"""Search (Chapters 3-4) The way to use this code is to subclass Problem to create a class of problems, then create problem instances and solve them with calls to the various search functions.""" from utils import ( is_in, argmin, argmax, argmax_random_tie, probability, weighted_sampler, memoize, print_table, open_data, Stack, FIFOQueue, PriorityQueue, name, distance, vector_add ) from collections import defaultdict import math import random import sys import bisect from operator import itemgetter infinity = float('inf') # ______________________________________________________________________________ class Problem(object): """The abstract class for a formal problem. You should subclass this and implement the methods actions and result, and possibly __init__, goal_test, and path_cost. Then you will create instances of your subclass and solve them with the various search functions.""" def __init__(self, initial, goal=None): """The constructor specifies the initial state, and possibly a goal state, if there is a unique goal. Your subclass's constructor can add other arguments.""" self.initial = initial self.goal = goal def actions(self, state): """Return the actions that can be executed in the given state. The result would typically be a list, but if there are many actions, consider yielding them one at a time in an iterator, rather than building them all at once.""" raise NotImplementedError def result(self, state, action): """Return the state that results from executing the given action in the given state. The action must be one of self.actions(state).""" raise NotImplementedError def goal_test(self, state): """Return True if the state is a goal. The default method compares the state to self.goal or checks for state in self.goal if it is a list, as specified in the constructor. Override this method if checking against a single self.goal is not enough.""" if isinstance(self.goal, list): return is_in(state, self.goal) else: return state == self.goal def path_cost(self, c, state1, action, state2): """Return the cost of a solution path that arrives at state2 from state1 via action, assuming cost c to get up to state1. If the problem is such that the path doesn't matter, this function will only look at state2. If the path does matter, it will consider c and maybe state1 and action. The default method costs 1 for every step in the path.""" return c + 1 def value(self, state): """For optimization problems, each state has a value. Hill-climbing and related algorithms try to maximize this value.""" raise NotImplementedError # ______________________________________________________________________________ class Node: """A node in a search tree. Contains a pointer to the parent (the node that this is a successor of) and to the actual state for this node. Note that if a state is arrived at by two paths, then there are two nodes with the same state. Also includes the action that got us to this state, and the total path_cost (also known as g) to reach the node. Other functions may add an f and h value; see best_first_graph_search and astar_search for an explanation of how the f and h values are handled. You will not need to subclass this class.""" def __init__(self, state, parent=None, action=None, path_cost=0): """Create a search tree Node, derived from a parent by an action.""" self.state = state self.parent = parent self.action = action self.path_cost = path_cost self.depth = 0 if parent: self.depth = parent.depth + 1 def __repr__(self): return "".format(self.state) def __lt__(self, node): return self.state < node.state def expand(self, problem): """List the nodes reachable in one step from this node.""" return [self.child_node(problem, action) for action in problem.actions(self.state)] def child_node(self, problem, action): """[Figure 3.10]""" next = problem.result(self.state, action) return Node(next, self, action, problem.path_cost(self.path_cost, self.state, action, next)) def solution(self): """Return the sequence of actions to go from the root to this node.""" return [node.action for node in self.path()[1:]] def path(self): """Return a list of nodes forming the path from the root to this node.""" node, path_back = self, [] while node: path_back.append(node) node = node.parent return list(reversed(path_back)) # We want for a queue of nodes in breadth_first_search or # astar_search to have no duplicated states, so we treat nodes # with the same state as equal. [Problem: this may not be what you # want in other contexts.] def __eq__(self, other): return isinstance(other, Node) and self.state == other.state def __hash__(self): return hash(self.state) # ______________________________________________________________________________ class SimpleProblemSolvingAgentProgram: """Abstract framework for a problem-solving agent. [Figure 3.1]""" def __init__(self, initial_state=None): """State is an abstract representation of the state of the world, and seq is the list of actions required to get to a particular state from the initial state(root).""" self.state = initial_state self.seq = [] def __call__(self, percept): """[Figure 3.1] Formulate a goal and problem, then search for a sequence of actions to solve it.""" self.state = self.update_state(self.state, percept) if not self.seq: goal = self.formulate_goal(self.state) problem = self.formulate_problem(self.state, goal) self.seq = self.search(problem) if not self.seq: return None return self.seq.pop(0) def update_state(self, percept): raise NotImplementedError def formulate_goal(self, state): raise NotImplementedError def formulate_problem(self, state, goal): raise NotImplementedError def search(self, problem): raise NotImplementedError # ______________________________________________________________________________ # Uninformed Search algorithms def tree_search(problem, frontier): """Search through the successors of a problem to find a goal. The argument frontier should be an empty queue. Don't worry about repeated paths to a state. [Figure 3.7]""" frontier.append(Node(problem.initial)) while frontier: node = frontier.pop() if problem.goal_test(node.state): return node frontier.extend(node.expand(problem)) return None def graph_search(problem, frontier): """Search through the successors of a problem to find a goal. The argument frontier should be an empty queue. If two paths reach a state, only use the first one. [Figure 3.7]""" frontier.append(Node(problem.initial)) explored = set() while frontier: node = frontier.pop() if problem.goal_test(node.state): return node explored.add(node.state) frontier.extend(child for child in node.expand(problem) if child.state not in explored and child not in frontier) return None def breadth_first_tree_search(problem): """Search the shallowest nodes in the search tree first.""" return tree_search(problem, FIFOQueue()) def depth_first_tree_search(problem): """Search the deepest nodes in the search tree first.""" return tree_search(problem, Stack()) def depth_first_graph_search(problem): """Search the deepest nodes in the search tree first.""" return graph_search(problem, Stack()) def breadth_first_search(problem): """[Figure 3.11]""" node = Node(problem.initial) if problem.goal_test(node.state): return node frontier = FIFOQueue() frontier.append(node) explored = set() while frontier: node = frontier.pop() explored.add(node.state) for child in node.expand(problem): if child.state not in explored and child not in frontier: if problem.goal_test(child.state): return child frontier.append(child) return None def best_first_graph_search(problem, f): """Search the nodes with the lowest f scores first. You specify the function f(node) that you want to minimize; for example, if f is a heuristic estimate to the goal, then we have greedy best first search; if f is node.depth then we have breadth-first search. There is a subtlety: the line "f = memoize(f, 'f')" means that the f values will be cached on the nodes as they are computed. So after doing a best first search you can examine the f values of the path returned.""" f = memoize(f, 'f') node = Node(problem.initial) if problem.goal_test(node.state): return node frontier = PriorityQueue(min, f) frontier.append(node) explored = set() while frontier: node = frontier.pop() if problem.goal_test(node.state): return node explored.add(node.state) for child in node.expand(problem): if child.state not in explored and child not in frontier: frontier.append(child) elif child in frontier: incumbent = frontier[child] if f(child) < f(incumbent): del frontier[incumbent] frontier.append(child) return None def uniform_cost_search(problem): """[Figure 3.14]""" return best_first_graph_search(problem, lambda node: node.path_cost) def depth_limited_search(problem, limit=50): """[Figure 3.17]""" def recursive_dls(node, problem, limit): if problem.goal_test(node.state): return node elif limit == 0: return 'cutoff' else: cutoff_occurred = False for child in node.expand(problem): result = recursive_dls(child, problem, limit - 1) if result == 'cutoff': cutoff_occurred = True elif result is not None: return result return 'cutoff' if cutoff_occurred else None # Body of depth_limited_search: return recursive_dls(Node(problem.initial), problem, limit) def iterative_deepening_search(problem): """[Figure 3.18]""" for depth in range(sys.maxsize): result = depth_limited_search(problem, depth) if result != 'cutoff': return result # ______________________________________________________________________________ # Bidirectional Search # Pseudocode