机器学习代写 |KCL代写

6CCS3ML1 (Machine Learning)

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1 Overview

For this coursework, you will have to implement a classifier. You will use this classifier in some code that has to make a decision. The code will be controlling Pacman, in the classic game, and the decision will be about how Pacman chooses to move. Your classifier probably won’t help Pacman to make particularly good decisions (I will be surprised if it helps Pacman win games, my version certainly didn’t), but that is not the point. The point is to write a classifier and use it.

No previous experience with Pacman (either in general, or with the specific UC Berkeley AI imple- mentation that we will use) is required.

This coursework is worth 10% of the marks for the module.

Note: Failure to follow submission instructions will result in a deduction of 10% of the marks you earn for this coursework.

2 Getting started

The Pacman code that we will be using for the coursework was developed at UC Berkeley for their AI course. The folk who developed this code then kindly made it available to everyone. The homepage for the Berkeley AI Pacman projects is here:

     http://ai.berkeley.edu/

Note that we will not be doing any of their projects. Note also that the code only supports Python 3, so that is what we will use.1

You should:

(a) Download: pacman-cw1.zip

from KEATS.

(b) Save that file to your account at KCL (or to your own computer).

(c) Unzip the archive.

This will create a folder pacman

(d) From the command line (you will need to use the command line in order to use the various options), switch to the folder pacman.

(e) Now type:

     python3 pacman.py

This will open up a window that looks like that in Figure 1

(f) The default mode is for keyboard control, so you should be able to play this game out using the arrow keys.

Playing Pacman is not the object here — don’t worry if there is an issue with controlling Pacman using the keys, that can happen on some platforms — but you will need to run this code to do the coursework. So, if the code causes an error, get help.

When you are tired of running Pacman, move on to the next section.

2.2 Code to control Pacman

Now we work towards controlling Pacman by writing code. The file sampleAgents.py contains

several simple pieces of code for controlling Pacman. You can see one of these run by executing:

     python3 pacman.py --pacman RandomAgent

This is not a good player (it is just picking from the available actions at random), but it shows you a couple of things.

First, you execute an agent that you write by using the --pacman option, followed by the name of a Python class. The Pacman code looks for this class in files called:

     <something>Agents.py

and, when it finds the class, will compile the relevant class. If the class isn’t in an appropriately named file, you will get the error:

Traceback (most recent call last):

  File "pacman.py", line 679, in <module>

    args = readCommand( sys.argv[1:] ) # Get game components based on input

  File "pacman.py", line 541, in readCommand

    pacmanType = loadAgent(options.pacman, noKeyboard)

  File "pacman.py", line 608, in loadAgent

    raise Exception(‘The agent ’ + pacman + ‘ is not specified in any *Agents.py.’)

Now open your favourite editor and look at sampleAgents.py. If you look at RandomAgent you will see that all it does is to define a function getAction(). This function is the only thing that is required to control Pacman.2 The function is called by the game every time that it needs to know what Pacman does — at every “tick” of the game clock — and what it needs to return is an action. That means returning expressions that the rest of the code can interpret to tell Pacman what to do.

In the basic Pacman game, getAction() returns commands like: Directions.STOP

which tells Pacman to not move, or:

     Directions.WEST

which tells Pacman to move towards the left side of its grid (North is up the grid).

However, for your coursework, you have to pass this direction to the function api.makeMove() first, just as the classes in sampleAgents.py do. sampleAgents.py contains a second agent, RandomishAgent. Try running it. RandomishAgent

picks a random action and then keeps doing that as long as it can.

2.3 Towards a classifier

For this coursework you’ll work from some skeleton code that is in the folder pacman-cw1. The file to look for is classifier.py which is used in classifierAgents.py. You will ONLY need to modify classifier.py and no other file. Two things to note about this:

(a) The skeleton in classifier.py defines a class Classifier, and classifierAgents.py defines a class ClassifierAgent. When we mark your coursework, we will do so by running the ClassifierAgent class. If this doesn’t exist (or, similarly, if class Classifier doesn’t exist, because you decided to rename things), we will mark your code as if it doesn’t work. So make life easy for yourself, and use the classes and functions provided as the basis for your code. Again, you will ONLY need to modify / use the skeleton in classifier.py and no other file. We cannot accept code after the deadline has passed even if errors are of accidental nature.

