# 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). """ from typing import List import util from game import Directions 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: SearchProblem) -> List[Directions]: """ 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. """ s = Directions.SOUTH w = Directions.WEST return [s, s, w, s, w, w, s, w] def depthFirstSearch(problem: SearchProblem) -> List[Directions]: """ 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 ***" st: util.Stack = util.Stack() vis: set = set() st.push((problem.getStartState(), [])) # current node, path while not st.isEmpty(): currNode, paths = st.pop() if problem.isGoalState(currNode): return paths if currNode not in vis: vis.add(currNode) for nextNode, path, _ in problem.getSuccessors(currNode): if nextNode not in vis: st.push((nextNode, paths + [path])) return [] def breadthFirstSearch(problem: SearchProblem) -> List[Directions]: """Search the shallowest nodes in the search tree first.""" "*** YOUR CODE HERE ***" q: util.Queue = util.Queue() vis: set = set() q.push((problem.getStartState(), [])) # current node, path while not q.isEmpty(): currNode, paths = q.pop() if problem.isGoalState(currNode): return paths if currNode not in vis: vis.add(currNode) for nextNode, path, _ in problem.getSuccessors(currNode): if nextNode not in vis: q.push((nextNode, paths + [path])) return [] def uniformCostSearch(problem: SearchProblem) -> List[Directions]: """Search the node of least total cost first.""" "*** YOUR CODE HERE ***" pq: util.PriorityQueue = util.PriorityQueue() vis: set = set() pq.push( item=(problem.getStartState(), [], 0), priority=0 ) # item: state, paths, cost; priority: priority while not pq.isEmpty(): currNode, paths, cost = pq.pop() if problem.isGoalState(currNode): return paths if currNode not in vis: vis.add(currNode) for nextNode, path, stepCost in problem.getSuccessors(currNode): if nextNode not in vis: pq.push( item=(nextNode, paths + [path], cost + stepCost), priority=cost + stepCost, ) return [] def nullHeuristic(state, problem=None) -> float: """ 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: SearchProblem, heuristic=nullHeuristic) -> List[Directions]: """Search the node that has the lowest combined cost and heuristic first.""" "*** YOUR CODE HERE ***" def priorityFunction(item): state, path, g = item return g + heuristic(state, problem) pqwf: util.PriorityQueueWithFunction = util.PriorityQueueWithFunction( priorityFunction ) vis: set = set() pqwf.push((problem.getStartState(), [], 0)) while not pqwf.isEmpty(): currNode, paths, cost = pqwf.pop() if problem.isGoalState(currNode): return paths if currNode not in vis: vis.add(currNode) for nextNode, path, stepCost in problem.getSuccessors(currNode): if nextNode not in vis: pqwf.push((nextNode, paths + [path], cost + stepCost)) return [] # Abbreviations bfs = breadthFirstSearch dfs = depthFirstSearch astar = aStarSearch ucs = uniformCostSearch