# 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 ***" stack=util.Stack() visited=[] startNode=(problem.getStartState(),[]) #Here we are pushing the start state stack.push(startNode) while not stack.isEmpty(): popped=stack.pop() location=popped[0] path=popped[1] if location not in visited: #In each node we see if it is visited,if it's not then we are getting the successors and push visited.append(location) #its elements to the stack and we are building the path in depth-first logic and way if problem.isGoalState(location): return path successors=problem.getSuccessors(location) for suc in list(successors): if suc[0] not in visited: stack.push((suc[0],path+[suc[1]])) return [] util.raiseNotDefined() def breadthFirstSearch(problem): """Search the shallowest nodes in the search tree first.""" "*** YOUR CODE HERE ***" queue=util.Queue() visited=[] #We are doing the same thing like DFS with the difference that here we are using startNode=(problem.getStartState(),[]) #queue instead of stack to build the path according to breadth-first logic queue.push(startNode) while not queue.isEmpty(): popped=queue.pop() location=popped[0] path=popped[1] if location not in visited: visited.append(location) if problem.isGoalState(location): return path successors=problem.getSuccessors(location) for suc in list(successors): if suc[0] not in visited: queue.push((suc[0],path + [suc[1]])) return [] util.raiseNotDefined() def uniformCostSearch(problem): """Search the node of least total cost first.""" "*** YOUR CODE HERE ***" Pr_q=util.PriorityQueue() visited=dict() state=problem.getStartState() nd = {} nd["pred"]=None #We are getting the parent of a node,the state the action and nd["act"]=None #compute the cost and building the path(aka actions) nd["state"]=state nd["cost"]=0 Pr_q.push(nd,nd["cost"]) while not Pr_q.isEmpty(): nd=Pr_q.pop() state=nd["state"] cost=nd["cost"] if state in visited: continue visited[state]=True if problem.isGoalState(state)==True: break for suc in problem.getSuccessors(state): if suc[0] not in visited: new_nd={} new_nd["pred"]=nd new_nd["state"]=suc[0] new_nd["act"]=suc[1] new_nd["cost"]=suc[2]+cost Pr_q.push(new_nd,new_nd["cost"]) actions=[] while nd["act"] !=None: actions.insert(0,nd["act"]) nd=nd["pred"] return actions util.raiseNotDefined() 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 ***" Pr_q=util.PriorityQueue() visited=dict() state=problem.getStartState() nd={} nd["pred"]=None nd["act"]=None nd["state"]=state nd["cost"]=0 nd["eq"]=heuristic(state,problem) Pr_q.push(nd,nd["cost"]+nd["eq"]) while not Pr_q.isEmpty(): nd=Pr_q.pop() state=nd["state"] cost=nd["cost"] v=nd["eq"] #In the A star algorithm we are working in a similar way to the UCS if state in visited: #But now for cost we are having the cost + heuristic combined continue visited[state]=True if problem.isGoalState(state)==True: break for suc in problem.getSuccessors(state): if suc[0] not in visited: new_nd={} new_nd["pred"]=nd new_nd["state"]=suc[0] new_nd["act"]=suc[1] new_nd["cost"]=suc[2] + cost new_nd["eq"]=heuristic(new_nd["state"],problem) Pr_q.push(new_nd,new_nd["cost"]+new_nd["eq"]) actions= [] while nd["act"]!=None: actions.insert(0,nd["act"]) nd=nd["pred"] return actions util.raiseNotDefined() # Abbreviations bfs = breadthFirstSearch dfs = depthFirstSearch astar = aStarSearch ucs = uniformCostSearch