Implement inefficient state space for corners problem.
This commit is contained in:
@@ -4,7 +4,7 @@
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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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#
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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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@@ -41,6 +41,7 @@ import util
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import time
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import search
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class GoWestAgent(Agent):
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"An agent that goes West until it can't."
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@@ -56,6 +57,7 @@ class GoWestAgent(Agent):
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# after you fill in parts of search.py #
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#######################################################
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class SearchAgent(Agent):
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"""
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This very general search agent finds a path using a supplied search
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@@ -90,7 +92,8 @@ class SearchAgent(Agent):
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heur = getattr(search, heuristic)
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else:
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raise AttributeError, heuristic + ' is not a function in searchAgents.py or search.py.'
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print('[SearchAgent] using function %s and heuristic %s' % (fn, heuristic))
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print('[SearchAgent] using function %s and heuristic %s' %
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(fn, heuristic))
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# Note: this bit of Python trickery combines the search algorithm and the heuristic
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self.searchFunction = lambda x: func(x, heuristic=heur)
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@@ -109,13 +112,16 @@ class SearchAgent(Agent):
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state: a GameState object (pacman.py)
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"""
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if self.searchFunction == None: raise Exception, "No search function provided for SearchAgent"
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if self.searchFunction == None:
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raise Exception, "No search function provided for SearchAgent"
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starttime = time.time()
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problem = self.searchType(state) # Makes a new search problem
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self.actions = self.searchFunction(problem) # Find a path
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problem = self.searchType(state) # Makes a new search problem
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self.actions = self.searchFunction(problem) # Find a path
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totalCost = problem.getCostOfActions(self.actions)
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print('Path found with total cost of %d in %.1f seconds' % (totalCost, time.time() - starttime))
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if '_expanded' in dir(problem): print('Search nodes expanded: %d' % problem._expanded)
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print('Path found with total cost of %d in %.1f seconds' %
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(totalCost, time.time() - starttime))
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if '_expanded' in dir(problem):
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print('Search nodes expanded: %d' % problem._expanded)
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def getAction(self, state):
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"""
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@@ -125,7 +131,8 @@ class SearchAgent(Agent):
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state: a GameState object (pacman.py)
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"""
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if 'actionIndex' not in dir(self): self.actionIndex = 0
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if 'actionIndex' not in dir(self):
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self.actionIndex = 0
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i = self.actionIndex
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self.actionIndex += 1
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if i < len(self.actions):
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@@ -133,6 +140,7 @@ class SearchAgent(Agent):
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else:
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return Directions.STOP
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class PositionSearchProblem(search.SearchProblem):
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"""
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A search problem defines the state space, start state, goal test, successor
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@@ -144,7 +152,7 @@ class PositionSearchProblem(search.SearchProblem):
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Note: this search problem is fully specified; you should NOT change it.
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"""
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def __init__(self, gameState, costFn = lambda x: 1, goal=(1,1), start=None, warn=True, visualize=True):
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def __init__(self, gameState, costFn=lambda x: 1, goal=(1, 1), start=None, warn=True, visualize=True):
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"""
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Stores the start and goal.
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@@ -154,7 +162,8 @@ class PositionSearchProblem(search.SearchProblem):
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"""
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self.walls = gameState.getWalls()
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self.startState = gameState.getPacmanPosition()
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if start != None: self.startState = start
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if start != None:
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self.startState = start
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self.goal = goal
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self.costFn = costFn
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self.visualize = visualize
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@@ -162,7 +171,7 @@ class PositionSearchProblem(search.SearchProblem):
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print 'Warning: this does not look like a regular search maze'
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# For display purposes
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self._visited, self._visitedlist, self._expanded = {}, [], 0 # DO NOT CHANGE
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self._visited, self._visitedlist, self._expanded = {}, [], 0 # DO NOT CHANGE
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def getStartState(self):
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return self.startState
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@@ -175,8 +184,10 @@ class PositionSearchProblem(search.SearchProblem):
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self._visitedlist.append(state)
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import __main__
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if '_display' in dir(__main__):
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if 'drawExpandedCells' in dir(__main__._display): #@UndefinedVariable
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__main__._display.drawExpandedCells(self._visitedlist) #@UndefinedVariable
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# @UndefinedVariable
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if 'drawExpandedCells' in dir(__main__._display):
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__main__._display.drawExpandedCells(
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self._visitedlist) # @UndefinedVariable
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return isGoal
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@@ -194,16 +205,16 @@ class PositionSearchProblem(search.SearchProblem):
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successors = []
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for action in [Directions.NORTH, Directions.SOUTH, Directions.EAST, Directions.WEST]:
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x,y = state
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x, y = state
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dx, dy = Actions.directionToVector(action)
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nextx, nexty = int(x + dx), int(y + dy)
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if not self.walls[nextx][nexty]:
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nextState = (nextx, nexty)
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cost = self.costFn(nextState)
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successors.append( ( nextState, action, cost) )
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successors.append((nextState, action, cost))
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# Bookkeeping for display purposes
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self._expanded += 1 # DO NOT CHANGE
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self._expanded += 1 # DO NOT CHANGE
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if state not in self._visited:
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self._visited[state] = True
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self._visitedlist.append(state)
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@@ -215,17 +226,20 @@ class PositionSearchProblem(search.SearchProblem):
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Returns the cost of a particular sequence of actions. If those actions
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include an illegal move, return 999999.
