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main.py
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"""Application for Parallel Mouse Simulation."""
import sys
import time
from dataclasses import dataclass
from enum import Enum
import numpy as np
from numba import jit, prange
from PyQt5.QtGui import QPixmap, QColor
from PyQt5.QtWidgets import QApplication, QLabel, QWidget, QHBoxLayout, \
QTableWidget, QVBoxLayout, QPushButton, QCheckBox, QAbstractScrollArea, \
QTableWidgetItem
DISCOUNT_FACTOR = 0.90
DEFAULT_REWARD = 0.04
class ButtonKey(Enum):
"""Button type constants"""
NONE = 1
MOUSE = 2
REWARD = 3
FIRE = 4
ROCK = 5
ERASE = 6
class CellWidgetType(Enum):
"""Cell widget constants"""
MOUSE = 'MOUSE'
REWARD = 'REWARD'
FIRE = 'FIRE'
ROCK = 'ROCK'
class CellRewards(Enum):
"""Reward value constants"""
MOUSE = -0.04
REWARD = 1.0
FIRE = -3.0
ROCK = -0.1
EMPTY = -0.04
class Direction(Enum):
"""Direction constants"""
CURRENT = 1
UP = 2
RIGHT = 3
DOWN = 4
LEFT = 5
class MouseWidget(QLabel):
"""Image of a mouse."""
def __init__(self):
"Initialize widget."
super().__init__()
pic = QPixmap('./images/mouse.png')
self.setScaledContents(True)
self.setPixmap(pic)
class RewardWidget(QLabel):
"""Image of cheese."""
def __init__(self):
"Initialize widget."
super().__init__()
pic = QPixmap('./images/cheese.png')
self.setScaledContents(True)
self.setPixmap(pic)
class FireWidget(QLabel):
"""Image of fire."""
def __init__(self):
"Initialize widget."
super().__init__()
pic = QPixmap('./images/fire.png')
self.setScaledContents(True)
self.setPixmap(pic)
class RockWidget(QLabel):
"""Image of a rock."""
def __init__(self):
"Initialize widget."
super().__init__()
pic = QPixmap('./images/rock.png')
self.setScaledContents(True)
self.setPixmap(pic)
@dataclass
class Coordinates:
"""Coordinates class to keep track of the Mouse and Reward x, y positions"""
def __init__(self, row=0, column=0):
self.row = row
self.column = column
class App(QWidget):
"""Display window of the main app."""
def __init__(self):
"""Initialize UI elements."""
super().__init__()
self.button_selected = ButtonKey.NONE
self.mouse_coordinates = Coordinates()
self.reward_coordinates = Coordinates()
self.grid_dim = 20
self.is_parallel_checked = False
self.is_mouse_playing = False
self.play_button = QPushButton("Play Mouse")
self.time_stat_label = QLabel("Value iteration time: 0s")
self.iteration_stat_label = QLabel("Iteration count: 0")
self.mouse_grid = self.create_mouse_grid()
self.button_panel = self.create_button_panel()
self.h_box = QHBoxLayout()
self.h_box.addWidget(self.mouse_grid)
self.h_box.addLayout(self.button_panel)
self.setLayout(self.h_box)
self.show()
def create_button_panel(self):
"""Creates button panel for user to edit grid."""
grid_editor_ui = self.create_grid_editor_ui()
parallel_toggle_ui = self.create_parallel_toggle_ui()
self.play_button.setToolTip("This will start the mouse pathing")
self.play_button.clicked.connect(self.on_click_play)
v_box = QVBoxLayout()
v_box.addLayout(grid_editor_ui)
v_box.addWidget(parallel_toggle_ui)
v_box.addWidget(self.time_stat_label)
v_box.addWidget(self.iteration_stat_label)
v_box.addWidget(self.play_button)
return v_box
def create_grid_editor_ui(self):
"""Creates Grid Editor button UI layout."""
