# -*- coding:utf-8 -*- # search.py # --------- # Licensing Information: You are free to use or extend these projects for # educational purposes provided that (1) you do not distribute or publish # solutions, (2) you retain this notice, and (3) you provide clear # attribution to UC Berkeley, including a link to http://ai.berkeley.edu. # # Attribution Information: The Pacman AI projects were developed at UC Berkeley. # The core projects and autograders were primarily created by John DeNero # (denero@cs.berkeley.edu) and Dan Klein (klein@cs.berkeley.edu). # Student side autograding was added by Brad Miller, Nick Hay, and # Pieter Abbeel (pabbeel@cs.berkeley.edu). """ In search.py, you will implement generic search algorithms which are called by Pacman agents (in searchAgents.py). """ import util class SearchProblem: """ This class outlines the structure of a search problem, but doesn't implement any of the methods (in object-oriented terminology: an abstract class). You do not need to change anything in this class, ever. """ def getStartState(self): """ Returns the start state for the search problem. """ util.raiseNotDefined() def isGoalState(self, state): """ state: Search state Returns True if and only if the state is a valid goal state. """ util.raiseNotDefined() def getSuccessors(self, state): """ state: Search state For a given state, this should return a list of triples, (successor, action, stepCost), where 'successor' is a successor to the current state, 'action' is the action required to get there, and 'stepCost' is the incremental cost of expanding to that successor. """ util.raiseNotDefined() def getCostOfActions(self, actions): """ actions: A list of actions to take This method returns the total cost of a particular sequence of actions. The sequence must be composed of legal moves. """ util.raiseNotDefined() def tinyMazeSearch(problem): """ Returns a sequence of moves that solves tinyMaze. For any other maze, the sequence of moves will be incorrect, so only use this for tinyMaze. """ from game import Directions s = Directions.SOUTH w = Directions.WEST return [s, s, w, s, w, w, s, w] def depthFirstSearch(problem): """ Search the deepest nodes in the search tree first. Your search algorithm needs to return a list of actions that reaches the goal. Make sure to implement a graph search algorithm. To get started, you might want to try some of these simple commands to understand the search problem that is being passed in: print "Start:", problem.getStartState() print "Is the start a goal?", problem.isGoalState(problem.getStartState()) print "Start's successors:", problem.getSuccessors(problem.getStartState()) """ "*** YOUR CODE HERE ***" from util import Stack from game import Directions frontier=Stack() visited=[] frontier.push((problem.getStartState(),[])) while not frontier.isEmpty(): cur_node,actions=frontier.pop() if problem.isGoalState(cur_node): return actions if cur_node not in visited: expand=problem.getSuccessors(cur_node) visited.append(cur_node) for location,direction,cost in expand: if location not in visited: frontier.push((location,actions+[direction])) util.raiseNotDefined() def breadthFirstSearch(problem): """Search the shallowest nodes in the search tree first.""" "*** YOUR CODE HERE ***" frontier=util.Queue() visited=[] frontier.push((problem.getStartState(),[])) while not frontier.isEmpty(): cur_node,actions=frontier.pop() if problem.isGoalState(cur_node): return actions if cur_node not in visited: expand=problem.getSuccessors(cur_node) visited.append(cur_node) for location,direction,cost in expand: if location not in visited: frontier.push((location,actions+[direction])) util.raiseNotDefined() def uniformCostSearch(problem): """Search the node of least total cost first.""" "*** YOUR CODE HERE ***" frontier = util.PriorityQueueWithFunction(lambda x: x[2]) visited=[] frontier.push((problem.getStartState(),None,0)) path = [] parentSeq = {} parentSeq[(problem.getStartState(),None,0)]=None while not frontier.isEmpty(): current_fullstate=frontier.pop() # print(current_fullstate) cur_node=current_fullstate[0] actions=current_fullstate[1] if problem.isGoalState(cur_node): break if cur_node not in visited: expand=problem.getSuccessors(cur_node) visited.append(cur_node) for state in expand: location = state[0] direction = state[1] cost=current_fullstate[2]+state[2] if location not in visited: frontier.push((location,direction,cost)) parentSeq[(location,direction)] = current_fullstate # elif location in visited: # frontier.update((location,direction,cost)) child = current_fullstate while (child != None): path.append(child[1]) if child[0] != problem.getStartState(): child = parentSeq[(child[0],child[1])] else: child = None path.reverse() return path[1:] util.raiseNotDefined() def nullHeuristic(state, problem=None): """ A heuristic function estimates the cost from the current state to the nearest goal in the provided SearchProblem. This heuristic is trivial. """ return 0 def aStarSearch(problem, heuristic=nullHeuristic): """Search the node that has the lowest combined cost and heuristic first.""" "*** YOUR CODE HERE ***" from sets import Set frontier = util.PriorityQueue() actions = [] frontier.push((problem.getStartState(),actions),0) visited = [] while frontier: cur_node,actions = frontier.pop() if problem.isGoalState(cur_node): return actions if cur_node not in visited: visited.append(cur_node) expand = problem.getSuccessors(cur_node) for successor, action, cost in expand: tempActions = actions + [action] nextCost = problem.getCostOfActions(tempActions) + heuristic(successor,problem) if successor not in visited: frontier.push((successor,tempActions),nextCost) util.raiseNotDefined() # Abbreviations bfs = breadthFirstSearch dfs = depthFirstSearch astar = aStarSearch ucs = uniformCostSearch