CSC384 Assignment 1: Search

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1 Introduction
In this assignment, your Pacman agent will find paths through his maze world, both to reach a particular
location and to collect food efficiently. You will build general search algorithms and apply them to Pacman
scenarios.
All those colored walls,
Mazes give Pacman the blues,
So teach him to search.
As in Assignment 0, this assignment includes an autograder for you to grade your answers on your machine.
This can be run with the command:
python2 autograder.py
Note: other tests will be run on your submitted code beyond the tests the autograder runs.
See the autograder tutorial in Assignment 0 for more information about using the autograder.
The code for this assignment consists of several Python files, some of which you will need to read and
understand in order to complete the assignment, and some of which you can ignore. You can download all
the code and supporting files as a zip archive. In that zip you will find the following files:
Files you’ll edit:
search.py Where all of your search algorithms will reside.
searchAgents.py Where all of your search-based agents will reside.
Files you might want to look at:
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pacman.py The main file that runs Pacman games.
This file describes a Pacman GameState type, which you use in this assignment.
game.py The logic behind how the Pacman world works.
This file describes several supporting types like AgentState, Agent, Direction, and Grid.
util.py Useful data structures for implementing search algorithms.
Supporting files you can ignore:
graphicsDisplay.py Graphics for Pacman
graphicsUtils.py Support for Pacman graphics
textDisplay.py ASCII graphics for Pacman
ghostAgents.py Agents to control ghosts
keyboardAgents.py Keyboard interfaces to control Pacman
layout.py Code for reading layout files and storing their contents
autograder.py Assignment autograder
testParser.py Parses autograder test and solution files
testClasses.py General autograding test classes
test_cases/ Directory containing some test cases for each question
searchTestClasses.py Assignment 1 specific autograding test classes
Files to Edit and Submit: You will fill in portions of search.py and searchAgents.py during the assignment. You may also add other functions and code to these files so as to create a modular implementation.
You will submit these files with your modifications. Please do not change the other files in this distribution
or submit any other files other than these files. Note that all of the code that your implementation depends
on must reside inside of one of the two submitted files.
Evaluation: Your code will be autograded for technical correctness. Please do not change the names of any
provided functions or classes within the code, or you will wreak havoc on the autograder. We will also run
some additional tests on your code, in addition to tests supplied in the zip file. If all checks out with your
code you will receive all of the points indicated by the autograder, and some more for the additional tests.
Getting Help: You are not alone! If you find yourself stuck on something, contact us for help. The
piazza discussion forum will be monitored and questions answered, and you can also ask questions about the
assignment during office hours. Also tutorial 1 is dedicated to this assignment. If you can’t make our office
hours, let us know and we will arrange a different appointment. We want the assignment to be rewarding
and instructional, not frustrating and demoralizing. But, we don’t know when or how to help unless you
ask.
Piazza Discussion: Please be careful not to post spoilers.
What to Submit
You will be using MarkUs to submit your assignment. MarkUs accounts for the course will be soon be set
up. You will submit three files:
Your modified search.py
Your modified searchAgents.py
A signed copy of the following acknowledgment
Note: In the various parts below we ask a number of questions. You do not have to hand in answers to these
questions, rather these questions are designed to help you understand what is going on with search.
Welcome to Pacman
After downloading the code search, unzipping it, and changing to the directory, you should be able to play
a game of Pacman by typing the following at the command line:
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python pacman.py
Note: if python2.7 is not the default python on the machine you are using you will have to change python to
the command that invokes python2.7. You can also configure you IDE (if you use one) to invoke python2.7.
Pacman lives in a shiny blue world of twisting corridors and tasty round treats. Navigating this world
efficiently will be Pacman’s first step in mastering his domain.
The simplest agent in searchAgents.py is called the GoWestAgent, which always goes West (a trivial reflex
agent). This agent can occasionally win:
python pacman.py –layout testMaze –pacman GoWestAgent
But, things get ugly for this agent when turning is required:
python pacman.py –layout tinyMaze –pacman GoWestAgent
If Pacman gets stuck, you can exit the game by typing CTRL-c into your terminal.
Soon, your agent will solve not only tinyMaze, but any maze you want.