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"""
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if actions == None: return 999999
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x,y= self.getStartState()
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if actions == None:
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return 999999
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x, y = self.getStartState()
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cost = 0
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for action in actions:
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# Check figure out the next state and see whether its' legal
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dx, dy = Actions.directionToVector(action)
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x, y = int(x + dx), int(y + dy)
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if self.walls[x][y]: return 999999
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cost += self.costFn((x,y))
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if self.walls[x][y]:
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return 999999
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cost += self.costFn((x, y))
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return cost
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class StayEastSearchAgent(SearchAgent):
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"""
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An agent for position search with a cost function that penalizes being in
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@@ -233,10 +247,13 @@ class StayEastSearchAgent(SearchAgent):
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The cost function for stepping into a position (x,y) is 1/2^x.
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"""
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def __init__(self):
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self.searchFunction = search.uniformCostSearch
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costFn = lambda pos: .5 ** pos[0]
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self.searchType = lambda state: PositionSearchProblem(state, costFn, (1, 1), None, False)
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def costFn(pos): return .5 ** pos[0]
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self.searchType = lambda state: PositionSearchProblem(
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state, costFn, (1, 1), None, False)
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class StayWestSearchAgent(SearchAgent):
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"""
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@@ -245,27 +262,31 @@ class StayWestSearchAgent(SearchAgent):
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The cost function for stepping into a position (x,y) is 2^x.
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"""
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def __init__(self):
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self.searchFunction = search.uniformCostSearch
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costFn = lambda pos: 2 ** pos[0]
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def costFn(pos): return 2 ** pos[0]
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self.searchType = lambda state: PositionSearchProblem(state, costFn)
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def manhattanHeuristic(position, problem, info={}):
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"The Manhattan distance heuristic for a PositionSearchProblem"
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xy1 = position
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xy2 = problem.goal
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return abs(xy1[0] - xy2[0]) + abs(xy1[1] - xy2[1])
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def euclideanHeuristic(position, problem, info={}):
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"The Euclidean distance heuristic for a PositionSearchProblem"
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xy1 = position
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xy2 = problem.goal
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return ( (xy1[0] - xy2[0]) ** 2 + (xy1[1] - xy2[1]) ** 2 ) ** 0.5
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return ((xy1[0] - xy2[0]) ** 2 + (xy1[1] - xy2[1]) ** 2) ** 0.5
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#####################################################
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# This portion is incomplete. Time to write code! #
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#####################################################
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class CornersProblem(search.SearchProblem):
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"""
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This search problem finds paths through all four corners of a layout.
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@@ -280,29 +301,33 @@ class CornersProblem(search.SearchProblem):
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self.walls = startingGameState.getWalls()
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self.startingPosition = startingGameState.getPacmanPosition()
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top, right = self.walls.height-2, self.walls.width-2
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self.corners = ((1,1), (1,top), (right, 1), (right, top))
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self.corners = ((1, 1), (1, top), (right, 1), (right, top))
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for corner in self.corners:
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if not startingGameState.hasFood(*corner):
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print 'Warning: no food in corner ' + str(corner)
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self._expanded = 0 # DO NOT CHANGE; Number of search nodes expanded
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self._expanded = 0 # DO NOT CHANGE; Number of search nodes expanded
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# Please add any code here which you would like to use
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# in initializing the problem
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"*** YOUR CODE HERE ***"
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def getStartState(self):
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"""
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Returns the start state (in your state space, not the full Pacman state
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space)
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"""
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"*** YOUR CODE HERE ***"
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util.raiseNotDefined()
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current = self.startingPosition
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visited = tuple([1 if corner == current else 0
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for corner in self.corners])
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return (self.startingPosition, visited)
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def isGoalState(self, state):
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"""
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Returns whether this search state is a goal state of the problem.
