问题
I am trying to produce an algorithm where multiple agents (blue) work together as a team to capture a slightly faster enemy agent (red) by preforming surrounding and circling tactics in a 2D grid. So I am trying to make a robust multi-agent algorithm that would allow multi-agents would capture an intelligent and faster enemy agent
So I attempted to give the enemy agent navigation and obstacle avoidance abilities by using something known as potential field navigation. Basically, the enemy agent pretends there is an attraction force at the exit and a repulsive force by each blue agent
Click here for more details on potential fields
When I implemented this into the enemy agent, the agent being attracted to the exit is successful (except for the fact it slows down when it is close to it). The main problem I am having is with the repulsion field where the enemy is trying to avoid the blue particles. While it attempts to escape, it does things such as moving in a zig-zag pattern rapidly, run around a blue particle or group or particles in circles.
I would like the enemy agent to smoothly avoid the blue particles in an intelligent way.
Also, is someone knows how to turn repulsive field into a tangential field, that would be great. I would like tangential fields so that the red particle can slip through the blue particles.
Also, although the code is long, the only function that the enemy agent uses is goToExit(), so that function and any function that it calls will be the only ones relevant.
My code:
import numpy as np
from matplotlib import pyplot as plt
from matplotlib import animation
from random import randint
import random
import math
keep = False
keepX = 0
keepY = 0
### Variables that we can play with ###
interestPointVisual = False
huntEnemy = True
numOfAgents = 10
enemyTopSpeed = 0.5
topSpeed = 0.3
secondDoor = False
resultVisual = False
#obstacleAvoidance = False
chargeEnemy = True
maxFrame = 2000
agentRadius = 2
####################################
phaseCount = 0
fig = plt.figure()
fig.set_dpi(100)
fig.set_size_inches(5, 4.5)
# Declaring the enemy and ally agents
ax = plt.axes(xlim=(0, 100), ylim=(0, 100))
enemy = plt.Circle((10, -10), 0.95, fc='r')
agent = plt.Circle((10, -10), 0.95, fc='b')
if interestPointVisual:
interestColor = 'y'
interestSize = 0.55
else:
interestColor = 'w'
interestSize = 0.55
#interestSize = 0.000001
midpoint = plt.Circle((10, -10), interestSize, fc=interestColor)
eastpoint = plt.Circle((10, -10), interestSize, fc=interestColor)
northpoint = plt.Circle((10, -10), interestSize, fc=interestColor)
westpoint = plt.Circle((10, -10), interestSize, fc=interestColor)
northeastpoint = plt.Circle((10, -10), interestSize, fc=interestColor)
mideastpoint = plt.Circle((10, -10), interestSize, fc=interestColor)
midwestpoint = plt.Circle((10, -10), interestSize, fc=interestColor)
northwestpoint = plt.Circle((10, -10), interestSize, fc=interestColor)
# Adding the exits
rect_size = 5
x_se_s = 47
x_se = 50
y_se = 0
southExit = plt.Rectangle([x_se_s - rect_size / 2, y_se - rect_size / 2], rect_size + 3, rect_size -2 , facecolor='black', edgecolor='black')
x_ne = 50
y_ne = 101
if secondDoor:
northExit = plt.Rectangle([x_ne - rect_size / 2, y_ne - rect_size / 2], rect_size + 3, rect_size -2 , facecolor='black', edgecolor='black')
patches_ac = []
if interestPointVisual:
ax.add_patch(midpoint)
ax.add_patch(northpoint)
ax.add_patch(eastpoint)
ax.add_patch(westpoint)
ax.add_patch(mideastpoint)