grid_editor_label = QLabel()
grid_editor_label.setText("Grid Editor")
add_fire_button = QPushButton("Add Fire")
add_fire_button.setToolTip("This will allow you to add a fire object to the grid")
add_fire_button.clicked.connect(self.on_click_add_fire)
add_rock_button = QPushButton("Add Rock")
add_rock_button.setToolTip("This will allow you to add a rock object to the grid")
add_rock_button.clicked.connect(self.on_click_add_rock)
move_reward_button = QPushButton("Move Reward")
move_reward_button.setToolTip("This will allow you to move the reward to a different spot")
move_reward_button.clicked.connect(self.on_click_reward_move)
move_mouse_button = QPushButton("Move Mouse")
move_mouse_button.setToolTip("This will allow you to move the mouse to a different starting location")
move_mouse_button.clicked.connect(self.on_click_mouse_move)
erase_button = QPushButton("Erase")
erase_button.setToolTip("This will allow you to remove a rock or fire object from the grid")
erase_button.clicked.connect(self.on_click_erase)
erase_all_button = QPushButton("Erase All")
erase_all_button.setToolTip("This will remove all rock and fire objects from the grid")
erase_all_button.clicked.connect(self.on_click_erase_all)
v_box = QVBoxLayout()
v_box.addWidget(grid_editor_label)
v_box.addWidget(add_fire_button)
v_box.addWidget(add_rock_button)
v_box.addWidget(move_reward_button)
v_box.addWidget(move_mouse_button)
v_box.addWidget(erase_button)
v_box.addWidget(erase_all_button)
return v_box
def create_parallel_toggle_ui(self):
"""Creates parallel display UI layout."""
parallel_check_box = QCheckBox("Parallel")
parallel_check_box.setToolTip("If checked, the algorithm will run in parallel")
parallel_check_box.stateChanged.connect(self.on_click_parallel_check)
return parallel_check_box
def create_mouse_grid(self):
"""Create the grid for the mouse and the obstacles."""
grid = QTableWidget()
grid.setRowCount(self.grid_dim)
grid.setColumnCount(self.grid_dim)
grid.setSizeAdjustPolicy(QAbstractScrollArea.AdjustToContents)
grid.horizontalHeader().hide()
grid.verticalHeader().hide()
grid.clicked.connect(self.on_click_grid_cell)
for y_index in range(self.grid_dim):
for x_index in range (self.grid_dim):
blank_widget = QTableWidgetItem('')
blank_widget.setWhatsThis('Blank')
grid.setItem(x_index, y_index, blank_widget)
grid.setColumnWidth(x_index, 30)
grid.setRowHeight(y_index, 30)
# Add mouse to grid
mouse_widget = MouseWidget()
mouse_widget.setWhatsThis(CellWidgetType.MOUSE.name)
grid.setCellWidget(0, 0, mouse_widget)
self.mouse_coordinates.row = 0
self.mouse_coordinates.column = 0
# Add reward to grid
reward_widget = RewardWidget()
reward_widget.setWhatsThis(CellWidgetType.REWARD.name)
grid.setCellWidget(self.grid_dim - 1, self.grid_dim - 1, reward_widget)
self.reward_coordinates.row = self.grid_dim - 1
self.reward_coordinates.column = self.grid_dim - 1
return grid
def on_click_mouse_move(self):
"""Sets button_selected to mouse"""
self.button_selected = ButtonKey.MOUSE
def on_click_reward_move(self):
"""Sets button_selected to reward"""
self.button_selected = ButtonKey.REWARD
def on_click_add_fire(self):
"""Sets button_selected to fire"""
self.button_selected = ButtonKey.FIRE
def on_click_add_rock(self):
"""Sets button_selected to rock"""
self.button_selected = ButtonKey.ROCK
def on_click_erase(self):
"""Sets button_selected to erase"""
self.button_selected = ButtonKey.ERASE
def on_click_erase_all(self):
"""Clears the grid of all rock and fire elements"""
self.button_selected = ButtonKey.NONE
if not self.is_mouse_playing:
for y_index in range(self.grid_dim):
for x_index in range (self.grid_dim):
cell_widget = self.mouse_grid.cellWidget(x_index, y_index)
if (cell_widget and
(cell_widget.whatsThis() == CellWidgetType.ROCK.name or
cell_widget.whatsThis() == CellWidgetType.FIRE.name)):
self.mouse_grid.removeCellWidget(x_index, y_index)
def on_click_play(self):
"""Starts the search to find the best path"""
if self.is_mouse_playing:
self.play_button.setText("Start Mouse")
self.play_button.repaint()
self.is_mouse_playing = False
self.reset_grid()
else:
self.play_button.setText("Stop Mouse")
self.play_button.repaint()
