent code exhibits
some helpful examples of methods that query the GameState
for information. A capable reflex agent will have to consider both food
locations and ghost locations to perform well. Your agent should easily
and reliably clear the testClassic
layout:
python pacman.py -p ReflexAgent -l testClassicTry out your reflex agent on the default
mediumClassic
layout with one ghost or two (and animation off to speed up the
display):
python pacman.py --frameTime 0 -p ReflexAgent -k 1
python pacman.py --frameTime 0 -p ReflexAgent -k 2How does your agent fare? It will likely often die with 2 ghosts on the default board, unless your evaluation function is quite good.
Note: you can never have more ghosts than the layout permits.
Note: As features, try the reciprocal of important values (such as distance to food) rather than just the values themselves.
Note: The evaluation function you're writing is evaluating state-action pairs; in later parts of the project, you'll be evaluating states.
Options: Default ghosts are random; you can also play for
fun with slightly smarter directional ghosts using -g
DirectionalGhost
. If the randomness is preventing you from
telling whether your agent is improving, you can use -f
to
run with a fixed random seed (same random choices every game). You can
also play multiple games in a row with -n
. Turn off
graphics with -q
to run lots of games quickly.
The autograder will check that your agent can rapidly clear the
openClassic
layout ten times without dying more than twice
or thrashing around infinitely (i.e. repeatedly moving back and forth
between two positions, making no progress).
python pacman.py -p ReflexAgent -l openClassic -n 10 -q
Question 2 (5 points) Now you will write an
adversarial search agent in the provided MinimaxAgent
class
stub in multiAgents.py
. Your minimax agent should work
with any number of ghosts, so you'll have to write an algorithm that is
slightly more general than what appears in the textbook. In particular,
your minimax tree will have multiple min layers (one for each ghost) for
every max layer.
Your code should also expand the game tree to an arbitrary
depth. Score the leaves of your minimax tree with the supplied
self.evaluationFunction
, which defaults to
scoreEvaluationFunction
. MinimaxAgent
extends MultiAgentSearchAgent
, which gives access to
self.depth
and self.evaluationFunction
. Make
sure your minimax code makes reference to these two variables where
appropriate as these variables are populated in response to command
line options.
Important: A single search ply is considered to be one Pac-Man move and all the ghosts' responses, so depth 2 search will involve Pac-Man and each ghost moving two times.
Hints and Observations
self.evaluationFunction
). You shouldn't change this
function, but recognize that now we're evaluating *states* rather than
actions, as we were for the reflex agent. Look-ahead agents evaluate
future states whereas reflex agents evaluate actions from the current
state.minimaxClassic
layout are 9, 8, 7, -492 for depths 1, 2, 3
and 4 respectively. Note that your minimax agent will often win
(665/1000 games for us) despite the dire prediction of depth 4 minimax.
python pacman.py -p MinimaxAgent -l minimaxClassic -a depth=4
Directions.STOP
action from Pac-Man's list of possible
actions. Depth 2 should be pretty quick, but depth 3 or 4 will be slow.
Don't worry, the next question will speed up the search somewhat.
GameStates
, either
passed in to getAction
or generated via
GameState.generateSuccessor
. In this assignment, you will not
be abstracting to simplified states.
openClassic
and
mediumClassic
(the default), you'll find Pac-Man to be good
at not dying, but quite bad at winning. He'll often thrash around
without making progress. He might even thrash around right next to a
dot without eating it because he doesn't know where he'd go after eating
that dot. Don't worry if you see this behavior, question 5 will clean
up all of these issues.
python pacman.py -p MinimaxAgent -l trappedClassic -a depth=3Make sure you understand why Pac-Man rushes the closest ghost in this case.
Question 3 (3 points) Make a new agent
that uses alpha-beta pruning to more efficiently explore the minimax
tree, in AlphaBetaAgent
. Again, your algorithm will be
slightly more general than the pseudo-code in the textbook, so part of
the challenge is to extend the alpha-beta pruning logic appropriately to
multiple minimizer agents.
You should see a speed-up (perhaps depth 3 alpha-beta will run as
fast as depth 2 minimax). Ideally, depth 3 on smallClassic
should run in just a few seconds per move or faster.
python pacman.py -p AlphaBetaAgent -a depth=3 -l smallClassic
The AlphaBetaAgent
minimax values should be identical
to the MinimaxAgent
minimax values, although the actions it
selects can vary because of different tie-breaking behavior. Again, the
minimax values of the initial state in the minimaxClassic
layout are 9, 8, 7 and -492 for depths 1, 2, 3 and 4 respectively.
Question 4 (3 points) Random ghosts are of
course not optimal minimax agents, and so modeling them with minimax
search may not be appropriate. Fill in ExpectimaxAgent
,
where your agent will no longer take the min over all ghost actions, but
the expectation according to your agent's model of how the ghosts act.
To simplify your code, assume you will only be running against
RandomGhost
ghosts, which choose amongst their
getLegalAction
s uniformly at random.
You should now observe a more cavalier approach in close quarters with ghosts. In particular, if Pac-Man perceives that he could be trapped but might escape to grab a few more pieces of food, he'll at least try. Investigate the results of these two scenarios:
python pacman.py -p AlphaBetaAgent -l trappedClassic -a depth=3 -q -n 10
python pacman.py -p ExpectimaxAgent -l trappedClassic -a depth=3 -q -n 10You should find that your
ExpectimaxAgent
wins about half
the time, while your AlphaBetaAgent
always loses. Make
sure you understand why the behavior here differs from the minimax case.
Question 5 (6 points) Write a better
evaluation function for pacman in the provided function
betterEvaluationFunction
. The evaluation function should
evaluate states, rather than actions like your reflex agent evaluation
function did. You may use any tools at your disposal for evaluation,
including your search code from the last project. With depth 2 search,
your evaluation function should clear the smallClassic
layout with two random ghosts more than half the time and still run at a
reasonable rate (to get full credit, Pac-Man should be averaging around
1000 points when he's winning).
python pacman.py -l smallClassic -p ExpectimaxAgent -a evalFn=better -q -n 10
Hints and Observations
This was the last Assignment for this year! Go Pac-Man!