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search.py
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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
# (denero@cs.berkeley.edu) and Dan Klein (klein@cs.berkeley.edu).
# Student side autograding was added by Brad Miller, Nick Hay, and
# Pieter Abbeel (pabbeel@cs.berkeley.edu).
"""
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 expand(self, state):
"""
state: Search state
For a given state, this should return a list of triples, (child,
action, stepCost), where 'child' is a child to the current
state, 'action' is the action required to get there, and 'stepCost' is
the incremental cost of expanding to that child.
"""
util.raiseNotDefined()
def getActions(self, state):
"""
state: Search state
For a given state, this should return a list of possible actions.
"""
util.raiseNotDefined()
def getActionCost(self, state, action, next_state):
"""
state: Search state
action: action taken at state.
next_state: next Search state after taking action.
For a given state, this should return the cost of the (s, a, s') transition.
"""
util.raiseNotDefined()
def getNextState(self, state, action):
"""
state: Search state
action: action taken at state
For a given state, this should return the next state after taking action from state.
"""
util.raiseNotDefined()
def getCostOfActionSequence(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.
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()))
"""
frontier = util.Stack()
expanded = set()
stateNPath = (problem.getStartState(), [])
frontier.push(stateNPath)
while frontier.isEmpty() == False:
node = frontier.pop()
if problem.isGoalState(node[0]):
return node[1]
if node[0] not in expanded:
expanded.add(node[0])
for child in problem.expand(node[0]):
lista = node[1].copy()
lista.append(child[1])
two = (child[0], lista)
frontier.push(two)
return []
def breadthFirstSearch(problem):
"""Search the shallowest nodes in the search tree first."""
# same code as dfs simply using Queue instead of a Stack
frontier = util.Queue()
expanded = set()
stateNPath = (problem.getStartState(), [])
frontier.push(stateNPath)
while frontier.isEmpty() == False:
node = frontier.pop()
if problem.isGoalState(node[0]):
return node[1]
if node[0] not in expanded:
expanded.add(node[0])
for child in problem.expand(node[0]):
lista = node[1].copy()
lista.append(child[1])
two = (child[0], lista)
frontier.push(two)
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
# eval function for astar
def evaluationFunction(cost, nextState, problem, heuristic):
return cost + heuristic(nextState, problem)
def aStarSearch(problem, heuristic=nullHeuristic):
"""Search the node that has the lowest combined cost and heuristic first."""
frontier = util.PriorityQueue()
expanded = set()
node = (problem.getStartState(), [], heuristic(problem.getStartState(), problem))
frontier.push(node, heuristic(problem.getStartState(), problem))
while frontier.isEmpty() == False:
node = frontier.pop()
if problem.isGoalState(node[0]):
return node[1]
if node[0] not in expanded:
expanded.add(node[0])
for child in problem.expand(node[0]):
if child[0] not in expanded:
lista = node[1].copy()
lista.append(child[1])
totalCost = evaluationFunction(child[2], child[0], problem, heuristic) + node[2]
two = (child[0], lista, child[2]+node[2])
frontier.push(two, totalCost)
return []
# Abbreviations
bfs = breadthFirstSearch
dfs = depthFirstSearch
astar = aStarSearch