326 lines
13 KiB
Python
326 lines
13 KiB
Python
import pygad
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import numpy as np
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import random
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# Create a maze class
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global maze_ix
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def fitness_func(path, solution_idx):
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maze = mazes[maze_ix]
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fitness = np.sum(path * maze.punish_matrix.reshape(-1))
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path = path.reshape(maze.punish_matrix.shape)
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if path[maze.start_pos] == 0:
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fitness -= 10000
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if path[maze.end_pos] == 0:
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fitness -= 10000
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if path[maze.start_pos] == 1 and path[maze.end_pos] == 1:
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fitness += 300
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# Check if there is a valid path
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# First check if there is a path from start to end
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paths = []
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complete_path = maze.walk_through_maze(path, maze.end_pos)
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paths.extend(complete_path)
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# Then for each treasure find a path from start to treasure
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treasures_found = 0
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if complete_path != []:
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for treasure in maze.treasures:
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treasure_path = maze.walk_through_maze(path, treasure)
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if treasure_path != []:
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treasures_found += 1
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paths.extend(treasure_path)
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# Remove duplicates
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path = list(set(paths))
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path_len = len(path)
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# Set the first path found as the shotest one
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if maze.shortest_path == [] and path_len > 0 and treasures_found >= len(maze.treasures) // 2:
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fitness += treasures_found * 1000
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print('First path found')
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maze.shortest_path = path
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maze.treasures_found = treasures_found
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maze.adjust_weights(complete_path)
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#Check if the current path is shorter than the shortest one
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elif treasures_found > maze.treasures_found and path_len > 0:
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fitness += 1000 * treasures_found
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print('Path with more treasures found!')
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maze.shortest_path = path
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maze.treasures_found = treasures_found
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maze.adjust_weights(complete_path)
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elif path_len < len(maze.shortest_path) and treasures_found > maze.treasures_found and path_len > 0:
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fitness += 1000 * treasures_found
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print('Path with less steps found!')
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maze.shortest_path = path
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maze.treasures_found = treasures_found
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maze.adjust_weights(complete_path)
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maze.ga_iteration += 1
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return fitness
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def on_mutation(generations, ga_instance):
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maze = mazes[maze_ix]
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no_wall_instances = np.where(maze.mutation_matrix.reshape(-1) == 1)[0]
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wall_instances = np.where(maze.mutation_matrix.reshape(-1) == 0)[0]
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treasure_instances = np.where(maze.mutation_matrix.reshape(-1) == 2)[0]
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cluster_instances = np.reshape(np.array(maze.clusters), -1)
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# Loop through the population
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for i in range(len(generations)):
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# randomly select random number of the instances where there are walls
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random_false_instances = np.random.choice(wall_instances, size=int(len(wall_instances)* random.uniform(0.01, 1.0)), replace=False)
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# randomly select random number of the instances where there are no walls
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random_true_instances = np.random.choice(no_wall_instances, size=int(len(no_wall_instances)* random.uniform(0.01, 1.0)), replace=False)
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# randomly select random number of the instances where there are treasures
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random_treasure_instances = np.random.choice(treasure_instances, size=int(len(treasure_instances)* random.uniform(0.01, 1.0)), replace=False)
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# randomly select random number of the instances where there are clusters
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random_cluster_instances = np.random.choice(cluster_instances, size=int(len(cluster_instances)* random.uniform(0.01, 1.0)), replace=False)
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generations[i][random_true_instances] = 1
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generations[i][random_false_instances] = 0
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generations[i][random_treasure_instances] = 1
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generations[i][random_cluster_instances] = 1
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return generations
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class Maze:
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def __init__(self, maze, start_pos, end_pos, punish_matrix, mutation_matrix, treasures, shortest_path):
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self.maze = maze
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self.start_pos = start_pos
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self.end_pos = end_pos
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self.punish_matrix = punish_matrix
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self.mutation_matrix = mutation_matrix
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self.treasures = treasures
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self.shortest_path = shortest_path
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self.ga_iteration = 0
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self.initial_population_size = 400
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self.clusters = []
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self.treasures_found = 0