from https://webdocs.cs.ualberta.ca/%7Eholte/Publications/MM-AAAI2016.pdf def bidirectional_search(problem): e = problem.find_min_edge() gF, gB = {problem.initial : 0}, {problem.goal : 0} openF, openB = [problem.initial], [problem.goal] closedF, closedB = [], [] U = infinity def extend(U, open_dir, open_other, g_dir, g_other, closed_dir): """Extend search in given direction""" n = find_key(C, open_dir, g_dir) open_dir.remove(n) closed_dir.append(n) for c in problem.actions(n): if c in open_dir or c in closed_dir: if g_dir[c] <= problem.path_cost(g_dir[n], n, None, c): continue open_dir.remove(c) g_dir[c] = problem.path_cost(g_dir[n], n, None, c) open_dir.append(c) if c in open_other: U = min(U, g_dir[c] + g_other[c]) return U, open_dir, closed_dir, g_dir def find_min(open_dir, g): """Finds minimum priority, g and f values in open_dir""" m, m_f = infinity, infinity for n in open_dir: f = g[n] + problem.h(n) pr = max(f, 2*g[n]) m = min(m, pr) m_f = min(m_f, f) return m, m_f, min(g.values()) def find_key(pr_min, open_dir, g): """Finds key in open_dir with value equal to pr_min and minimum g value.""" m = infinity state = -1 for n in open_dir: pr = max(g[n] + problem.h(n), 2*g[n]) if pr == pr_min: if g[n] < m: m = g[n] state = n return state while openF and openB: pr_min_f, f_min_f, g_min_f = find_min(openF, gF) pr_min_b, f_min_b, g_min_b = find_min(openB, gB) C = min(pr_min_f, pr_min_b) if U <= max(C, f_min_f, f_min_b, g_min_f + g_min_b + e): return U if C == pr_min_f: # Extend forward U, openF, closedF, gF = extend(U, openF, openB, gF, gB, closedF) else: # Extend backward U, openB, closedB, gB = extend(U, openB, openF, gB, gF, closedB) return infinity # ______________________________________________________________________________ # Informed (Heuristic) Search greedy_best_first_graph_search = best_first_graph_search # Greedy best-first search is accomplished by specifying f(n) = h(n). def astar_search(problem, h=None): """A* search is best-first graph search with f(n) = g(n)+h(n). You need to specify the h function when you call astar_search, or else in your Problem subclass.""" h = memoize(h or problem.h, 'h') return best_first_graph_search(problem, lambda n: n.path_cost + h(n)) # ______________________________________________________________________________ # A* heuristics class EightPuzzle(): def __init__(self): self.path = [] self.final = [] def checkSolvability(self, state): inversion = 0 for i in range(len(state)): for j in range(i,len(state)): if (state[i]>state[j] and state[j]!=0): inversion += 1 check = True if inversion%2 != 0: check = False print(check) def getPossibleMoves(self,state,heuristic,goal,moves): move = {0:[1,3], 1:[0,2,4], 2:[1,5], 3:[0,6,4], 4:[1,3,5,7], 5:[2,4,8], 6:[3,7], 7:[4,6,8], 8:[7,5]} # create a dictionary of moves index = state[0].index(0) possible_moves = [] for i in range(len(move[index])): conf = list(state[0][:]) a = conf[index] b = conf[move[index][i]] conf[move[index][i]] = a conf[index] = b possible_moves.append(conf) scores = [] for i in possible_moves: scores.append(heuristic(i,goal)) scores = [x+moves for x in scores] allowed_state = [] for i in range(len(possible_moves)): node = [] node.append(possible_moves[i]) node.append(scores[i]) node.append(state[0]) allowed_state.append(node) return allowed_state def create_path(self,goal,initial): node = goal[0] self.final.append(goal[0]) if goal[2] == initial: return reversed(self.final) else: parent = goal[2] for i in self.path: if i[0] == parent: parent = i self.create_path(parent,initial) def show_path(self,initial): move = [] for i in range(0,len(self.path)): move.append(''.join(str(x) for x in self.path[i][0])) print("Number of explored nodes by the following heuristic are: ", len(set(move))) print(initial) for i in reversed(self.final): print(i) del self.path[:] del self.final[:] return def solve(self,initial,goal,heuristic): root = [initial,heuristic(initial,goal),''] nodes = [] # nodes is a priority Queue based on the state score nodes.append(root) moves = 0 while len(nodes) != 0: node = nodes[0] del nodes[0] self.path.append(node) if node[0] == goal: soln = self.create_path(self.path[-1],initial ) self.show_path(initial) return moves +=1 opened_nodes = self.getPossibleMoves(node,heuristic,goal,moves) nodes = sorted(opened_nodes+nodes, key=itemgetter(1)) # ______________________________________________________________________________ # Other search algorithms def recursive_best_first_search(problem, h=None): """[Figure 3.26]""" h = memoize(h or problem.h, 'h') def RBFS(problem, node, flimit): if problem.goal_test(node.state): return node, 0 # (The second value is immaterial) successors = node.expand(problem) if len(successors) == 0: return None, infinity for s in