Note that pacman.py supports a number of options that can each be expressed in a long way (e.g., –layout)
or a short way (e.g., -l). You can see the list of all options and their default values via:
python pacman.py -h
Also, all of the commands that appear in this assignment also appear in commands.txt, for easy copying
and pasting. In UNIX/Mac OS X, you can even run all these commands in order with bash commands.txt.
(Note if python2.7 is not the default on your machine you might have to change commands in this file).
Note: if you have a non-graphics connection you can run the pacman.py code with the -t argument. If
you install python2.7 on your personal machine it should come with the correct graphics support, and the
graphics should also work if you are connected to the teaching labs with an X-windows connection.
Question 1 (3 points): Finding a Fixed Food Dot using Depth First
Search
In searchAgents.py, you’ll find a fully implemented SearchAgent, which plans out a path through Pacman’s
world and then executes that path step-by-step. The search algorithms for formulating a plan are not
implemented – that’s your job.
First, test that the SearchAgent is working correctly by running:
python pacman.py -l tinyMaze -p SearchAgent -a fn=tinyMazeSearch
The command above tells the SearchAgent to use tinyMazeSearch as its search algorithm, which is implemented in search.py. Pacman should navigate the maze successfully.
Now it’s time to write full-fledged generic search functions to help Pacman plan routes! Pseudocode for the
search algorithms you’ll write can be found in the lecture slides. Remember that a search node must contain
not only a state but also the information necessary to reconstruct the path (plan) which gets to that state.
Important note: All of your search functions need to return a list of actions that will lead the agent from
the start to the goal. These actions all have to be legal moves (valid directions, no moving through walls).
Important note: Make sure to use the Stack, Queue and PriorityQueue data structures provided to
you in util.py! These data structure implementations have particular properties which are required for
compatibility with the autograder.
Hint: Each algorithm is very similar. Algorithms for DFS, BFS, UCS, and A* differ only in the details of how
OPEN is managed. So, concentrate on getting DFS right and the rest should be relatively straightforward.
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Indeed, one possible implementation requires only a single generic search method which is configured with
an algorithm-specific queuing strategy. (Your implementation need not be of this form to receive full credit).
Implement the depth-first search (DFS) algorithm in the depthFirstSearch function in —search.py—. To
ensure that DFS does not run around in circles, implement path checking to prune cyclic paths during search.
Do not use full cycle checking for DFS (we will use full cycle checking for the other searches).
Your code should quickly find a solution for:
python pacman.py -l tinyMaze -p SearchAgent
python pacman.py -l mediumMaze -p SearchAgent
python pacman.py -l bigMaze -z .5 -p SearchAgent
The Pacman board will show an overlay of the states explored, and the order in which they were explored
(brighter red means earlier exploration). Check that the exploration order is what you would have expected?
Does Pacman actually go to all the explored squares on his way to the goal?
Hint: If you use a Stack as your data structure, the solution found by your DFS algorithm for mediumMaze should have a length of 130 (provided you push successors onto the fringe in the order provided by
getSuccessors; you might get 246 if you push them in the reverse order). Is this a least cost solution? If not,
think about what depth-first search is doing wrong.
Question 2 (3 points): Breadth First Search
Implement the breadth-first search (BFS) algorithm in the breadthFirstSearch function in search.py. This
time you must implement full cycle checking in your search algorithm to avoid the overhead of cyclic paths.
Test your code the same way you did for depth-first search.
python pacman.py -l mediumMaze -p SearchAgent -a fn=bfs
python pacman.py -l bigMaze -p SearchAgent -a fn=bfs -z .5
Does BFS find a least cost solution? If not, check your implementation.
Hint: If Pacman moves too slowly for you, try the option –frameTime 0.
Note: If you’ve written your search code generically, your code should work equally well for the eight-puzzle
search problem without any changes.
python eightpuzzle.py
Question 3 (3 points): Varying the Cost Function
While BFS will find a fewest-actions path to the goal, we might want to find paths that are ”best” in other
senses. Consider mediumDottedMaze and mediumScaryMaze.
By changing the cost function, we can encourage Pacman to find different paths. For example, we can charge
more for dangerous steps in ghost-ridden areas or less for steps in food-rich areas, and a rational Pacman
agent should adjust its behavior in response.
