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[SOLVED] Cmpm 146 p6: reachability analysis visualization

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File Name: Cmpm_146_p6:_reachability_analysis_visualization.zip
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Assignment Overview
In this assignment, you will build an AI­assisted level design tool. Two major components
will be provided for you: the level editor (with pixel paint functionality), and the game simulator
(exposing a Simulator class with get_initial_state() and get_next_state() methods). You will
implement the back­end analysis component which inspects the current state of the level
design and decides which lines to draw as the inspects different cells.
Game Design
The hypothetical game being modeled (Tears of the Mantis: Ascension to Flight ­­ you play as
a mantis this time) captures the non­combat elements of a minimal Metroidvania game. In
AtF, the world is composed of a grid of elemental tiles: earth, air, water, and fire. Initially, the
player character may only traverse air tiles while supported below by an earth tile (allowing for
jumps that span a gap size of one and horizontal air control). As more abilities are unlocked,
the character gains resistance to water, the ability to swim in water, resistance to fire, and
eventually the power of unrestricted flight through air tiles.
Base Code
Files:
● p6_tool.py: the level editor (provided, depends on p6_analysis.py)
● p6_analysis.py: the level analyzer (not provided, depends on p6_game.py)
● p6_game.py: the game simulator (provided)
Usage:
$ python p6_tool.py map.txt
Download:
https://drive.google.com/a/ucsc.edu/folderview?id=0B­PPiU3Ga8Z7fjlXVnBKMTZKYzRXN2Vk
eEdTNGdIeDlQenZwX0M3OWRzUnNhLXFJdlZscWM&usp=sharing
Analysis Engine
You should implement p6_analysis.py. This Python module should expose two functions:
analyze and inspect. Here’s a starter snippet you can copy:
fromp6_game importSimulator
ANALYSIS = {}
defanalyze(design):
sim = Simulator(design)
# TODO: fill in this function, populating the ANALYSIS dict
raiseNotImplementedError
definspect((i,j), draw_line):
# TODO: use ANALYSIS and (i,j) draw some lines
raiseNotImplementedError
p6_analysis.analyze(design)
This function will be called immediately after the user makes any change to the level design.
The only parameter, design, is a dict containing information loaded from the map file named
on the command line. Your code does not need to inspect this object. Instead, use this dict to
construct a Simulator object (implementation provided in p6_game.py).
Example usage of p6_game.Simulator:
fromp6_game importSimulator
sim = Simulator(design)
init = sim.get_state_initial_state()
moves = sim.get_moves()
next_state = sim.get_next_state(init, moves[0])
position, abilities = next_state # or None if character dies
i, j = position
Use breadth­first search to exhaustively explore the state space of the game, recording
information about which states are reachable and how they may be reached. Store this
information in a global (module­level) variable. In the terminology we have used for past
projects, saving the prev table from breadth­first search would be sufficient.
At the scale of the low­resolution example map provided exhaustive analysis should not incur
any noticeable delay into the painting interaction.
p6_analysis.inspect((i,j), draw_line)
This function will be called as the user moves their mouse over different tiles in the editor. The
i,j pair provided has already been mapped from pixel coordinates to map coordinates, so you
may use this information to figure out which map location the user is trying to inspect.
Your implementation of inspect() should make use of the provided draw_line() function to
draw annotations on top of the level design. This function takes between two and four
arguments:
● draw_line(src, dst, offset_obj=None, color_obj=None)
○ src: an (i1,j1) tile location
○ dst: an (i2,j2) tile location
○ offset_obj: (optional) If provided, the hash of this object will be used to draw the
line with a random position offset (this makes multiple overlapping lines visible).
In the reference solution, the player character’s abilities at the end of a solution
are used as the offset_obj.
○ color_obj: (optional) If provided, the hash of this object will be used to draw the
line with a random color (this makes identifying common segments of distantly
lines easier). In the reference solution, the player character’s current state (at
this point in the trace) is used as the color_obj.