ax.add_patch(midwestpoint)
ax.add_patch(northeastpoint)
ax.add_patch(northwestpoint)
# enemy, north, east, south, west
# 0 represents unoccupied, 1 represent occupied
global occupied_ar
global victory
global agentID
global timeStep
global agentLocationAR
ax.add_patch(agent)
for x in range(0, numOfAgents - 1):
agent_clone = plt.Circle((10, -10), 0.95, fc='b')
agent_clone.center = (random.randint(1, 100), random.randint(1, 100))
patches_ac.append(agent_clone)
ax.add_patch(agent_clone)
ax.add_patch(enemy)
# Adding exit patches
ax.add_patch(southExit)
if secondDoor:
ax.add_patch(northExit)
def victoryCheck(enemy_patch):
global agentLocationAR
ex, ey = enemy_patch.center
rangeVal = 0.8
for i in range(0, numOfAgents-1):
if abs(float(ex-agentLocationAR[i][0])) < rangeVal and abs(float(ey-agentLocationAR[i][1])) < rangeVal:
return True
return False
def enemyWonCheck(enemy_patch):
x,y = enemy_patch.center
if (x > x_se - 4 and x < x_se + 4) and y <= y_se +4:
return True
return False
def borderCheck(x,y):
if x < 0:
x = 0
elif x > 100:
x = 100
if y < 0:
y = 0
elif y > 100:
y = 100
return x, y
def init():
global occupied_ar
global agentLocationAR
global keep
global keepX
global keepY
keep = False
keepX = 0
keepY = 0
#enemy.center = (50, 50)
enemy.center = (random.randint(1, 100), random.randint(40, 100))
agent.center = (random.randint(1, 100), random.randint(1, 100))
occupied_ar = np.zeros([9])
agentLocationAR = np.zeros((numOfAgents,2))
for ac in patches_ac:
ac.center = (random.randint(1, 100), random.randint(1, 100))
return []
def animationManage(i):
global occupied_ar
global agentLocationAR
global victory
global agentID
global timeStep
global phaseCount
global maxFrame
timeStep = i
agentID = 1
followTarget(i, agent, enemy)
agentLocationAR[agentID-1][0], agentLocationAR[agentID-1][1] = agent.center
for ac in patches_ac:
agentID = agentID + 1
followTarget(i, ac, enemy)
agentLocationAR[agentID-1][0], agentLocationAR[agentID-1][1] = ac.center
goToExit(i, enemy, southExit)
# printing tests
if victoryCheck(enemy):
print 'Phase ', phaseCount
print 'Victory!'
phaseCount += 1
init()
elif enemyWonCheck(enemy):
print 'Phase ', phaseCount
print 'Failure!'
init()
elif i >= maxFrame - 1:
print 'Phase ', phaseCount
phaseCount += 1
return []
def goToExit(i, patch, exit_patch):
global agentLocationAR
global keep
global keepX
global keepY
x, y = patch.center
v_x, v_y = velocity_calc_exit(patch, exit_patch)
mid_x, mid_y, rad_x, rad_y = getMidDistance(patch, exit_patch)
rad_size = math.sqrt(rad_x**2 + rad_y**2)
v_ax, v_ay = attractionFieldExit(patch, x_se, y_se)
v_rx, v_ry = repulsiveFieldEnemy(patch, 5)
v_x = v_ax + v_rx
v_y = v_ay + v_ry
'''
if abs(v_rx) > 1:
v_x = v_x/abs(v_x/10)
if abs(v_ry) > 1:
v_y = v_x/abs(v_x/10)
'''
# Nomalize the magnitude
v_x = v_x*enemyTopSpeed*0.03
v_y = v_y*enemyTopSpeed*0.03
'''
if abs(v_x) > 1 or abs(v_y) > 1:
print '-------------'
print 'Att X: ', v_ax
print 'Att Y: ', v_ay
print 'Rep X: ', v_rx
print 'Rep Y: ', v_ry
print 'Total X: ', v_x
print 'Total Y: ', v_y
'''
# x position
x += v_x*enemyTopSpeed
# y position
y += v_y*enemyTopSpeed
x,y = borderCheck(x,y)
patch.center = (x, y)
return patch,
def dispersalCalc(user_patch):
global agentLocationAR # we need location of agents
for i in range(0,numOfAgents-1):
if(checkSemiRadius(user_patch, agentRadius)):
return True
return False
def attractionFieldExit(user_patch, attr_x, attr_y):
x,y = user_patch.center
netX = (x - attr_x)
netY = (y - attr_y)
