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proj1/search.py
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proj1/search.py
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# search.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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"""
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In search.py, you will implement generic search algorithms which are called by
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Pacman agents (in searchAgents.py).
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"""
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import util
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class SearchProblem:
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"""
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This class outlines the structure of a search problem, but doesn't implement
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any of the methods (in object-oriented terminology: an abstract class).
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You do not need to change anything in this class, ever.
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"""
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def getStartState(self):
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"""
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Returns the start state for the search problem.
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"""
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util.raiseNotDefined()
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def isGoalState(self, state):
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"""
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state: Search state
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Returns True if and only if the state is a valid goal state.
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"""
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util.raiseNotDefined()
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def getSuccessors(self, state):
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"""
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state: Search state
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For a given state, this should return a list of triples, (successor,
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action, stepCost), where 'successor' is a successor to the current
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state, 'action' is the action required to get there, and 'stepCost' is
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the incremental cost of expanding to that successor.
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"""
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util.raiseNotDefined()
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def getCostOfActions(self, actions):
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"""
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actions: A list of actions to take
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This method returns the total cost of a particular sequence of actions.
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The sequence must be composed of legal moves.
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"""
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util.raiseNotDefined()
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def tinyMazeSearch(problem):
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"""
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Returns a sequence of moves that solves tinyMaze. For any other maze, the
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sequence of moves will be incorrect, so only use this for tinyMaze.
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"""
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from game import Directions
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s = Directions.SOUTH
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w = Directions.WEST
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return [s, s, w, s, w, w, s, w]
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def depthFirstSearch(problem: SearchProblem):
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"""
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Search the deepest nodes in the search tree first.
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Your search algorithm needs to return a list of actions that reaches the
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goal. Make sure to implement a graph search algorithm.
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To get started, you might want to try some of these simple commands to
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understand the search problem that is being passed in:
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print("Start:", problem.getStartState())
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print("Is the start a goal?", problem.isGoalState(problem.getStartState()))
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print("Start's successors:", problem.getSuccessors(problem.getStartState()))
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"""
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# 初始化栈用于深度优先搜索,存储(状态, 路径)元组
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# 使用栈实现LIFO(后进先出)的搜索策略
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fringe = util.Stack()
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# 记录已访问的状态,避免重复搜索(图搜索)
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visited = set()
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# 获取起始状态并加入栈中,初始路径为空
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startState = problem.getStartState()
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fringe.push((startState, []))
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# 当栈不为空时继续搜索
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while not fringe.isEmpty():
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# 弹出栈顶元素(当前状态和到达该状态的路径)
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currentState, actions = fringe.pop()
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# 如果当前状态已经访问过,跳过
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if currentState in visited:
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continue
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# 标记当前状态为已访问
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visited.add(currentState)
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# 检查是否到达目标状态
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if problem.isGoalState(currentState):
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return actions
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# 获取当前状态的所有后继状态
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successors = problem.getSuccessors(currentState)
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# 将所有未访问的后继状态加入栈中
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for successor, action, cost in successors:
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if successor not in visited:
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# 构建新的路径:当前路径 + 新动作
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newActions = actions + [action]
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fringe.push((successor, newActions))
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# 如果栈为空仍未找到目标,返回空列表
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return []
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def breadthFirstSearch(problem: SearchProblem):
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"""Search the shallowest nodes in the search tree first."""
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# 初始化队列用于广度优先搜索,存储(状态, 路径)元组
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# 使用队列实现FIFO(先进先出)的搜索策略
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fringe = util.Queue()
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# 记录已访问的状态,避免重复搜索(图搜索)
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visited = set()
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# 获取起始状态并加入队列中,初始路径为空
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startState = problem.getStartState()
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fringe.push((startState, []))
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# 当队列不为空时继续搜索
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while not fringe.isEmpty():
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# 弹出队列头部元素(当前状态和到达该状态的路径)
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currentState, actions = fringe.pop()
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# 如果当前状态已经访问过,跳过
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if currentState in visited:
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continue
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# 标记当前状态为已访问
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visited.add(currentState)
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# 检查是否到达目标状态
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if problem.isGoalState(currentState):
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return actions
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# 获取当前状态的所有后继状态
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successors = problem.getSuccessors(currentState)
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# 将所有未访问的后继状态加入队列中
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for successor, action, cost in successors:
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if successor not in visited:
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# 构建新的路径:当前路径 + 新动作
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newActions = actions + [action]
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fringe.push((successor, newActions))
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# 如果队列为空仍未找到目标,返回空列表
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return []
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def uniformCostSearch(problem: SearchProblem):
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"""Search the node of least total cost first."""
