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search.py
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search.py
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# search.py
# ---------
# Licensing Information: Please do not distribute or publish solutions to this
# project. You are free to use and extend these projects for educational
# purposes. The Pacman AI projects were developed at UC Berkeley, primarily by
# John DeNero (denero@cs.berkeley.edu) and Dan Klein (klein@cs.berkeley.edu).
# For more info, see http://inst.eecs.berkeley.edu/~cs188/sp09/pacman.html
"""
In search.py, you will implement generic search algorithms which are called
by Pacman agents (in searchAgents.py).
"""
import util
from util import *
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
[2nd Edition: p 75, 3rd Edition: p 87]
Your search algorithm needs to return a list of actions that reaches
the goal. Make sure to implement a graph search algorithm
[2nd Edition: Fig. 3.18, 3rd Edition: Fig 3.7].
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 ***"
# drmax$ python pacman.py -l mediumMaze -p SearchAgent
# All of your search functions need to return a list of actions that will lead the agent from the start to the goal.
# create a path variable
path = [];
# create a variable to store the visited nodes
visited = [];
# call the function for the path
path = zzz(problem.getStartState(),path, problem, visited,"Initial")
return path
def zzz(thisNode, path, problem, visited, directon):
# adding the node to the path.
path.append(directon)
if problem.isGoalState(thisNode):
# print "FOUND IT"
# remove the first "Initial" direction
path.pop(0)
return path
# "visit" the node
visited.append(thisNode)
# get the neighbouting nodes to which we are allowed to go to
adjacentNodes = problem.getSuccessors(thisNode);
# for every one of those nodes, run DFS
for node in adjacentNodes:
if node[0] not in visited:
callResult = zzz(node[0], path, problem, visited, node[1])
if callResult != None:
return callResult
# remove the node since it has noting valuable
path.pop()
return None
def breadthFirstSearch(problem):
"""
Search the shallowest nodes in the search tree first.
[2nd Edition: p 73, 3rd Edition: p 82]
"""
"To launch: python pacman.py -l mediumMaze -p SearchAgent -a fn=bfs"
"*** YOUR CODE HERE ***"
# declaring path and queue
path = []
queue = []
visited = []
# next 5 lines are here coz the first node (startState()) is only a pair of coordinates
adjacentNodes = problem.getSuccessors(problem.getStartState())
for n in adjacentNodes:
if n not in visited:
newNode = Node(n[0],n[1], '')
queue.append(newNode)
# while the queue is not empty
while len(queue) != 0:
#get the next item from a queue
thisNode = queue.pop(0)
# visit the node
visited.append(thisNode.loc)
# end if the node is the goal
if problem.isGoalState(thisNode.loc):
return thisNode.absPath
#find the neighbors of the current node
adjacentNodes = problem.getSuccessors(thisNode.loc)
for n in adjacentNodes:
if n[0] not in visited:
newNode = Node(n[0],n[1], thisNode.absPath)
queue.append(newNode)
return None
# This class is needed to keep track of all of the paths for every single node
class Node:
def __init__(self, coor, relPath, parentAbsFromCenter):
self.loc = coor
self.relPth = relPath
self.absPath = list(parentAbsFromCenter)
self.absPath.append(relPath)
def uniformCostSearch(problem):
"Search the node of total cost first. "
"Sort by the lowest cost"
"""
python pacman.py -l mediumMaze -p SearchAgent -a fn=ucs
python pacman.py -l mediumDottedMaze -p StayEastSearchAgent
python pacman.py -l mediumScaryMaze -p StayWestSearchAgent
"""
"*** YOUR CODE HERE ***"
# initialize the priority queue
priorityQueue = PriorityQueue()
# make the start state coordinates into a node
startNode = ucsNode(problem.getStartState(),"","",0)
# insert the Start state into the priority queue
priorityQueue.push(startNode,0)
visited = []
while True and not priorityQueue.isEmpty():
# get the current node
currentNode = priorityQueue.pop()
if problem.isGoalState(currentNode.loc):
print "found a path"
path = currentNode.absPath
path.pop(0)
return path
visited.append(currentNode.loc)
adjacentNodes = problem.getSuccessors(currentNode.loc)
for node in adjacentNodes:
if node[0] not in visited:
#create a new node
newNode = ucsNode(node[0],node[1],currentNode.absPath,currentNode.costSoFar + node[2])
# add the node to the priority queue
priorityQueue.push(newNode, currentNode.costSoFar + node[2])
return None
class ucsNode:
def __init__(self, coor, relPath, parentAbsFromCenter, costSoFar):
self.loc = coor
self.relPth = relPath
self.absPath = list(parentAbsFromCenter)
self.absPath.append(relPath)
self.costSoFar = costSoFar
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 ***"
# initialize the priority queue
priorityQueue = PriorityQueue()
# make the start state coordinates into a node
startNode = ucsNode(problem.getStartState(),"","",0)
# insert the Start state into the priority queue
priorityQueue.push(startNode,0)
visited = []
while True and not priorityQueue.isEmpty():
# get the current node
currentNode = priorityQueue.pop()
if problem.isGoalState(currentNode.loc):
print "found a path"
path = currentNode.absPath
path.pop(0)
return path
visited.append(currentNode.loc)
adjacentNodes = problem.getSuccessors(currentNode.loc)
for node in adjacentNodes:
if node[0] not in visited:
#calculate the cost so far
costSoFar = currentNode.costSoFar + node[2];
# calculate heuristics
heuristics = heuristic(node[0], problem);
newNode = ucsNode(node[0],node[1],currentNode.absPath,costSoFar + heuristics)
# add the node to the priority queue
priorityQueue.push(newNode, currentNode.costSoFar + node[2])
return None
# Abbreviations
bfs = breadthFirstSearch
dfs = depthFirstSearch
astar = aStarSearch
ucs = uniformCostSearch