# To prevent slow down when enemy is close to exit
if x - attr_x > 20 or y - attr_y > 20:
if x - attr_x > 20:
netX = (x - attr_x)
else:
if x - attr_x == 0:
netX = 0
else:
netX = 5*((x - attr_x)/abs((x - attr_x)))
if y - attr_y > 30:
netY = (y - attr_y)
else:
if y -attr_y == 0:
netY = 0
else:
netY = 50*((y - attr_y)/abs((y - attr_y)))
#print 'something y ', netY
return -netX, -netY
def repulsiveFieldEnemy(user_patch, repulseRadius):
# repulsive field that will be used by the enemy agent
global agentLocationAR
x,y = user_patch.center
totalRepX = 0
totalRepY = 0
scaleConstant = 1**38
for i in range(0, numOfAgents-1):
repX = 0
repY = 0
avoidX = agentLocationAR[i][0]
avoidY = agentLocationAR[i][1]
# To check if one of the agents to avoid are in range
#print getDistanceScalar(x, y, avoidX, avoidY)
if getDistanceScalar(x, y, avoidX, avoidY) <= repulseRadius:
#print 'Enemy agent detected'
netX = int(x - avoidX)
netY = int(y - avoidY)
# To deal with division by zero and normaize magnitude of repX and repY
if netX == 0:
netX = 0.2*((x - avoidX)/abs(x - avoidX))
if netY == 0:
netY = 0.2*((x - avoidX)/abs(x - avoidX))
repX = ((1/abs(netX)) - (1/repulseRadius))*(netX/(abs(netX)**3))
repY = ((1/abs(netY)) - (1/repulseRadius))*(netY/(abs(netY)**3))
totalRepX = totalRepX + repX
totalRepY = totalRepY + repY
totalRepX = totalRepX/scaleConstant
totalRepY = totalRepY/scaleConstant
return -totalRepX, -totalRepY
def followTarget(i, patch, enemy_patch):
x, y = patch.center
# Will try to follow enemy
#v_x, v_y = velocity_calc(patch, enemy_patch)
# Will follow midpoint of enemy & exit
v_x, v_y = velocity_calc_mid(patch, enemy_patch)
#print 'Here:'
#print interest_ar
# x position
x += v_x
# y position
y += v_y
patch.center = (x, y)
return patches_ac
def getInterestPoints(enemy_patch, exit_patch):
# Calculate interest points to attract agents
x, y = enemy_patch.center
# Calculate enemy-to-exit midpoint
mid_x, mid_y, rad_x, rad_y = getMidDistance(enemy_patch, exit_patch)
interest_ar = np.array([[x,y],[0,0],[0,0],[0,0],[0,0],[0,0],[0,0],[0,0],[0,0]])
#north
interest_ar[1][0] = x - rad_x
interest_ar[1][1] = y - rad_y
#east
interest_ar[3][0] = x - rad_y
interest_ar[3][1] = y + rad_x
#south (basically the midpoint)
interest_ar[5][0] = x + rad_x
interest_ar[5][1] = y + rad_y
#west
interest_ar[7][0] = x + rad_y
interest_ar[7][1] = y - rad_x
# northeast
interest_ar[2][0] = (interest_ar[1][0] + interest_ar[3][0])/2
interest_ar[2][1] = (interest_ar[1][1] + interest_ar[3][1])/2
#southeast
interest_ar[4][0] = (interest_ar[3][0] + interest_ar[5][0])/2
interest_ar[4][1] = (interest_ar[3][1] + interest_ar[5][1])/2
#southwest
interest_ar[6][0] = (interest_ar[5][0] + interest_ar[7][0])/2
interest_ar[6][1] = (interest_ar[5][1] + interest_ar[7][1])/2
interest_ar[8][0] = (interest_ar[7][0] + interest_ar[1][0])/2
interest_ar[8][1] = (interest_ar[7][1] + interest_ar[1][1])/2
# Setting up visuals
northpoint.center = (interest_ar[1][0], interest_ar[1][1])
eastpoint.center = (interest_ar[3][0], interest_ar[3][1])
midpoint.center = (interest_ar[5][0], interest_ar[5][1])
westpoint.center = (interest_ar[7][0], interest_ar[7][1])
mideastpoint.center = (interest_ar[2][0], interest_ar[2][1])
midwestpoint.center = (interest_ar[4][0], interest_ar[4][1])
northeastpoint.center = (interest_ar[6][0], interest_ar[6][1])
northwestpoint.center = (interest_ar[8][0], interest_ar[8][1])
return interest_ar
def findClosestInterest(agent_patch, in_ar):
# For some reason, north never gets occupied
# north east is (north/2) + (south/2)
global occupied_ar
