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search.py
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179 lines (141 loc) · 4.96 KB
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"""
In search.py, you will implement generic search algorithms which are called
by Pacman agents (in searchAgents.py).
"""
import os
import util
import ctypes
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 depthAndBreadth(problem, doDepth):
"""
Helper function for depthFirstSearch and breadthFirstSearch
"""
# import Stack and Directions
from game import Directions
from util import Stack
from util import Queue
# create closed set, fringe, and path
closed = {}
if doDepth:
fringe = Stack()
else:
fringe = Queue()
path = []
# get root node and add to fringe
root = problem.getStartState()
fringe.push((root, root, 'Stop'))
# while nodes still exist on fringe
while not fringe.isEmpty():
node = fringe.pop()
if problem.isGoalState(node[0]):
while node[2] != 'Stop':
path.append(node[2])
node = closed[node[1]]
path.reverse()
return path
closed[node[0]] = node
children = problem.getSuccessors(node[0])
for child in children:
if child[0] not in closed:
fringe.push((child[0], node[0], child[1]))
return None
def depthFirstSearch(problem):
"""
Search the deepest nodes in the search tree first [p 74].
Your search algorithm needs to return a list of actions that reaches
the goal. Make sure to implement a graph search algorithm [Fig. 3.18].
"""
"*** YOUR CODE HERE ***"
return depthAndBreadth(problem, True)
def breadthFirstSearch(problem):
"Search the shallowest nodes in the search tree first. [p 74]"
"*** YOUR CODE HERE ***"
return depthAndBreadth(problem, False)
def uniformCostSearch(problem):
"Search the node of least total cost first. "
"*** YOUR CODE HERE ***"
return aStarSearch(problem, nullHeuristic)
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, layout='No'):
"Search the node that has the lowest combined cost and heuristic first."
"*** YOUR CODE HERE ***"
def tryToLoadPath(layout):
fullname = layout + '.out'
if(not os.path.exists(fullname)):
raise Exception('There is no result file for the layout ' + layout)
f = open(fullname)
try: return [line.strip() for line in f]
finally: f.close()
def tryToLoadStats(layout):
fullname = layout + '_stats.out'
if(not os.path.exists(fullname)):
return None, None
f = open(fullname)
count = 0
queries = []
try:
lines = [line for line in f]
count = int(lines[0])
queries = [tuple([int(s) for s in line.split(' ')]) for line in lines[1:] ]
return count, queries
finally: f.close()
# read path file and return the path
path = tryToLoadPath(layout)
count, queries = tryToLoadStats(layout)
if (count is not None) and (count > 0):
for state in queries:
problem.getSuccessors(state)
problem.setExpanded(count)
return path
# Abbreviations
bfs = breadthFirstSearch
dfs = depthFirstSearch
astar = aStarSearch
ucs = uniformCostSearch