I can hear you, ghost.
Running won't save you from my
Particle filter!
Pacman spends his life running from ghosts, but things were not always so. Legend has it that many years ago, Pacman's great grandfather Grandpac learned to hunt ghosts for sport. However, he was blinded by his power and could only track ghosts by their banging and clanging.
In this project, you will design Pacman agents that use sensors to locate and eat invisible ghosts. You'll advance from locating single, stationary ghosts to hunting packs of multiple moving ghosts with ruthless efficiency.
The code for this project contains the following files, available as a zip archive.
bustersAgents.py |
Agents for playing the Ghostbusters variant of Pacman. |
inference.py |
Code for tracking ghosts over time using their sounds. |
busters.py |
The main entry to Ghostbusters (replacing Pacman.py) |
bustersGhostAgents.py |
New ghost agents for Ghostbusters |
distanceCalculator.py |
Computes maze distances |
game.py |
Inner workings and helper classes for Pacman |
ghostAgents.py |
Agents to control ghosts |
graphicsDisplay.py |
Graphics for Pacman |
graphicsUtils.py |
Support for Pacman graphics |
keyboardAgents.py |
Keyboard interfaces to control Pacman |
layout.py |
Code for reading layout files and storing their contents |
util.py |
Utility functions |
What to submit: You will fill in portions of bustersAgents.py
and
inference.py
during the
assignment. You should submit this file with your code and comments.
Please do not change the other files in this distribution or
submit any of our original files other
than inference.py
and bustersAgents.py
. As
usual, submit through Canvas file upload.
Evaluation: Your code will be autograded for technical correctness. Please do not change the names of any provided functions or classes within the code, or you will wreak havoc on the autograder. However, the correctness of your implementation -- not the autograder's judgements -- will be the final judge of your score. If necessary, we will review and grade assignments individually to ensure that you receive due credit for your work.
Academic Dishonesty: This project is to be done individually. We will be checking your code against other submissions in the class for logical redundancy. If you copy someone else's code and submit it with minor changes, we will know. These cheat detectors are quite hard to fool, so please don't try. We trust you all to submit your own work only; please don't let us down. If you do, we will pursue the strongest consequences available to us.
Getting Help: You are not alone! If you find yourself stuck on something, contact the course staff for help. Office hours, and Canvas discussion forum are there for your support; please use them. If you can't make our office hours, let us know right away and we will try to meet with you. We want these projects to be rewarding and instructional, not frustrating and demoralizing. But, we don't know when or how to help unless you ask.
In Ghostbusters, the goal is to hunt down scared but invisible ghosts. Pacman, ever resourceful, is equipped with sonar (ears) that provides noisy readings of the Manhattan distance to each ghost. The game ends when Pacman has eaten all the ghosts. To start, try playing a game yourself using the keyboard.
python busters.py
The blocks of color indicate where the each ghost could possibly be, given the noisy distance readings provided to Pacman. The noisy distances at the bottom of the display are always non-negative, and always within 7 of the true distance. The probability of a distance reading decreases exponentially with its difference from the true distance.
Your primary task in this project is to implement inference to track the ghosts. For the keyboard based game above, a crude form of inference was implemented for you by default: all squares in which a ghost could possibly be are shaded by the color of the ghost. Naturally, we want a better estimate of the ghost's position. Fortunately, Bayes' Nets provide us with powerful tools for making the most of the information we have. Throughout the rest of this project, you will implement algorithms for performing both exact and approximate inference using Bayes' Nets. The lab is challenging, so we do encouarge you to start early and seek help when necessary.
While watching and debugging your code with the autograder, it will be
helpful to have some understanding
of what the autograder is doing. There are 2 types of tests in this
project, as differentiated by their
*.test
files found in the subdirectories of the test_cases
folder. For tests
of class DoubleInferenceAgentTest
, your will see
visualizations of the inference distributions
generated by your code, but all Pacman actions will be preselected
according to the actions of the staff
implementation. This is necessary in order to allow comparision of your
distributions with the staff's
distributions. The second type of test is GameScoreTest
,
in which your BustersAgent
will actually select actions for Pacman and you will watch your Pacman
play and win games.
