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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 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.
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())
print "Start's successors:", problem.getSuccessors(problem.getStartState())
"""
stack = util.Stack()
trace = util.Stack()
traveled = []
step_counter = 0
start_state = problem.getStartState()
stack.push((start_state, step_counter, 'START'))
while not stack.isEmpty():
# arrive at state
curr_state, _, action = stack.pop()
traveled.append(curr_state)
# record action that get to that state
if action != 'START':
trace.push(action)
step_counter += 1
# check if state is goal
if problem.isGoalState(curr_state):
return trace.list
# get possible next states
valid_successors = 0
successors = problem.getSuccessors(curr_state)
for successor in successors:
next_state = successor[0]
next_action = successor[1]
# avoid traveling back to previous states
if next_state not in traveled:
valid_successors += 1
stack.push((next_state, step_counter, next_action))
# dead end, step backwards
if valid_successors == 0:
while step_counter != stack.list[-1][1]: # back until next awaiting state
step_counter -= 1
trace.pop()
def breadthFirstSearch(problem):
"""Search the shallowest nodes in the search tree first."""
queue = util.Queue()
trace = {}
seen = []
start_state = problem.getStartState()
queue.push(start_state)
seen.append(start_state)
while not queue.isEmpty():
# arrive at state
curr_state = queue.pop()
# check if state is goal
if problem.isGoalState(curr_state):
break
# get possible next states
successors = problem.getSuccessors(curr_state)
for successor in successors:
next_state = successor[0]
next_action = successor[1]
# avoid traveling back to previous states
if next_state not in seen:
seen.append(next_state)
queue.push(next_state)
trace[next_state] = (curr_state, next_action)
# back track
actions = []
backtrack_state = curr_state # the goal state
while backtrack_state != start_state:
prev_state, action = trace[backtrack_state]
actions.append(action)
backtrack_state = prev_state
actions = list(reversed(actions))
return actions
def uniformCostSearch(problem):
"""Search the node of least total cost first."""
priority_queue = util.PriorityQueue()
trace = {}
seen = []
start_state = problem.getStartState()
prev_cost = 0
trace[start_state] = [None, None, prev_cost]
priority_queue.update(start_state, 0)
seen.append(start_state)
while not priority_queue.isEmpty():
# arrive at state
curr_state = priority_queue.pop()
# check if state is goal
if problem.isGoalState(curr_state):
break
# get possible next states
successors = problem.getSuccessors(curr_state)
for successor in successors:
next_state = successor[0]
next_action = successor[1]
next_cost = successor[2]
# avoid traveling back to previous states
if next_state not in seen:
prev_cost = trace[curr_state][2]
seen.append(next_state)
priority_queue.update(next_state, next_cost + prev_cost)
# update and allow tracing to the best state
if next_state in trace:
if trace[next_state][2] > next_cost + prev_cost:
trace[next_state][2] = next_cost + prev_cost
trace[next_state][1] = next_action
trace[next_state][0] = curr_state
else:
trace[next_state] = [curr_state, next_action, next_cost + prev_cost]
# back track
actions = []
backtrack_state = curr_state # the goal state
while backtrack_state != start_state:
prev_state, action, _ = trace[backtrack_state]
actions.append(action)
backtrack_state = prev_state
actions = list(reversed(actions))
return actions
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_state = problem.getStartState()
g = {}
g[start_state] = 0
def f(curr_node): return float(g[curr_node] + heuristic(curr_node, problem))
open_list = util.PriorityQueue()
open_list.push(start_state, 0)
open_seen = [start_state] # for 'in' operator, as PriorityQueueWithFunction records a tuple with priority
close_list = []
trace = {}
trace[start_state] = [None, None, 0]
while not open_list.isEmpty():
# arrive at state
curr_state = open_list.pop()
open_seen.remove(curr_state)
# check if state is goal
if problem.isGoalState(curr_state):
break
# get possible next states
successors = problem.getSuccessors(curr_state)
for successor in successors:
next_state = successor[0]
next_action = successor[1]
next_cost = successor[2]
successor_cost = g[curr_state] + next_cost
UPDATE = False
if next_state in open_seen:
if g[next_state] <= successor_cost:
pass
else:
g[next_state] = successor_cost
open_list.update(item=next_state, priority=f(next_state))
elif next_state in close_list:
if g[next_state] <= successor_cost:
pass
else: UPDATE = True
else: UPDATE = True
if UPDATE:
g[next_state] = successor_cost
open_list.update(item=next_state, priority=f(next_state))
open_seen.append(next_state)
if next_state in close_list:
close_list.remove(next_state)
open_seen.remove(next_state)
# update and allow tracing to the best state
if next_state in trace:
if trace[next_state][2] > successor_cost:
trace[next_state][0] = curr_state
trace[next_state][1] = next_action
trace[next_state][2] = successor_cost
else:
trace[next_state] = [curr_state, next_action, successor_cost]
close_list.append(curr_state)
# back track
actions = []
backtrack_state = curr_state # the goal state
while backtrack_state != start_state:
prev_state, action, _ = trace[backtrack_state]
actions.append(action)
backtrack_state = prev_state
actions = list(reversed(actions))
return actions
# Abbreviations
bfs = breadthFirstSearch
dfs = depthFirstSearch
astar = aStarSearch
ucs = uniformCostSearch