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search.py
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211 lines (167 loc) · 7.65 KB
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# 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())
"""
# Grab starting state of the problem. If this state already satisfies the problem, return that no action needs to be taken
currentState = problem.getStartState()
if problem.isGoalState(currentState) == True:
return []
# DFS uses a stack, bfs is the same as this method, but instead of a stack it uses a queue
stack = util.Stack()
stack.push((currentState, [], []))
visited = []
#keep searching until the stack is empty, or if the goal is found
while stack.isEmpty() == False:
# Get first option
currentState, currentDirections, currentCost = stack.pop()
if problem.isGoalState(currentState):
return currentDirections
# We keep a list visited, so we can't go back the way we came from
if currentState not in visited:
visited.append(currentState)
# Push all new successors to the stack
for state, action, cost in problem.getSuccessors(currentState):
stack.push((state, currentDirections + [action], currentCost + [cost]))
util.raiseNotDefined()
def breadthFirstSearch(problem):
"""Search the shallowest nodes in the search tree first."""
currentState = problem.getStartState()
if problem.isGoalState(currentState) == True:
return []
# Roughly the same as DFS, but using a Queue item instead of a stack.
# This causes the search to traverse the tree down each branch at the same pace instead of down one branch fully before going down another
Queue = util.Queue()
Queue.push((currentState, [], []))
visited = []
while Queue.isEmpty() == False:
currentState, currentDirections, currentCost = Queue.pop()
if problem.isGoalState(currentState):
return currentDirections
if currentState not in visited:
visited.append(currentState)
for state, action, cost in problem.getSuccessors(currentState):
Queue.push((state, currentDirections + [action], currentCost + [cost]))
util.raiseNotDefined()
def uniformCostSearch(problem):
"""Search the node of least total cost first."""
"*** YOUR CODE HERE ***"
currentState = problem.getStartState()
if problem.isGoalState(currentState) == True:
return []
# Similar to DFS and BFS, but using a priorityQueue. By linking each element in the queue to a cost, and "popping" the lowest cost first
# The "cheapest" path is always explored first. This results in behaviour roughly like the BFS, but taking a given "cost" into account
prioQ = util.PriorityQueue()
prioQ.push((currentState, [], 0), 0)
visited = []
resultCost = 9223372036854775807
resultDirections = []
while not prioQ.isEmpty():
currentState, currentDirections, currentCost = prioQ.pop()
if problem.isGoalState(currentState) & (currentCost < resultCost):
resultDirections = currentDirections
resultCost = currentCost
if (currentState not in visited) & (not problem.isGoalState(currentState)) & (currentCost < resultCost):
visited.append(currentState)
for state, action, cost in problem.getSuccessors(currentState):
prioQ.push((state, currentDirections + [action], currentCost + cost), currentCost + cost)
return resultDirections
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 ***"
openSet = util.PriorityQueue()
openSet.push((problem.getStartState(), [],0), heuristic(problem.getStartState(), problem))
# Very similar to UCS. By using a heuristic, the cost of the path so far and the estimated cost from a node to the goal
# are combined to get a more accurate cost per explored node.
visited = []
expanded = []
while not openSet.isEmpty():
currentState, actions,c = openSet.pop()
if problem.isGoalState(currentState):
return actions
if currentState not in expanded:
expanded.append(currentState)
for successor, action, cost in problem.getSuccessors(currentState):
newCost = c + cost
if successor not in visited:
priority = newCost + heuristic(successor, problem)
openSet.push((successor, actions + [action],newCost), priority)
visited.append(currentState)
util.raiseNotDefined()
# Abbreviations
bfs = breadthFirstSearch
dfs = depthFirstSearch
astar = aStarSearch
ucs = uniformCostSearch