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def run_genetic_algorithm(self):
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# Set global punish matrix
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punish_matrix = self.punish_matrix
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# Prepare treasure clusters
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self.locate_treasure_clusters()
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ga_instance = pygad.GA(num_genes=punish_matrix.size,
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num_generations=10,
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sol_per_pop=self.initial_population_size,
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num_parents_mating=200,
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gene_type=np.uint8,
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fitness_func=fitness_func,
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parent_selection_type="random",
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keep_parents=2,
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allow_duplicate_genes=True,
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parallel_processing=1,
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mutation_type=on_mutation,
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initial_population=self.generate_initial_population(),
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gene_space=[0, 1])
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ga_instance.run()
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solution, solution_fitness, solution_idx = ga_instance.best_solution()
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print("The shortest path is", self.shortest_path, self.ga_iteration)
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self.print_shortest_path()
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def walk_through_maze(self, solution_matrix, finish_coordinates):
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queue = [[self.start_pos]]
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def add_to_queue(full_path, x, y):
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if (x,y) not in full_path:
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full_path = full_path.copy()
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full_path.append((x, y))
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queue.append(full_path)
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def is_valid_move(x, y):
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return self.maze[x][y] == "." or self.maze[x][y] == "E" or self.maze[x][y] == "T"
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while queue != []:
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full_path = queue.pop()
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x, y = full_path[-1]
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if((x, y) == finish_coordinates):
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return full_path
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if x + 1 < len(self.maze) :
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if solution_matrix[x+1, y] == 1 and is_valid_move(x+1, y):
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add_to_queue(full_path, x+1, y)
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if x - 1 >= 0:
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if solution_matrix[x-1, y] == 1 and is_valid_move(x-1, y):
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add_to_queue(full_path, x-1, y)
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if y + 1 < len(self.maze) :
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if solution_matrix[x, y+1] == 1 and is_valid_move(x, y+1):
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add_to_queue(full_path, x, y+1)
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if y - 1 >= 0:
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if solution_matrix[x, y-1] == 1 and is_valid_move(x, y-1):
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add_to_queue(full_path, x, y-1)
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return []
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def adjust_weights(self, found_path):
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for (x, y) in found_path:
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self.punish_matrix[x,y] += 100
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def print_maze(self):
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for row in self.maze:
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print(' '.join(row))
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def print_shortest_path(self):
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for (x, y) in self.shortest_path:
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if (x, y) == self.start_pos or (x, y) == self.end_pos:
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continue
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if (x, y) in self.treasures:
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continue
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lst = list(self.maze[x])
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lst[y] = 'X'
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self.maze[x] = ''.join(lst)
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self.print_maze()
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def generate_initial_population(self):
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# Generate initial population
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# Firtly find the instances where there are no walls
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no_wall_instances = np.where(self.mutation_matrix.reshape(-1) == 1)[0]
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wall_instances = np.where(self.mutation_matrix.reshape(-1) == 0)[0]
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treasure_instances = np.where(self.mutation_matrix.reshape(-1) == 2)[0]
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cluster_instances = np.reshape(np.array(self.clusters), -1)
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initial_population = np.random.choice([0, 1], size=(self.initial_population_size, self.mutation_matrix.size))
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for population in initial_population:
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# select random number of the instances where there are walls
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random_false_instances = np.random.choice(wall_instances, size=int(len(no_wall_instances)* random.uniform(0.5, 1.0)), replace=False)
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# Randomly select random number of the instances where there are no walls
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random_true_instances = np.random.choice(no_wall_instances, size=int(len(no_wall_instances)* random.uniform(0.1, 1.0)), replace=False)
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# Randomly select treasure instances
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random_treasure_instances = np.random.choice(treasure_instances, size=int(len(treasure_instances)* random.uniform(0.1, 1.0)), replace=False)
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# Randomly select cluster instances
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random_cluster_instances = np.random.choice(cluster_instances, size=int(len(cluster_instances)* random.uniform(0.1, 1.0)), replace=False)
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# Then apply those values to generation
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population[random_true_instances] = 1
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population[random_false_instances] = 0
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population[random_treasure_instances] = 1
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population[random_cluster_instances] = 1
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return initial_population