The lines drawn by your implementation of inspect should visualize the different cases in
which the player character may reach the inspected tile. We are not interested all possible
geometric paths to a cell (this can be explored by mousing around the map). Instead, we are
interested in the sets of abilities the player character may have when reaching that point
(analyzing sequence breaking).
If your analyze() function is based on breadth­first search, your visualization will naturally
show shortests paths. Shortest paths are not required (it would be acceptable to use
depth­first search in analyze() as well).
Your inspect() function should respond quickly enough to allow natural painting interactions
without noticeably waiting for analysis or visualization to
Requirements:
(Equal points for each requirement.)
● Get reachability checking working: After each design edit, determine if the the point
marked by Special 5 (see details in the level file format below) is reachable with any
combination of character abilities, and display this information somewhere (console
text is acceptable). This report may be produced in analyze() if you want. You may
skip this requirement if your tool provides this same information for any inspected tile.
● Get inspection working: As the user mouses over each tile, report whether the
inspected tile is reachable with any combination of character abilities. The report may
be done in text or with on­screen lines.
● Get single­line drawing working: As the user mouses over each tile, visually report
how the inspected tile may be reached with any combination of character abilities.
● Get multiple­line drawing working: As the user mouses over each tile, visually
report how the inspected tile may be reached for every feasible combination of
character abilities.
● Design a custom level:Invent a new level design in which fire_survival must be
acquired before water_survival and that (like in the example map) all abilities are
required to reach the end. Be prepared to use your visualization to demonstrate that
these emergent properties are indeed the case. (If you want to move the Special tiles,
you’ll need to edit the map file by hand.)
Level File Format
This format is parsed automatically by the provided level editor code. However, you may wish
to modify the example map (map.txt).
Whitespace within a line is ignored. The design is assumed to be rectangular, with the
number of cells on the first line representative of every subsequent line.
Most cells are either E, W, A, or F, signifying earth, water, air or fire tiles.
Cells with digit characters (0­9) are considered air tiles with special properties
(quintessence?). Here is how the special numbers are interpreted in the game mechanics:
● 0: initial location of the player character with no special abilities
● 1: touch this tile to gain water_survival
● 2: touch this tile to gain water_flying (swimming)
● 3: touch this tile to gain fire_survival
● 4: touch this tile to gain air_flying
● 5: the nominal goal for the player character (not used, but you can test with it)
● 6­9: not used
E E E E E E E E E E E E E E E E E E E E E E E E E E E E E E E E
E 0A A A A A A A A A A A A A A A A A A A A A A A A A A A A A E
E A A A A A A A 5A A A A E E A A A A A A A A A A A A A A A A E
E E E A E A A E E E A E E E E E A A A A A A A E E A A A A A A E
E A A A A A A A A A A A A A E E E A A A A A A E E A A E A A A E
E A A A A A A A A A 1A A A E E E E F F F F E E E A E A A A A E
E A E E E E A E A E E E A E E E E E E E E E E E E A E E E A A E
E F E E E E W E W W E W W W W E E A A A A A E E E A A A A A A E
E F E E E E W W W W W W E E W E E A A A 3A A E E E A A A 4A E
E F F E E E E E E E E E E E W E E W E A E A A E E E A A E E A E
E F F E E E E A A A E E E E W E W W E F E F F E A A A E E E W E
E F F E E E E A A A A A E E W E W W E F F F E E A A E E E W W E
E F E E E E 2A A E E W W E W W W W E E F F E W W E E W W W W E
E F E E E E E E E E E E W W W W W W W W F F W W W W W W W W W E
E F F E E E E E F F E E E E E E W W W W F F W W W W W W E E E E
E F F F E E E F F F F F F F F F F F F F F F F F F F F E E E E E
E F F F F F F F F F F F F F F F F F F F F F F F F F E E E E E E
E E E E E E E E E E E E E E E E E E E E E E E E E E E E E E E E

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[SOLVED] Cmpm 146 p6: reachability analysis visualization
$25