global victory
global agentID
global timeStep
global huntEnemy
victory = False
index = -1
smallDis = 999999
tempAr = np.zeros([9])
if huntEnemy:
minDis = 0
else:
minDis = 1
# To check agent's distance of all interest points
for i in range(minDis,9):
dis = abs(int(getDistance(agent_patch, in_ar, i)))
# Add heavy weights to charge at enemy
if chargeEnemy:
if i == 0:
dis = dis*0.5
if occupied_ar[i] != 0:
# we must write a condition so that agent knows it is the
# one that is occupying it
dis = dis*5
# Add heavy weights to avoid the back
if i == 1 or i == 8 or i == 2:
if i == 1:
dis = dis*3
elif i == 2 or i == 8:
dis = dis*4
tempAr[i] = dis
# When we discover unoccupied shorter distance, replace index
if dis < smallDis:
# index is agent_patch.center[0] < 47 and agent_patch.center[0] > 53the index of interest_array of the closest interest point
smallDis = dis
index = i
# If the smallest distance is less than 10, we are currently engaged
if smallDis < 0.5:
# We are near or at the targeted interest point,
# now we should update array as occupied
occupied_ar[index] = agentID
if occupied_ar[0] != 0:
victory = True
#print 'engaged index ', index
else:
# Else we are still far away from the index
if occupied_ar[index] == agentID:
occupied_ar[index] = 0
#print 'lost track of index ', index
#else:
#print 'far away from index ', index
return index
def getBypassInterestPoints(user_patch,avoidX, avoidY, exit_x, exit_y):
# Mainly used by the enemy agent
# User agent will find a point around the blocking agent that is closest to
# the exit.
x,y = user_patch.center
rad_range = 20
tempX = x - avoidX
tempY = y - avoidY
diffR = math.sqrt(tempX**2 + tempY**2)
# Calculating our target x and y length
radX = (rad_range*tempX)/diffR
radY = (rad_range*tempY)/diffR
# Now we calculate the main interest points
# Since we are calculating perpendicular points, we reverse the X and Y
# in the pt calculation process
pt1X = avoidX + radY
pt1Y = avoidY - radX
###
pt2X = avoidX - radY
pt2Y = avoidY + radX
# Then we must determine which interest point is closer to the exit
pt1Dis = int(getDistanceScalar(pt1X, pt1Y,exit_x, exit_y))
pt2Dis = int(getDistanceScalar(pt2X, pt2Y,exit_x, exit_y))
# If point 1 is closer to the exit than point 2
if(int(pt1Dis) <= int(pt2Dis)):
print int(pt1X)
return pt1X, pt1Y
print int(pt2X)
return int(pt2X), int(pt2Y)
def getDistanceScalar(x1, y1, x2, y2):
return math.sqrt((x2 - x1)**2 + (y2 - y1)**2)
def getDistance(agent_patch, in_ar, index):
x_a, y_a = agent_patch.center
x_t = in_ar[index][0]
y_t = in_ar[index][1]
# get distance between two particles
ans = math.sqrt((x_t - x_a)**2 + (y_t - y_a)**2)
if math.isnan(ans):
print 'x_a: ',x_a
print 'y_a: ',y_a
print 'x_t: ',x_t
print 'y_t: ',y_t
init()
return math.sqrt((x_t - x_a)**2 + (y_t - y_a)**2)
def getMidDistance(enemy_patch, exit_patch):
# Get midpoint between enemy agent and exit
x, y = enemy_patch.center
x_e = x_se
y_e = y_se
# Get midpoint values
mid_x = (x + x_e)/2
mid_y = (y + y_e)/2
# Get radius values
rad_x = mid_x - x
rad_y = mid_y - y
# Returns (midpoint x and y) values and (radius x and y) values
return mid_x, mid_y, rad_x, rad_y
def top_speed_regulate(curr_speed, top_speed):
if curr_speed > top_speed:
return top_speed
elif curr_speed < -top_speed:
return -top_speed
else:
return curr_speed
def velocityCalcScalar(x1, y1, x2, y2):
veloX = top_speed_regulate( (x2 - x1) ,enemyTopSpeed)
veloY = top_speed_regulate( (y2 - y1) ,enemyTopSpeed)