(b) The ClassifierAgent class provides some simple data handling. It reads data from a file called good-moves.txt and turns it into arrays target and data which are similar to the ones you have used with scikit-learn. When we test your code, it will have to be able to read data in the same format as good-moves.txt, from a file called good-moves.txt. If it doesn’t, we will mark your code as not working. So make life easy for yourself and stick to the (admittedly, but intentionally, limited) data format that we have provided.

To run the code in classifierAgents.py, you use: python3 pacman.py --pacman ClassifierAgent

Note the difference in capitalisation between file name and class name.

Now open your editor and take a look at the code for ClassifierAgent. There are six functions in it:

(a) __init__()

The constructor. Run when an instance of the class is created. Because the game doesn’t

exist at this point, it is of limited use.

(b) loadData()

This is a simple utility. The data in good-moves.txt is stored as a string. We need it as an array of integers. This does the conversion.

(c) registerInitialState()

This function gets run once the game has started up. Unlike __init()__, because the game has started, there is game state information available. Thus it is possible for Pacman to “look” at the world around it.

Right now this is the only function that is doing any real work. It opens the file good-moves.txt, and extracts the data from it, where data is parsed into the arrays data and target. These ar- rays are accessible from any function. (They are data members of the class ClassifierAgent.)

(d) final()

This function is run at the end of a game, when Pacman has either won or lost.

(e) convertNumberToMove()

Another simple utility. The data in good-moves.txt encodes moves that Pacman made in

the past using integers. What you need to do is to produce moves of the form:

         Directions.NORTH

since that is the format which the game engine requires. This function converts from one to the other in a way that respects the original conversion from moves to integers.

(f) getAction()

This function is called by the game engine every time step. What it returns controls what Pacman does. Right now it just returns Directions.EAST or a random move (see predict() in classifier.py). (The function also does some other stuff, but we will get to that later).

3 What you have to do (and what you aren’t allowed to do)

Your task in this coursework is to write a classifier using classifier.py which uses the data in good-moves.txt to control Pacman. By “control Pacman” we mean “select an action and return it in the function getAction (the code is already set up for you this way). However, because this is a module on machine learning, not a module on game programming, we are quite prescriptive about how you go about doing this:

(a) Your code is only allowed limited access to information about the state of the game. What you are allowed to access is the information provided by:

         api.getFeatureVector(state)

This returns a feature vector in the form of an array of 1s and 0s like this:

          [1, 0, 1, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]

This records details of whether there are walls, food, and ghosts in the squares around Pacman. You don’t need to know what each number means (though if you want to know, look in api.py). What you do need to know is that if your code uses any other information about the game to decide what to do, you won’t get any marks for the coursework.3

(b) Your code should use a classifier to make a decision, based on the information in features, to decide what to do. Thus the classifier should be trained using the information in self.data and self.target, and should predict an action when passed the data in features (again, this is already set up).

(c) You are allowed to use a classifier from an external library such as scikit-learn. However, if you use a classifier from an external library, you will not get as many marks as if you write a classifier yourself. (For details on exactly how we will mark your code, see the marksheet on KEATS. Also ensure you read the coursework’s FAQs on KEATS.)

(d) If you do code your own classifier, it does not have to be complicated. It could be as simple as a 1-nearest neighbour classifier. However, the more sophisticated the classifier, the more marks you will get. (Again, for details you should see the marksheet and FAQs on KEATS.)

(e) To get full marks, your code has to run until either Pacman wins a game, or until Pacman gets eaten by a ghost (and loses a game). In other words, your code should not crash or otherwise fail while we are running it. Losing a game is not failing. In fact, from the point of view of marking, we don’t care if your Pacman wins, loses, gets a high score or a low score. We only care that your code successfully uses a classifier to decide what to do.