self.is_mouse_playing = True
if self.is_parallel_checked:
current_grid_rewards = self.generate_numpy_matrix()
start_time = time.perf_counter()
utilities_grid, count = parallel_value_iteration(current_grid_rewards)
parallel_value_iteration.parallel_diagnostics(level=4)
total_time = time.perf_counter() - start_time
self.time_stat_label.setText(f"Value iteration time: {total_time:0.4f}s")
self.iteration_stat_label.setText(f"Iteration count: {count}")
self.time_stat_label.repaint()
self.iteration_stat_label.repaint()
self.animate_mouse(utilities_grid)
else:
current_grid_rewards = self.generate_numpy_matrix()
start_time = time.perf_counter()
utilities_grid, count = seq_value_iteration(current_grid_rewards)
total_time = time.perf_counter() - start_time
self.time_stat_label.setText(f"Value iteration time: {total_time:0.4f}s")
self.iteration_stat_label.setText(f"Iteration count: {count}")
self.time_stat_label.repaint()
self.iteration_stat_label.repaint()
self.animate_mouse(utilities_grid)
def reset_grid(self):
"""Resets the grid back to the original setup"""
for y_index in range(self.grid_dim):
for x_index in range (self.grid_dim):
self.mouse_grid.item(x_index, y_index).setBackground(QColor(255, 255, 255))
cell_widget = self.mouse_grid.cellWidget(x_index, y_index)
if cell_widget and cell_widget.whatsThis() == CellWidgetType.MOUSE.name:
self.mouse_grid.removeCellWidget(x_index, y_index)
# Add mouse to grid
mouse_widget = MouseWidget()
mouse_widget.setWhatsThis(CellWidgetType.MOUSE.name)
self.mouse_grid.setCellWidget(self.mouse_coordinates.row, self.mouse_coordinates.column, mouse_widget)
# Add reward to grid
reward_widget = RewardWidget()
reward_widget.setWhatsThis(CellWidgetType.REWARD.name)
self.mouse_grid.setCellWidget(self.reward_coordinates.row, self.reward_coordinates.column, reward_widget)
def animate_mouse(self, utilities_grid):
"""Moves the mouse from cell to cell using the best path"""
current_mouse_location = Coordinates(self.mouse_coordinates.row, self.mouse_coordinates.column)
while self.is_mouse_playing:
max_cell_value = utilities_grid[current_mouse_location.row, current_mouse_location.column]
max_cell_direction = Direction.CURRENT
if (current_mouse_location.row - 1 >= 0 and
utilities_grid[current_mouse_location.row - 1, current_mouse_location.column] > max_cell_value and
utilities_grid[current_mouse_location.row - 1, current_mouse_location.column] != CellRewards.ROCK.value):
max_cell_value = utilities_grid[current_mouse_location.row - 1, current_mouse_location.column]
max_cell_direction = Direction.UP
if (current_mouse_location.row + 1 < self.grid_dim and
utilities_grid[current_mouse_location.row + 1, current_mouse_location.column] > max_cell_value and
utilities_grid[current_mouse_location.row + 1, current_mouse_location.column] != CellRewards.ROCK.value):
max_cell_value = utilities_grid[current_mouse_location.row + 1, current_mouse_location.column]
max_cell_direction = Direction.DOWN
if (current_mouse_location.column - 1 >= 0 and
utilities_grid[current_mouse_location.row, current_mouse_location.column - 1] > max_cell_value and
utilities_grid[current_mouse_location.row, current_mouse_location.column - 1] != CellRewards.ROCK.value):
max_cell_value = utilities_grid[current_mouse_location.row, current_mouse_location.column - 1]
max_cell_direction = Direction.LEFT
if (current_mouse_location.column + 1 < self.grid_dim and
utilities_grid[current_mouse_location.row, current_mouse_location.column + 1] > max_cell_value and
utilities_grid[current_mouse_location.row, current_mouse_location.column + 1] != CellRewards.ROCK.value):
max_cell_value = utilities_grid[current_mouse_location.row, current_mouse_location.column + 1]
max_cell_direction = Direction.RIGHT
self.mouse_grid.item(current_mouse_location.row, current_mouse_location.column).setBackground(QColor(255, 255, 204))
self.mouse_grid.removeCellWidget(current_mouse_location.row, current_mouse_location.column)
new_mouse_widget = MouseWidget()
new_mouse_widget.setWhatsThis(CellWidgetType.MOUSE.name)
if max_cell_direction == Direction.UP:
self.mouse_grid.setCellWidget(current_mouse_location.row - 1, current_mouse_location.column, new_mouse_widget)
