# 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()) """ "*** YOUR CODE HERE ***" def traverse(problem, node, visited): # Add nextNode to visited list visited.append(node[0]) # Recursive base case if problem.isGoalState(node[0]): return [node[1]] pq = util.PriorityQueueWithFunction(lambda child: child[2]) # Get all successors and push them into a priority queue based on cost children = problem.getSuccessors(node[0]) for nextNode in children: # Check that nextNode has not been visited if nextNode[0] in visited: continue # Push the child if it was not visited pq.push(nextNode) while not pq.isEmpty(): # Pop lowest cost child from the queue nextNode = pq.pop() # Recursive call to nextNode path = traverse(problem, nextNode, visited) # Check if recursive call returned values if path != None: # Check to not add the initial node if node[1] != None: # Add the node the start of the list (reverse it) path.insert(0, node[1]) return path return traverse(problem, (problem.getStartState(), None, 0), []) def breadthFirstSearch(problem): """Search the shallowest nodes in the search tree first.""" # main search function # initialize queue = util.Queue() visited = [] path = [] start = (problem.getStartState(), None, 0) queue.push(start) path.append(start) visited.append(problem.getStartState()) def getActions(list, goal): start = problem.getStartState() path = [] list = list[1:] list = list[::-1] state = next((node for node in list if node[0][0] == goal), None) while state[0][1] is not start: path.insert(0, state[0][1]) state = next((node for node in list if node[0] == state[1]), None) if state is None: return path return path while not queue.isEmpty(): state = queue.pop() if problem.isGoalState(state[0]): return getActions(path, state[0]) for successor in problem.getSuccessors(state[0]): if successor[0] not in visited: visited.append(successor[0]) path.append((successor, state)) queue.push(successor) def uniformCostSearch(problem): """Search the node of least total cost first.""" "*** YOUR CODE HERE ***" # lambda to get the total cost of a node cost = lambda node: problem.getCostOfActions(node[3]) pq = util.PriorityQueueWithFunction(cost) pq.push((problem.getStartState(), None, 0, [])) visited = {} while not pq.isEmpty(): node = pq.pop() # Add nextNode to visited list visited[node[0]] = cost(node) # base case if problem.isGoalState(node[0]): return node[3] # Get all successors and push them into a priority queue based on cost nextNodes = problem.getSuccessors(node[0]) for nextNode in nextNodes: # Append the node's path + nextNode's direction nextNode = nextNode + (node[3] + [nextNode[1]],) # Check that nextNode has not been visited if visited.has_key(nextNode[0]) and visited[nextNode[0]] < cost(nextNode): continue # Push the child if it was not visited pq.push(nextNode) 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.""" "*** YOUR CODE HERE ***" util.raiseNotDefined() # Abbreviations bfs = breadthFirstSearch dfs = depthFirstSearch astar = aStarSearch ucs = uniformCostSearch