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"""
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"*** YOUR CODE HERE ***"
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util.raiseNotDefined()
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position, visited = state
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if sum(visited) == 4:
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return True
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return False
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def getSuccessors(self, state):
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"""
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@@ -315,18 +340,28 @@ class CornersProblem(search.SearchProblem):
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is the incremental cost of expanding to that successor
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"""
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position, visited = state
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x, y = position
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successors = []
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for action in [Directions.NORTH, Directions.SOUTH, Directions.EAST, Directions.WEST]:
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# Add a successor state to the successor list if the action is legal
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# Here's a code snippet for figuring out whether a new position hits a wall:
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# x,y = currentPosition
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# dx, dy = Actions.directionToVector(action)
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# nextx, nexty = int(x + dx), int(y + dy)
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# hitsWall = self.walls[nextx][nexty]
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options = [((x, y + 1), Directions.NORTH),
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((x, y - 1), Directions.SOUTH),
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((x + 1, y), Directions.EAST),
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((x - 1, y), Directions.WEST)]
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for newPosition, action in options:
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x, y = newPosition
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if self.walls[x][y]:
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continue
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if newPosition in self.corners:
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index = self.corners.index(newPosition)
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newVisited = list(visited)
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newVisited[index] = 1
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newVisited = tuple(newVisited)
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else:
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newVisited = visited
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newState = (newPosition, newVisited)
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successors.append((newState, action, 1))
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"*** YOUR CODE HERE ***"
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self._expanded += 1 # DO NOT CHANGE
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self._expanded += 1 # DO NOT CHANGE
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return successors
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def getCostOfActions(self, actions):
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@@ -334,12 +369,14 @@ class CornersProblem(search.SearchProblem):
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Returns the cost of a particular sequence of actions. If those actions
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include an illegal move, return 999999. This is implemented for you.
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"""
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if actions == None: return 999999
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x,y= self.startingPosition
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if actions == None:
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return 999999
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x, y = self.startingPosition
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for action in actions:
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dx, dy = Actions.directionToVector(action)
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x, y = int(x + dx), int(y + dy)
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if self.walls[x][y]: return 999999
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if self.walls[x][y]:
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return 999999
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return len(actions)
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@@ -356,18 +393,23 @@ def cornersHeuristic(state, problem):
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shortest path from the state to a goal of the problem; i.e. it should be
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admissible (as well as consistent).
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"""
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corners = problem.corners # These are the corner coordinates
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walls = problem.walls # These are the walls of the maze, as a Grid (game.py)
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corners = problem.corners # These are the corner coordinates
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# These are the walls of the maze, as a Grid (game.py)
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walls = problem.walls
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"*** YOUR CODE HERE ***"
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return 0 # Default to trivial solution
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return 0 # Default to trivial solution
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class AStarCornersAgent(SearchAgent):
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"A SearchAgent for FoodSearchProblem using A* and your foodHeuristic"
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def __init__(self):
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self.searchFunction = lambda prob: search.aStarSearch(prob, cornersHeuristic)
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self.searchFunction = lambda prob: search.aStarSearch(
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prob, cornersHeuristic)
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self.searchType = CornersProblem
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class FoodSearchProblem:
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"""
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A search problem associated with finding the a path that collects all of the
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@@ -377,12 +419,14 @@ class FoodSearchProblem:
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pacmanPosition: a tuple (x,y) of integers specifying Pacman's position
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foodGrid: a Grid (see game.py) of either True or False, specifying remaining food
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"""
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def __init__(self, startingGameState):
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self.start = (startingGameState.getPacmanPosition(), startingGameState.getFood())
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self.start = (startingGameState.getPacmanPosition(),
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startingGameState.getFood())
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self.walls = startingGameState.getWalls()
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self.startingGameState = startingGameState
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self._expanded = 0 # DO NOT CHANGE
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self.heuristicInfo = {} # A dictionary for the heuristic to store information
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self._expanded = 0 # DO NOT CHANGE
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self.heuristicInfo = {} # A dictionary for the heuristic to store information
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def getStartState(self):
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return self.start
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@@ -393,21 +437,21 @@ class FoodSearchProblem:
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def getSuccessors(self, state):
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"Returns successor states, the actions they require, and a cost of 1."
