我正在尝试从Mason 19网站修改pacman游戏。我要做的是让pacman自己运行并尽可能快地遍历任何给定的板。到目前为止,我已经实现了使pacman自行运行,但是它陷入了电路板顶部的循环中。我想知道的是使它正常工作而不会陷入循环的最佳方法。
我正在使用的程序来自Mason19 https://cs.gmu.edu/~eclab/projects/mason/
我修改过的代码位于Pac.java和doPolicyStep类中。
protected void doPolicyStep(SimState state)
{
if(lastAction == NOTHING)
{
if(isPossibleToDoAction(Pac.E))
{
pacman.actions[0] = Pac.E;
performAction(Pac.E);
}
else if(isPossibleToDoAction(Pac.S))
{
pacman.actions[0] = Pac.S;
performAction(Pac.S);
}
else if(isPossibleToDoAction(Pac.N))
{
pacman.actions[0] = Pac.N;
performAction(Pac.N);
}
else
{
pacman.actions[0] = Pac.W;
performAction(Pac.W);
}
}
else if(lastAction == Pac.E)
{
if(isPossibleToDoAction(Pac.E))
{
pacman.actions[0] = Pac.E;
performAction(Pac.E);
}
else if(isPossibleToDoAction(Pac.S))
{
pacman.actions[0] = Pac.S;
performAction(Pac.S);
}
else if(isPossibleToDoAction(Pac.N))
{
pacman.actions[0] = Pac.N;
performAction(Pac.N);
}
else
{
pacman.actions[0] = Pac.W;
performAction(Pac.W);
}
}
else if(lastAction == Pac.S)
{
if(isPossibleToDoAction(Pac.S))
{
pacman.actions[0] = Pac.S;
performAction(Pac.S);
}
else if(isPossibleToDoAction(Pac.W))
{
pacman.actions[0] = Pac.W;
performAction(Pac.W);
}
else if(isPossibleToDoAction(Pac.E))
{
pacman.actions[0] = Pac.E;
performAction(Pac.E);
}
else
{
pacman.actions[0] = Pac.N;
performAction(Pac.N);
}
}
else if(lastAction == Pac.W)
{
if(isPossibleToDoAction(Pac.W))
{
pacman.actions[0] = Pac.W;
performAction(Pac.W);
}
else if(isPossibleToDoAction(Pac.N))
{
pacman.actions[0] = Pac.N;
performAction(Pac.N);
}
else if(isPossibleToDoAction(Pac.S))
{
pacman.actions[0] = Pac.S;
performAction(Pac.S);
}
else
{
pacman.actions[0] = Pac.E;
performAction(Pac.E);
}
}
else if(lastAction == Pac.N)
{
if(isPossibleToDoAction(Pac.N))
{
pacman.actions[0] = Pac.N;
performAction(Pac.N);
}
else if(isPossibleToDoAction(Pac.W))
{
pacman.actions[0] = Pac.W;
performAction(Pac.W);
}
else if(isPossibleToDoAction(Pac.E))
{
pacman.actions[0] = Pac.E;
performAction(Pac.E);
}
else
{
pacman.actions[0] = Pac.S;
performAction(Pac.S);
}
}
int nextAction = pacman.getNextAction(tag);
/ **方法isPossibleToDoAction()确定座席是否可以通过给定动作(N / W / S / E / NOTHING)移动而不会撞到墙壁。 * /
public boolean isPossibleToDoAction(int action)
{
if (action == NOTHING)
{
return false; // no way
}
IntGrid2D maze = pacman.maze;
int[][] field = maze.field;
// the Agents grid is discretized exactly on 1x1 boundaries so we can use floor rather than divide
// the agent can straddle two locations at a time. The basic location is x0, y0, and the straddled location is x1, y1.
// It may be that x0 == y0.
int x0 = (int) location.x;
int y0 = (int) location.y;
int x1 = location.x == x0 ? x0 : x0 + 1;
int y1 = location.y == y0 ? y0 : y0 + 1;
// for some actions we can only do the action if we're not straddling, or if our previous action was NOTHING
if ((x0 == x1 && y0 == y1) || lastAction == NOTHING)
{
switch (action)
{
// we allow toroidal actions
case N:
return (field[maze.stx(x0)][maze.sty(y0 - 1)] == 0);
case E:
return (field[maze.stx(x0 + 1)][maze.sty(y0)] == 0);
case S:
return (field[maze.stx(x0)][maze.sty(y0 + 1)] == 0);
case W:
return (field[maze.stx(x0 - 1)][maze.sty(y0)] == 0);
}
} // for other actions we're continuing to do what we did last time.
// assuming we're straddling, this should always be allowed unless our way is blocked
else if (action == lastAction)
{
switch (action)
{
// we allow toroidal actions
case N: // use y0
return (field[maze.stx(x0)][maze.sty(y0)] == 0);
case E: // use x1
return (field[maze.stx(x1)][maze.sty(y0)] == 0);
case S: // use y1
return (field[maze.stx(x0)][maze.sty(y1)] == 0);
case W: // use x0
return (field[maze.stx(x0)][maze.sty(y0)] == 0);
}
} // last there are reversal actions. Generally these are always allowed as well.
else if ((action == N && lastAction == S) ||
(action == S && lastAction == N) ||
(action == E && lastAction == W) ||
(action == W && lastAction == E))
{
return true;
}
return false;
}
我相信我需要使用BFS搜索之类的方法来找到最短的路径,我只是不知道该怎么做。