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mazeGenerator.py
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mazeGenerator.py
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# mazeGenerator.py
# ----------------
# Licensing Information: You are free to use or extend these projects for
# educational purposes provided that (1) you do not distribute or publish
# solutions, (2) you retain this notice, and (3) you provide clear
# attribution to UC Berkeley, including a link to http://ai.berkeley.edu.
#
# Attribution Information: The Pacman AI projects were developed at UC Berkeley.
# The core projects and autograders were primarily created by John DeNero
# ([email protected]) and Dan Klein ([email protected]).
# Student side autograding was added by Brad Miller, Nick Hay, and
# Pieter Abbeel ([email protected]).
import random, sys
"""
maze generator code
algorithm:
start with an empty grid
draw a wall with gaps, dividing the grid in 2
repeat recursively for each sub-grid
pacman details:
players 1,3 always start in the bottom left; 2,4 in the top right
food is placed in dead ends and then randomly (though not too close to the pacmen starting positions)
notes:
the final map includes a symmetric, flipped copy
the first wall has k gaps, the next wall has k/2 gaps, etc. (min=1)
@author: Dan Gillick
@author: Jie Tang
"""
W = '%'
F = '.'
C = 'o'
E = ' '
class Maze:
def __init__(self, rows, cols, anchor=(0, 0), root=None):
"""
generate an empty maze
anchor is the top left corner of this grid's position in its parent grid
"""
self.r = rows
self.c = cols
self.grid = [[E for col in range(cols)] for row in range(rows)]
self.anchor = anchor
self.rooms = []
self.root = root
if not self.root: self.root = self
def to_map(self):
"""
add a flipped symmetric copy on the right
add a border
"""
## add a flipped symmetric copy
for row in range(self.r):
for col in range(self.c-1, -1, -1):
self.grid[self.r-row-1].append(self.grid[row][col])
self.c *= 2
## add a border
for row in range(self.r):
self.grid[row] = [W] + self.grid[row] + [W]
self.c += 2
self.grid.insert(0, [W for c in range(self.c)])
self.grid.append([W for c in range(self.c)])
self.r += 2
def __str__(self):
s = ''
for row in range(self.r):
for col in range(self.c):
s += self.grid[row][col]
s += '\n'
return s[:-1]
def add_wall(self, i, gaps=1, vert=True):
"""
add a wall with gaps
"""
add_r, add_c = self.anchor
if vert:
gaps = min(self.r, gaps)
slots = [add_r+x for x in range(self.r)]
if not 0 in slots:
if self.root.grid[min(slots)-1][add_c+i] == E: slots.remove(min(slots))
if len(slots) <= gaps: return 0
if not self.root.c-1 in slots:
if self.root.grid[max(slots)+1][add_c+i] == E: slots.remove(max(slots))
if len(slots) <= gaps: return 0
random.shuffle(slots)
for row in slots[int(round(gaps)):]:
self.root.grid[row][add_c+i] = W
self.rooms.append(Maze(self.r, i, (add_r,add_c), self.root))
self.rooms.append(Maze(self.r, self.c-i-1, (add_r,add_c+i+1), self.root))
else:
gaps = min(self.c, gaps)
slots = [add_c+x for x in range(self.c)]
if not 0 in slots:
if self.root.grid[add_r+i][min(slots)-1] == E: slots.remove(min(slots))
if len(slots) <= gaps: return 0
if not self.root.r-1 in slots:
if self.root.grid[add_r+i][max(slots)+1] == E: slots.remove(max(slots))
if len(slots) <= gaps: return 0
random.shuffle(slots)
for col in slots[int(round(gaps)):]:
self.root.grid[add_r+i][col] = W
self.rooms.append(Maze(i, self.c, (add_r,add_c), self.root))
self.rooms.append(Maze(self.r-i-1, self.c, (add_r+i+1,add_c), self.root))
return 1
def make_with_prison(room, depth, gaps=1, vert=True, min_width=1, gapfactor=0.5):
"""
Build a maze with 0,1,2 layers of prison (randomly)
"""
p = random.randint(0,2)
proll = random.random()
if proll < 0.5:
p = 1
elif proll < 0.7:
p = 0
elif proll < 0.9:
p = 2
else:
p = 3
add_r, add_c = room.anchor
print(p)
for j in range(p):
cur_col = 2*(j+1)-1
for row in range(room.r):
room.root.grid[row][cur_col] = W
if j % 2 == 0:
room.root.grid[0][cur_col] = E
else:
room.root.grid[room.r-1][cur_col] = E
room.rooms.append(Maze(room.r, room.c-(2*p), (add_r, add_c+(2*p)), room.root))
for sub_room in room.rooms:
make(sub_room, depth+1, gaps, vert, min_width, gapfactor)
return 2*p
def make(room, depth, gaps=1, vert=True, min_width=1, gapfactor=0.5):
"""
recursively build a maze
TODO: randomize number of gaps?
