Pacman

图示

The Pac-Man projects were developed for UC Berkeley’s introductory artificial intelligence course, CS 188. They apply an array of AI techniques to playing Pac-Man. However, these projects don’t focus on building AI for video games. Instead, they teach foundational AI concepts, such as informed state-space search, probabilistic inference, and reinforcement learning. These concepts underly real-world application areas such as natural language processing, computer vision, and robotics.

We designed these projects with three goals in mind. The projects allow students to visualize the results of the techniques they implement. They also contain code examples and clear directions, but do not force students to wade through undue amounts of scaffolding. Finally, Pac-Man provides a challenging problem environment that demands creative solutions; real-world AI problems are challenging, and Pac-Man is too.

In our course, these projects have boosted enrollment, teaching reviews, and student engagement. The projects have been field-tested, refined, and debugged over multiple semesters at Berkeley. We are now happy to release them to other universities for educational use. )

search.py

由于要实现很多不同的搜索,这里封装了一个frontierSearch类,根据传入容器的不同(队列、栈、优先队列),就可以直接实现不同的搜索方式(广度优先、深度优先、花费优先等等)。

# 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 frontierSearch(problem, frontier):
    frontier.push(([], problem.getStartState()))
    visited = []
    while not frontier.isEmpty():
        moves, curr = frontier.pop()
        if problem.isGoalState(curr):
            return moves
        if curr not in visited:
            visited.append(curr)
            for successor, action, _stepCost in problem.getSuccessors(curr):
                frontier.push((moves + [action], successor))


def depthFirstSearch(problem):
    """
    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())
    """
    "*** YOUR CODE HERE ***"
    return frontierSearch(problem, util.Stack())
    # util.raiseNotDefined()


def breadthFirstSearch(problem):
    """Search the shallowest nodes in the search tree first."""
    "*** YOUR CODE HERE ***"
    return frontierSearch(problem, util.Queue())
    # util.raiseNotDefined()


def uniformCostSearch(problem):
    """Search the node of least total cost first."""
    "*** YOUR CODE HERE ***"
    return aStarSearch(problem, nullHeuristic)
    # util.raiseNotDefined()


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, heuristic=nullHeuristic):
    """Search the node that has the lowest combined cost and heuristic first."""
    "*** YOUR CODE HERE ***"
    def cost((moves, pos)):
        return problem.getCostOfActions(moves) + heuristic(pos, problem)
    return frontierSearch(problem, util.PriorityQueueWithFunction(cost))
    # util.raiseNotDefined()


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

searchAgents.py

# 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 game import Directions
from game import Agent
from game import Actions
import util
import time
import search


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.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
        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__):
                # @UndefinedVariable
                if 'drawExpandedCells' in dir(__main__._display):
                    __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

        def costFn(pos): return .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

        def costFn(pos): return 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):
        """
        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
        # Please add any code here which you would like to use
        # in initializing the problem
        "*** YOUR CODE HERE ***"

    def getStartState(self):
        """
        Returns the start state (in your state space, not the full Pacman state
        space)
        """
        "*** YOUR CODE HERE ***"
        return (self.startingPosition, [])
        # util.raiseNotDefined()

    def isGoalState(self, state):
        """
        Returns whether this search state is a goal state of the problem.
        """
        "*** YOUR CODE HERE ***"
        pos = state[0]
        cnt = len(state[1])
        if pos in self.corners:
            if pos not in state[1]:
                cnt = cnt+1
            return cnt == 4
        return False
        # util.raiseNotDefined()

    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]:
            # Add a successor state to the successor list if the action is legal
            # Here's a code snippet for figuring out whether a new position hits a wall:
            "*** YOUR CODE HERE ***"
            dx, dy = Actions.directionToVector(action)
            nex = (int(state[0][0] + dx), int(state[0][1] + dy))
            hitsWall = self.walls[nex[0]][nex[1]]
            if not hitsWall:
                path = list(state[1])
                if nex in self.corners:
                    if nex not in path:
                        path.append(nex)
                successors.append(((nex, path), 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, problem):
    """
    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).
    """
    corners = problem.corners  # These are the corner coordinates
    # These are the walls of the maze, as a Grid (game.py)
    walls = problem.walls

    "*** YOUR CODE HERE ***"
    h_sum = 0
    unVis = []
    cur = state[0]
    for i in range(4):
        if corners[i] not in state[1]:
            unVis.append(corners[i])
    while(len(unVis) != 0):
        dis, corner = min([(util.manhattanDistance(
            cur, corner), corner) for corner in unVis])
        h_sum = h_sum + dis
        cur = corner
        unVis.remove(corner)
    return h_sum  # Default to trivial solution