As you implement and debug your code, you may find it useful to run a single test at a time. In order to do this you will need to use the -t flag with the autograder. For example if you only want to run the first test of question 1, use:
python autograder.py -t test_cases/q1/1-ExactObserveIn general, all test cases can be found inside test_cases/q*.
observe
method in ExactInference
class of inference.py
to correctly update the agent's belief distribution over ghost positions
given an observation from Pacman's sensors.
A correct implementation should also handle one special case: when a ghost
is eaten,
you should place that ghost in its prison cell, as described in the
comments of observe
.
To run the autograder for this question and visualize the output:
python autograder.py -q q1
As you watch the test cases, be sure that you understand how the squares converge to their final coloring. In test cases where is Pacman boxed in (which is to say, he is unable to change his observation point), why does Pacman sometimes have trouble finding the exact location of the ghost?
Note: your busters agents have a separate inference module for
each ghost they are tracking.
That's why if you print an observation inside the observe
function, you'll only see a
single number even though there may be multiple ghosts on the board.
Hints:
initializeUniformly
).
After receiving a reading, the observe
function is
called, which must update the belief at every position. noisyDistance
, emissionModel
,
and PacmanPosition
(in the observe
function) to get started. util.Counter
objects (like
dictionaries) in a field called self.beliefs
, which you
should update. ExactInference
is self.beliefs
.
To understand why this is useful to Pacman, consider the following scenario in which there is Pacman and one Ghost. Pacman receives many observations which indicate the ghost is very near, but then one which indicates the ghost is very far. The reading indicating the ghost is very far is likely to be the result of a buggy sensor. Pacman's prior knowledge of how the ghost may move will decrease the impact of this reading since Pacman knows the ghost could not move so far in only one move.
In this question, you will implement the elapseTime
method
in ExactInference
.
Your agent has access to the action distribution for any GhostAgent
.
In order to test your elapseTime
implementation separately
from your observe
implementation in the previous question, this question will not make use
of your observe
implementation.
Since Pacman is not utilizing any observations about the ghost, this means that Pacman will start with a uniform distribution over all spaces, and then update his beliefs according to how he knows the Ghost is able to move. Since Pacman is not observing the ghost, this means the ghost's actions will not impact Pacman's beliefs. Over time, Pacman's beliefs will come to reflect places on the board where he believes ghosts are most likely to be given the geometry of the board and what Pacman already knows about their valid movements.
For the tests in this question we will sometimes use a ghost with random movements and other times we will use the GoSouthGhost. This ghost tends to move south so over time, and without any observations, Pacman's belief distribution should begin to focus around the bottom of the board. To see which ghost is used for each test case you can look in the .test files.
To run the autograder for this question and visualize the output:
python autograder.py -q q2
As an example of the GoSouthGhostAgent, you can run
python autograder.py -t test_cases/q2/2-ExactElapseand observe that the distribution becomes concentrated at the bottom of the board.
As you watch the autograder output, remember that lighter squares indicate that pacman believes a ghost is more likely to occupy that location, and darker squares indicate a ghost is less likely to occupy that location. For which of the test cases do you notice differences emerging in the shading of the squares? Can you explain why some squares get lighter and some squares get darker?
Hints:
gameState
,
appears in the comments of ExactInference.elapseTime
in
inference.py
.
observe
and elapseTime
implementations together,
along with a simple greedy hunting strategy which you will implement for
this question.
In the simple greedy strategy, Pacman assumes that each ghost is in its
most likely position according to its beliefs, then moves toward the
closest ghost. Up to this point, Pacman
has moved by randomly selecting a valid action.
Implement the chooseAction
method in GreedyBustersAgent
in bustersAgents.py
.
