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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 util | |
import time | |
import search | |
class GoWestAgent(Agent): | |
"An agent that goes West until it can't." | |
def getAction(self, state): | |
"The agent receives a GameState (defined in pacman.py)." | |
if Directions.WEST in state.getLegalPacmanActions(): | |
return Directions.WEST | |
else: | |
return Directions.STOP | |
####################################################### | |
# This portion is written for you, but will only work # | |
# after you fill in parts of search.py # | |
####################################################### | |
class SearchAgent(Agent): | |
""" | |
This very general search agent finds a path using a supplied search | |
algorithm for a supplied search problem, then returns actions to follow that | |
path. | |
As a default, this agent runs DFS on a PositionSearchProblem to find | |
location (1,1) | |
Options for fn include: | |
depthFirstSearch or dfs | |
breadthFirstSearch or bfs | |
Note: You should NOT change any code in SearchAgent | |
""" | |
def __init__(self, fn='depthFirstSearch', prob='PositionSearchProblem', heuristic='nullHeuristic'): | |
# Warning: some advanced Python magic is employed below to find the right functions and problems | |
# Get the search function from the name and heuristic | |
if fn not in dir(search): | |
raise AttributeError, fn + ' is not a search function in search.py.' | |
func = getattr(search, fn) | |
if 'heuristic' not in func.func_code.co_varnames: | |
print('[SearchAgent] using function ' + fn) | |
self.searchFunction = func | |
else: | |
if heuristic in globals().keys(): | |
heur = globals()[heuristic] | |
elif heuristic in dir(search): | |
heur = getattr(search, heuristic) | |
else: | |
raise AttributeError, heuristic + ' is not a function in searchAgents.py or search.py.' | |
print('[SearchAgent] using function %s and heuristic %s' % (fn, heuristic)) | |
# Note: this bit of Python trickery combines the search algorithm and the heuristic | |
self.searchFunction = lambda x: func(x, heuristic=heur) | |
# Get the search problem type from the name | |
if prob not in globals().keys() or not prob.endswith('Problem'): | |
raise AttributeError, prob + ' is not a search problem type in SearchAgents.py.' | |
self.searchType = globals()[prob] | |
print('[SearchAgent] using problem type ' + prob) | |
def registerInitialState(self, state): | |
""" | |
This is the first time that the agent sees the layout of the game | |
board. Here, we choose a path to the goal. In this phase, the agent | |
should compute the path to the goal and store it in a local variable. | |
All of the work is done in this method! | |
state: a GameState object (pacman.py) | |
""" | |
if self.searchFunction == None: raise Exception, "No search function provided for SearchAgent" | |
starttime = time.time() | |
problem = self.searchType(state) # Makes a new search problem | |
self.actions = self.searchFunction(problem) # Find a path | |
totalCost = problem.getCostOfActions(self.actions) | |
print('Path found with total cost of %d in %.1f seconds' % (totalCost, time.time() - starttime)) | |
if '_expanded' in dir(problem): print('Search nodes expanded: %d' % problem._expanded) | |
def getAction(self, state): | |
""" | |
Returns the next action in the path chosen earlier (in | |
registerInitialState). Return Directions.STOP if there is no further | |
action to take. | |
state: a GameState object (pacman.py) | |
""" | |
if 'actionIndex' not in dir(self): self.actionIndex = 0 | |
i = self.actionIndex | |
self.actionIndex += 1 | |
if i < len(self.actions): | |
return self.actions[i] | |
else: | |
return Directions.STOP | |
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, 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() | |
self.startState = gameState.getPacmanPosition() | |
if start != None: self.startState = start | |
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 | |
class StayEastSearchAgent(SearchAgent): | |
