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search_tree.py
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search_tree.py
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from utils.data_structures import Heap, Stack
from typing import Union
from utils.tree import display_tree
from environment import Environment, Plan, State, EvacuateNode
from configurator import Configurator, debug
from action import Action, ActionType
class SearchTree:
def __init__(self, env: Environment, agent):
self.agent = agent
self.env = env
self.root = self.get_root_node()
self.fringe: Heap[Plan] = Heap([self.root])
self.hist = [] # used for debug
def get_initial_state(self):
return self.env.get_state(self.agent)
def get_root_node(self):
"""creates a root node for the search tree representing the initial state"""
return Plan(
cost=0,
action=None,
parent=None,
state=self.get_initial_state())
def restore_env(self):
"""restore environment to actual state after finding a strategy"""
self.env.apply_state(self.root.state)
def backtrack(self, goal):
"""backtrack through nodes from goal to root, pushing to the stack each step, returning the agent's strategy """
strategy = Stack()
curr_node: Plan = goal
while curr_node.parent is not None:
strategy.push(curr_node.action)
curr_node = curr_node.parent
self.restore_env()
self.display()
return strategy
def tree_search(self, max_expand=float('inf')):
"""initialize state tree using the initial state of problem"""
expand_count = 0
while True:
# if there are no candidates for expansion, return fail
if self.fringe.is_empty():
raise Exception("Tree search failed!")
# choose which node to expand based on strategy: use heuristic to determine the best option to expand
option = self.fringe.extract_min()
self.hist.append(option) # for debug
# if the node contains a goal state, return the solution
if option.state.is_goal():
# check if the chosen node is a goal node
debug("goal reached:")
option.state.describe()
return expand_count, self.backtrack(option)
elif expand_count < max_expand:
# otherwise, expand the node
self.expand_node(option)
expand_count += 1
else:
print('Maximum number of expansions reached. Returning best strategy so far')
return expand_count, self.backtrack(option)
def heuristic(self, state: State=None):
"""given a state for an agent, returns how many people cannot be saved by the agent"""
self.env.apply_state(state)
agent = state.agent
src = agent.loc
self.env.G.dijkstra(src)
V = self.env.G.get_vertices()
require_evac_nodes = list(self.env.require_evac_nodes)
# find nodes that can be reached before hurricane hits them. create (node, required_pickup_time) pairs
evac_candidates, doomed_nodes = [], []
for v in require_evac_nodes:
if self.env.time + v.d > v.deadline:
doomed_nodes.append(v) # nodes we cannot save from the imminent hurricane
else:
evac_candidates.append((v, self.env.time + v.d, list(self.env.G.get_shortest_path(src, v))))
for u, time_after_pickup, pickup_shortest_path in evac_candidates:
self.env.G.dijkstra(u) # calculate minimum distance from node after pickup
shelter_candidates = [(v, time_after_pickup + v.d, list(self.env.G.get_shortest_path(u, v))) for v in V
if v.is_shelter() and time_after_pickup + v.d <= v.deadline]
if not shelter_candidates:
doomed_nodes.append(u)
debug('\npossible routes for evacuating {}:'.format(u))
for shelter, total_time, dropoff_shortest_path in shelter_candidates:
debug('pickup:(T{}){}(T{}) | drop-off:{}(T{}): Shelter(D{})'.format(self.env.time,
pickup_shortest_path,
time_after_pickup,
dropoff_shortest_path,
total_time,
shelter.deadline))
n_doomed_people = sum([v.n_people for v in doomed_nodes])
debug('h(x) = {} = # of doomed people (doomed_nodes = {})'.format(n_doomed_people, doomed_nodes))
return n_doomed_people
def total_cost(self, state):
# assumes environment's state was updated before calling this function
h = 0 if state.is_goal() else self.heuristic(state)
g = state.agent.penalty
debug('cost = g + h = {} + {} = {}'.format(g, h, g+h))
return g + h
def expand_node(self, plan: Plan):
"""Expands fringe, adding (path, state) pair of all possible moves."""
self.env.apply_state(plan.state)
agent = plan.state.agent
debug("Expanding node ID={0.ID} (cost = {0.cost}):".format(plan))
plan.state.describe()
neighbours = agent.get_possible_steps(self.env, verbose=True) # options to proceed
for dest in neighbours + [ActionType.TERMINATE]:
action, result_state = self.successor(plan.state, dest)
debug("\ncreated state:")
result_state.describe()
cost = self.total_cost(result_state)
new_plan = Plan(cost=cost,
state=result_state,
action=action,
parent=plan)
debug("plan ID={}".format(new_plan.ID))
self.fringe.insert(new_plan)
def successor(self, state: State, dest: Union[EvacuateNode, ActionType]):
"""
:param state: a state of the environment in the search tree node
:param dest: a destination node (GOTO action) or ActionType.TERMINATE (for terminate action)
:return: (action,state) action resulting in the successor state
"""
self.env.apply_state(state)
agent = state.agent
if dest == ActionType.TERMINATE:
def terminate_agent():
agent.terminate(self.env)
action = Action(
agent=agent,
description='*[T={:>3}] "TERMINATE" action for {}'.format(agent.time, agent.name),
callback=terminate_agent)
agent.local_terminate()
else:
def move_agent():
agent.goto2(self.env, dest)
action = Action(
agent=agent,
description='*[T={:>3}] "GOTO {}->{}" action for {}'.format(agent.time, agent.loc, dest, agent.name),
callback=move_agent)
agent.local_goto(self.env, dest)
action.describe()
return action, self.env.get_state(agent)
def display(self):
"""plots the search tree"""
if not Configurator.view_strategy:
return
state_nodes = self.hist + self.fringe.heap
for node in state_nodes:
node.tmp = node.summary() + ' {}'.format(node.ID)
V = [node.tmp for node in state_nodes]
E = [(node.tmp, node.parent.tmp) for node in state_nodes if node.parent is not None]
display_tree(V[0], V, E)