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):
        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, problem):
    """
    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
    "*** YOUR CODE HERE ***"
    gs = problem.startingGameState
    foodList = foodGrid.asList()
    foodCount = len(foodList)
    if foodCount == 1:
        return mazeDistance(position, foodList[0], gs)
    "Find the 'diam' of the points and the min distance to one of the end points of the diam"
    diam = (0, 0)
    dis = []
    for i in range(foodCount):
        dis.append(mazeDistance(position, foodList[i], gs))
        for ii in range(i):
            diam = max(
                diam, (mazeDistance(foodList[i], foodList[ii], gs), -min(dis[i], dis[ii])))
    return diam[0]-diam[1]


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):
        """
        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)

        "*** YOUR CODE HERE ***"
        util.raiseNotDefined()


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):
        """
        The state is Pacman's position. Fill this in with a goal test that will
        complete the problem definition.
        """
        x, y = state

        "*** YOUR CODE HERE ***"
        util.raiseNotDefined()


def mazeDistance(point1, point2, gameState):
    """
    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))

multiAgents.py

# multiAgents.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).


from util import manhattanDistance
from game import Directions
import random
import util
import sys

from game import Agent


class ReflexAgent(Agent):
    """
    A reflex agent chooses an action at each choice point by examining
    its alternatives via a state evaluation function.

    The code below is provided as a guide.  You are welcome to change
    it in any way you see fit, so long as you don't touch our method
    headers.
    """

    def getAction(self, gameState):
        """
        You do not need to change this method, but you're welcome to.

        getAction chooses among the best options according to the evaluation function.

        Just like in the previous project, getAction takes a GameState and returns
        some Directions.X for some X in the set {North, South, West, East, Stop}
        """
        # Collect legal moves and successor states
        legalMoves = gameState.getLegalActions()

        # Choose one of the best actions
        scores = [self.evaluationFunction(
            gameState, action) for action in legalMoves]
        bestScore = max(scores)
        bestIndices = [index for index in range(
            len(scores)) if scores[index] == bestScore]
        # Pick randomly among the best
        chosenIndex = random.choice(bestIndices)

        "Add more of your code here if you want to"

        return legalMoves[chosenIndex]

    def evaluationFunction(self, currentGameState, action):
        """
        Design a better evaluation function here.

        The evaluation function takes in the current and proposed successor
        GameStates (pacman.py) and returns a number, where higher numbers are better.

        The code below extracts some useful information from the state, like the
        remaining food (newFood) and Pacman position after moving (newPos).
        newScaredTimes holds the number of moves that each ghost will remain
        scared because of Pacman having eaten a power pellet.

        Print out these variables to see what you're getting, then combine them
        to create a masterful evaluation function.
        """
        # Useful information you can extract from a GameState (pacman.py)
        successorGameState = currentGameState.generatePacmanSuccessor(action)
        newPos = successorGameState.getPacmanPosition()
        newFood = successorGameState.getFood()
        newGhostStates = successorGameState.getGhostStates()
        newScaredTimes = [
            ghostState.scaredTimer for ghostState in newGhostStates]

        "*** YOUR CODE HERE ***"
        if successorGameState.isWin():
            return sys.maxint
        if successorGameState.isLose():
            return -sys.maxint

        ghostPositions = [ghostState.getPosition(
        ) for ghostState in newGhostStates if ghostState.scaredTimer == 0]
        if ghostPositions:
            closestGhost = min([util.manhattanDistance(
                newPos, ghostPos) for ghostPos in ghostPositions])
            if closestGhost == 0:
                return -sys.maxint
        else:
            return sys.maxint

        closestFood = min([util.manhattanDistance(newPos, foodPos)
                           for foodPos in newFood.asList()])

        return successorGameState.getScore() + sum(newScaredTimes) + 1.0 / (closestFood * closestGhost)


def scoreEvaluationFunction(currentGameState):
    """
      This default evaluation function just returns the score of the state.
      The score is the same one displayed in the Pacman GUI.

      This evaluation function is meant for use with adversarial search agents
      (not reflex agents).
    """
    return currentGameState.getScore()


class MultiAgentSearchAgent(Agent):
    """
      This class provides some common elements to all of your
      multi-agent searchers.  Any methods defined here will be available
      to the MinimaxPacmanAgent, AlphaBetaPacmanAgent & ExpectimaxPacmanAgent.

      You *do not* need to make any changes here, but you can if you want to
      add functionality to all your adversarial search agents.  Please do not
      remove anything, however.