successors: s.f = max(s.path_cost + h(s), node.f) while True: # Order by lowest f value successors.sort(key=lambda x: x.f) best = successors[0] if best.f > flimit: return None, best.f if len(successors) > 1: alternative = successors[1].f else: alternative = infinity result, best.f = RBFS(problem, best, min(flimit, alternative)) if result is not None: return result, best.f node = Node(problem.initial) node.f = h(node) result, bestf = RBFS(problem, node, infinity) return result def hill_climbing(problem): """From the initial node, keep choosing the neighbor with highest value, stopping when no neighbor is better. [Figure 4.2]""" current = Node(problem.initial) while True: neighbors = current.expand(problem) if not neighbors: break neighbor = argmax_random_tie(neighbors, key=lambda node: problem.value(node.state)) if problem.value(neighbor.state) <= problem.value(current.state): break current = neighbor return current.state def exp_schedule(k=20, lam=0.005, limit=100): """One possible schedule function for simulated annealing""" return lambda t: (k * math.exp(-lam * t) if t < limit else 0) def simulated_annealing(problem, schedule=exp_schedule()): """[Figure 4.5] CAUTION: This differs from the pseudocode as it returns a state instead of a Node.""" current = Node(problem.initial) for t in range(sys.maxsize): T = schedule(t) if T == 0: return current.state neighbors = current.expand(problem) if not neighbors: return current.state next = random.choice(neighbors) delta_e = problem.value(next.state) - problem.value(current.state) if delta_e > 0 or probability(math.exp(delta_e / T)): current = next def simulated_annealing_full(problem, schedule=exp_schedule()): """ This version returns all the states encountered in reaching the goal state.""" states = [] current = Node(problem.initial) for t in range(sys.maxsize): states.append(current.state) T = schedule(t) if T == 0: return states neighbors = current.expand(problem) if not neighbors: return current.state next = random.choice(neighbors) delta_e = problem.value(next.state) - problem.value(current.state) if delta_e > 0 or probability(math.exp(delta_e / T)): current = next def and_or_graph_search(problem): """[Figure 4.11]Used when the environment is nondeterministic and completely observable. Contains OR nodes where the agent is free to choose any action. After every action there is an AND node which contains all possible states the agent may reach due to stochastic nature of environment. The agent must be able to handle all possible states of the AND node (as it may end up in any of them). Returns a conditional plan to reach goal state, or failure if the former is not possible.""" # functions used by and_or_search def or_search(state, problem, path): """returns a plan as a list of actions""" if problem.goal_test(state): return [] if state in path: return None for action in problem.actions(state): plan = and_search(problem.result(state, action), problem, path + [state, ]) if plan is not None: return [action, plan] def and_search(states, problem, path): """Returns plan in form of dictionary where we take action plan[s] if we reach state s.""" plan = {} for s in states: plan[s] = or_search(s, problem, path) if plan[s] is None: return None return plan # body of and or search return or_search(problem.initial, problem, []) # Pre-defined actions for PeakFindingProblem directions4 = { 'W':(-1, 0), 'N':(0, 1), 'E':(1, 0), 'S':(0, -1) } directions8 = dict(directions4) directions8.update({'NW':(-1, 1), 'NE':(1, 1), 'SE':(1, -1), 'SW':(-1, -1) }) class PeakFindingProblem(Problem): """Problem of finding the highest peak in a limited grid""" def __init__(self, initial, grid, defined_actions=directions4): """The grid is a 2 dimensional array/list whose state is specified by tuple of indices""" Problem.__init__(self, initial) self.grid = grid self.defined_actions = defined_actions self.n = len(grid) assert self.n > 0 self.m = len(grid[0]) assert self.m > 0 def actions(self, state): """Returns the list of actions which are allowed to be taken from the given state""" allowed_actions = [] for action in self.defined_actions: next_state = vector_add(state, self.defined_actions[action]) if next_state[0] >= 0 and next_state[1] >= 0 and next_state[0] <= self.n - 1 and next_state[1] <= self.m - 1: allowed_actions.append(action) return allowed_actions def result(self, state, action): """Moves in the direction specified by action""" return vector_add(state, self.defined_actions[action]) def value(self, state): """Value of a state is the value it is the index to""" x, y = state assert 0 <= x < self.n assert 0 <= y < self.m return self.grid[x][y] class OnlineDFSAgent: """[Figure 4.21] The abstract class for an OnlineDFSAgent. Override update_state