// pathing private List<Room> path(Room start, Room destination, Set<Room> travelable) { Queue<Room> frontier = new LinkedList<Room>(); frontier.add(start); Map<Room, Room> visited = new HashMap<Room, Room>(); visited.put(start, null); while (!frontier.isEmpty()) { Room current = frontier.poll(); System.out.println("\n---\n" + frontier + "\n\n" + travelable + "\n---\n"); if ((destination == null && current.visited == false) || current == destination) { List<Room> path = new ArrayList<Room>(); Room next = current; while (visited.get(next) != null) { path.add(0, next); next = visited.get(next); } System.out.println("Returning: " + path); return path; } for (Room next : current.adjacent) { if (!visited.containsKey(next) && travelable.contains(next)) { frontier.add(next); visited.put(next, current); } } } System.out.println("Returning: null"); return null; }
public Action choose(WumpusWorld.Hunter hunter, Set<Action> options) { System.out.format("%n%n"); updateInternal(hunter); Room here = worldToPrivate.get(hunter.location()); // check to see if we need to make a new decision if (decision != null && !decision.done(options)) { return decision.step(options); } // kill any adjacent, known wumpuses for (Room wumpus : here.adjacent) { if (wumpusKB.known(wumpus) && wumpusKB.evaluate(wumpus)) { System.out.println("DIE!"); decision = new KillDecision(hunter, wumpus); return decision.step(options); } } // find any known wumpuses to kill for (Room wumpus : privateToWorld.keySet()) { if (wumpusKB.known(wumpus) && wumpusKB.evaluate(wumpus)) { Set<Room> safeRooms = safeRooms(); safeRooms.add(wumpus); List<Room> path = path(here, wumpus, safeRooms); path.remove(wumpus); System.out.println("I've got it!"); decision = new PathDecision(hunter, path); return decision.step(options); } } // find safe rooms to explore { System.out.println(safeRooms()); List<Room> path = path(here, safeRooms()); if (path != null) { System.out.println("Walking!"); decision = new PathDecision(hunter, path); return decision.step(options); } } // find bats to exploit for (Room bat : privateToWorld.keySet()) { if (batKB.known(bat) && batKB.evaluate(bat)) { Set<Room> safeRooms = safeRooms(); safeRooms.add(bat); System.out.println("Find a Bat!"); List<Room> path = path(here, bat, safeRooms); return decision.step(options); } } // otherwise, take your 3 chances... they're only arrows! decision = new KillDecision(hunter, Groups.any(here.adjacent)); return decision.step(options); }
public Action step(Set<Action> options) { Room here = worldToPrivate.get(hunter.location()); if (path == null || path.isEmpty()) { return null; } Room next = path.remove(0); return hunter.move(privateToWorld.get(next), options); }
public boolean done(Set<Action> options) { // TODO verify still valid return path == null || path.isEmpty(); }