這確實有點工作要找到它具有完美的策略給它一個機器人實施,不知道食物來源的位置和數量。
任何給定的機器人策略可能不會在每次運行中產生最大可能的收穫。所以問題在於,在多次模擬運行中哪種策略最爲成功。
要找到適合方形類型的給定的統計分佈體面策略(P(快餐),P(slowFood),P(障礙)),人們可能會想出以下的想法:
讓博特( npatch)是一個尋找npatch食物斑點的機器人。在第一次食物補丁找到第二次食物補丁之前,這種策略會消耗掉它發現的東西,依此類推。當它訪問npatch食物來源(或沒有發現更多食物補丁)時,它會返回到第一個找到並重新收穫的食物來源。
這類殭屍工具(Bot(npatch))現在可以在統計相關數量的仿真運行中相互競爭。最好的機器人是比賽的勝利者。
這種方法可以被認爲是基於遺傳算法的啓發,但沒有混合任何基因,而只是迭代所有基因(1..npatch)。也許有人有一個想法如何把這個想法變成一個完全的遺傳算法。這可能涉及轉向Bot(npatch,searchStrategy),然後有多個基因來應用遺傳算法。
每當模擬參數發生變化時,競爭必須重複,顯然取決於世界上的食物補丁數量,如果某些食物補丁可能會或可能無法獲得又一個食物補丁已知。
下面的代碼是用F#編寫的,它是這個問題的模擬器(如果我的要求正確,那就是......)。寫一個新的機器人就像編寫一個函數一樣簡單,然後傳遞給模擬器。
想想這個我的復活節彩蛋,適合那些想嘗試自己的機器人的人。
我寫的2個機器人被稱爲「marvinRobot」,它可以做Marvin會做的事情,而「lazyRobot」是一個在它找到的第一個食物來源營地的機器人。
type Square =
| Empty
| Obstacle
| Food of float * (float -> float) // available * growth
| Unknown
let rnd = new System.Random()
let grow p a =
let r = rnd.NextDouble()
if r < p then a + 1.0
else a
let slowGrowth a = grow 0.01 a
let fastGrowth a = grow 0.02 a
let eatPerTick = 1.0
let maxFoodPerSquare = 20.0
let randomPick values =
let count = List.length values
let r = rnd.Next(0,count-1)
values.Item(r)
type World = Square[,]
let randomSquare pobstacle pfood =
let r = rnd.NextDouble()
match r with
| x1 when x1 < pobstacle -> Obstacle
| x2 when x2 < (pobstacle + pfood) && x2 >= pobstacle ->
Food(rnd.NextDouble() * maxFoodPerSquare, randomPick [slowGrowth; fastGrowth])
| _ -> Empty
let createRandomWorld n pobstacle pfood =
Array2D.init n n (fun col row -> randomSquare pobstacle pfood)
let createUnknownWorld n =
Array2D.create n n Unknown
type Position = { Column : int; Row : int }
type RoboState = { Memory : Square[,]; Pos : Position; Heading : Position }
type RoboAction =
| TurnRight
| TurnLeft
| MoveOne
| Eat
| Idle
type RoboActor = World -> RoboState -> RoboAction
let right heading : Position =
match heading with
| { Column = 0; Row = 1 } -> { Column = -1; Row = 0 }
| { Column = -1; Row = 0 } -> { Column = 0; Row = -1 }
| { Column = 0; Row = -1 } -> { Column = 1; Row = 0 }
| { Column = 1; Row = 0 } -> { Column = 0; Row = 1 }
| _ -> failwith "Invalid heading!"
let left heading : Position =
match heading with
| { Column = -1; Row = 0 } -> { Column = 0; Row = 1 }
| { Column = 0; Row = -1 } -> { Column = -1; Row = 0 }
| { Column = 1; Row = 0 } -> { Column = 0; Row = -1 }
| { Column = 0; Row = 1 } -> { Column = 1; Row = 0 }
| _ -> failwith "Invalid heading!"
