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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://inst.eecs.berkeley.edu/~cs188/pacman/pacman.html
#
# 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 ***"
return genericSearch(problem, util.Stack())
def breadthFirstSearch(problem):
"""
Search the shallowest nodes in the search tree first.
"""
"*** YOUR CODE HERE ***"
return genericSearch(problem, util.Queue())
def uniformCostSearch(problem):
"Search the node of least total cost first. "
"*** YOUR CODE HERE ***"
closed = []
fringe = util.PriorityQueue()
fringe.push((problem.getStartState(), [], 0), 0)
while not fringe.isEmpty():
cur = fringe.pop()
if not (cur[0] in closed):
closed.append(cur[0])
if (problem.isGoalState(cur[0])):
return cur[1]
for node in problem.getSuccessors(cur[0]):
fringe.push((node[0], cur[1]+[node[1]], node[2]+cur[2]), node[2]+cur[2])
return None
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 ***"
closed = []
fringe = util.PriorityQueue()
fringe.push((problem.getStartState(), [], 0), 0)
while not fringe.isEmpty():
cur = fringe.pop()
if not (cur[0] in closed):
closed.append(cur[0])
if (problem.isGoalState(cur[0])):
return cur[1]
for node in problem.getSuccessors(cur[0]):
cost = node[2] + cur[2] + heuristic(node[0], problem)
fringe.push((node[0], cur[1]+[node[1]], node[2]+cur[2]), cost)
return None
def genericSearch(problem, fringe):
closed = []
fringe.push((problem.getStartState(), []))
while not fringe.isEmpty():
cur = fringe.pop()
if not (cur[0] in closed):
closed.append(cur[0])
if (problem.isGoalState(cur[0])):
return cur[1]
for node in problem.getSuccessors(cur[0]):
fringe.push((node[0], cur[1]+[node[1]]))
return []
# Abbreviations
bfs = breadthFirstSearch
dfs = depthFirstSearch
astar = aStarSearch
ucs = uniformCostSearch