# Stores everything about the current state of the game
gameState
# A globally defined depth that varies depending on the test cases.
# It could be as little as 1 or arbitrarily large
self.depth
# A locally defined depth that keeps track of how many plies deep I've gone in the tree
self.myDepth
# A function that assigns a numeric value as a utility for the current state
# How this is calculated is moot
self.evaluationFunction(gameState)
# Returns a list of legal actions for an agent
# agentIndex = 0 means Pacman, ghosts are >= 1
gameState.getLegalActions(agentIndex)
# Returns the successor game state after an agent takes an action
gameState.generateSuccessor(agentIndex, action)
# Returns the total number of agents in the game
gameState.getNumAgents()
# Returns whether or not the game state is a winning (terminal) state
gameState.isWin()
# Returns whether or not the game state is a losing (terminal) state
gameState.isLose()
This is my implementation:
"""
getAction takes a gameState and returns the optimal move for pacman,
assuming that the ghosts are optimal at minimizing his possibilities
"""
def getAction(self, gameState):
self.myDepth = 0
def miniMax(gameState):
if gameState.isWin() or gameState.isLose() or self.myDepth == self.depth:
return self.evaluationFunction(gameState)
numAgents = gameState.getNumAgents()
for i in range(0, numAgents, 1):
legalMoves = gameState.getLegalActions(i)
successors = [gameState.generateSuccessor(j, legalMoves[j]) for j, move
in enumerate(legalMoves)]
for successor in successors:
if i == 0:
return maxValue(successor, i)
else:
return minValue(successor, i)
def minValue(gameState, agentIndex):
minUtility = float('inf')
legalMoves = gameState.getLegalActions(agentIndex)
successors = [gameState.generateSuccessor(i, legalMoves[i]) for i, move
in enumerate(legalMoves)]
for successor in successors:
minUtility = min(minUtility, miniMax(successor))
return minUtility
def maxValue(gameState, agentIndex)
self.myDepth += 1
maxUtility = float('-inf')
legalMoves = gameState.getLegalActions(agentIndex)
successors = [gameState.generateSuccessor(i, legalMoves[i]) for i, move
in enumerate(legalMoves)]
for successor in successors:
maxUtility = max(maxUtility, miniMax(successor))
return maxUtility
return miniMax(gameState)