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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 ([email protected]) and Dan Klein ([email protected]).
# 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 #contains data structures
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 graphSearch(problem, strategy):
"""
PARAMETERS:
problem: initializes board state
strategy: type of ordering structure for search
graphSearch() takes a pacman problem and a strategy (data structure) to
find a path from the start state to the goal state. graphSearch() is an
uninformed search method. It expands out possible plans, maintains a frontier
of unexpanded search nodes, and tries to expand as few nodes as possible.
Returns a sequence of moves that solves the given problem.
"""
start_node = Node(problem.getStartState(), None , 0, None) # creates a node from the starting state
strategy.push(start_node)
explored = set() # creates empty set for explored nodes
# searches until the frontier is empty
while strategy.isEmpty() == False:
node = strategy.pop() # pops the next node from stack
if node.state in explored: continue
if problem.isGoalState(node.state) == True:
return node.getSolution()
else:
explored.add(node.state)
# expand chosen node, adding the resulting nodes to the frontier if they have not been explored
for succ in problem.getSuccessors(node.state):
succ_node = Node(succ[0],succ[1],succ[2], node)
if succ_node.state not in explored and succ_node not in strategy.list:
strategy.push(succ_node)
def depthFirstSearch(problem):
"""
Search the deepest nodes in the search tree first [p 85].
uses graphSearch with a stack (LIFO) strategy
"""
return graphSearch(problem, util.Stack())
def breadthFirstSearch(problem):
"""
Search the shallowest nodes in the search tree first. [p 81]
uses graphSearch with a queue (FIFO) strategy
"""
return graphSearch(problem, util.Queue())
def uniformCostSearch(problem):
"""
Search the node of least total cost first.
operates similar to graphSearch, but with
extra cost checking functionality
uniformCostSearch() takes a pacman problem and tries to
find an optimal and complete path from the start state to the goal state. uniformCostSearch()
is an uninformed search method. It expands out possible plans, maintains a frontier
of unexpanded search nodes, and tries to expand as few nodes as possible.
Returns a sequence of moves that solves the given problem.
"""
strategy = util.PriorityQueue()
start_node = Node(problem.getStartState(), None , 0, None) # creates a node from the starting state
strategy.push(start_node, start_node.cost)
explored = set() # creates empty set for explored nodes
# searches until the frontier is empty
while strategy.isEmpty() == False:
node = strategy.pop() # pops the next node from the priority queue
if node.state in explored: continue
if problem.isGoalState(node.state) == True:
return node.getSolution()
else:
explored.add(node.state)
# expand the chosen node
for succ in problem.getSuccessors(node.state):
succ_node = Node(succ[0],succ[1],node.cost+ succ[2], node)
# add node to the frontier if they have not been explored or are not already in priority queue
if succ_node.state not in explored and succ_node not in strategy.heap:
strategy.push(succ_node, succ_node.cost)
# add the node with the lest total cost to the frontier
elif succ_node in strategy.heap:
compare_node = strategy.find_and_extract(succ_node.state)
if succ_node.cost < compare_node.cost:
strategy.push(succ_node, succ_node.cost)
else:
strategy.push(compare_node, compare_node.cost)
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.
Using an admissible heuristic to gaurantee that the first solution found
will be an optimal one. Expands nodes and adds them to the frontier as long
as they have not been previously explored. Uses lowest combined cost and
the specified heuristic function to find optimal path.
PARAMETERS:
problem: gives the current pacman problem(state, map, food, walls)
heuristic: the specific heuristic used for this instance of search
Returns a path from the start state to the goal state.
"""
heur_start = heuristic(problem.getStartState(), problem) # creates the heuristic object
strategy = util.PriorityQueue()
start_node = Node(problem.getStartState(), None , 0, None)
strategy.push(start_node, heuristic(start_node.state, problem) +start_node.cost)
explored = set() # creates an empty set for the previously expanded nodes
# iterates until frontier is empty
while strategy.isEmpty() == False:
node = strategy.pop()
if node.state in explored: continue
if problem.isGoalState(node.state) == True:
return node.getSolution()
else: # if the node is not the goal state, try to add nodes to frontier
explored.add(node.state)
for succ in problem.getSuccessors(node.state):
succ_node = Node(succ[0],succ[1],node.cost+ succ[2], node)
# if succ_node is not in explored or in the frontier, add to frontier
if succ_node.state not in explored and succ_node not in strategy.heap:
strategy.push(succ_node, succ_node.cost + heuristic(succ_node.state, problem))
# if succ_node is in frontier, add node that had cheaper path and heuristic to frontier
elif succ_node in strategy.heap:
compare_node = strategy.find_and_extract(succ_node.state)
if succ_node.cost < compare_node.cost:
strategy.push(succ_node, succ_node.cost + heuristic(succ_node.state, problem))
else:
strategy.push(compare_node, compare_node.cost + heuristic(compare_node.state, problem))
# Abbreviations
bfs = breadthFirstSearch
dfs = depthFirstSearch
astar = aStarSearch
ucs = uniformCostSearch
#shorthand directons
from game import Directions
s = Directions.SOUTH
w = Directions.WEST
n = Directions.NORTH
e = Directions.EAST
class Node():
"""
Node class is a full representation of a node in a search graph, with attributes:
*state encodes all the necessary components for the problem to understand the world (subset of Pacman gameState)
*action is the move necessary to reach the node from its parent
*cost is the full cost of the path from start to the node
*parent node necessary to traverse back up the tree to get a solution path
"""
def __init__(self, state, action, cost, parent):
self.state = state
if(action == 'North'):
self.action = n
elif(action == 'South'):
self.action = s
elif(action == 'West'):
self.action = w
elif(action =='East'):
self.action = e
else:
self.action = None
self.cost = cost
self.parent = parent
def getSolution(self):
"""
This function returns the path to the starting state of the problem.
It does so by adding the action each parent took to get to the current node
and adding it to the list. Finally the reversed list is returned.
"""
path = [self.action]
parent = self.parent
while parent.action != None:
path.append(parent.action)
parent = parent.parent
return path[::-1]