2026-09-21 17:25:17 +08:00
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# search.py
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# ---------
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# Licensing Information: You are free to use or extend these projects for
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# educational purposes provided that (1) you do not distribute or publish
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# solutions, (2) you retain this notice, and (3) you provide clear
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# attribution to UC Berkeley, including a link to http://ai.berkeley.edu.
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#
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# Attribution Information: The Pacman AI projects were developed at UC Berkeley.
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# The core projects and autograders were primarily created by John DeNero
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# (denero@cs.berkeley.edu) and Dan Klein (klein@cs.berkeley.edu).
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# Student side autograding was added by Brad Miller, Nick Hay, and
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# Pieter Abbeel (pabbeel@cs.berkeley.edu).
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"""
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In search.py, you will implement generic search algorithms which are called by
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Pacman agents (in searchAgents.py).
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"""
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2026-09-21 23:40:24 +08:00
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from typing import List
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2026-09-21 17:25:17 +08:00
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import util
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from game import Directions
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2026-09-21 17:25:17 +08:00
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class SearchProblem:
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"""
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This class outlines the structure of a search problem, but doesn't implement
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any of the methods (in object-oriented terminology: an abstract class).
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You do not need to change anything in this class, ever.
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"""
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def getStartState(self):
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"""
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Returns the start state for the search problem.
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"""
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util.raiseNotDefined()
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def isGoalState(self, state):
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"""
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state: Search state
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Returns True if and only if the state is a valid goal state.
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"""
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util.raiseNotDefined()
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def getSuccessors(self, state):
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"""
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state: Search state
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For a given state, this should return a list of triples, (successor,
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action, stepCost), where 'successor' is a successor to the current
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state, 'action' is the action required to get there, and 'stepCost' is
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the incremental cost of expanding to that successor.
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"""
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util.raiseNotDefined()
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def getCostOfActions(self, actions):
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"""
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actions: A list of actions to take
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This method returns the total cost of a particular sequence of actions.
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The sequence must be composed of legal moves.
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"""
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util.raiseNotDefined()
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def tinyMazeSearch(problem: SearchProblem) -> List[Directions]:
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"""
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Returns a sequence of moves that solves tinyMaze. For any other maze, the
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sequence of moves will be incorrect, so only use this for tinyMaze.
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"""
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s = Directions.SOUTH
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w = Directions.WEST
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return [s, s, w, s, w, w, s, w]
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def depthFirstSearch(problem: SearchProblem) -> List[Directions]:
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"""
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Search the deepest nodes in the search tree first.
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Your search algorithm needs to return a list of actions that reaches the
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goal. Make sure to implement a graph search algorithm.
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To get started, you might want to try some of these simple commands to
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understand the search problem that is being passed in:
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print("Start:", problem.getStartState())
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print("Is the start a goal?", problem.isGoalState(problem.getStartState()))
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print("Start's successors:", problem.getSuccessors(problem.getStartState()))
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"""
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"*** YOUR CODE HERE ***"
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st: util.Stack = util.Stack()
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vis: set = set()
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st.push((problem.getStartState(), [])) # current node, path
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while not st.isEmpty():
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currNode, paths = st.pop()
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if problem.isGoalState(currNode):
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return paths
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if currNode not in vis:
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vis.add(currNode)
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for nextNode, path, _ in problem.getSuccessors(currNode):
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if nextNode not in vis:
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st.push((nextNode, paths + [path]))
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return []
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def breadthFirstSearch(problem: SearchProblem) -> List[Directions]:
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"""Search the shallowest nodes in the search tree first."""
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"*** YOUR CODE HERE ***"
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q: util.Queue = util.Queue()
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vis: set = set()
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q.push((problem.getStartState(), [])) # current node, path
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while not q.isEmpty():
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currNode, paths = q.pop()
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if problem.isGoalState(currNode):
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return paths
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if currNode not in vis:
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vis.add(currNode)
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for nextNode, path, _ in problem.getSuccessors(currNode):
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if nextNode not in vis:
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q.push((nextNode, paths + [path]))
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return []
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def uniformCostSearch(problem: SearchProblem) -> List[Directions]:
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"""Search the node of least total cost first."""
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"*** YOUR CODE HERE ***"
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pq: util.PriorityQueue = util.PriorityQueue()
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vis: set = set()
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pq.push(
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item=(problem.getStartState(), [], 0), priority=0
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) # item: state, paths, cost; priority: priority
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while not pq.isEmpty():
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currNode, paths, cost = pq.pop()
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if problem.isGoalState(currNode):
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return paths
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if currNode not in vis:
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vis.add(currNode)
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for nextNode, path, stepCost in problem.getSuccessors(currNode):
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if nextNode not in vis:
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pq.push(
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item=(nextNode, paths + [path], cost + stepCost),
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priority=cost + stepCost,
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)
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return []
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def nullHeuristic(state, problem=None) -> float:
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"""
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A heuristic function estimates the cost from the current state to the nearest
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goal in the provided SearchProblem. This heuristic is trivial.
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"""
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return 0
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def aStarSearch(problem: SearchProblem, heuristic=nullHeuristic) -> List[Directions]:
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"""Search the node that has the lowest combined cost and heuristic first."""
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"*** YOUR CODE HERE ***"
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def priorityFunction(item):
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state, path, g = item
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return g + heuristic(state, problem)
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pqwf: util.PriorityQueueWithFunction = util.PriorityQueueWithFunction(
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priorityFunction
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)
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vis: set = set()
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pqwf.push((problem.getStartState(), [], 0))
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while not pqwf.isEmpty():
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currNode, paths, cost = pqwf.pop()
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if problem.isGoalState(currNode):
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return paths
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if currNode not in vis:
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vis.add(currNode)
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for nextNode, path, stepCost in problem.getSuccessors(currNode):
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if nextNode not in vis:
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pqwf.push((nextNode, paths + [path], cost + stepCost))
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return []
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2026-09-21 17:25:17 +08:00
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# Abbreviations
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bfs = breadthFirstSearch
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dfs = depthFirstSearch
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astar = aStarSearch
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ucs = uniformCostSearch
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