Your agent should first find the most likely position of each remaining
(uncaptured) ghost, then choose an action that minimizes the distance to
the closest ghost. If correctly implemented, your
agent should win the game in q3/3-gameScoreTest
with a
score greater than 700 at least
8 out of 10 times. Note: the autograder will also check the
correctness of your inference directly, but the outcome of games is a
reasonable sanity check.
To run the autograder for this question and visualize the output:
python autograder.py -q q3
Note: If you want to run this test (or any of the other tests) without graphics you can add the following flag:
python autograder.py -q q3 --no-graphicsHints:
chooseAction
provide you with useful
method calls for computing maze distance and successor positions.
Implement the functions initializeUniformly
, getBeliefDistribution
,
and observe
for the ParticleFilter
class in
inference.py
.
A correct implementation should also handle two special cases. (1) When
all your particles receive zero weight based on the evidence, you should
resample all particles from the prior to recover. (2) When a ghost is
eaten, you should update all particles to place that ghost in its prison
cell, as described in the comments of observe
. When
complete, you should be able to track ghosts nearly as effectively as
with exact inference.
To run the autograder for this question and visualize the output:
python autograder.py -q q4Hints:
elapseTime
function for the ParticleFilter
class in inference.py
.
When complete, you should be able to track ghosts nearly as effectively as
with exact inference.
Note that in this question, we will test both the elapseTime
function in isolation,
as well as the full implementation of the particle filter combining elapseTime
and
observe
.
To run the autograder for this question and visualize the output:
python autograder.py -q q5
For the tests in this question we will sometimes use a ghost with random movements and other times we will use the GoSouthGhost. This ghost tends to move south so over time, and without any observations, Pacman's belief distribution should begin to focus around the bottom of the board. To see which ghost is used for each test case you can look in the .test files. As an example, you can run
python autograder.py -t test_cases/q5/2-ParticleElapseand observe that the distribution becomes concentrated at the bottom of the board.
RandomGhost
or more advanced DirectionalGhost
.
However, the prized DispersingGhost
chooses actions that
avoid other ghosts. Since the ghosts' transition models are no longer
independent, all ghosts must be tracked jointly in a dynamic Bayes net!
The Bayes net has the following structure, where the hidden variables G represent ghost positions and the emission variables E are the noisy distances to each ghost. This structure can be extended to more ghosts, but only two (a and b) are shown below.
You will now implement a particle filter that tracks multiple ghosts simultaneously. Each particle will represent a tuple of ghost positions that is a sample of where all the ghosts are at the present time. The code is already set up to extract marginal distributions about each ghost from the joint inference algorithm you will create, so that belief clouds about individual ghosts can be displayed.
Complete the initializeParticles
, getBeliefDistribution
,
and observeState
method in JointParticleFilter
to weight and resample the whole list of particles based on new
evidence. As before, a correct implementation should also handle two
special cases. (1) When all your particles receive zero weight based on
the evidence, you should resample all particles from the prior to
recover. (2) When a ghost is eaten, you should update all particles to
place that ghost in its prison cell, as described in the comments of observeState
.
You should now effectively track dispersing ghosts. To run the autograder for this question and visualize the output:
python autograder.py -q q6
Complete the elapseTime
method in JointParticleFilter
in inference.py
to resample each particle correctly for the Bayes net. In particular,
each ghost should draw a new position conditioned on the positions of
all the ghosts at the previous time step. The comments in the method
provide instructions for support functions to help with sampling and
creating the correct distribution.
Note that completing this question involves removing the call to util.raiseNotDefined(). This means that the autograder will now grade both question 6 and question 7. Since these questions involve joint distributions, they require more computational power (and time) to grade, so please be patient!
As you run the autograder note that q7/1-JointParticleElapse
and q7/2-JointParticleElapse
test your elapseTime
implementations only, and q7/3-JointParticleElapse
tests
both your elapseTime
and observe
implementations. Notice the difference between
test 1 and test 3. In both tests, pacman knows that the ghosts will move
to the sides of the gameboard.
What is different between the tests, and why?
To run the autograder for this question use:
python autograder.py -q q7
Congratulations! Only one more project left.