return veloX, veloY
# Calculate velocity to rush to exit
def velocity_calc_exit(agent_patch, exit_patch):
x, y = agent_patch.center
#x_e, y_e = exit_patch.center
x_e = x_se
y_e = y_se
velo_vect = np.array([0.0, 0.0], dtype='f')
dis_limit_thresh = 1
velo_vect[0] = top_speed_regulate( (x_e - x)* dis_limit_thresh ,enemyTopSpeed)
velo_vect[1] = top_speed_regulate( (y_e - y)* dis_limit_thresh ,enemyTopSpeed)
return velo_vect[0], velo_vect[1]
# Calculate velocity to chase down enemy
def velocity_calc(agent_patch, enemy_patch):
x, y = agent_patch.center
x_e, y_e = enemy_patch.center
velo_vect = np.array([0.0, 0.0], dtype='f')
dis_limit_thresh = 1
velo_vect[0] = top_speed_regulate( (x_e - x)* dis_limit_thresh ,topSpeed)
velo_vect[1] = top_speed_regulate( (y_e - y)* dis_limit_thresh ,topSpeed)
return velo_vect[0], velo_vect[1]
# Calculate velocity to arrive at midpoint between enemy and exit
def velocity_calc_mid(agent_patch, enemy_patch):
x, y = agent_patch.center
x_e, y_e, _, _ = getMidDistance(enemy_patch, southExit)
# We get location of interest points as well as animate the interest points
interest_ar = getInterestPoints(enemy_patch, southExit)
interest_index = findClosestInterest(agent_patch, interest_ar)
x_e = interest_ar[interest_index][0]
y_e = interest_ar[interest_index][1]
velo_vect = np.array([0.0, 0.0], dtype='f')
dis_limit_thresh = 1
topSpeed = 0.3
velo_vect[0] = top_speed_regulate( (x_e - x)* dis_limit_thresh , topSpeed)
velo_vect[1] = top_speed_regulate( (y_e - y)* dis_limit_thresh , topSpeed)
'''
if dispersalCalc(agent_patch):
velo_vect[0] = 0
velo_vect[1] = 0
'''
return velo_vect[0], velo_vect[1]
def checkRadius(user_patch, r):
global agentLocationAR
r = 1
for i in range(0,numOfAgents-1):
x = int(agentLocationAR[i][0])
y = int(agentLocationAR[i][1])
if(inRadius(user_patch, x, y, r)):
# if an agent is in the user's radius
#print 'Nearby agent detected'
return True
return False
def checkSemiRadius(user_patch, r):
global agentLocationAR
r = 0.001
for i in range(0,numOfAgents-1):
x = int(agentLocationAR[i][0])
y = int(agentLocationAR[i][1])
if(inSemiRadius(user_patch, x, y, r)):
# if an agent is in the user's radius
#print 'Nearby agent detected'
return True
return False
def inRadius(self_patch, pointX, pointY, r):
# Helps determine if there is something near the using agent
x, y = self_patch.center # agent emitting the radius
# agent we are trying to avoid
h = pointX
k = pointY
# Equation of circle
# (x-h)^2 + (y-k)^2 <= r^2
tempX = (x - h)**2
tempY = (y - k)**2
r_2 = r**2
if tempX + tempY <= r_2:
# It is within the radius
return True
else:
return False
def inSemiRadius(self_patch, pointX, pointY, r):
# Helps determine if there is something near the using agent
h, k = self_patch.center # agent emitting the radius
# agent we are trying to avoid
x = pointX
y = pointY
# Equation of semicircle
tempTerm = r**2 - (x-h)**2
if tempTerm < 0:
# if this term is negative, that means agent to avoid is out of range
return False
tempEq = k - math.sqrt(tempTerm)
if y <= tempEq:
# It is within the radius
return True
else:
return False
def animateCos(i, patch):
x, y = patch.center
x += 0.1
y = 50 + 30 * np.cos(np.radians(i))
patch.center = (x, y)
return patch,
anim = animation.FuncAnimation(fig, animationManage,
init_func=init,
frames=maxFrame,
interval=1,
blit=True,
repeat=True)
plt.show()
来源:https://stackoverflow.com/questions/38676071/trying-to-implement-potential-field-navigation-in-matplotlib