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successors = []
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self._expanded += 1 # DO NOT CHANGE
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self._expanded += 1 # DO NOT CHANGE
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for direction in [Directions.NORTH, Directions.SOUTH, Directions.EAST, Directions.WEST]:
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x,y = state[0]
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x, y = state[0]
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dx, dy = Actions.directionToVector(direction)
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nextx, nexty = int(x + dx), int(y + dy)
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if not self.walls[nextx][nexty]:
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nextFood = state[1].copy()
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nextFood[nextx][nexty] = False
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successors.append( ( ((nextx, nexty), nextFood), direction, 1) )
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successors.append((((nextx, nexty), nextFood), direction, 1))
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return successors
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def getCostOfActions(self, actions):
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"""Returns the cost of a particular sequence of actions. If those actions
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include an illegal move, return 999999"""
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x,y= self.getStartState()[0]
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x, y = self.getStartState()[0]
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cost = 0
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for action in actions:
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# figure out the next state and see whether it's legal
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@@ -418,12 +462,16 @@ class FoodSearchProblem:
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cost += 1
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return cost
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class AStarFoodSearchAgent(SearchAgent):
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"A SearchAgent for FoodSearchProblem using A* and your foodHeuristic"
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def __init__(self):
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self.searchFunction = lambda prob: search.aStarSearch(prob, foodHeuristic)
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self.searchFunction = lambda prob: search.aStarSearch(
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prob, foodHeuristic)
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self.searchType = FoodSearchProblem
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def foodHeuristic(state, problem):
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"""
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Your heuristic for the FoodSearchProblem goes here.
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@@ -456,13 +504,16 @@ def foodHeuristic(state, problem):
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"*** YOUR CODE HERE ***"
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return 0
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class ClosestDotSearchAgent(SearchAgent):
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"Search for all food using a sequence of searches"
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def registerInitialState(self, state):
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self.actions = []
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currentState = state
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while(currentState.getFood().count() > 0):
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nextPathSegment = self.findPathToClosestDot(currentState) # The missing piece
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nextPathSegment = self.findPathToClosestDot(
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currentState) # The missing piece
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self.actions += nextPathSegment
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for action in nextPathSegment:
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legal = currentState.getLegalActions()
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@@ -487,6 +538,7 @@ class ClosestDotSearchAgent(SearchAgent):
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"*** YOUR CODE HERE ***"
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util.raiseNotDefined()
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class AnyFoodSearchProblem(PositionSearchProblem):
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"""
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A search problem for finding a path to any food.
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@@ -511,18 +563,19 @@ class AnyFoodSearchProblem(PositionSearchProblem):
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self.walls = gameState.getWalls()
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self.startState = gameState.getPacmanPosition()
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self.costFn = lambda x: 1
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self._visited, self._visitedlist, self._expanded = {}, [], 0 # DO NOT CHANGE
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self._visited, self._visitedlist, self._expanded = {}, [], 0 # DO NOT CHANGE
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def isGoalState(self, state):
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"""
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The state is Pacman's position. Fill this in with a goal test that will
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complete the problem definition.
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"""
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x,y = state
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x, y = state
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"*** YOUR CODE HERE ***"
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util.raiseNotDefined()
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def mazeDistance(point1, point2, gameState):
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"""
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Returns the maze distance between any two points, using the search functions
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@@ -538,5 +591,6 @@ def mazeDistance(point1, point2, gameState):
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walls = gameState.getWalls()
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assert not walls[x1][y1], 'point1 is a wall: ' + str(point1)
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assert not walls[x2][y2], 'point2 is a wall: ' + str(point2)
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prob = PositionSearchProblem(gameState, start=point1, goal=point2, warn=False, visualize=False)
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prob = PositionSearchProblem(
|
||||
gameState, start=point1, goal=point2, warn=False, visualize=False)
|
||||
return len(search.bfs(prob))
|
||||
|
||||
Reference in New Issue
Block a user