method to convert percept to state. While initializing the subclass a problem needs to be provided which is an instance of a subclass of the Problem class.""" def __init__(self, problem): self.problem = problem self.s = None self.a = None self.untried = defaultdict(list) self.unbacktracked = defaultdict(list) self.result = {} def __call__(self, percept): s1 = self.update_state(percept) if self.problem.goal_test(s1): self.a = None else: if s1 not in self.untried.keys(): self.untried[s1] = self.problem.actions(s1) if self.s is not None: if s1 != self.result[(self.s, self.a)]: self.result[(self.s, self.a)] = s1 self.unbacktracked[s1].insert(0, self.s) if len(self.untried[s1]) == 0: if len(self.unbacktracked[s1]) == 0: self.a = None else: # else a <- an action b such that result[s', b] = POP(unbacktracked[s']) unbacktracked_pop = self.unbacktracked[s1].pop(0) for (s, b) in self.result.keys(): if self.result[(s, b)] == unbacktracked_pop: self.a = b break else: self.a = self.untried[s1].pop(0) self.s = s1 return self.a def update_state(self, percept): """To be overridden in most cases. The default case assumes the percept to be of type state.""" return percept # ______________________________________________________________________________ class OnlineSearchProblem(Problem): """ A problem which is solved by an agent executing actions, rather than by just computation. Carried in a deterministic and a fully observable environment.""" def __init__(self, initial, goal, graph): self.initial = initial self.goal = goal self.graph = graph def actions(self, state): return self.graph.dict[state].keys() def output(self, state, action): return self.graph.dict[state][action] def h(self, state): """Returns least possible cost to reach a goal for the given state.""" return self.graph.least_costs[state] def c(self, s, a, s1): """Returns a cost estimate for an agent to move from state 's' to state 's1'.""" return 1 def update_state(self, percept): raise NotImplementedError def goal_test(self, state): if state == self.goal: return True return False class LRTAStarAgent: """ [Figure 4.24] Abstract class for LRTA*-Agent. A problem needs to be provided which is an instance of a subclass of Problem Class. Takes a OnlineSearchProblem [Figure 4.23] as a problem. """ def __init__(self, problem): self.problem = problem # self.result = {} # no need as we are using problem.result self.H = {} self.s = None self.a = None def __call__(self, s1): # as of now s1 is a state rather than a percept if self.problem.goal_test(s1): self.a = None return self.a else: if s1 not in self.H: self.H[s1] = self.problem.h(s1) if self.s is not None: # self.result[(self.s, self.a)] = s1 # no need as we are using problem.output # minimum cost for action b in problem.actions(s) self.H[self.s] = min(self.LRTA_cost(self.s, b, self.problem.output(self.s, b), self.H) for b in self.problem.actions(self.s)) # an action b in problem.actions(s1) that minimizes costs self.a = argmin(self.problem.actions(s1), key=lambda b: self.LRTA_cost(s1, b, self.problem.output(s1, b), self.H)) self.s = s1 return self.a def LRTA_cost(self, s, a, s1, H): """Returns cost to move from state 's' to state 's1' plus estimated cost to get to goal from s1.""" print(s, a, s1) if s1 is None: return self.problem.h(s) else: # sometimes we need to get H[s1] which we haven't yet added to H # to replace this try, except: we can initialize H with values from problem.h try: return self.problem.c(s, a, s1) + self.H[s1] except: return self.problem.c(s, a, s1) + self.problem.h(s1) # ______________________________________________________________________________ # Genetic Algorithm def genetic_search(problem, fitness_fn, ngen=1000, pmut=0.1, n=20): """Call genetic_algorithm on the appropriate parts of a problem. This requires the problem to have states that can mate and mutate, plus a value method that scores states.""" # NOTE: This is not tested and might not work. # TODO: Use this function to make Problems work with genetic_algorithm. s = problem.initial_state states = [problem.result(s, a) for a in problem.actions(s)] random.shuffle(states) return genetic_algorithm(states[:n], problem.value, ngen, pmut) def genetic_algorithm(population, fitness_fn, gene_pool=[0, 1], f_thres=None, ngen=1000, pmut=0.1): """[Figure 4.8]""" for i in range(ngen): population = [mutate(recombine(*select(2, population, fitness_fn)), gene_pool, pmut) for i in range(len(population))] fittest_individual = fitness_threshold(fitness_fn, f_thres, population) if fittest_individual: return fittest_individual return argmax(population, key=fitness_fn) def fitness_threshold(fitness_fn, f_thres, population): if not f_thres: return None fittest_individual = argmax(population, key=fitness_fn) if