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AI_AI417DE01 Project 1

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AI_AI417DE01 Project 1

Uploaded by

thinh.bp00245
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Artificial Intelligence_AI417DE01

Project 1 – Search
Group Work (max 3 students)

Name: Name 1 Name 2 Name 3


Student ID: SID 1 SID 2 SID 3

Deadline: 11:59pm 03/11/2024 – by submitting into dropbox on E-Learning system


File name format: AI_AI417DE01 – Project 1 – StudentIDs.zip

Introduction
In this project, 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.

As in Project 0, this project includes an autograder for you to grade your answers on your machine. This can be
run with the command:

python autograder.py

See the autograder tutorial in Project 0 for more information about using the autograder.

The code for this project 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 search.zip.

Files you'll edit:


search.py Where all of your search algorithms will reside.

Files you might want to look at:


searchAgents.py Where all of your search-based agents will reside.
The main file that runs Pacman games. This file describes a Pacman GameState type,
pacman.py which you use in this project.
The logic behind how the Pacman world works. This file describes several supporting
game.py 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 Project autograder
testParser.py Parses autograder test and solution files
testClasses.py General autograding test classes
test_cases/ Directory containing the test cases for each question
searchTestClasses.py Project 1 specific autograding test classes

Files to Edit and Submit: You will fill in portions of search.py during the assignment. Once you have
completed the assignment, you will submit these files to E-Learning (for instance, you can upload all .py files in
the folder, compress this folder and submit the .zip file). Please do not change the other files in this distribution.

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. However, the
correctness of your implementation – not the autograder’s judgements – will be the final judge of your score. If
necessary, we will review and grade assignments individually to ensure that you receive due credit for your
work.

Academic Dishonesty: We will be checking your code against other submissions in the class for logical
redundancy. If you copy someone else’s code and submit it with minor changes, we will know. These cheat
detectors are quite hard to fool, so please don’t try. We trust you all to submit your own work only; please don’t
let us down. If you do, we will pursue the strongest consequences available to us.

Getting Help: You are not alone! If you find yourself stuck on something, contact your lecturer for help. The
discussion forum is there for your support; please use them. If you can make appointment with me if you would
like an one-to-one meeting, let me know and we will schedule one. We want these projects to be rewarding and
instructional, not frustrating and demoralizing. But, we don’t know when or how to help unless you ask.

Discussion: Please be careful not to post spoilers.

Welcome to Pacman
After downloading the code, 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:

python pacman.py

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 project 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.

New Syntax
You may not have seen this syntax before:

def my_function(a: int, b: Tuple[int, int], c: List[List], d: Any, e: float=1.0):

This is annotating the type of the arguments that Python should expect for this function. In the example
below, a should be an int – integer, b should be a tuple of 2 ints, c should be a List of Lists of anything –
therefore a 2D array of anything, d is essentially the same as not annotated and can by anything, and e should be
a float. e is also set to 1.0 if nothing is passed in for it, i.e.:

my_function(1, (2, 3), [['a', 'b'], [None, my_class], [[]]], ('h', 1))

The above call fits the type annotations, and doesn’t pass anything in for e. Type annotations are meant to be an
addition to the docstrings to help you know what the functions are working with. Python itself doesn’t enforce
these. When writing your own functions, it is up to you if you want to annotate your types; they may be helpful
to keep organized or not something you want to spend time on.

Q1 (3 pts): 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
the fringe is managed. So, concentrate on getting DFS right and the rest should be relatively straightforward.
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 make your
algorithm complete, write the graph search version of DFS, which avoids expanding any already visited states.

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). Is the exploration order 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.

Grading: Please run the below command to see if your implementation passes all the autograder test cases.

python autograder.py -q q1

DEPTH-FIRST-SEARCH(problem) returns a solution PATH or empty list


fringe ← empty stack
visited ← empty set
start ← get start state
push start state to fringe

while fringe is not empty:


current (node, path) ← pop fringe
if current(node) == goal:
return Path_found (path)

if current(node) not in visited:


add current(node) to visited
for successor in [get successor of current]:
update new_path
push successor (with new_path) to fringe
return []

Lưu ý: viết code hàm dùng mã giả như trên. Viết đã được viết. Sinh viên có thể tham khảo code
đã viết và mã giả.

Q2 (3 pts): Breadth First Search


Implement the breadth-first search (BFS) algorithm in the breadthFirstSearch function in search.py. Again,
write a graph search algorithm that avoids expanding any already visited states. 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

Grading: Please run the below command to see if your implementation passes all the autograder test cases.

python autograder.py -q q2

BREATH-FIRST-SEARCH(problem) returns a solution PATH or empty list


start ← get start state
if start == goal:
return []
fringe ← empty queue
visited ← empty set
push start state to fringe

while fringe is not empty:


current (node, path) ← pop fringe
if current in visited:
continue
add current(node) to visited
if current(node) == goal:
return Path_found (path)

for successor in [get successor of current]:


update new_path
push successor (with new_path) to fringe
return []

Lưu ý: viết code hàm dùng mã giả như trên. Viết đã được viết được vài dòng. Sinh viên tiếp tục
viết code vào dòng "*** YOUR CODE HERE ***". Những dòng code không viết theo cấu trúc
mã giả trên sẽ không được chấm điểm.

Q3 (3 pts): Varying the Cost Function (Uniform Cost Search)


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 graph search algorithm 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

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).

Grading: Please run the below command to see if your implementation passes all the autograder test cases.

python autograder.py -q q3

UNIFORM-COST-SEARCH(problem) returns a solution PATH or empty list


fringe ← empty priority queue
visited ← empty set
start ← get start state
push start state to fringe

while fringe is not empty:


current (node, path, cost) ← pop fringe
if current(node) == goal:
return Path_found (path)

if current(node) not in visited:


add current to visited
for successor in [get successor of current]:
update new_path
update new_cost
push successor (with new_path, new_cost) to
fringe
return []

Lưu ý: viết code hàm dùng mã giả như trên. Viết đã được viết được vài dòng. Sinh viên tiếp tục
viết code vào dòng "*** YOUR CODE HERE ***". Những dòng code không viết theo cấu trúc
mã giả trên sẽ không được chấm điểm.

Q4 (3 pts): A* search (Lecture 3)


Implement A* graph search 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?

Grading: Please run the below command to see if your implementation passes all the autograder test cases.

python autograder.py -q q4

A-STAR-SEARCH(problem) returns a solution PATH or empty list


fringe ← empty priority queue
visited ← empty set
start ← get start state
push start state to fringe

while fringe is not empty:


current (node, path, cost) ← pop fringe
if current == goal:
return Path_found (path)

if current not in visited:


add current(node) to visited
for successor(node,path,cost) in [get successor of
current]:
update new_path
update new_cost
calculate priority = new_cost + heuristic(node)
push successor (new_path,new_cost,priority) to
fringe
return []

Lưu ý: viết code hàm dùng mã giả như trên. Viết đã được viết được vài dòng. Sinh viên tiếp tục
viết code vào dòng "*** YOUR CODE HERE ***". Những dòng code không viết theo cấu trúc
mã giả trên sẽ không được chấm điểm.

Submission
 Create a folder named AI_AI417DE01 – Project 1 – SID1_SID2_SID3
 Put Python file you edited search.py and anh this file (with members’ name into this folder
 Put AI_AI417DE01 Project 1.docx with members’ name and ID filled in
 Compress this folder
 Submit the file AI_AI417DE01 – Project 1 – SID1_SID2_SID3.zip to E-Learning dropbox

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