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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
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())
"""
start = problem.getStartState()
startPath = initPath(start)
# step 1: initialize the frontier using the initial state of the problem
frontier = util.Stack()
frontierSet = set()
frontier.push(startPath)
frontierSet.add(start)
# step 2: initialize the explored set to be empty
explored = set()
while True:
# step 3: if the frontier is empty, return failure
if frontier.isEmpty():
return False
# step 4: choose a leaf node and remove it from the frontier
path = frontier.pop()
target = pathTarget(path)
actions = pathActions(path)
frontierSet.remove(target)
# step 5: if the node contans a goal state, return the corresponding solution
if problem.isGoalState(target):
return actions
# step 6: add the node to the explored set
explored.add(target)
# step 7: expand the node
successors = problem.getSuccessors(target)
# step 8: add the resulting nodes to the frontier, if not in frontier or explored set
for nextPath in map(makePath, successors):
nextTarget = pathTarget(nextPath)
if not nextTarget in explored and not nextTarget in frontierSet:
nextActions = actions + pathActions(nextPath)
nextCost = pathCost(nextPath)
nextTuple = (nextTarget, nextActions, nextCost)
frontier.push(nextTuple)
frontierSet.add(nextTarget)
def breadthFirstSearch(problem):
"""
Search the shallowest nodes in the search tree first.
[2nd Edition: p 73, 3rd Edition: p 82]
"""
start = problem.getStartState()
startPath = initPath(start)
# step 1: initialize the frontier using the initial state of the problem
frontier = util.Queue()
frontierSet = set()
frontier.push(startPath)
frontierSet.add(start)
# step 2: initialize the explored set to be empty
explored = set()
while True:
# step 3: if the frontier is empty, return failure
if frontier.isEmpty():
return False
# step 4: choose a leaf node and remove it from the frontier
path = frontier.pop()
target = pathTarget(path)
actions = pathActions(path)
frontierSet.remove(target)
# step 5: if the node contans a goal state, return the corresponding solution
if problem.isGoalState(target):
return actions
# step 6: add the node to the explored set
explored.add(target)
# step 7: expand the node
successors = problem.getSuccessors(target)
# step 8: add the resulting nodes to the frontier, if not in frontier or explored set
for nextPath in map(makePath, successors):
nextTarget = pathTarget(nextPath)
if not nextTarget in explored and not nextTarget in frontierSet:
nextActions = actions + pathActions(nextPath)
nextCost = pathCost(nextPath)
nextTuple = (nextTarget, nextActions, nextCost)
frontier.push(nextTuple)
frontierSet.add(nextTarget)
def uniformCostSearch(problem):
"Search the node of least total cost first. "
start = problem.getStartState()
startPath = initPath(start)
# step 1: initialize the frontier using the initial state of the problem
frontier = util.PriorityQueue()
frontierSet = set()
frontier.push(startPath, 0)
frontierSet.add(start)
# step 2: initialize the explored set to be empty
explored = set()
while True:
# step 3: if the frontier is empty, return failure
if frontier.isEmpty():
return False
# step 4: choose a leaf node and remove it from the frontier
path = frontier.pop()
target = pathTarget(path)
actions = pathActions(path)
frontierSet.remove(target)
# step 5: if the node contans a goal state, return the corresponding solution
if problem.isGoalState(target):
return actions
# step 6: add the node to the explored set
explored.add(target)
# step 7: expand the node
successors = problem.getSuccessors(target)
# step 8: add the resulting nodes to the frontier, if not in frontier or explored set
for nextPath in map(makePath, successors):
nextTarget = pathTarget(nextPath)
if not nextTarget in explored and not nextTarget in frontierSet:
nextActions = actions + pathActions(nextPath)
nextPriority = problem.getCostOfActions(nextActions)
nextCost = pathCost(nextPath)
nextTuple = (nextTarget, nextActions, nextCost)
frontier.push(nextTuple, nextPriority)
frontierSet.add(nextTarget)
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."
start = problem.getStartState()
startPath = initPath(start)
# step 1: initialize the frontier using the initial state of the problem
frontier = util.PriorityQueue()
frontierSet = set()
frontier.push(startPath, 0)
frontierSet.add(start)
# step 2: initialize the explored set to be empty
explored = set()
while True:
# step 3: if the frontier is empty, return failure
if frontier.isEmpty():
return False
# step 4: choose a leaf node and remove it from the frontier
path = frontier.pop()
target = pathTarget(path)
actions = pathActions(path)
frontierSet.remove(target)
# step 5: if the node contans a goal state, return the corresponding solution
if problem.isGoalState(target):
return actions
# step 6: add the node to the explored set
explored.add(target)
# step 7: expand the node
successors = problem.getSuccessors(target)
# step 8: add the resulting nodes to the frontier, if not in frontier or explored set
for nextPath in map(makePath, successors):
nextTarget = pathTarget(nextPath)
if not nextTarget in explored and not nextTarget in frontierSet:
nextActions = actions + pathActions(nextPath)
nextPriority = problem.getCostOfActions(nextActions) + heuristic(nextTarget, problem)
nextCost = pathCost(nextPath)
nextTuple = (nextTarget, nextActions, nextCost)
frontier.push(nextTuple, nextPriority)
frontierSet.add(nextTarget)
# Abbreviations
bfs = breadthFirstSearch
dfs = depthFirstSearch
astar = aStarSearch
ucs = uniformCostSearch
# Private helpers
def pathTarget(path):
return path[0]
def pathActions(path):
return path[1]
def pathCost(path):
return path[2]
def initPath(state):
return (state, [], 0)
def makePath(successor):
return (successor[0], [ successor[1] ], successor[2])