fitness_fn(fittest_individual) >= f_thres: return fittest_individual return None def init_population(pop_number, gene_pool, state_length): """Initializes population for genetic algorithm pop_number : Number of individuals in population gene_pool : List of possible values for individuals state_length: The length of each individual""" g = len(gene_pool) population = [] for i in range(pop_number): new_individual = [gene_pool[random.randrange(0, g)] for j in range(state_length)] population.append(new_individual) return population def select(r, population, fitness_fn): fitnesses = map(fitness_fn, population) sampler = weighted_sampler(population, fitnesses) return [sampler() for i in range(r)] def recombine(x, y): n = len(x) c = random.randrange(0, n) return x[:c] + y[c:] def recombine_uniform(x, y): n = len(x) result = [0] * n; indexes = random.sample(range(n), n) for i in range(n): ix = indexes[i] result[ix] = x[ix] if i < n / 2 else y[ix] try: return ''.join(result) except: return result def mutate(x, gene_pool, pmut): if random.uniform(0, 1) >= pmut: return x n = len(x) g = len(gene_pool) c = random.randrange(0, n) r = random.randrange(0, g) new_gene = gene_pool[r] return x[:c] + [new_gene] + x[c+1:] # _____________________________________________________________________________ # The remainder of this file implements examples for the search algorithms. # ______________________________________________________________________________ # Graphs and Graph Problems class Graph: """A graph connects nodes (verticies) by edges (links). Each edge can also have a length associated with it. The constructor call is something like: g = Graph({'A': {'B': 1, 'C': 2}) this makes a graph with 3 nodes, A, B, and C, with an edge of length 1 from A to B, and an edge of length 2 from A to C. You can also do: g = Graph({'A': {'B': 1, 'C': 2}, directed=False) This makes an undirected graph, so inverse links are also added. The graph stays undirected; if you add more links with g.connect('B', 'C', 3), then inverse link is also added. You can use g.nodes() to get a list of nodes, g.get('A') to get a dict of links out of A, and g.get('A', 'B') to get the length of the link from A to B. 'Lengths' can actually be any object at all, and nodes can be any hashable object.""" def __init__(self, dict=None, directed=True): self.dict = dict or {} self.directed = directed if not directed: self.make_undirected() def make_undirected(self): """Make a digraph into an undirected graph by adding symmetric edges.""" for a in list(self.dict.keys()): for (b, dist) in self.dict[a].items(): self.connect1(b, a, dist) def connect(self, A, B, distance=1): """Add a link from A and B of given distance, and also add the inverse link if the graph is undirected.""" self.connect1(A, B, distance) if not self.directed: self.connect1(B, A, distance) def connect1(self, A, B, distance): """Add a link from A to B of given distance, in one direction only.""" self.dict.setdefault(A, {})[B] = distance def get(self, a, b=None): """Return a link distance or a dict of {node: distance} entries. .get(a,b) returns the distance or None; .get(a) returns a dict of {node: distance} entries, possibly {}.""" links = self.dict.setdefault(a, {}) if b is None: return links else: return links.get(b) def nodes(self): """Return a list of nodes in the graph.""" return list(self.dict.keys()) def UndirectedGraph(dict=None): """Build a Graph where every edge (including future ones) goes both ways.""" return Graph(dict=dict, directed=False) def RandomGraph(nodes=list(range(10)), min_links=2, width=400, height=300, curvature=lambda: random.uniform(1.1, 1.5)): """Construct a random graph, with the specified nodes, and random links. The nodes are laid out randomly on a (width x height) rectangle. Then each node is connected to the min_links nearest neighbors. Because inverse links are added, some nodes will have more connections. The distance between nodes is the hypotenuse times curvature(), where curvature() defaults to a random number between 1.1 and 1.5.""" g = UndirectedGraph() g.locations = {} # Build the cities for node in nodes: g.locations[node] = (random.randrange(width), random.randrange(height)) # Build roads from each city to at least min_links nearest neighbors. for i in range(min_links): for node in nodes: if len(g.get(node)) < min_links: here = g.locations[node] def distance_to_node(n): if n is node or g.get(node, n): return infinity return distance(g.locations[n], here) neighbor = argmin(nodes, key=distance_to_node) d = distance(g.locations[neighbor], here) * curvature() g.connect(node, neighbor, int(d)) return g """ [Figure 3.2] Simplified road map of Romania """ romania_map = UndirectedGraph(dict( Arad=dict(Zerind=75, Sibiu=140, Timisoara=118), Bucharest=dict(Urziceni=85, Pitesti=101, Giurgiu=90, Fagaras=211), Craiova=dict(Drobeta=120, Rimnicu=146, Pitesti=138), Drobeta=dict(Mehadia=75), Eforie=dict(Hirsova=86), Fagaras=dict(Sibiu=99), Hirsova=dict(Urziceni=98), Iasi=dict(Vaslui=92, Neamt=87), Lugoj=dict(Timisoara=111, Mehadia=70), Oradea=dict(Zerind=71, Sibiu=151), Pitesti=dict(Rimnicu=97), Rimnicu=dict(Sibiu=80), Urziceni=dict(Vaslui=142))) romania_map.locations = dict( Arad=(91, 492), Bucharest=(400, 327), Craiova=(253, 288), Drobeta=(165, 299), Eforie=(562, 293), Fagaras=(305, 449), Giurgiu=(375, 270), Hirsova=(534, 350), Iasi=(473, 506), Lugoj=(165, 379), Mehadia=(168, 339), Neamt=(406, 537), Oradea=(131, 571), Pitesti=(320, 368), Rimnicu=(233, 410), Sibiu=(207, 457), Timisoara=(94, 410), Urziceni=(456, 350), Vaslui=(509, 444), Zerind=(108, 531)) """ [Figure 4.9] Eight possible states of the vacumm world Each state is represented as * "State of the left room" "State of the right room" "Room in which the agent is present" 1 - DDL Dirty Dirty Left 2 - DDR Dirty Dirty Right 3 - DCL Dirty Clean Left 4 - DCR Dirty Clean Right 5 - CDL Clean Dirty Left 6 - CDR Clean Dirty Right 7 - CCL Clean Clean Left 8 - CCR Clean Clean Right """ vacumm_world = Graph(dict( State_1=dict(Suck=['State_7', 'State_5'], Right=['State_2']), State_2=dict(Suck=['State_8', 'State_4'], Left=['State_2']), State_3=dict(Suck=['State_7'], Right=['State_4']), State_4=dict(Suck=['State_4', 'State_2'], Left=['State_3']), State_5=dict(Suck=['State_5', 'State_1'], Right=['State_6']), State_6=dict(Suck=['State_8'], Left=['State_5']), State_7=dict(Suck=['State_7', 'State_3'], Right=['State_8']), State_8=dict(Suck=['State_8', 'State_6'], Left=['State_7']) )) """ [Figure 4.23] One-dimensional state space Graph """ one_dim_state_space = Graph(dict( State_1=dict(Right='State_2'), State_2=dict(Right='State_3', Left='State_1'), State_3=dict(Right='State_4', Left='State_2'), State_4=dict(Right='State_5', Left='State_3'), State_5=dict(Right='State_6', Left='State_4'), State_6=dict(Left='State_5') )) one_dim_state_space.least_costs = dict( State_1=8, State_2=9, State_3=2, State_4=2, State_5=4, State_6=3) """ [Figure 6.1] Principal states and territories of Australia """ australia_map = UndirectedGraph(dict( T=dict(), SA=dict(WA=1, NT=1, Q=1, NSW=1, V=1), NT=dict(WA=1, Q=1), NSW=dict(Q=1, V=1))) australia_map.locations = dict(WA=(120, 24), NT=(135, 20), SA=(135, 30), Q=(145, 20), NSW=(145, 32), T=(145, 42), V=(145, 37)) class GraphProblem(Problem): """The problem of searching a graph from one node to another.""" def __init__(self, initial, goal, graph): Problem.__init__(self, initial, goal) self.graph = graph def actions(self, A): """The actions at a graph node are just its neighbors.""" return list(self.graph.get(A).keys()) def result(self, state, action): """The result of going to a neighbor is just that neighbor.""" return action def path_cost(self, cost_so_far, A, action, B): return cost_so_far + (self.graph.get(A, B) or infinity) def find_min_edge(self): """Find minimum value of edges.""" m = infinity for d in self.graph.dict.values(): local_min = min(d.values()) m = min(m, local_min) return m def h(self, node): """h function is straight-line distance from a node's state to goal.""" locs = getattr(self.graph, 'locations', None) if locs: if type(node) is str: return int(distance(locs[node], locs[self.goal])) return int(distance(locs[node.state], locs[self.goal])) else: return infinity class GraphProblemStochastic(GraphProblem): """ A version of GraphProblem where an action can lead to nondeterministic output i.e. multiple possible states. Define the graph as dict(A = dict(Action = [[, , ...], ], ...), ...) A the dictionary format is different, make sure the graph is created as a directed graph. """ def result(self, state, action): return self.graph.get(state, action) def path_cost(self): raise NotImplementedError # ______________________________________________________________________________ class NQueensProblem(Problem): """The problem of placing N queens on an NxN board with none attacking each other. A state is represented as an N-element array, where a value of r in the c-th entry means there is a queen at column c, row r, and a value of None means that the c-th column has not been filled in yet. We fill in columns left to right. >>> depth_first_tree_search(NQueensProblem(8)) """ def __init__(self, N): self.N = N self.initial = [None] * N def actions(self, state): """In the leftmost empty column, try all non-conflicting rows.""" if state[-1] is not None: return [] # All columns filled; no successors else: col = state.index(None) return [row for row in range(self.N) if not self.conflicted(state, row, col)] def