# 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).
"""

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()))
    """
    # 初始化栈用于深度优先搜索，存储(状态, 路径)元组
    # 使用栈实现LIFO（后进先出）的搜索策略
    fringe = util.Stack()
    
    # 记录已访问的状态，避免重复搜索（图搜索）
    visited = set()
    
    # 获取起始状态并加入栈中，初始路径为空
    startState = problem.getStartState()
    fringe.push((startState, []))
    
    # 当栈不为空时继续搜索
    while not fringe.isEmpty():
        # 弹出栈顶元素（当前状态和到达该状态的路径）
        currentState, actions = fringe.pop()
        
        # 如果当前状态已经访问过，跳过
        if currentState in visited:
            continue
            
        # 标记当前状态为已访问
        visited.add(currentState)
        
        # 检查是否到达目标状态
        if problem.isGoalState(currentState):
            return actions
            
        # 获取当前状态的所有后继状态
        successors = problem.getSuccessors(currentState)
        
        # 将所有未访问的后继状态加入栈中
        for successor, action, cost in successors:
            if successor not in visited:
                # 构建新的路径：当前路径 + 新动作
                newActions = actions + [action]
                fringe.push((successor, newActions))
    
    # 如果栈为空仍未找到目标，返回空列表
    return []

def breadthFirstSearch(problem: SearchProblem):
    """Search the shallowest nodes in the search tree first."""
    # 初始化队列用于广度优先搜索，存储(状态, 路径)元组
    # 使用队列实现FIFO（先进先出）的搜索策略
    fringe = util.Queue()
    
    # 记录已访问的状态，避免重复搜索（图搜索）
    visited = set()
    
    # 获取起始状态并加入队列中，初始路径为空
    startState = problem.getStartState()
    fringe.push((startState, []))
    
    # 当队列不为空时继续搜索
    while not fringe.isEmpty():
        # 弹出队列头部元素（当前状态和到达该状态的路径）
        currentState, actions = fringe.pop()
        
        # 如果当前状态已经访问过，跳过
        if currentState in visited:
            continue
            
        # 标记当前状态为已访问
        visited.add(currentState)
        
        # 检查是否到达目标状态
        if problem.isGoalState(currentState):
            return actions
            
        # 获取当前状态的所有后继状态
        successors = problem.getSuccessors(currentState)
        
        # 将所有未访问的后继状态加入队列中
        for successor, action, cost in successors:
            if successor not in visited:
                # 构建新的路径：当前路径 + 新动作
                newActions = actions + [action]
                fringe.push((successor, newActions))
    
    # 如果队列为空仍未找到目标，返回空列表
    return []

def uniformCostSearch(problem: SearchProblem):
    """Search the node of least total cost first."""
    # 初始化优先队列用于统一代价搜索，存储(状态, 路径, 累积代价)元组
    # 使用优先队列实现按代价优先搜索的策略
    fringe = util.PriorityQueue()
    
    # 记录已访问的状态及其最小代价，避免重复搜索（图搜索）
    visited = {}
    
    # 获取起始状态并加入优先队列中，初始路径为空，初始代价为0
    startState = problem.getStartState()
    fringe.push((startState, [], 0), 0)  # (状态, 路径, 累积代价), 优先级=累积代价
    
    # 当优先队列不为空时继续搜索
    while not fringe.isEmpty():
        # 弹出优先级最高的元素（累积代价最小的元素）
        currentState, actions, currentCost = fringe.pop()
        
        # 如果当前状态已经访问过，且当前代价大于等于已访问的代价，跳过
        if currentState in visited and currentCost >= visited[currentState]:
            continue
            
        # 记录当前状态及其最小代价
        visited[currentState] = currentCost
        
        # 检查是否到达目标状态
        if problem.isGoalState(currentState):
            return actions
            
        # 获取当前状态的所有后继状态
        successors = problem.getSuccessors(currentState)
        
        # 将所有后继状态加入优先队列中
        for successor, action, stepCost in successors:
            # 计算新的累积代价
            newCost = currentCost + stepCost
            # 构建新的路径：当前路径 + 新动作
            newActions = actions + [action]
            # 将后继状态加入优先队列，优先级为新的累积代价
            fringe.push((successor, newActions, newCost), newCost)
    
    # 如果优先队列为空仍未找到目标，返回空列表
    return []

def nullHeuristic(state, problem=None):
    """
    A heuristic function estimates the cost from the current state to the nearest
    goal in the provided SearchProblem.  This heuristic is trivial.
    """
    return 0

def aStarSearch(problem: SearchProblem, heuristic=nullHeuristic):
    """Search the node that has the lowest combined cost and heuristic first."""
    # 初始化优先队列用于A*搜索，存储(状态, 路径, 累积代价)元组
    # 使用优先队列实现按f(n)=g(n)+h(n)优先搜索的策略
    # 其中g(n)是实际代价，h(n)是启发式估计代价
    fringe = util.PriorityQueue()
    
    # 记录已访问的状态及其最小g(n)代价，避免重复搜索（图搜索）
    visited = {}
    
    # 获取起始状态并加入优先队列中，初始路径为空，初始g(n)代价为0
    startState = problem.getStartState()
    startHeuristic = heuristic(startState, problem)
    fringe.push((startState, [], 0), startHeuristic)  # (状态, 路径, g(n)), 优先级=f(n)=g(n)+h(n)
    
    # 当优先队列不为空时继续搜索
    while not fringe.isEmpty():
        # 弹出优先级最高的元素（f(n)值最小的元素）
        currentState, actions, currentCost = fringe.pop()
        
        # 如果当前状态已经访问过，且当前g(n)代价大于等于已访问的g(n)代价，跳过
        if currentState in visited and currentCost >= visited[currentState]:
            continue
            
        # 记录当前状态及其最小g(n)代价
        visited[currentState] = currentCost
        
        # 检查是否到达目标状态
        if problem.isGoalState(currentState):
            return actions
            
        # 获取当前状态的所有后继状态
        successors = problem.getSuccessors(currentState)
        
        # 将所有后继状态加入优先队列中
        for successor, action, stepCost in successors:
            # 计算新的g(n)代价
            newCost = currentCost + stepCost
            # 计算新的h(n)启发式估计代价
            newHeuristic = heuristic(successor, problem)
            # 计算新的f(n)值 = g(n) + h(n)
            fValue = newCost + newHeuristic
            # 构建新的路径：当前路径 + 新动作
            newActions = actions + [action]
            # 将后继状态加入优先队列，优先级为f(n)值
            fringe.push((successor, newActions, newCost), fValue)
    
    # 如果优先队列为空仍未找到目标，返回空列表
    return []


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