""" | |
An agent for position search with a cost function that penalizes being in | |
positions on the West side of the board. | |
The cost function for stepping into a position (x,y) is 1/2^x. | |
""" | |
def __init__(self): | |
self.searchFunction = search.uniformCostSearch | |
costFn = lambda pos: .5 ** pos[0] | |
self.searchType = lambda state: PositionSearchProblem(state, costFn, (1, 1), None, False) | |
class StayWestSearchAgent(SearchAgent): | |
""" | |
An agent for position search with a cost function that penalizes being in | |
positions on the East side of the board. | |
The cost function for stepping into a position (x,y) is 2^x. | |
""" | |
def __init__(self): | |
self.searchFunction = search.uniformCostSearch | |
costFn = lambda pos: 2 ** pos[0] | |
self.searchType = lambda state: PositionSearchProblem(state, costFn) | |
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 | |
##################################################### | |
# This portion is incomplete. Time to write code! # | |
##################################################### | |
class CornersProblem(search.SearchProblem): | |
""" | |
This search problem finds paths through all four corners of a layout. | |
You must select a suitable state space and successor function | |
""" | |
def __init__(self, startingGameState): | |
""" | |
Stores the walls, pacman's starting position and corners. | |
""" | |
self.walls = startingGameState.getWalls() | |
self.startingPosition = startingGameState.getPacmanPosition() | |
top, right = self.walls.height-2, self.walls.width-2 | |
self.corners = ((1,1), (1,top), (right, 1), (right, top)) | |
for corner in self.corners: | |
if not startingGameState.hasFood(*corner): | |
print 'Warning: no food in corner ' + str(corner) | |
self._expanded = 0 # DO NOT CHANGE; Number of search nodes expanded | |
# Please add any code here which you would like to use | |
# in initializing the problem | |
"*** YOUR CODE HERE ***" | |
def getStartState(self): | |
""" | |
Returns the start state (in your state space, not the full Pacman state | |
space) | |
""" | |
"*** YOUR CODE HERE ***" | |
return self.startingPosition, self.corners | |
def isGoalState(self, state): | |
""" | |
Returns whether this search state is a goal state of the problem. | |
""" | |
"*** YOUR CODE HERE ***" | |
pacman, corners = state | |
return len(list(corners)) == 0 | |
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]: | |
# Add a successor state to the successor list if the action is legal | |
# Here's a code snippet for figuring out whether a new position hits a wall: | |
# x,y = currentPosition | |
# dx, dy = Actions.directionToVector(action) | |
# nextx, nexty = int(x + dx), int(y + dy) | |
# hitsWall = self.walls[nextx][nexty] | |
"*** YOUR CODE HERE ***" | |
currentPosition, corners = state | |
x, y = currentPosition | |
dx, dy = Actions.directionToVector(action) | |
next = int(x + dx), int(y + dy) | |
nextx, nexty = next | |
hitsWall = self.walls[nextx][nexty] | |
new_corners = set(corners) | |
if next in new_corners: | |
new_corners.remove(next) | |
if not hitsWall: | |
successors.append((((nextx, nexty), tuple(new_corners)), action, 1)) | |
self._expanded += 1 # DO NOT CHANGE | |
return successors | |
def getCostOfActions(self, actions): | |
""" | |
Returns the cost of a particular sequence of actions. If those actions | |
include an illegal move, return 999999. This is implemented for you. | |
""" | |
if actions == None: return 999999 | |
x,y= self.startingPosition | |
for action in actions: | |
dx, dy = Actions.directionToVector(action) | |
x, y = int(x + dx), int(y + dy) | |
if self.walls[x][y]: return 999999 | |
return len(actions) | |
def cornersHeuristic(state, problem): | |
""" | |
A heuristic for the CornersProblem that you defined. | |
state: The current search state | |
(a data structure you chose in your search problem) | |
problem: The CornersProblem instance for this layout. | |
This function should always return a number that is a lower bound on the | |
