Implement inefficient state space for corners problem.

This commit is contained in:
2021-10-20 20:58:42 -04:00
parent 515d3f6cd6
commit 7e64e723eb

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@@ -4,7 +4,7 @@
# 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).
@@ -41,6 +41,7 @@ import util
import time
import search
class GoWestAgent(Agent):
"An agent that goes West until it can't."
@@ -56,6 +57,7 @@ class GoWestAgent(Agent):
# after you fill in parts of search.py #
#######################################################
class SearchAgent(Agent):
"""
This very general search agent finds a path using a supplied search
@@ -90,7 +92,8 @@ class SearchAgent(Agent):
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))
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)
@@ -109,13 +112,16 @@ class SearchAgent(Agent):
state: a GameState object (pacman.py)
"""
if self.searchFunction == None: raise Exception, "No search function provided for SearchAgent"
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
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)
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):
"""
@@ -125,7 +131,8 @@ class SearchAgent(Agent):
state: a GameState object (pacman.py)
"""
if 'actionIndex' not in dir(self): self.actionIndex = 0
if 'actionIndex' not in dir(self):
self.actionIndex = 0
i = self.actionIndex
self.actionIndex += 1
if i < len(self.actions):
@@ -133,6 +140,7 @@ class SearchAgent(Agent):
else:
return Directions.STOP
class PositionSearchProblem(search.SearchProblem):
"""
A search problem defines the state space, start state, goal test, successor
@@ -144,7 +152,7 @@ class PositionSearchProblem(search.SearchProblem):
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):
def __init__(self, gameState, costFn=lambda x: 1, goal=(1, 1), start=None, warn=True, visualize=True):
"""
Stores the start and goal.
@@ -154,7 +162,8 @@ class PositionSearchProblem(search.SearchProblem):
"""
self.walls = gameState.getWalls()
self.startState = gameState.getPacmanPosition()
if start != None: self.startState = start
if start != None:
self.startState = start
self.goal = goal
self.costFn = costFn
self.visualize = visualize
@@ -162,7 +171,7 @@ class PositionSearchProblem(search.SearchProblem):
print 'Warning: this does not look like a regular search maze'
# For display purposes
self._visited, self._visitedlist, self._expanded = {}, [], 0 # DO NOT CHANGE
self._visited, self._visitedlist, self._expanded = {}, [], 0 # DO NOT CHANGE
def getStartState(self):
return self.startState
@@ -175,8 +184,10 @@ class PositionSearchProblem(search.SearchProblem):
self._visitedlist.append(state)
import __main__
if '_display' in dir(__main__):
if 'drawExpandedCells' in dir(__main__._display): #@UndefinedVariable
__main__._display.drawExpandedCells(self._visitedlist) #@UndefinedVariable
# @UndefinedVariable
if 'drawExpandedCells' in dir(__main__._display):
__main__._display.drawExpandedCells(
self._visitedlist) # @UndefinedVariable
return isGoal
@@ -194,16 +205,16 @@ class PositionSearchProblem(search.SearchProblem):
successors = []
for action in [Directions.NORTH, Directions.SOUTH, Directions.EAST, Directions.WEST]:
x,y = state
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) )
successors.append((nextState, action, cost))
# Bookkeeping for display purposes
self._expanded += 1 # DO NOT CHANGE
self._expanded += 1 # DO NOT CHANGE
if state not in self._visited:
self._visited[state] = True
self._visitedlist.append(state)
@@ -215,17 +226,20 @@ class PositionSearchProblem(search.SearchProblem):
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()
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))
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
@@ -233,10 +247,13 @@ class StayEastSearchAgent(SearchAgent):
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)
def costFn(pos): return .5 ** pos[0]
self.searchType = lambda state: PositionSearchProblem(
state, costFn, (1, 1), None, False)
class StayWestSearchAgent(SearchAgent):
"""
@@ -245,27 +262,31 @@ class StayWestSearchAgent(SearchAgent):
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]
def costFn(pos): return 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
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.
