Skip to content
Open
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
166 changes: 163 additions & 3 deletions search.py
Original file line number Diff line number Diff line change
Expand Up @@ -18,7 +18,8 @@
"""

import util

from util import Stack
from util import Queue
class SearchProblem:
"""
This class outlines the structure of a search problem, but doesn't implement
Expand Down Expand Up @@ -82,17 +83,176 @@ def depthFirstSearch(problem):
To get started, you might want to try some of these simple commands to
understand the search problem that is being passed in:

print("Start:", problem.getStartState())
print("Is the start a goal?", problem.isGoalState(problem.getStartState()))
print("Start's successors:", problem.getSuccessors(problem.getStartState()))
"""
fringe = Stack()
visited = set()

fringe.push((problem.getStartState(), []))

while not fringe.isEmpty():
node, path = fringe.pop()
if problem.isGoalState(node):
return path

if node not in visited:
visited.add(node)
for successor in problem.getSuccessors(node):
fringe.push((successor[0], path + [successor[1]]))




# search.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
# (denero@cs.berkeley.edu) and Dan Klein (klein@cs.berkeley.edu).
# Student side autograding was added by Brad Miller, Nick Hay, and
# Pieter Abbeel (pabbeel@cs.berkeley.edu).


"""
In search.py, you will implement generic search algorithms which are called by
Pacman agents (in searchAgents.py).

# Abbreviations
bfs = breadthFirstSearch
dfs = depthFirstSearch
astar = aStarSearch
ucs = uniformCostSearch
"""

import util


class SearchProblem:
"""
This class outlines the structure of a search problem, but doesn't implement
any of the methods (in object-oriented terminology: an abstract class).

You do not need to change anything in this class, ever.
"""

def getStartState(self):
"""
Returns the start state for the search problem.
"""
util.raiseNotDefined()

def isGoalState(self, state):
"""
state: Search state

Returns True if and only if the state is a valid goal state.
"""
util.raiseNotDefined()

def getSuccessors(self, state):
"""
state: Search state

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.
"""
util.raiseNotDefined()

def getCostOfActions(self, actions):
"""
actions: A list of actions to take

This method returns the total cost of a particular sequence of actions.
The sequence must be composed of legal moves.
"""
util.raiseNotDefined()


def tinyMazeSearch(problem):
"""
Returns a sequence of moves that solves tinyMaze. For any other maze, the
sequence of moves will be incorrect, so only use this for tinyMaze.
"""
from game import Directions
s = Directions.SOUTH
w = Directions.WEST
return [s, s, w, s, w, w, s, w]


def depthFirstSearch(problem: SearchProblem):
"""
Search the deepest nodes in the search tree first.

Your search algorithm needs to return a list of actions that reaches the
goal. Make sure to implement a graph search algorithm.

To get started, you might want to try some of these simple commands to
understand the search problem that is being passed in:

print("Start:", problem.getStartState())
print("Is the start a goal?", problem.isGoalState(problem.getStartState()))
print("Start's successors:", problem.getSuccessors(problem.getStartState()))
"""
"*** YOUR CODE HERE ***"
util.raiseNotDefined()
fringe = Stack()
visited = set()

fringe.push((problem.getStartState(), []))

while not fringe.isEmpty():
node, path = fringe.pop()
if problem.isGoalState(node):
return path

if node not in visited:
visited.add(node)
for successor in problem.getSuccessors(node):
fringe.push((successor[0], path + [successor[1]]))



def breadthFirstSearch(problem):
"""Search the shallowest nodes in the search tree first."""
"*** YOUR CODE HERE ***"
util.raiseNotDefined()
from game import Directions, Actions

queue = util.Queue()
visited = set()
actions = []
# print(queue.isEmpty())
print("Start:", problem.getStartState())
print("Is the start a goal?", problem.isGoalState(problem.getStartState()))
print("Start's successors:", problem.getSuccessors(problem.getStartState()))

# push root (starting position)
root = problem.getStartState()
queue.push(root)

visited.add(root)
while not queue.isEmpty():
current_node = queue.pop()
print("Visiting:", current_node)

if (problem.isGoalState(current_node)):
print("Reached the goal")
break

for paths in problem.getSuccessors(current_node):
path = paths[0]
if path not in visited:
visited.add(path)
queue.push(path)
print(actions)
return path


def uniformCostSearch(problem):
"""Search the node of least total cost first."""
Expand Down