shortest path from the state to a goal of the problem; i.e. it should be | |
admissible (as well as consistent). | |
""" | |
corners = problem.corners # These are the corner coordinates | |
walls = problem.walls # These are the walls of the maze, as a Grid (game.py) | |
"*** YOUR CODE HERE ***" | |
position, corners = state | |
corners_left = list(corners) | |
def manhattan_dist(xy1, xy2): | |
return abs(xy1[0] - xy2[0]) + abs(xy1[1] - xy2[1]) | |
total_dist = 0 | |
next_point = position | |
while corners_left: | |
dists = map(lambda c: (manhattan_dist(next_point, c), c), corners_left) | |
sorted_dists = sorted(dists, None, lambda elem: elem[0]) | |
dist, nearest = sorted_dists[0] | |
total_dist += dist | |
corners_left.remove(nearest) | |
next_point = nearest | |
return total_dist | |
return 0 # Default to trivial solution | |
class AStarCornersAgent(SearchAgent): | |
"A SearchAgent for FoodSearchProblem using A* and your foodHeuristic" | |
def __init__(self): | |
self.searchFunction = lambda prob: search.aStarSearch(prob, cornersHeuristic) | |
self.searchType = CornersProblem | |
class FoodSearchProblem: | |
""" | |
A search problem associated with finding the a path that collects all of the | |
food (dots) in a Pacman game. | |
A search state in this problem is a tuple ( pacmanPosition, foodGrid ) where | |
pacmanPosition: a tuple (x,y) of integers specifying Pacman's position | |
foodGrid: a Grid (see game.py) of either True or False, specifying remaining food | |
""" | |
def __init__(self, startingGameState): | |
self.start = (startingGameState.getPacmanPosition(), startingGameState.getFood()) | |
self.walls = startingGameState.getWalls() | |
self.startingGameState = startingGameState | |
self._expanded = 0 # DO NOT CHANGE | |
self.heuristicInfo = {} # A dictionary for the heuristic to store information | |
def getStartState(self): | |
return self.start | |
def isGoalState(self, state): | |
return state[1].count() == 0 | |
def getSuccessors(self, state): | |
"Returns successor states, the actions they require, and a cost of 1." | |
successors = [] | |
self._expanded += 1 # DO NOT CHANGE | |
for direction in [Directions.NORTH, Directions.SOUTH, Directions.EAST, Directions.WEST]: | |
x,y = state[0] | |
dx, dy = Actions.directionToVector(direction) | |
nextx, nexty = int(x + dx), int(y + dy) | |
if not self.walls[nextx][nexty]: | |
nextFood = state[1].copy() | |
nextFood[nextx][nexty] = False | |
successors.append( ( ((nextx, nexty), nextFood), direction, 1) ) | |
return successors | |
def getCostOfActions(self, actions): | |
"""Returns the cost of a particular sequence of actions. If those actions | |
include an illegal move, return 999999""" | |
x,y= self.getStartState()[0] | |
cost = 0 | |
for action in actions: | |
# figure out the next state and see whether it's legal | |
dx, dy = Actions.directionToVector(action) | |
x, y = int(x + dx), int(y + dy) | |
if self.walls[x][y]: | |
return 999999 | |
cost += 1 | |
return cost | |
class AStarFoodSearchAgent(SearchAgent): | |
"A SearchAgent for FoodSearchProblem using A* and your foodHeuristic" | |
def __init__(self): | |
self.searchFunction = lambda prob: search.aStarSearch(prob, foodHeuristic) | |
self.searchType = FoodSearchProblem | |
def foodHeuristic(state, problem): | |
""" | |
Your heuristic for the FoodSearchProblem goes here. | |
This heuristic must be consistent to ensure correctness. First, try to come | |
up with an admissible heuristic; almost all admissible heuristics will be | |
consistent as well. | |
If using A* ever finds a solution that is worse uniform cost search finds, | |
your heuristic is *not* consistent, and probably not admissible! On the | |
other hand, inadmissible or inconsistent heuristics may find optimal | |
solutions, so be careful. | |
The state is a tuple ( pacmanPosition, foodGrid ) where foodGrid is a Grid | |
(see game.py) of either True or False. You can call foodGrid.asList() to get | |
a list of food coordinates instead. | |
If you want access to info like walls, capsules, etc., you can query the | |
