244 lines
8.9 KiB
Python
244 lines
8.9 KiB
Python
# multiAgents.py
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# --------------
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# Licensing Information: You are free to use or extend these projects for
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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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# 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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# Student side autograding was added by Brad Miller, Nick Hay, and
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# Pieter Abbeel (pabbeel@cs.berkeley.edu).
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from util import manhattanDistance
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from game import Directions
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import random, util
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from game import Agent
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class ReflexAgent(Agent):
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"""
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A reflex agent chooses an action at each choice point by examining
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its alternatives via a state evaluation function.
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The code below is provided as a guide. You are welcome to change
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it in any way you see fit, so long as you don't touch our method
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headers.
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"""
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def getAction(self, gameState):
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"""
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You do not need to change this method, but you're welcome to.
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getAction chooses among the best options according to the evaluation function.
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Just like in the previous project, getAction takes a GameState and returns
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some Directions.X for some X in the set {North, South, West, East, Stop}
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"""
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# Collect legal moves and successor states
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legalMoves = gameState.getLegalActions()
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# Choose one of the best actions
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scores = [self.evaluationFunction(gameState, action) for action in legalMoves]
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bestScore = max(scores)
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bestIndices = [index for index in range(len(scores)) if scores[index] == bestScore]
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chosenIndex = random.choice(bestIndices) # Pick randomly among the best
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# For debugging:
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# print(gameState)
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# print(list(zip(scores, legalMoves)))
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# print("chosenAction", legalMoves[chosenIndex])
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return legalMoves[chosenIndex]
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def evaluationFunction(self, currentGameState, action):
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"""
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Design a better evaluation function here.
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The evaluation function takes in the current and proposed successor
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GameStates (pacman.py) and returns a number, where higher numbers are
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better.
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The code below extracts some useful information from the state, like
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the remaining food (newFood) and Pacman position after moving (newPos).
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newScaredTimes holds the number of moves that each ghost will remain
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scared because of Pacman having eaten a power pellet.
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Print out these variables to see what you're getting, then combine them
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to create a masterful evaluation function.
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"""
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# Useful information you can extract from a GameState (pacman.py)
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# newScaredTimes = [ghostSt.scaredTimer for ghostSt in newGhostStates]
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successorGameState = currentGameState.generatePacmanSuccessor(action)
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newPos = successorGameState.getPacmanPosition()
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closestGhost = min([manhattanDistance(newPos, ghost.getPosition())
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for ghost in successorGameState.getGhostStates()])
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if closestGhost < 2.0:
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return 0
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if successorGameState.getScore() > currentGameState.getScore():
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return 1.0
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foodPositions = successorGameState.getFood().asList()
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closestFoodDist = min([manhattanDistance(newPos, foodPos)
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for foodPos in foodPositions])
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return 1. / closestFoodDist
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def scoreEvaluationFunction(currentGameState):
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"""
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This default evaluation function just returns the score of the state.
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The score is the same one displayed in the Pacman GUI.
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This evaluation function is meant for use with adversarial search agents
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(not reflex agents).
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"""
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return currentGameState.getScore()
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class MultiAgentSearchAgent(Agent):
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"""
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This class provides some common elements to all of your
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multi-agent searchers. Any methods defined here will be available
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to the MinimaxPacmanAgent, AlphaBetaPacmanAgent & ExpectimaxPacmanAgent.
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You *do not* need to make any changes here, but you can if you want to
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add functionality to all your adversarial search agents. Please do not
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remove anything, however.
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Note: this is an abstract class: one that should not be instantiated. It's
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only partially specified, and designed to be extended. Agent (game.py)
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is another abstract class.
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"""
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def __init__(self, evalFn = 'scoreEvaluationFunction', depth = '2'):
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self.index = 0 # Pacman is always agent index 0
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self.evaluationFunction = util.lookup(evalFn, globals())
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self.depth = int(depth)
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class MinimaxAgent(MultiAgentSearchAgent):
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"""
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Your minimax agent (question 2)
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"""
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def getAction(self, gameState):
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"""
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Returns the minimax action from the current gameState using
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self.depth and self.evaluationFunction.
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Here are some method calls that might be useful when implementing
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minimax.
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gameState.getLegalActions(agentIndex):
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Returns a list of legal actions for an agent
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agentIndex=0 means Pacman, ghosts are >= 1
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gameState.generateSuccessor(agentIndex, action):
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Returns the successor game state after an agent takes an action
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gameState.getNumAgents():
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Returns the total number of agents in the game
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"""
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numAgents = gameState.getNumAgents()
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totalDepth = self.depth * numAgents
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def value(depth, state):
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agentIndex = depth % numAgents
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actions = state.getLegalActions(agentIndex)
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if not actions or depth == totalDepth:
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return (self.evaluationFunction(state), "terminal")
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successorStates = [state.generateSuccessor(agentIndex, action) for action in actions]
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successorValueActionPairs = [(value(depth + 1, state)[0], action)
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for action, state in zip(actions, successorStates)]
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# Pacman (agentIndex=0) maximizes, ghosts minimize.
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if agentIndex == 0:
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return max(successorValueActionPairs)
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else:
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return min(successorValueActionPairs)
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# [0] is the best value, [1] is the best action
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return value(0, gameState)[1]
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class AlphaBetaAgent(MultiAgentSearchAgent):
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"""
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Your minimax agent with alpha-beta pruning (question 3)
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"""
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def getAction(self, gameState):
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"""
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Returns the minimax action using self.depth and self.evaluationFunction
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"""
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numAgents = gameState.getNumAgents()
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totalDepth = self.depth * numAgents
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def value(depth, state, alpha, beta):
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agentIndex = depth % numAgents
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actions = state.getLegalActions(agentIndex)
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if not actions or depth == totalDepth:
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return (self.evaluationFunction(state), "terminal")
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if agentIndex == 0:
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maxTuple = (-999999, "None")
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for action in actions:
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newState = state.generateSuccessor(agentIndex, action)
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newValue = value(depth + 1, newState, alpha, beta)[0]
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newTuple = (newValue, action)
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maxTuple = max((newValue, action), maxTuple)
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if maxTuple[0] > beta:
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return maxTuple
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alpha = max(alpha, maxTuple[0])
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return maxTuple
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else:
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minTuple = (999999, "None")
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for action in actions:
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newState = state.generateSuccessor(agentIndex, action)
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newValue = value(depth + 1, newState, alpha, beta)[0]
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minTuple = min((newValue, action), minTuple)
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if minTuple[0] < alpha:
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return minTuple
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beta = min(beta, minTuple[0])
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return minTuple
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return value(0, gameState, alpha=-999999, beta=999999)[1]
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class ExpectimaxAgent(MultiAgentSearchAgent):
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"""
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Your expectimax agent (question 4)
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"""
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def getAction(self, gameState):
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"""
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Returns the expectimax action using self.depth and self.evaluationFunction
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All ghosts should be modeled as choosing uniformly at random from their
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legal moves.
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"""
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"*** YOUR CODE HERE ***"
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util.raiseNotDefined()
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def betterEvaluationFunction(currentGameState):
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"""
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Your extreme ghost-hunting, pellet-nabbing, food-gobbling, unstoppable
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evaluation function (question 5).
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DESCRIPTION: <write something here so we know what you did>
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"""
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"*** YOUR CODE HERE ***"
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util.raiseNotDefined()
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# Abbreviation
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better = betterEvaluationFunction
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