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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
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]
# NOTE TO INSTRUCTORS: I will try to generalize my search algorithm so each implementation
# differs only slightly
def depthFirstSearch(problem):
solution = []
revsol = util.Stack() # reverse solution
fringe = util.Stack()
closed = set()
find = {} # dict of {node:(parent, action, cost)} items
"""Search the deepest nodes in the search tree first."""
start_state = problem.getStartState()
state = start_state
if problem.isGoalState(state):
return solution
if state not in closed:
closed.add(state)
successors = [i + (state,) for i in problem.getSuccessors(state)]
print successors
for i in successors:
if i[0] not in closed:
fringe.push(i)
if fringe.isEmpty():
return None
while not fringe.isEmpty():
node = fringe.pop()
state = node[0]
if problem.isGoalState(state):
find[state] = (node[3], node[1], node[2]) # found solution but not updated the dict
break
if state not in closed:
closed.add(state)
find[state] = (node[3], node[1], node[2])
successors = [i + (state,) for i in problem.getSuccessors(state)]
for i in successors:
if i[0] not in closed:
fringe.push(i)
if problem.isGoalState(state):
dnode = find[state] # dict node
prev = dnode[0]
action = dnode[1]
revsol.push(action)
while prev != start_state:
dnode = find[prev]
prev = dnode[0]
action = dnode[1]
revsol.push(action)
while not revsol.isEmpty():
solution.append(revsol.pop())
return solution
# dnode[2] useless for dfs/bfs
else:
return None
def breadthFirstSearch(problem):
solution = []
revsol = util.Stack() # reverse solution
fringe = util.Queue()
closed = set()
find = {} # dict of {node:(parent, action, cost)} items
"""Search the shallowest nodes in the search tree first."""
"*** YOUR CODE HERE ***"
start_state = problem.getStartState()
state = start_state
if problem.isGoalState(state):
return solution
if state not in closed:
closed.add(state)
successors = [i + (state,) for i in problem.getSuccessors(state)]
for i in successors:
if i[0] not in closed:
fringe.push(i)
if fringe.isEmpty():
return None
while not fringe.isEmpty():
node = fringe.pop()
state = node[0]
if problem.isGoalState(state):
find[state] = (node[3], node[1], node[2]) # found solution but not updated the dict
break
if state not in closed:
closed.add(state)
find[state] = (node[3], node[1], node[2])
successors = [i + (state,) for i in problem.getSuccessors(state)]
for i in successors:
if i[0] not in closed:
fringe.push(i)
if problem.isGoalState(state):
dnode = find[state] # dict node
prev = dnode[0]
action = dnode[1]
revsol.push(action)
while prev != start_state:
dnode = find[prev]
prev = dnode[0]
action = dnode[1]
revsol.push(action)
while not revsol.isEmpty():
solution.append(revsol.pop())
return solution
# dnode[2] useless for dfs/bfs
else:
return None
def uniformCostSearch(problem):
"""Search the node of least total cost first."""
solution = []
revsol = util.Stack() # reverse solution
fringe = util.PriorityQueue()
closed = set()
find = {} # dict of {node:(parent, action, cost)} items
"*** YOUR CODE HERE ***"
start_state = problem.getStartState()
state = start_state
if problem.isGoalState(state):
return solution
if state not in closed:
closed.add(state)
successors = [i + (state,) for i in problem.getSuccessors(state)]
for i in successors:
if i[0] not in closed:
fringe.update(i, i[2])
if fringe.isEmpty():
return None
while not fringe.isEmpty():
node = fringe.pop()
state = node[0]
if problem.isGoalState(state):
find[state] = (node[3], node[1], node[2]) # found solution but not updated the dict
break
if state not in closed:
closed.add(state)
find[state] = (node[3], node[1], node[2])
successors = [i + (state,) for i in problem.getSuccessors(state)]
for i in successors:
if i[0] not in closed:
tot_cost = i[2] + find[state][2]
i = list(i)
i[2] = tot_cost
i = tuple(i)
fringe.update(i, tot_cost)
if problem.isGoalState(state):
dnode = find[state] # dict node
prev = dnode[0]
action = dnode[1]
revsol.push(action)
while prev != start_state:
dnode = find[prev]
prev = dnode[0]
action = dnode[1]
revsol.push(action)
while not revsol.isEmpty():
solution.append(revsol.pop())
return solution
else:
return None
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."""
solution = []
revsol = util.Stack() # reverse solution
fringe = util.PriorityQueue()
closed = set()
find = {} # dict of {node:(parent, action, cost)} items
"*** YOUR CODE HERE ***"
start_state = problem.getStartState()
state = start_state
if problem.isGoalState(state):
return solution
if state not in closed:
closed.add(state)
successors = [i + (state,) for i in problem.getSuccessors(state)] # (state, action, cost, parent)
for i in successors:
if i[0] not in closed:
tot_cost = i[2] + heuristic(i[0], problem) # difference from ucs, add the heuristic
fringe.update(i, tot_cost)
if fringe.isEmpty():
return None
while not fringe.isEmpty():
node = fringe.pop()
state = node[0]
if problem.isGoalState(state):
find[state] = (node[3], node[1], node[2]) # found solution but not updated the dict
break
if state not in closed:
closed.add(state)
find[state] = (node[3], node[1], node[2])
successors = [i + (state,) for i in problem.getSuccessors(state)]
for i in successors:
if i[0] not in closed:
tot_cost = i[2] + find[state][2]
i = list(i)
i[2] = tot_cost
i = tuple(i)
tot_cost += heuristic(i[0], problem) # difference from ucs, add the heuristic to cost
fringe.update(i, tot_cost)
if problem.isGoalState(state):
dnode = find[state] # dict node
prev = dnode[0]
action = dnode[1]
revsol.push(action)
while prev != start_state:
dnode = find[prev]
prev = dnode[0]
action = dnode[1]
revsol.push(action)
while not revsol.isEmpty():
solution.append(revsol.pop())
return solution
else:
return None
# Abbreviations
bfs = breadthFirstSearch
dfs = depthFirstSearch
astar = aStarSearch
ucs = uniformCostSearch