current_mouse_location = Coordinates(current_mouse_location.row - 1, current_mouse_location.column)
elif max_cell_direction == Direction.DOWN:
self.mouse_grid.setCellWidget(current_mouse_location.row + 1, current_mouse_location.column, new_mouse_widget)
current_mouse_location = Coordinates(current_mouse_location.row + 1, current_mouse_location.column)
elif max_cell_direction == Direction.LEFT:
self.mouse_grid.setCellWidget(current_mouse_location.row, current_mouse_location.column - 1, new_mouse_widget)
current_mouse_location = Coordinates(current_mouse_location.row, current_mouse_location.column - 1)
elif max_cell_direction == Direction.RIGHT:
self.mouse_grid.setCellWidget(current_mouse_location.row, current_mouse_location.column + 1, new_mouse_widget)
current_mouse_location = Coordinates(current_mouse_location.row, current_mouse_location.column + 1)
else:
self.mouse_grid.setCellWidget(current_mouse_location.row, current_mouse_location.column, new_mouse_widget)
break
app.processEvents()
time.sleep(0.3)
def on_click_parallel_check(self):
"""Sets whether the best path algorithm will run sequentially or in parallel"""
self.is_parallel_checked = not self.is_parallel_checked
def on_click_grid_cell(self):
"""Logic applied to each cell in the grid to determine what happens when a user clicks on the cell"""
if not self.is_mouse_playing:
for grid_item in self.mouse_grid.selectedItems():
cell_widget = self.mouse_grid.cellWidget(grid_item.row(), grid_item.column())
if self.button_selected == ButtonKey.MOUSE:
if not cell_widget:
# Remove mouse widget
self.mouse_grid.removeCellWidget(self.mouse_coordinates.row, self.mouse_coordinates.column)
# Place mouse widget in selected cell
mouse_widget = MouseWidget()
mouse_widget.setWhatsThis(CellWidgetType.MOUSE.name)
self.mouse_grid.setCellWidget(grid_item.row(), grid_item.column(), mouse_widget)
# Update mouse widget coordinates
self.mouse_coordinates.row = grid_item.row()
self.mouse_coordinates.column = grid_item.column()
elif self.button_selected == ButtonKey.REWARD:
if not cell_widget:
# Remove reward widget
self.mouse_grid.removeCellWidget(self.reward_coordinates.row, self.reward_coordinates.column)
# Place reward widget in selected cell
reward_widget = RewardWidget()
reward_widget.setWhatsThis(CellWidgetType.REWARD.name)
self.mouse_grid.setCellWidget(grid_item.row(), grid_item.column(), reward_widget)
# Update reward widget coordinates
self.reward_coordinates.row = grid_item.row()
self.reward_coordinates.column = grid_item.column()
elif self.button_selected == ButtonKey.FIRE:
if not cell_widget:
fire_widget = FireWidget()
fire_widget.setWhatsThis(CellWidgetType.FIRE.name)
self.mouse_grid.setCellWidget(grid_item.row(), grid_item.column(), fire_widget)
elif self.button_selected == ButtonKey.ROCK:
if not cell_widget:
rock_widget = RockWidget()
rock_widget.setWhatsThis(CellWidgetType.ROCK.name)
self.mouse_grid.setCellWidget(grid_item.row(), grid_item.column(), rock_widget)
elif self.button_selected == ButtonKey.ERASE:
cell_widget = self.mouse_grid.cellWidget(grid_item.row(), grid_item.column())
if cell_widget:
if cell_widget.whatsThis() == CellWidgetType.FIRE.name or cell_widget.whatsThis() == CellWidgetType.ROCK.name:
self.mouse_grid.removeCellWidget(grid_item.row(), grid_item.column())
def generate_numpy_matrix(self):
"""Generates a numpy matrix of reward values for the best path algorithm to use"""
numpy_array = np.empty((self.grid_dim, self.grid_dim))
for x in range(self.grid_dim):
for y in range(self.grid_dim):
cell_widget = self.mouse_grid.cellWidget(x, y)
if not cell_widget:
numpy_array[x][y] = CellRewards.EMPTY.value
elif cell_widget.whatsThis() == CellWidgetType.MOUSE.name:
numpy_array[x][y] = CellRewards.MOUSE.value
elif cell_widget.whatsThis() == CellWidgetType.FIRE.name:
numpy_array[x][y] = CellRewards.FIRE.value
elif cell_widget.whatsThis() == CellWidgetType.ROCK.name:
numpy_array[x][y] = CellRewards.ROCK.value
elif cell_widget.whatsThis() == CellWidgetType.REWARD.name:
numpy_array[x][y] = CellRewards.REWARD.value
return numpy_array
def seq_value_iteration(rewards):
"""Sequential updating of maze cell values sequentially."""