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# 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
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# 使用优先队列实现按代价优先搜索的策略
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fringe = util.PriorityQueue()
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# 记录已访问的状态及其最小代价,避免重复搜索(图搜索)
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visited = {}
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# 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
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startState = problem.getStartState()
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fringe.push((startState, [], 0), 0) # (状态, 路径, 累积代价), 优先级=累积代价
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# 当优先队列不为空时继续搜索
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while not fringe.isEmpty():
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# 弹出优先级最高的元素(累积代价最小的元素)
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currentState, actions, currentCost = fringe.pop()
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# 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
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if currentState in visited and currentCost >= visited[currentState]:
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continue
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# 记录当前状态及其最小代价
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visited[currentState] = currentCost
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# 检查是否到达目标状态
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if problem.isGoalState(currentState):
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return actions
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# 获取当前状态的所有后继状态
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successors = problem.getSuccessors(currentState)
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# 将所有后继状态加入优先队列中
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for successor, action, stepCost in successors:
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# 计算新的累积代价
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newCost = currentCost + stepCost
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# 构建新的路径:当前路径 + 新动作
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newActions = actions + [action]
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# 将后继状态加入优先队列,优先级为新的累积代价
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fringe.push((successor, newActions, newCost), newCost)
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# 如果优先队列为空仍未找到目标,返回空列表
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return []
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def nullHeuristic(state, problem=None):
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"""
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A heuristic function estimates the cost from the current state to the nearest
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goal in the provided SearchProblem. This heuristic is trivial.
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"""
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return 0
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def aStarSearch(problem: SearchProblem, heuristic=nullHeuristic):
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"""Search the node that has the lowest combined cost and heuristic first."""
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# 初始化优先队列用于A*搜索,存储(状态, 路径, 累积代价)元组
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# 使用优先队列实现按f(n)=g(n)+h(n)优先搜索的策略
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# 其中g(n)是实际代价,h(n)是启发式估计代价
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fringe = util.PriorityQueue()
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# 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)
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visited = {}
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# 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
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startState = problem.getStartState()
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startHeuristic = heuristic(startState, problem)
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fringe.push((startState, [], 0), startHeuristic) # (状态, 路径, g(n)), 优先级=f(n)=g(n)+h(n)
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# 当优先队列不为空时继续搜索
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while not fringe.isEmpty():
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# 弹出优先级最高的元素(f(n)值最小的元素)
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currentState, actions, currentCost = fringe.pop()
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# 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
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if currentState in visited and currentCost >= visited[currentState]:
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continue
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# 记录当前状态及其最小g(n)代价
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visited[currentState] = currentCost
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# 检查是否到达目标状态
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if problem.isGoalState(currentState):
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return actions
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# 获取当前状态的所有后继状态
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successors = problem.getSuccessors(currentState)
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# 将所有后继状态加入优先队列中
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for successor, action, stepCost in successors:
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# 计算新的g(n)代价
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newCost = currentCost + stepCost
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# 计算新的h(n)启发式估计代价
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newHeuristic = heuristic(successor, problem)
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# 计算新的f(n)值 = g(n) + h(n)
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fValue = newCost + newHeuristic
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# 构建新的路径:当前路径 + 新动作
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newActions = actions + [action]
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# 将后继状态加入优先队列,优先级为f(n)值
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fringe.push((successor, newActions, newCost), fValue)
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# 如果优先队列为空仍未找到目标,返回空列表
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return []
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# Abbreviations
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bfs = breadthFirstSearch
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dfs = depthFirstSearch
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astar = aStarSearch
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ucs = uniformCostSearch
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