@@ -280,29 +301,33 @@ class CornersProblem(search.SearchProblem):
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))
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
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 ***"
util.raiseNotDefined()
current = self.startingPosition
visited = tuple([1 if corner == current else 0
for corner in self.corners])
return (self.startingPosition, visited)
def isGoalState(self, state):
"""
Returns whether this search state is a goal state of the problem.
"""
"*** YOUR CODE HERE ***"
util.raiseNotDefined()
position, visited = state
if sum(visited) == 4:
return True
return False
def getSuccessors(self, state):
"""
@@ -315,18 +340,28 @@ class CornersProblem(search.SearchProblem):
is the incremental cost of expanding to that successor
"""
position, visited = state
x, y = position
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]
options = [((x, y + 1), Directions.NORTH),
((x, y - 1), Directions.SOUTH),
((x + 1, y), Directions.EAST),
((x - 1, y), Directions.WEST)]
for newPosition, action in options:
x, y = newPosition
if self.walls[x][y]:
continue
if newPosition in self.corners:
index = self.corners.index(newPosition)
newVisited = list(visited)
newVisited[index] = 1
newVisited = tuple(newVisited)
else:
newVisited = visited
newState = (newPosition, newVisited)
successors.append((newState, action, 1))
"*** YOUR CODE HERE ***"
self._expanded += 1 # DO NOT CHANGE
self._expanded += 1 # DO NOT CHANGE
return successors
def getCostOfActions(self, actions):
@@ -334,12 +369,14 @@ class CornersProblem(search.SearchProblem):
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
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
if self.walls[x][y]:
return 999999
return len(actions)
@@ -356,18 +393,23 @@ def cornersHeuristic(state, problem):
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)
corners = problem.corners # These are the corner coordinates
# These are the walls of the maze, as a Grid (game.py)
walls = problem.walls
"*** YOUR CODE HERE ***"
return 0 # Default to trivial solution
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.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
@@ -377,12 +419,14 @@ class FoodSearchProblem:
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.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
self._expanded = 0 # DO NOT CHANGE
self.heuristicInfo = {} # A dictionary for the heuristic to store information
def getStartState(self):
return self.start
@@ -393,21 +437,21 @@ class FoodSearchProblem:
def getSuccessors(self, state):
"Returns successor states, the actions they require, and a cost of 1."
successors = []
self._expanded += 1 # DO NOT CHANGE
self._expanded += 1 # DO NOT CHANGE
for direction in [Directions.NORTH, Directions.SOUTH, Directions.EAST, Directions.WEST]:
x,y = state[0]
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) )
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]
x, y = self.getStartState()[0]
cost = 0
for action in actions:
# figure out the next state and see whether it's legal
@@ -418,12 +462,16 @@ class FoodSearchProblem:
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.searchFunction = lambda prob: search.aStarSearch(
prob, foodHeuristic)
self.searchType = FoodSearchProblem
def foodHeuristic(state, problem):
"""
Your heuristic for the FoodSearchProblem goes here.
@@ -456,13 +504,16 @@ def foodHeuristic(state, problem):
"*** YOUR CODE HERE ***"
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
nextPathSegment = self.findPathToClosestDot(
currentState) # The missing piece
self.actions += nextPathSegment
for action in nextPathSegment:
legal = currentState.getLegalActions()
@@ -487,6 +538,7 @@ class ClosestDotSearchAgent(SearchAgent):
"*** YOUR CODE HERE ***"
util.raiseNotDefined()
class AnyFoodSearchProblem(PositionSearchProblem):
"""
A search problem for finding a path to any food.
@@ -511,18 +563,19 @@ class AnyFoodSearchProblem(PositionSearchProblem):
self.walls = gameState.getWalls()
self.startState = gameState.getPacmanPosition()
self.costFn = lambda x: 1
self._visited, self._visitedlist, self._expanded = {}, [], 0 # DO NOT CHANGE
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
x, y = state
"*** YOUR CODE HERE ***"
util.raiseNotDefined()
def mazeDistance(point1, point2, gameState):
"""
Returns the maze distance between any two points, using the search functions
@@ -538,5 +591,6 @@ def mazeDistance(point1, point2, gameState):
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)
prob = PositionSearchProblem(
gameState, start=point1, goal=point2, warn=False, visualize=False)
return len(search.bfs(prob))