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def locate_treasure_clusters(self):
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# Find treasoure neighbours
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max_cluster_size = int(self.mutation_matrix.shape[0])
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clusters = []
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for treasure in self.treasures:
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queue = [[treasure]]
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# Define add to queue function
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def add_to_queue(cluster, x, y):
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if (x,y) not in cluster:
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cluster = cluster.copy()
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cluster.append((x, y))
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queue.append(cluster)
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# Deine valid move function
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def is_valid_move(x, y):
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return self.maze[x][y] == "." or self.maze[x][y] == "E" or self.maze[x][y] == "T" or self.maze[x][y] == "S"
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while queue != []:
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current_cluster = queue.pop()
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x, y = current_cluster[-1]
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# Add cluster to clusters if we have found a big enough one
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if len(current_cluster) >= max_cluster_size or (x, y) == self.end_pos or (x, y) == self.start_pos:
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clusters.append(current_cluster.copy())
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continue
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# Add neighbours to cluster
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if x + 1 < len(self.maze) :
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if is_valid_move(x+1, y):
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add_to_queue(current_cluster, x+1, y)
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if x - 1 >= 0:
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if is_valid_move(x-1, y):
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add_to_queue(current_cluster, x-1, y)
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if y + 1 < len(self.maze) :
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if is_valid_move(x, y+1):
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add_to_queue(current_cluster, x, y+1)
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if y - 1 >= 0:
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if is_valid_move(x, y-1):
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add_to_queue(current_cluster, x, y-1)
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# Now prepare clusters for mutation
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mutation_clusters = clusters.copy()
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for i in range(len(clusters)):
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for j, (x, y) in enumerate(clusters[i]):
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mutation_clusters[i][j] = x * self.mutation_matrix.shape[0] + y
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# Convert to numpy array
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mut_clusters_np_array = []
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for i in range(len(mutation_clusters)):
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for j in range(len(mutation_clusters[i])):
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mut_clusters_np_array.append(int(mutation_clusters[i][j]))
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mut_clusters_np_array = np.array(mut_clusters_np_array)
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self.clusters = mut_clusters_np_array
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def read_mazes():
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with open('./mazes_treasures.txt', 'r') as f:
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mazes = []
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maze = []
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for line in f:
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if line == '\n':
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mazes.append(maze)
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maze = []
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continue
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maze.append(line.strip())
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return mazes
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def prepare_maze(maze_ix, mazes):
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maze = mazes[maze_ix]
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punish_matrix = np.zeros((len(maze), len(maze)), dtype=np.int64)
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mutation_matrix = np.zeros((len(maze), len(maze)), dtype=np.uint8)
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start_index = 0, 0
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end_index = 0, 0
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treasures = []
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# Initialize punish matrix and find start and end index
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for i, x in enumerate(maze):
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for j, y in enumerate(x):
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if y == "#":
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punish_matrix[i, j] = -1000
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mutation_matrix[i, j] = 0
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if y == ".":
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punish_matrix[i, j] = +1000
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mutation_matrix[i, j] = 1
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if y == "S":
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start_index = i, j
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mutation_matrix[i, j] = 1
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if y == "E":
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end_index = i, j
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mutation_matrix[i, j] = 1
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if y == "T":
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punish_matrix[i, j] = +20000
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mutation_matrix[i, j] = 2
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treasures.append((i, j))
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# Create maze class
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maze = Maze(maze, start_index, end_index, punish_matrix, mutation_matrix, treasures, [])
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return maze
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def main():
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# Read mazes
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global maze_ix, mazes
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mazes = []
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text_mazes = read_mazes()
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for i in range(len(text_mazes)):
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print('MAZE: ', i)
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maze_ix = i
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maze = prepare_maze(i, text_mazes)
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mazes.append(maze)
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maze.run_genetic_algorithm()
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if __name__ == "__main__":
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main()
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