      Note: this is an abstract class: one that should not be instantiated.  It's
      only partially specified, and designed to be extended.  Agent (game.py)
      is another abstract class.
    """

    def __init__(self, evalFn='scoreEvaluationFunction', depth='2'):
        self.index = 0  # Pacman is always agent index 0
        self.evaluationFunction = util.lookup(evalFn, globals())
        self.depth = int(depth)


class MinimaxAgent(MultiAgentSearchAgent):
    """
    Your minimax agent (question 2)
    """

    def getAction(self, gameState):
        """
        Returns the minimax action from the current gameState using self.depth
        and self.evaluationFunction.

        Here are some method calls that might be useful when implementing minimax.

        gameState.getLegalActions(agentIndex):
            Returns a list of legal actions for an agent
            agentIndex=0 means Pacman, ghosts are >= 1

        gameState.generateSuccessor(agentIndex, action):
            Returns the successor game state after an agent takes an action

        gameState.getNumAgents():
            Returns the total number of agents in the game
        """
        "*** YOUR CODE HERE ***"
        return self.MinimaxSearch(gameState, 1, 0)  # util.raiseNotDefined()

    def MinimaxSearch(self, gameState, currentDepth, agentIndex):
        if agentIndex >= gameState.getNumAgents():
            return self.MinimaxSearch(gameState, currentDepth+1, 0)
        if currentDepth > self.depth or gameState.isWin() or gameState.isLose():
            return self.evaluationFunction(gameState)

        legalMoves = [action for action in gameState.getLegalActions(
            agentIndex) if action != 'Stop']

        scores = [self.MinimaxSearch(gameState.generateSuccessor(
            agentIndex, action), currentDepth, agentIndex + 1) for action in legalMoves]

        if agentIndex == 0:
            bestScore = max(scores)
            if currentDepth == 1:  # pacman first move
                bestIndices = [index for index in range(
                    len(scores)) if scores[index] == bestScore]
                chosenIndex = random.choice(bestIndices)
                return legalMoves[chosenIndex]
            return bestScore
        else:
            return min(scores)


class AlphaBetaAgent(MultiAgentSearchAgent):
    """
    Your minimax agent with alpha-beta pruning (question 3)
    """

    def getAction(self, gameState):
        """
        Returns the minimax action using self.depth and self.evaluationFunction
        """
        "*** YOUR CODE HERE ***"
        # util.raiseNotDefined()
        return self.AlphaBeta(gameState, 1, 0, -sys.maxint, sys.maxint)

    def AlphaBetaSearch(self, gameState, currentDepth, agentIndex, alpha, beta):
        if agentIndex >= gameState.getNumAgents():
            return self.AlphaBetaSearch(gameState, currentDepth+1, 0, alpha, beta)
        if currentDepth > self.depth or gameState.isWin() or gameState.isLose():
            return self.evaluationFunction(gameState)

        legalMoves = [action for action in gameState.getLegalActions(
            agentIndex) if action != 'Stop']

        if agentIndex == 0:
            if currentDepth == 1:  # pacman first move
                scores = [self.AlphaBetaSearch(gameState.generateSuccessor(
                    agentIndex, action), currentDepth, agentIndex + 1, alpha, beta) for action in legalMoves]
                bestScore = max(scores)
                bestIndices = [index for index in range(
                    len(scores)) if scores[index] == bestScore]
                chosenIndex = random.choice(bestIndices)
                return legalMoves[chosenIndex]
            bestScore = -sys.maxint
            for action in legalMoves:
                bestScore = max(bestScore,
                                self.AlphaBetaSearch(gameState.generateSuccessor(agentIndex, action),  currentDepth, agentIndex + 1, alpha, beta))
                if bestScore >= beta:
                    return bestScore
                alpha = max(alpha, bestScore)
            return bestScore
        else:
            bestScore = sys.maxint
            for action in legalMoves:
                bestScore = min(bestScore,
                                self.AlphaBetaSearch(gameState.generateSuccessor(agentIndex, action), currentDepth, agentIndex + 1, alpha, beta))
                if alpha >= bestScore:
                    return bestScore
                beta = min(beta, bestScore)
            return bestScore


class ExpectimaxAgent(MultiAgentSearchAgent):
    """
    Your expectimax agent (question 4)
    """

    def getAction(self, gameState):
        """
        Returns the expectimax action using self.depth and self.evaluationFunction

        All ghosts should be modeled as choosing uniformly at random from their
        legal moves.
        """
        "*** YOUR CODE HERE ***"
        util.raiseNotDefined()


def betterEvaluationFunction(currentGameState):
    """
    Your extreme ghost-hunting, pellet-nabbing, food-gobbling, unstoppable
    evaluation function (question 5).

    DESCRIPTION: <write something here so we know what you did>
    """
    "*** YOUR CODE HERE ***"
    util.raiseNotDefined()


# Abbreviation
better = betterEvaluationFunction