problem. For example, problem.walls gives you a Grid of where the walls | |
are. | |
If you want to *store* information to be reused in other calls to the | |
heuristic, there is a dictionary called problem.heuristicInfo that you can | |
use. For example, if you only want to count the walls once and store that | |
value, try: problem.heuristicInfo['wallCount'] = problem.walls.count() | |
Subsequent calls to this heuristic can access | |
problem.heuristicInfo['wallCount'] | |
""" | |
position, foodGrid = state | |
"*** YOUR CODE HERE ***" | |
food_items = list(foodGrid.asList()) | |
def manhattan_dist(xy1, xy2, walls): | |
dist = abs(xy1[0] - xy2[0]) + abs(xy1[1] - xy2[1]) | |
# for direction in [Directions.NORTH, Directions.SOUTH, Directions.EAST, Directions.WEST]: | |
# dx, dy = Actions.directionToVector(direction) | |
# nextx, nexty = int(xy1[0] + dx), int(xy1[1] + dy) | |
# if foodGrid[nextx][nexty]: | |
# dist -= 1; | |
# d = xy1[0] - xy2[0], xy1[1] - xy2[1] | |
# if dist == 2 and Actions.vectorToDirection(d) in Actions.getLegalNeighbors(xy1, walls): | |
# return 4 | |
return max(dist, 0); | |
total_dist = 0 | |
next_point = position | |
# while food_items: | |
if food_items: | |
dists = map(lambda c: (manhattan_dist(next_point, c, problem.walls), c), food_items) | |
sorted_dists = sorted(dists, None, lambda elem: elem[0]) | |
dist, nearest = sorted_dists[0] | |
#total_dist += dist | |
# food_items.remove(nearest) | |
# next_point = nearest | |
return dist | |
return 0 | |
class ClosestDotSearchAgent(SearchAgent): | |
"Search for all food using a sequence of searches" | |
def registerInitialState(self, state): | |
self.actions = [] | |
currentState = state | |
while(currentState.getFood().count() > 0): | |
nextPathSegment = self.findPathToClosestDot(currentState) # The missing piece | |
self.actions += nextPathSegment | |
for action in nextPathSegment: | |
legal = currentState.getLegalActions() | |
if action not in legal: | |
t = (str(action), str(currentState)) | |
raise Exception, 'findPathToClosestDot returned an illegal move: %s!\n%s' % t | |
currentState = currentState.generateSuccessor(0, action) | |
self.actionIndex = 0 | |
print 'Path found with cost %d.' % len(self.actions) | |
def findPathToClosestDot(self, gameState): | |
""" | |
Returns a path (a list of actions) to the closest dot, starting from | |
gameState. | |
""" | |
# Here are some useful elements of the startState | |
startPosition = gameState.getPacmanPosition() | |
food = gameState.getFood() | |
walls = gameState.getWalls() | |
problem = AnyFoodSearchProblem(gameState) | |
"*** YOUR CODE HERE ***" | |
return search.aStarSearch(problem) | |
class AnyFoodSearchProblem(PositionSearchProblem): | |
""" | |
A search problem for finding a path to any food. | |
This search problem is just like the PositionSearchProblem, but has a | |
different goal test, which you need to fill in below. The state space and | |
successor function do not need to be changed. | |
The class definition above, AnyFoodSearchProblem(PositionSearchProblem), | |
inherits the methods of the PositionSearchProblem. | |
You can use this search problem to help you fill in the findPathToClosestDot | |
method. | |
""" | |
def __init__(self, gameState): | |
"Stores information from the gameState. You don't need to change this." | |
# Store the food for later reference | |
self.food = gameState.getFood() | |
# Store info for the PositionSearchProblem (no need to change this) | |
self.walls = gameState.getWalls() | |
self.startState = gameState.getPacmanPosition() | |
self.costFn = lambda x: 1 | |
self._visited, self._visitedlist, self._expanded = {}, [], 0 # DO NOT CHANGE | |
def isGoalState(self, state): | |
""" | |
The state is Pacman's position. Fill this in with a goal test that will | |
complete the problem definition. | |
""" | |
x,y = state | |
"*** YOUR CODE HERE ***" | |
return self.food[x][y] | |
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)) |
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