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searchProblems.py
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# searchAgents.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
# ([email protected]) and Dan Klein ([email protected]).
# Student side autograding was added by Brad Miller, Nick Hay, and
# Pieter Abbeel ([email protected]).
"""
This file contains all of the agents that can be selected to control Pacman. To
select an agent, use the '-p' option when running pacman.py. Arguments can be
passed to your agent using '-a'. For example, to load a SearchAgent that uses
depth first search (dfs), run the following command:
> python pacman.py -p SearchAgent -a fn=depthFirstSearch
Commands to invoke other search strategies can be found in the project
description.
Please only change the parts of the file you are asked to. Look for the lines
that say
"*** YOUR CODE HERE ***"
The parts you fill in start about 3/4 of the way down. Follow the project
description for details.
Good luck and happy searching!
"""
from game import Directions
from game import Agent
from game import Actions
import search
import util
import time
import random
class PositionSearchProblem(search.SearchProblem):
"""
A search problem defines the state space, start state, goal test, successor
function and cost function. This search problem can be used to find paths
to a particular point on the pacman board.
The state space consists of (x,y) positions in a pacman game.
Note: this search problem is fully specified; you should NOT change it.
"""
def __init__(self, gameState, agentIndex=None, costFn = lambda x: 1, goal=(1,1),
start=None, warn=True, visualize=True):
"""
Stores the start and goal.
gameState: A GameState object (pacman.py)
costFn: A function from a search state (tuple) to a non-negative number
goal: A position in the gameState
"""
self.walls = gameState.getWalls()
if start != None:
self.startState = start
else:
self.startState = gameState.getPacmanPosition(agentIndex)
self.agentIndex = agentIndex
self.goal = goal
self.costFn = costFn
self.visualize = visualize
if warn and (gameState.getNumFood() != 1 or not gameState.hasFood(*goal)):
print('Warning: this does not look like a regular search maze')
# For display purposes
self._visited, self._visitedlist, self._expanded = {}, [], 0 # DO NOT CHANGE
def getStartState(self):
return self.startState
def isGoalState(self, state):
isGoal = state == self.goal
# For display purposes only
if isGoal and self.visualize:
self._visitedlist.append(state)
import __main__
if '_display' in dir(__main__):
if 'drawExpandedCells' in dir(__main__._display): #@UndefinedVariable
__main__._display.drawExpandedCells(self._visitedlist) #@UndefinedVariable
return isGoal
def getSuccessors(self, state):
"""
Returns successor states, the actions they require, and a cost of 1.
As noted in search.py:
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
"""
successors = []
for action in [Directions.NORTH, Directions.SOUTH, Directions.EAST, Directions.WEST]:
x,y = state
dx, dy = Actions.directionToVector(action)
nextx, nexty = int(x + dx), int(y + dy)
if not self.walls[nextx][nexty]:
nextState = (nextx, nexty)
cost = self.costFn(nextState)
successors.append( ( nextState, action, cost) )
# Bookkeeping for display purposes
self._expanded += 1 # DO NOT CHANGE
if state not in self._visited:
self._visited[state] = True
self._visitedlist.append(state)
return successors
def getCostOfActions(self, actions):
"""
Returns the cost of a particular sequence of actions. If those actions
include an illegal move, return 999999.
"""
if actions == None: return 999999
x,y= self.getStartState()
cost = 0
for action in actions:
# Check figure out the next state and see whether its' legal
dx, dy = Actions.directionToVector(action)
x, y = int(x + dx), int(y + dy)
if self.walls[x][y]: return 999999
cost += self.costFn((x,y))
return cost
def manhattanHeuristic(position, problem, info={}):
"The Manhattan distance heuristic for a PositionSearchProblem"
xy1 = position
xy2 = problem.goal
return abs(xy1[0] - xy2[0]) + abs(xy1[1] - xy2[1])
def euclideanHeuristic(position, problem, info={}):
"The Euclidean distance heuristic for a PositionSearchProblem"
xy1 = position
xy2 = problem.goal
return ( (xy1[0] - xy2[0]) ** 2 + (xy1[1] - xy2[1]) ** 2 ) ** 0.5
def mazeDistance(point1, point2, gameState):
"""
Returns the maze distance between any two points, using the search functions
you have already built. The gameState can be any game state -- Pacman's
position in that state is ignored.
Example usage: mazeDistance( (2,4), (5,6), gameState)
This might be a useful helper function for your ApproximateSearchAgent.
"""
x1, y1 = point1
x2, y2 = point2
walls = gameState.getWalls()
assert not walls[x1][y1], 'point1 is a wall: ' + str(point1)
assert not walls[x2][y2], 'point2 is a wall: ' + str(point2)
prob = PositionSearchProblem(gameState, start=point1, goal=point2, warn=False, visualize=False)
return len(search.bfs(prob))