Implement the uniform-cost search algorithm with full cycle checking in the uniformCostSearch function in
search.py. We encourage you to look through util.py for some data structures that may be useful in your
implementation. You should now observe successful behavior in all three of the following layouts, where the
agents below are all UCS agents that differ only in the cost function they use (the agents and cost functions
are written for you):
python pacman.py -l mediumMaze -p SearchAgent -a fn=ucs
python pacman.py -l mediumDottedMaze -p StayEastSearchAgent
python pacman.py -l mediumScaryMaze -p StayWestSearchAgent
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Note: You should get very low and very high path costs for the StayEastSearchAgent and StayWestSearchAgent
respectively, due to their exponential cost functions (see searchAgents.py for details).
Question 4 (3 points): A* search
Implement A* search with full cycle checking in the empty function aStarSearch in search.py. A* takes
a heuristic function as an argument. Heuristics take two arguments: a state in the search problem (the
main argument), and the problem itself (for reference information). The nullHeuristic heuristic function
in search.py is a trivial example.
You can test your A* implementation on the original problem of finding a path through a maze to a
fixed position using the Manhattan distance heuristic (implemented already as manhattanHeuristic in
searchAgents.py).
python pacman.py -l bigMaze -z .5 -p SearchAgent -a fn=astar,heuristic=manhattanHeuristic
You should see that A* finds the optimal solution slightly faster than uniform cost search (about 549 vs. 620
search nodes expanded in our implementation, but ties in priority may make your numbers differ slightly).
What happens on openMaze for the various search strategies?
You will find that DFS will take too long on openMaze maze since it only does path-checking. If you use full
cycle checking with DFS it will find a solution (a very unusual one!).
Question 5 (3 points): Finding All the Corners
The real power of A* will only be apparent with a more challenging search problem. Now, it’s time to
formulate a new problem and design a heuristic for it.
In corner mazes, there are four dots, one in each corner. Our new search problem is to find the shortest path
through the maze that touches all four corners (whether the maze actually has food there or not). Note that
for some mazes like tinyCorners, the shortest path does not always go to the closest food first! Hint: the
shortest path through tinyCorners takes 28 steps.
Note: Make sure to complete Question 2 before working on Question 5, because Question 5 builds upon your
answer for Question 2.
Implement the CornersProblem search problem in searchAgents.py. You will need to choose a state
representation that encodes all the information necessary to detect whether all four corners have been
reached. Now, your search agent should solve:
python pacman.py -l tinyCorners -p SearchAgent -a fn=bfs,prob=CornersProblem
python pacman.py -l mediumCorners -p SearchAgent -a fn=bfs,prob=CornersProblem
To receive full credit, you need to define an abstract state representation that does not encode irrelevant
information (like the position of ghosts, where extra food is, etc.). In particular, do not use a Pacman
GameState as a search state. Your code will be very, very slow if you do (and also wrong).
Hint: The only parts of the game state you need to reference in your implementation are the starting Pacman
position and the location of the four corners.
Our implementation of breadthFirstSearch expands just under 2000 search nodes on mediumCorners.
However, heuristics (used with A* search) can reduce the amount of searching required.
Question 6 (3 points): Corners Problem: Heuristic
Note: Make sure to complete Question 4 before working on Question 6, because Question 6 builds upon your
answer for Question 4.
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Implement a non-trivial, admissible heuristic for the CornersProblem in cornersHeuristic.
python pacman.py -l mediumCorners -p AStarCornersAgent -z 0.5
Note: AStarCornersAgent is a shortcut for
-p SearchAgent -a fn=aStarSearch,prob=CornersProblem,heuristic=cornersHeuristic.
Non-Trivial Heuristics: The trivial heuristics are the ones that return zero everywhere (UCS) and the
heuristic which computes the true completion cost. The former won’t save you any time, while the latter will
timeout the autograder. You want a heuristic which reduces total compute time, though for this assignment
the autograder will only check node counts (aside from enforcing a reasonable time limit).
Grading: Your heuristic must be a non-trivial non-negative admissible heuristic to receive any points. Make
sure that your heuristic returns 0 at every goal state and never returns a negative value. Depending on how
few nodes your heuristic expands, you’ll be graded:
Number of nodes expanded Grade
more than 2000 0/3
at most 2000 1/3
at most 1600 2/3
at most 1200 3/3
Remember: If your heuristic is inadmissible, you will receive no credit, so be careful!