"""
## extreme base case
if room.r <= min_width and room.c <= min_width: return
## decide between vertical and horizontal wall
if vert: num = room.c
else: num = room.r
if num < min_width + 2:
vert = not vert
if vert: num = room.c
else: num = room.r
## add a wall to the current room
if depth==0: wall_slots = [num-2] ## fix the first wall
else: wall_slots = range(1, num-1)
if len(wall_slots) == 0: return
choice = random.choice(wall_slots)
if not room.add_wall(choice, gaps, vert): return
## recursively add walls
# if random.random() < 0.8:
# vert = not vert
for sub_room in room.rooms:
make(sub_room, depth+1, max(1,gaps*gapfactor), not vert,
min_width, gapfactor)
# for sub_room in room.rooms:
# make(sub_room, depth+1, max(1,gaps/2), not vert, min_width)
def copy_grid(grid):
new_grid = []
for row in range(len(grid)):
new_grid.append([])
for col in range(len(grid[row])):
new_grid[row].append(grid[row][col])
return new_grid
def add_pacman_stuff(maze, max_food=60, max_capsules=4, toskip=0):
"""
add pacmen starting position
add food at dead ends plus some extra
"""
## parameters
max_depth = 2
## add food at dead ends
depth = 0
total_food = 0
while True:
new_grid = copy_grid(maze.grid)
depth += 1
num_added = 0
for row in range(1, maze.r-1):
for col in range(1+toskip, int(maze.c/2)-1):
if (row > maze.r-6) and (col < 6): continue
if maze.grid[row][col] != E: continue
neighbors = (maze.grid[row-1][col]==E) + (maze.grid[row][col-1]==E) + (maze.grid[row+1][col]==E) + (maze.grid[row][col+1]==E)
if neighbors == 1:
new_grid[row][col] = F
new_grid[maze.r-row-1][maze.c-(col)-1] = F
num_added += 2
total_food += 2
maze.grid = new_grid
if num_added == 0: break
if depth >= max_depth: break
## starting pacmen positions
maze.grid[maze.r-2][1] = '3'
maze.grid[maze.r-3][1] = '1'
maze.grid[1][maze.c-2] = '4'
maze.grid[2][maze.c-2] = '2'
## add capsules
total_capsules = 0
while total_capsules < max_capsules:
row = random.randint(1, maze.r-1)
col = random.randint(1+toskip, (maze.c/2)-2)
if (row > maze.r-6) and (col < 6): continue
if(abs(col - maze.c/2) < 3): continue
if maze.grid[row][col] == E:
maze.grid[row][col] = C
maze.grid[maze.r-row-1][maze.c-(col)-1] = C
total_capsules += 2
## extra random food
while total_food < max_food:
row = random.randint(1, maze.r-1)
col = random.randint(1+toskip, (maze.c/2)-1)
if (row > maze.r-6) and (col < 6): continue
if(abs(col - maze.c/2) < 3): continue
if maze.grid[row][col] == E:
maze.grid[row][col] = F
maze.grid[maze.r-row-1][maze.c-(col)-1] = F
total_food += 2
MAX_DIFFERENT_MAZES = 10000
def generateMaze(seed = None):
if not seed:
seed = random.randint(1,MAX_DIFFERENT_MAZES)
random.seed(seed)
maze = Maze(16,16)
gapfactor = min(0.65,random.gauss(0.5,0.1))
skip = make_with_prison(maze, depth=0, gaps=3, vert=True, min_width=1, gapfactor=gapfactor)
maze.to_map()
add_pacman_stuff(maze, 2*(maze.r*maze.c/20), 4, skip)
return str(maze)
if __name__ == '__main__':
seed = None
if len(sys.argv) > 1:
seed = int(sys.argv[1])
print(generateMaze(seed))