NTU-AI-HW1/searchAgents.py

436 lines
16 KiB
Python

"""
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 ***"
Follow the project description for details.
Good luck and happy searching!
"""
from typing import List, Tuple, Any
from game import Directions
from game import Agent
from game import Actions
import util
import time
import search
import pacman
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.__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
if self.actions == None:
self.actions = []
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: pacman.GameState):
"""
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
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: Any):
"""
Returns whether this search state is a goal state of the problem.
"""
"*** YOUR CODE HERE ***"
return len(state[1]) == 0
def getSuccessors(self, state: Any):
"""
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 ***"
position, target_corners = state
x, y = position
dx, dy = Actions.directionToVector(action)
nextx, nexty = int(x + dx), int(y + dy)
hitsWall = self.walls[nextx][nexty]
if not hitsWall:
# new state (position, corners)
if (nextx, nexty) in target_corners:
new_corners = tuple( i for i in target_corners if i != (nextx, nexty) ) # remove the corner which reached
else:
new_corners = target_corners
new_state = ((nextx, nexty), new_corners)
successors.append((new_state, 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: Any, problem: CornersProblem):
"""
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 = list(corners)
h = 0
while len(corners) > 0:
distance_corner_pair = [ (util.manhattanDistance(position, corner), corner) for corner in corners]
min_distance, min_corner = 1e9, None
for d, c in distance_corner_pair:
if d < min_distance:
min_distance = d
min_corner = c
position = min_corner
h += min_distance
corners.remove(min_corner)
return h
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: pacman.GameState):
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