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search.py
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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
# ([email protected]) and Dan Klein ([email protected]).
# Student side autograding was added by Brad Miller, Nick Hay, and
# Pieter Abbeel ([email protected]).
"""
In search.py, you will implement generic search algorithms which are called by
Pacman agents (in searchAgents.py).
"""
import util
import math
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
n = Directions.NORTH
s = Directions.SOUTH
e = Directions.EAST
w = Directions.WEST
return [s, s, w, s, w, w, s, w]
def mySearch(problem):
from game import Directions
s = Directions.SOUTH
w = Directions.WEST
startState=problem.getStartState()
childStates=problem.getSuccessors(startState)
leftChild=childStates[0]
print(startState)
print(childStates)
print(leftChild)
return [s]
def mediumClassicSearch(problem):
from game import Directions
n = Directions.NORTH
s = Directions.SOUTH
e = Directions.EAST
w = Directions.WEST
return [w,w,w,n,n,n,n,w,w,w,w,w,n,n,n,n,s,s,s,s,e,e,s,s,e,e,e,e,e,e,e,e,e,e,e,e,s,s,e,e,e]
def meduimMazeSearch(problem):
from game import Directions
n = Directions.NORTH
s = Directions.SOUTH
e = Directions.EAST
w = Directions.WEST
return [w, w, w, w, w, w, w, w, w, w, w, w, w, w, w, w, w, w, w, w, w, w, w, w, w, w, w, w, w, w, w, w, w, s, s, s, s, s, s, s, s, s, e, e, e, n, n, n, n, n, n, n, e, e, s, s, s, s, s, s, e, e, n, n, n, n, n, n, e, e, s, s, s, s, e, e, n, n, e, e, e, e, e, e, e, e, s, s, s, e, e, e, e, e, e, e, s, s, s, s, s, s, s, w, w, w, w, w, w, w, w, w, w, w, w, w, w, w, w, w, s, w, w, w, w, w, w, w, w, w]
def bigMazeSearch(problem):
from game import Directions
n = Directions.NORTH
s = Directions.SOUTH
e = Directions.EAST
w = Directions.WEST
return [n, n, w, w, w, w, n, n, w, w, s, s, w, w, w, w, w, w, w, w, w, w, w, w, w, w, n, n, e, e, n, n, w, w, n, n, n, n, n, n, e, e, e, e, e, e, s, s, e, e, n, n, e, e, e, e, n, n, e, e, s, s, e, e, n, n, n, n, n, n, e, e, e, e, n, n, n, n, n, n, n, n, n, n, w, w, s, s, w, w, w, w, s, s, s, s, s, s, w, w, s, s, s, s, w, w, n, n, w, w, w, w, w, w, w, w, w, w, w, w, n, n, e, e, n, n, n, n, n, n, e, e, e, e, e, e, n, n, n, n, n, n, n, n, w, w, w, w, w, w, s, s, w, w, w, w, s,
s, s, s, e, e, s, s, w, w, w, w, w, w, w, w, w, w, s, s, s, s, s, s, s, s, s, s, e, e, s, s, s, s, w, w, s, s, s, s, e, e, s, s, w, w, s, s, s, s, w, w, s, s]
def test(problem):
currentState = problem.getStartState()
children = problem.getSuccessors(currentState)
print (children)
return
def getActionFromTriplet(triple):
return triple [1]
def depthFirstSearch(problem):
fringe=util.Stack()
explored=[]
startNode=(problem.getStartState(),[])
fringe.push(startNode)
while fringe:
popped=fringe.pop()
location=popped[0]
path=popped[1]
if location not in explored:
explored.append(location)
if problem.isGoalState(location):
print(path)
return path
children=problem.getSuccessors(location)
for child in list(children):
if child[0] not in explored:
fringe.push((child[0],path+[child[1]]))
return []
"""
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 ***"
util.raiseNotDefined()
def breadthFirstSearch(problem):
"""Search the shallowest nodes in the search tree first."""
"*** YOUR CODE HERE ***"
from util import Queue
fringe = Queue()
explored=[]
startNode=(problem.getStartState(),[])
fringe.push(startNode)
while fringe:
popped=fringe.pop()
location=popped[0]
path=popped[1]
if location not in explored:
explored.append(location)
if problem.isGoalState(location):
print(len(path))
return path
children=problem.getSuccessors(location)
for child in list(children):
if child[0] not in explored:
fringe.push((child[0],path+[child[1]]))
return []
def uniformCostSearch(problem):
"""Search the node of least total cost first."""
"*** YOUR CODE HERE ***"
fringe=util.PriorityQueue()
explored = set()
startStateBlock = problem.getStartState()
fringe.push((startStateBlock, []), 0)
while (not fringe.isEmpty()):
state = fringe.pop()
stateBlock = state[0]
statePath = state[1]
explored.add(stateBlock)
if problem.isGoalState(stateBlock):
return statePath
children = problem.getSuccessors(stateBlock)
for child in children:
actionToReachChild = child[1]
costToReachChild = child[2]
childPath = statePath[:]
childPath.append(actionToReachChild)
openList = [ x[0] for x in fringe.heap if x[0]==child[0]]
inProcress = child[0] in explored or child[0] in openList
if not inProcress:
fringe.push( (child[0], childPath), costToReachChild)
elif child[0] in openList:
fringe.update((child[0], childPath), costToReachChild)
return []
def manHattanHueristic (state, problem=None):
cState = state
gState = problem.goal
hCost = abs(gState[0] - cState[0]) + abs(gState[1] - cState[1])
return hCost
def euclideanDistance (state, problem=None):
cState = state
gState = problem.goal
hCost = math.sqrt( ((gState[0] - cState[0])**2) + ((gState[1] - cState[1])**2) )
return hCost
def temp(problem):
fringe=util.PriorityQueue()
explored = []
startNode = problem.getStartState()
cost = 0
actions = []
fringe.push((startNode, actions, cost), cost)
while fringe:
currentNode = fringe.pop()
if problem.isGoalState(currentNode[0]):
return currentNode[1]
if currentNode[0] not in explored:
explored.append(currentNode[0])
for child, action, val in problem.getSuccessors(currentNode[0]):
if child not in (fringe and explored):
fringe.push((child, currentNode[1] + [action], currentNode[2] + val), currentNode[2] + val)
return []
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):
fringe=util.PriorityQueue()
explored = set()
startStateBlock = problem.getStartState()
gCost = 0
#hCost = manHattanHueristic(startStateBlock, problem)
hCost = euclideanDistance(startStateBlock, problem)
fCost = gCost + hCost
fringe.push((startStateBlock, []), fCost)
while (not fringe.isEmpty()):
state = fringe.pop()
stateBlock = state[0]
statePath = state[1]
explored.add(stateBlock)
if problem.isGoalState(stateBlock):
return statePath
children = problem.getSuccessors(stateBlock)
for child in children:
actionToReachChild = child[1]
gCost = child[2]
#costToReachChild = child[2]
#hCost = manHattanHueristic(child[0], problem)
hCost = euclideanDistance(child[0], problem)
fCost = gCost + hCost
childPath = statePath[:]
childPath.append(actionToReachChild)
openList = [ x[0] for x in fringe.heap if x[0]==child[0]]
inProcress = child[0] in explored or child[0] in openList
if not inProcress:
fringe.push( (child[0], childPath), fCost)
elif child[0] in openList:
fringe.update((child[0], childPath), fCost)
return []
# Abbreviations
bfs = breadthFirstSearch
dfs = depthFirstSearch
astar = aStarSearch
ucs = uniformCostSearch