Question 7 (4 points): Eating All The Dots
Now we’ll solve a hard search problem: eating all the Pacman food in as few steps as possible. For this,
we’ll need a new search problem definition which formalizes the food-clearing problem: FoodSearchProblem
in searchAgents.py (implemented for you). A solution is defined to be a path that collects all of the food
in the Pacman world. For the present assignment, solutions do not take into account any ghosts or power
pellets; solutions only depend on the placement of walls, regular food and Pacman. (Of course ghosts can
ruin the execution of a solution! We’ll get to that in the next assignment.) If you have written your general
search methods correctly, A* with a null heuristic (equivalent to uniform-cost search) should quickly find an
optimal solution to testSearch with no code change on your part (total cost of 7).
python pacman.py -l testSearch -p AStarFoodSearchAgent
Note: AStarFoodSearchAgent is a shortcut for
-p SearchAgent -a fn=astar,prob=FoodSearchProblem,heuristic=foodHeuristic’
You should find that UCS starts to slow down even for the seemingly simple tinySearch. As a reference,
our implementation takes 2.5 seconds to find a path of length 27 after expanding 5057 search nodes.
Note: Make sure to complete Question 4 before working on Question 7, because Question 7 builds upon your
answer for Question 4.
Fill in foodHeuristic in searchAgents.py with an admissible heuristic for the FoodSearchProblem. Try
your agent on the trickySearch board:
python pacman.py -l trickySearch -p AStarFoodSearchAgent
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Our UCS agent finds the optimal solution in about 13 seconds, exploring over 16,000 nodes.
Any non-trivial non-negative admissible heuristic will receive 1 point. Make sure that your heuristic returns
0 at every goal state and never returns a negative value. Depending on how few nodes your heuristic expands,
you’ll get additional points:
Number of nodes expanded Grade
more than 15000 1/4
at most 15000 2/4
at most 12000 3/4
at most 9000 4/4 (full credit; medium)
at most 7000 5/4 (optional extra credit; hard)
Remember: If your heuristic is inadmissible, you will receive no credit, so be careful! Can you solve mediumSearch in a short time? If so, we’re either very, very impressed, or your heuristic is inadmissible.
Academic Honesty
We are aware that solutions to the original Berkeley project exist on the internet. Do not use these solutions
as this would be plagiarism. To earn marks on this assignment you must develop your own solutions. Also
please consider the following points.
• You are to implement the search algorithms presented in the course. These algorithms differ in subtle
but important ways from other presentations of this material. If you implement your search based on
other non-course material it might give the wrong answers. If you try to use solutions found on the
internet the same problem might occur.
• We will check for answers that would arise from solutions to the original Berkeley project. Such answers
indicate that your solution is incorrect, reproducing the errors of the Berkeley lectures. This will cause
you to fail some of our additional tests and you will lose marks for those tests.
• If we find evidence of plagiarism we will investigate thoroughly and we will send your case to the
University Academic Offenses Office.
• Please do not implement your own ”improvement” to the search algorithms: it will wreak havoc with
the automarker. (Note, if you have invented a significant improvement we would be happy to hear
about it, but don’t use it in this assignment).
• You will be asked to write, sign, scan, and submit a statement acknowledging that the code you
submitted was written by you.
• Although the assignment includes an autograder, additional tests will be run on your code after submission.
Working successfully in a pair
You may work in pairs for this assignment.
If you are working with a partner, make sure that you are actually working together. Your goal should be for
the two of you to help each other learn the material and to avoid getting stuck with frustrating errors. If you
split up the assignment and work separately, you are not getting practice on all aspects of the assignment.
Sometimes a student who is working with a partner drops the course or becomes ill in the middle of an
assignment. If this happens, the other partner is still responsible for completing the assignment on time. If
he or she has been actively engaged in the entire assignment, this should not be a problem; the assignments
are designed so that an individual student can complete them. However, if the remaining partner has not
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been actively involved or does not have copies of all of the work, they will have serious difficulty completing
the assignment. Make sure you don’t find yourself in this situation: Be active in all parts of the assignment,
and make sure that at the end of each meeting, both partners have a copy of all of the work.
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