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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
# ([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
import game
from pprint import pprint
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.
Code written by:
Nike Lambooy
Nicky Lenaers
DFS takes O(b^m) time with
b = maximum branching factor
m = maximum depth of the state space (in this case finite)
DFS takes O(b*m) space because 'black' nodes are removed, resulting in linear space.
"""
# Initialize Stack() instances for LIFO datastructure (Source: College 2, Slide 38)
fringe = util.Stack()
visited = util.Stack()
"""
Initialize the fringe with following indeces:
[0] = state (or node) to be expanded
[1] = list of actions up to this node
"""
fringe.push([problem.getStartState(), []])
while not fringe.isEmpty():
# Extract deepest node from the fringe
state, actions = fringe.pop()
# Goal test
if problem.isGoalState(state):
return actions
# Get successors of current state
successors = problem.getSuccessors(state)
# Loop over successors
for index in reversed(range(0, len(successors))):
# Successors can't be visited, so check
if successors[index][0] not in visited.list:
# Push successors' state and actions to the fringe if not visited
fringe.push([successors[index][0], actions + [successors[index][1]]])
# Current node is visited
visited.push(state)
# Return empty list of actions in case no goal is present
return []
def breadthFirstSearch(problem):
"""
Search the shallowest nodes in the search tree first.
Code written by:
Nike Lambooy
Nicky Lenaers
BFS takes O(b^d+1) time with
b = maximum branching factor
d = depth of the least-cost solution
1 = the frist node (root node)
BFS takes O(b^d+1) space, keeping every node in memory.
"""
# Initialize Queue() instances for FIFO datastructure (Source: College 2, Slide 32)
fringe = util.Queue()
visited = util.Stack()
"""
Initialize the fringe with following indeces:
[0] = state (or node) to be expanded
[1] = list of actions up to this node
"""
fringe.push([problem.getStartState(), []])
while not fringe.isEmpty():
# Extract deepest node from the fringe
state, actions = fringe.pop()
# Goal test
if problem.isGoalState(state):
#print "ACTIONS: ", actions
return actions
# Get successors of current state
successors = problem.getSuccessors(state)
# Current node is expanded
visited.push(state)
# Loop over successors
for index in reversed(range(0, len(successors))):
# Successors can't be visited, so check
if successors[index][0] not in visited.list:
# Push successors' state and actions to the fringe if not visited
fringe.push([successors[index][0], actions + [successors[index][1]]])
# Mark successors as visited
visited.push(successors[index][0])
# Return empty list of actions in case no goal is present
return []
def uniformCostSearch(problem):
"""
Search the node of least total cost first.
Code written by:
Nike Lambooy
Nicky Lenaers
UCS takes O(b^(C*/e)) time with
b = maximum branching factor
C* = cost of optimal solution
e = some positive bound
UCS takes O(b^(C*/e)) space.
"""
# Initialize PriorityQueue() instance for fringe (Source: College 2, Slide 37)
fringe = util.PriorityQueue()
visited = util.Stack()
seen = util.Stack()
"""
Initialize the fringe with following indeces:
[0] = state (or node) to be expanded
[1] = list of actions up to this node
[2] = cost
"""
fringe.push([problem.getStartState(), []], 0)
while not fringe.isEmpty():
# Extract deepest node from the fringe
priority, actions = fringe.pop()
# Goal test
if problem.isGoalState(priority):
return actions
# Get successors of current state
successors = problem.getSuccessors(priority)
# Get cost-so-far
totalcost = problem.getCostOfActions(actions)
# Loop over successors
for index in reversed(range(0, len(successors))):
stepcost = 0
unseen = True
# Compile a list of seen nodes which will be compared by cost
for j in range(len(fringe.heap)):
if successors[index][0] == fringe.heap[j][2][0]:
stepcost = fringe.heap[j][0] - totalcost
unseen = False
# Successors can't be visited, so check
if successors[index][0] not in visited.list and (successors[index][2] < stepcost or unseen):
# Push successors' state, actions and cost to the fringe if not visited
fringe.push([successors[index][0], actions + [successors[index][1]]], totalcost + successors[index][2])
# Current node is visited
visited.push(priority)
# Return empty list of actions in case no goal is present
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
def aStarSearch(problem, heuristic=nullHeuristic):
"""
Search the node of least total cost first.
Code written by:
Nike Lambooy
Nicky Lenaers
"""
# Initialize PriorityQueue() instance for fringe (Source: College 2, Slide 37)
fringe = util.PriorityQueue()
visited = util.Stack()
seen = util.Stack()
"""
Initialize the fringe with following indeces:
[0] = state (or node) to be expanded
[1] = list of actions up to this node
[2] = cost
"""
fringe.push([problem.getStartState(), []], 0)
while not fringe.isEmpty():
# Extract deepest node from the fringe
priority, actions = fringe.pop()
# Goal test
if problem.isGoalState(priority):
return actions
# Get successors of current state
successors = problem.getSuccessors(priority)
# Get cost-so-far
totalcost = problem.getCostOfActions(actions)
# Loop over successors
for index in reversed(range(0, len(successors))):
stepcost = 0
unseen = True
# Compile a list of seen nodes which will be compared by cost
for j in range(len(fringe.heap)):
if successors[index][0] == fringe.heap[j][2][0]:
stepcost = fringe.heap[j][0] - totalcost - heuristic(priority, problem)
unseen = False
# Successors can't be visited, so check
if successors[index][0] not in visited.list and (successors[index][2] < stepcost or unseen):
# Push successors' state, actions and cost to the fringe if not visited
fringe.push([successors[index][0], actions + [successors[index][1]]], totalcost + successors[index][2] + heuristic(successors[index][0], problem))
# Current node is visited
visited.push(priority)
# Return empty list of actions in case no goal is present
return []
# Abbreviations
bfs = breadthFirstSearch
dfs = depthFirstSearch
astar = aStarSearch
ucs = uniformCostSearch