dim = rewards.shape[0]
maze = np.zeros((dim,dim))
temp = maze.copy()
max_util_change = 0
max_error = 0.0001*(1 - DISCOUNT_FACTOR)/DISCOUNT_FACTOR
count = 0
while True:
for row_index in range(dim):
for col_index in range(dim):
if rewards[row_index, col_index] == -1*DEFAULT_REWARD:
dir_values = []
up_val = maze[row_index, col_index]
down_val = maze[row_index, col_index]
left_val = maze[row_index, col_index]
right_val = maze[row_index, col_index]
if row_index - 1 >= 0 and rewards[row_index - 1, col_index] != CellRewards.ROCK.value:
up_val = maze[row_index - 1, col_index]
if col_index - 1 >= 0 and rewards[row_index, col_index - 1] != CellRewards.ROCK.value:
left_val = maze[row_index, col_index - 1]
if row_index + 1 < dim and rewards[row_index + 1, col_index] != CellRewards.ROCK.value:
down_val = maze[row_index + 1, col_index]
if col_index + 1 < dim and rewards[row_index, col_index + 1] != CellRewards.ROCK.value:
right_val = maze[row_index, col_index + 1]
dir_up_val = 0.8*up_val + 0.1*left_val + 0.1*right_val
dir_left_val = 0.8*left_val + 0.1*up_val + 0.1*down_val
dir_down_val = 0.8*down_val + 0.1*left_val + 0.1*right_val
dir_right_val = 0.8*right_val + 0.1*up_val + 0.1*down_val
dir_values.append(dir_up_val)
dir_values.append(dir_left_val)
dir_values.append(dir_down_val)
dir_values.append(dir_right_val)
final_util = rewards[row_index, col_index] + DISCOUNT_FACTOR*max(dir_values)
temp[row_index, col_index] = final_util
if abs(temp[row_index, col_index] - maze[row_index, col_index]) > max_util_change:
max_util_change = abs(temp[row_index, col_index] - maze[row_index, col_index])
else:
temp[row_index, col_index] = rewards[row_index, col_index]
count+= 1
maze = temp.copy()
if max_util_change < max_error:
break
max_util_change = 0
return (maze, count)
@jit(parallel=True, nopython=True)
def parallel_value_iteration(rewards):
"""Parallel updating of maze cell values in parallel."""
dim = rewards.shape[0]
maze = np.zeros((dim,dim))
temp = maze.copy()
max_util_change = np.zeros(dim*dim, dtype=np.float64)
max_error = 0.0001*(1 - DISCOUNT_FACTOR)/DISCOUNT_FACTOR
count = 0
while True:
for row_index in prange(dim):
for col_index in prange(dim):
if rewards[row_index, col_index] == -1*DEFAULT_REWARD:
dir_values = np.empty((0,0), dtype=np.float64)
up_val = maze[row_index, col_index]
down_val = maze[row_index, col_index]
left_val = maze[row_index, col_index]
right_val = maze[row_index, col_index]
if row_index - 1 >= 0 and rewards[row_index - 1, col_index] != CellRewards.ROCK.value:
up_val = maze[row_index - 1, col_index]
if col_index - 1 >= 0 and rewards[row_index, col_index - 1] != CellRewards.ROCK.value:
left_val = maze[row_index, col_index - 1]
if row_index + 1 < dim and rewards[row_index + 1, col_index] != CellRewards.ROCK.value:
down_val = maze[row_index + 1, col_index]
if col_index + 1 < dim and rewards[row_index, col_index + 1] != CellRewards.ROCK.value:
right_val = maze[row_index, col_index + 1]
dir_up_val = 0.8*up_val + 0.1*left_val + 0.1*right_val
dir_left_val = 0.8*left_val + 0.1*up_val + 0.1*down_val
dir_down_val = 0.8*down_val + 0.1*left_val + 0.1*right_val
dir_right_val = 0.8*right_val + 0.1*up_val + 0.1*down_val
dir_values = np.append(dir_values, dir_up_val)
dir_values = np.append(dir_values, dir_left_val)
dir_values = np.append(dir_values, dir_down_val)
dir_values = np.append(dir_values, dir_right_val)
final_util = rewards[row_index, col_index] + DISCOUNT_FACTOR*np.max(dir_values)
temp[row_index, col_index] = final_util
max_util_change[dim * row_index + col_index] = abs(temp[row_index, col_index] - maze[row_index, col_index])
for row_index in prange(dim):
for col_index in prange(dim):
if rewards[row_index, col_index] != -1*DEFAULT_REWARD:
temp[row_index, col_index] = rewards[row_index, col_index]
count+= 1
maze = temp.copy()
if len(max_util_change) and np.max(max_util_change) < max_error:
break
return (maze, count)
if __name__ == '__main__':
app = QApplication([])
main = App()
main.show()
sys.exit(app.exec_())