let checkAccess n position =
let inRange v = v >= 0 && v < n
(inRange position.Column) && (inRange position.Row)
let tickWorld world =
world
|> Array2D.map
(fun sq ->
match sq with
| Empty -> Empty
| Obstacle -> Obstacle
| Food(a,r) -> Food(min (r a) maxFoodPerSquare, r)
| Unknown -> Unknown
)
let rec step robot world roboState i imax acc =
if i < imax then
let action = robot world roboState
match action with
| TurnRight ->
let rs1 = { roboState with Heading = right roboState.Heading }
let wrld1 = tickWorld world
step robot wrld1 rs1 (i+1) imax acc
| TurnLeft ->
let rs1 = { roboState with Heading = left roboState.Heading }
let wrld1 = tickWorld world
step robot wrld1 rs1 (i+1) imax acc
| MoveOne ->
let rs1 =
let c =
{ Column = roboState.Pos.Column + roboState.Heading.Column
Row = roboState.Pos.Row + roboState.Heading.Row
}
if checkAccess (Array2D.length1 world) c
then
match world.[c.Column,c.Row] with
| Obstacle ->
roboState.Memory.[c.Column,c.Row] <- Obstacle
roboState
| _ -> { roboState with Pos = c }
else
roboState
let wrld1 = tickWorld world
step robot wrld1 rs1 (i+1) imax acc
| Eat ->
let eat,acc1 =
match world.[roboState.Pos.Column,roboState.Pos.Row] with
| Empty -> Empty,acc
| Obstacle -> Obstacle,acc
| Food(a,r) ->
let eaten = if a >= eatPerTick then eatPerTick else 0.0
printfn "eating %f carrots" eaten
Food(a - eaten, r),eaten + acc
| Unknown -> Unknown,acc
world.[roboState.Pos.Column,roboState.Pos.Row] <- eat
let wrld1 = tickWorld world
step robot wrld1 roboState (i+1) imax acc1
| Idle ->
step robot (tickWorld world) roboState (i+1) imax acc
else
acc
let initRoboState n =
{ Memory = createUnknownWorld n;
Pos = { Column = 0; Row = 0;};
Heading = {Column = 1; Row = 0}
}
let simulate n pobstacle pfood imax robot =
let w0 = createRandomWorld n pobstacle pfood
let r0 = initRoboState n
printfn "World: %A" w0
printfn "Initial Robo State: %A" r0
let result = step robot w0 r0 0 imax 0.0
printfn "Final Robo State: %A" r0
result
// Not that Marvin would care, but the rule for this simulator is that the
// bot may only inspect the square in the world at the current position.
// This means, IT CANNOT SEE the neighboring squares.
// This means, that if there is a obstacle next to current square,
// it costs a simulation tick to find out, trying to bump against it.
// Any access to other squares in world is considered cheating!
// world is passed in spite of all said above to allow for alternate rules.
let marvinRobot world roboState =
Idle
// Tries to find a square with food, then stays there, eating when there is something to eat.
let lazyRobot (world : World) (roboState : RoboState) =
let search() =
let status action : RoboAction =
match action with
| TurnLeft -> printfn "%A TurnLeft at %A (heading: %A)" world.[roboState.Pos.Column,roboState.Pos.Row] roboState.Pos roboState.Heading
| TurnRight -> printfn "%ATurnRight at %A (heading: %A)" world.[roboState.Pos.Column,roboState.Pos.Row] roboState.Pos roboState.Heading
| MoveOne -> printfn "%A MoveOne at %A (heading: %A)" world.[roboState.Pos.Column,roboState.Pos.Row] roboState.Pos roboState.Heading
| Idle -> printfn "%A Idle at %A (heading: %A)" world.[roboState.Pos.Column,roboState.Pos.Row] roboState.Pos roboState.Heading
| Eat -> printfn "%A Eat at %A (heading: %A)" world.[roboState.Pos.Column,roboState.Pos.Row] roboState.Pos roboState.Heading
action
let neighbors =
[ roboState.Heading, MoveOne;
(roboState.Heading |> right),TurnRight;
(roboState.Heading |> left),TurnLeft;
(roboState.Heading |> right |> right),TurnRight
]
|> List.map (fun (p,a) -> (p.Column,p.Row),a)
|> List.map (fun ((c,r),a) -> (roboState.Pos.Column + c,roboState.Pos.Row + r),a)
|> List.filter (fun ((c,r),a) -> checkAccess (Array2D.length1 world){Position.Column = c; Row = r})
|> List.sortBy (fun ((c,r),a) -> match roboState.Memory.[c,r] with | Food(_,_) -> 0 | Unknown -> 1 | Empty -> 2 | Obstacle -> 3)
|> List.map (fun ((c,r),a) -> { Column = c; Row = r},a)
if neighbors.IsEmpty then failwith "It's a trap!" // can happen if bot is surrounded by obstacles, e.g. in a corner
else
let p,a = neighbors.Head
status a
roboState.Memory.[roboState.Pos.Column, roboState.Pos.Row] <-
world.[roboState.Pos.Column,roboState.Pos.Row]
match world.[roboState.Pos.Column,roboState.Pos.Row] with
| Food(a,_) ->
printfn "Found food at %A" roboState.Pos
Eat
| _ ->
search()
//simulate 10 0.1 0.05 2000 marvinRobot
simulate 10 0.1 0.1 2000 lazyRobot
最後不是至少提示:如果您0.0食物補丁模擬,你的機器人應該參觀了地圖上所有的廣場。如果它沒有這樣做,它肯定不是一個好的機器人;)
(1)事先知道胡蘿蔔的位置? (2)事先知道障礙物嗎? (3)即使有了這些假設,問題仍然很難 - 因爲它很容易從哈密爾頓路徑/旅行銷售人員問題中減少。在沒有這些假設的情況下獲得最佳解決方案將變得更加困難。 – amit 2015-04-05 15:41:29
(1)不知道胡蘿蔔的位置是未知的 (2)障礙物也沒有 – 2015-04-05 15:42:11
已經收穫的胡蘿蔔點會發生什麼?他們在一段時間後會重新長大嗎? – BitTickler 2015-04-05 15:42:45