# searchAgents.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). """ 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 ***" The parts you fill in start about 3/4 of the way down. 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) """ # 状态表示为:(当前位置, 已访问的角落元组) # 已访问的角落用四个布尔值表示,分别对应四个角落是否已被访问 # 初始状态下,只有起始位置被访问,没有角落被访问 cornersVisited = tuple([corner == self.startingPosition for corner in self.corners]) return (self.startingPosition, cornersVisited) def isGoalState(self, state: Any): """ Returns whether this search state is a goal state of the problem. """ # 目标状态是所有四个角落都已被访问 # 状态的第二个元素是一个元组,表示四个角落的访问状态 # 如果所有四个值都为True,表示所有角落都已访问 _, cornersVisited = state return all(cornersVisited) 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 = [] # 从当前状态中提取当前位置和角落访问状态 currentPosition, cornersVisited = state for action in [Directions.NORTH, Directions.SOUTH, Directions.EAST, Directions.WEST]: # 计算移动后的位置 x, y = currentPosition dx, dy = Actions.directionToVector(action) nextx, nexty = int(x + dx), int(y + dy) # 检查是否会撞墙 if not self.walls[nextx][nexty]: # 创建新的角落访问状态列表 nextPosition = (nextx, nexty) newCornersVisited = list(cornersVisited) # 检查新位置是否是某个角落,如果是,标记为已访问 for i, corner in enumerate(self.corners): if nextPosition == corner and not newCornersVisited[i]: newCornersVisited[i] = True # 创建后继状态:(新位置, 新的角落访问状态) successorState = (nextPosition, tuple(newCornersVisited)) # 将后继状态、动作和代价(固定为1)添加到后继列表中 successors.append((successorState, 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). """ # 从状态中提取当前位置和角落访问状态 currentPosition, cornersVisited = state corners = problem.corners walls = problem.walls # 如果所有角落都已访问,返回0 if all(cornersVisited): return 0 # 找出所有未访问的角落 unvisitedCorners = [] for i, corner in enumerate(corners): if not cornersVisited[i]: unvisitedCorners.append(corner) # 如果没有未访问的角落,返回0 if not unvisitedCorners: return 0 # 启发式策略:计算当前位置到最远未访问角落的曼哈顿距离 # 这是一个可接受的启发式,因为曼哈顿距离是实际最短路径的下界 maxDistance = 0 for corner in unvisitedCorners: distance = util.manhattanDistance(currentPosition, corner) maxDistance = max(maxDistance, distance) # 为了改进启发式,我们还可以考虑未访问角落之间的最大距离 # 这样可以更好地估计访问所有剩余角落所需的总距离 maxCornerDistance = 0 for i in range(len(unvisitedCorners)): for j in range(i + 1, len(unvisitedCorners)): distance = util.manhattanDistance(unvisitedCorners[i], unvisitedCorners[j]) maxCornerDistance = max(maxCornerDistance, distance) # 返回两个距离中的较大值作为启发式估计 # 这确保了启发式是可接受的(不会高估实际代价) return max(maxDistance, maxCornerDistance) 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 class AStarFoodSearchAgent(SearchAgent): "A SearchAgent for FoodSearchProblem using A* and your foodHeuristic" def __init__(self): self.searchFunction = lambda prob: search.aStarSearch(prob, foodHeuristic) self.searchType = FoodSearchProblem def foodHeuristic(state: Tuple[Tuple, List[List]], problem: FoodSearchProblem): """ Your heuristic for the FoodSearchProblem goes here. This heuristic must be consistent to ensure correctness. First, try to come up with an admissible heuristic; almost all admissible heuristics will be consistent as well. If using A* ever finds a solution that is worse uniform cost search finds, your heuristic is *not* consistent, and probably not admissible! On the other hand, inadmissible or inconsistent heuristics may find optimal solutions, so be careful. The state is a tuple ( pacmanPosition, foodGrid ) where foodGrid is a Grid (see game.py) of either True or False. You can call foodGrid.asList() to get a list of food coordinates instead. If you want access to info like walls, capsules, etc., you can query the problem. For example, problem.walls gives you a Grid of where the walls are. If you want to *store* information to be reused in other calls to the heuristic, there is a dictionary called problem.heuristicInfo that you can use. For example, if you only want to count the walls once and store that value, try: problem.heuristicInfo['wallCount'] = problem.walls.count() Subsequent calls to this heuristic can access problem.heuristicInfo['wallCount'] """ position, foodGrid = state # 获取所有剩余食物的位置 foodList = foodGrid.asList() # 如果没有剩余食物,返回0 if not foodList: return 0 # 使用保守但可接受的启发式策略 # 策略1:计算到最远食物的曼哈顿距离 # 这是一个可接受的启发式,因为曼哈顿距离是实际最短路径的下界 maxDistance = 0 for food in foodList: distance = util.manhattanDistance(position, food) maxDistance = max(maxDistance, distance) # 策略2:计算食物之间的最大距离 # 这提供了一个访问所有食物所需路径的下界估计 maxFoodDistance = 0 if len(foodList) > 1: for i in range(len(foodList)): for j in range(i + 1, len(foodList)): distance = util.manhattanDistance(foodList[i], foodList[j]) maxFoodDistance = max(maxFoodDistance, distance) # 策略3:使用食物数量作为基础代价 # 每个食物至少需要一步来吃掉 foodCount = len(foodList) # 返回三个策略中的最大值,确保启发式是可接受的 # 这样可以更好地估计总代价,同时保持可接受性和一致性 return max(maxDistance, maxFoodDistance, foodCount) def mstHeuristic(position, foodList): """ 计算基于最小生成树的启发式值 使用Prim算法的简化版本计算连接Pacman和所有食物点的最小生成树 """ if not foodList: return 0 # 将Pacman位置添加到食物列表中 allPoints = [position] + foodList n = len(allPoints) # Prim算法计算最小生成树 visited = [False] * n minDistances = [float('inf')] * n minDistances[0] = 0 # 从Pacman位置开始 totalDistance = 0 for _ in range(n): # 找到未访问节点中距离最小的节点 minDist = float('inf') minIndex = -1 for i in range(n): if not visited[i] and minDistances[i] < minDist: minDist = minDistances[i] minIndex = i if minIndex == -1: break visited[minIndex] = True totalDistance += minDist # 更新相邻节点的最小距离 for i in range(n): if not visited[i]: distance = util.manhattanDistance(allPoints[minIndex], allPoints[i]) if distance < minDistances[i]: minDistances[i] = distance return totalDistance def calculateMSTDistance(foodList, position): """ 计算连接Pacman位置和所有食物点的最小生成树的近似总距离 使用Prim算法的简化版本 """ if not foodList: return 0 # 将Pacman位置添加到食物列表中 allPoints = [position] + foodList n = len(allPoints) # Prim算法计算最小生成树 visited = [False] * n minDistances = [float('inf')] * n minDistances[0] = 0 # 从Pacman位置开始 totalDistance = 0 for _ in range(n): # 找到未访问节点中距离最小的节点 minDist = float('inf') minIndex = -1 for i in range(n): if not visited[i] and minDistances[i] < minDist: minDist = minDistances[i] minIndex = i if minIndex == -1: break visited[minIndex] = True totalDistance += minDist # 更新相邻节点的最小距离 for i in range(n): if not visited[i]: distance = util.manhattanDistance(allPoints[minIndex], allPoints[i]) if distance < minDistances[i]: minDistances[i] = distance return totalDistance class ClosestDotSearchAgent(SearchAgent): "Search for all food using a sequence of searches" def registerInitialState(self, state): self.actions = [] currentState = state while(currentState.getFood().count() > 0): nextPathSegment = self.findPathToClosestDot(currentState) # The missing piece self.actions += nextPathSegment for action in nextPathSegment: legal = currentState.getLegalActions() if action not in legal: t = (str(action), str(currentState)) raise Exception('findPathToClosestDot returned an illegal move: %s!\n%s' % t) currentState = currentState.generateSuccessor(0, action) self.actionIndex = 0 print('Path found with cost %d.' % len(self.actions)) def findPathToClosestDot(self, gameState: pacman.GameState): """ Returns a path (a list of actions) to the closest dot, starting from gameState. """ # Here are some useful elements of the startState startPosition = gameState.getPacmanPosition() food = gameState.getFood() walls = gameState.getWalls() problem = AnyFoodSearchProblem(gameState) # 使用广度优先搜索找到最近的食物点 # BFS保证找到最短路径(步数最少) path = search.bfs(problem) return path class AnyFoodSearchProblem(PositionSearchProblem): """ A search problem for finding a path to any food. This search problem is just like the PositionSearchProblem, but has a different goal test, which you need to fill in below. The state space and successor function do not need to be changed. The class definition above, AnyFoodSearchProblem(PositionSearchProblem), inherits the methods of the PositionSearchProblem. You can use this search problem to help you fill in the findPathToClosestDot method. """ def __init__(self, gameState): "Stores information from the gameState. You don't need to change this." # Store the food for later reference self.food = gameState.getFood() # Store info for the PositionSearchProblem (no need to change this) self.walls = gameState.getWalls() self.startState = gameState.getPacmanPosition() self.costFn = lambda x: 1 self._visited, self._visitedlist, self._expanded = {}, [], 0 # DO NOT CHANGE def isGoalState(self, state: Tuple[int, int]): """ The state is Pacman's position. Fill this in with a goal test that will complete the problem definition. """ x,y = state # 目标状态是Pacman到达任何食物的位置 # 检查当前位置是否有食物 return self.food[x][y] def mazeDistance(point1: Tuple[int, int], point2: Tuple[int, int], gameState: pacman.GameState) -> int: """ Returns the maze distance between any two points, using the search functions you have already built. The gameState can be any game state -- Pacman's position in that state is ignored. Example usage: mazeDistance( (2,4), (5,6), gameState) This might be a useful helper function for your ApproximateSearchAgent. """ x1, y1 = point1 x2, y2 = point2 walls = gameState.getWalls() assert not walls[x1][y1], 'point1 is a wall: ' + str(point1) assert not walls[x2][y2], 'point2 is a wall: ' + str(point2) prob = PositionSearchProblem(gameState, start=point1, goal=point2, warn=False, visualize=False) return len(search.bfs(prob))