result(self, state, row): """Place the next queen at the given row.""" col = state.index(None) new = state[:] new[col] = row return new def conflicted(self, state, row, col): """Would placing a queen at (row, col) conflict with anything?""" return any(self.conflict(row, col, state[c], c) for c in range(col)) def conflict(self, row1, col1, row2, col2): """Would putting two queens in (row1, col1) and (row2, col2) conflict?""" return (row1 == row2 or # same row col1 == col2 or # same column row1 - col1 == row2 - col2 or # same \ diagonal row1 + col1 == row2 + col2) # same / diagonal def goal_test(self, state): """Check if all columns filled, no conflicts.""" if state[-1] is None: return False return not any(self.conflicted(state, state[col], col) for col in range(len(state))) # ______________________________________________________________________________ # Inverse Boggle: Search for a high-scoring Boggle board. A good domain for # iterative-repair and related search techniques, as suggested by Justin Boyan. ALPHABET = 'ABCDEFGHIJKLMNOPQRSTUVWXYZ' cubes16 = ['FORIXB', 'MOQABJ', 'GURILW', 'SETUPL', 'CMPDAE', 'ACITAO', 'SLCRAE', 'ROMASH', 'NODESW', 'HEFIYE', 'ONUDTK', 'TEVIGN', 'ANEDVZ', 'PINESH', 'ABILYT', 'GKYLEU'] def random_boggle(n=4): """Return a random Boggle board of size n x n. We represent a board as a linear list of letters.""" cubes = [cubes16[i % 16] for i in range(n * n)] random.shuffle(cubes) return list(map(random.choice, cubes)) # The best 5x5 board found by Boyan, with our word list this board scores # 2274 words, for a score of 9837 boyan_best = list('RSTCSDEIAEGNLRPEATESMSSID') def print_boggle(board): """Print the board in a 2-d array.""" n2 = len(board) n = exact_sqrt(n2) for i in range(n2): if i % n == 0 and i > 0: print() if board[i] == 'Q': print('Qu', end=' ') else: print(str(board[i]) + ' ', end=' ') print() def boggle_neighbors(n2, cache={}): """Return a list of lists, where the i-th element is the list of indexes for the neighbors of square i.""" if cache.get(n2): return cache.get(n2) n = exact_sqrt(n2) neighbors = [None] * n2 for i in range(n2): neighbors[i] = [] on_top = i < n on_bottom = i >= n2 - n on_left = i % n == 0 on_right = (i+1) % n == 0 if not on_top: neighbors[i].append(i - n) if not on_left: neighbors[i].append(i - n - 1) if not on_right: neighbors[i].append(i - n + 1) if not on_bottom: neighbors[i].append(i + n) if not on_left: neighbors[i].append(i + n - 1) if not on_right: neighbors[i].append(i + n + 1) if not on_left: neighbors[i].append(i - 1) if not on_right: neighbors[i].append(i + 1) cache[n2] = neighbors return neighbors def exact_sqrt(n2): """If n2 is a perfect square, return its square root, else raise error.""" n = int(math.sqrt(n2)) assert n * n == n2 return n # _____________________________________________________________________________ class Wordlist: """This class holds a list of words. You can use (word in wordlist) to check if a word is in the list, or wordlist.lookup(prefix) to see if prefix starts any of the words in the list.""" def __init__(self, file, min_len=3): lines = file.read().upper().split() self.words = [word for word in lines if len(word) >= min_len] self.words.sort() self.bounds = {} for c in ALPHABET: c2 = chr(ord(c) + 1) self.bounds[c] = (bisect.bisect(self.words, c), bisect.bisect(self.words, c2)) def lookup(self, prefix, lo=0, hi=None): """See if prefix is in dictionary, as a full word or as a prefix. Return two values: the first is the lowest i such that words[i].startswith(prefix), or is None; the second is True iff prefix itself is in the Wordlist.""" words = self.words if hi is None: hi = len(words) i = bisect.bisect_left(words, prefix, lo, hi) if i < len(words) and words[i].startswith(prefix): return i, (words[i] == prefix) else: return None, False def __contains__(self, word): return self.lookup(word)[1] def __len__(self): return len(self.words) # _____________________________________________________________________________ class BoggleFinder: """A class that allows you to find all the words in a Boggle board.""" wordlist = None # A class variable, holding a wordlist def __init__(self, board=None): if BoggleFinder.wordlist is None: BoggleFinder.wordlist = Wordlist(open_data("EN-text/wordlist.txt")) self.found = {} if board: self.set_board(board) def set_board(self, board=None): """Set the board, and find all the words in it.""" if board is None: board = random_boggle() self.board = board self.neighbors = boggle_neighbors(len(board)) self.found = {} for i in range(len(board)): lo, hi = self.wordlist.bounds[board[i]] self.find(lo, hi, i, [], '') return self def find(self, lo, hi, i, visited, prefix): """Looking in square i, find the words that continue the prefix, considering the entries in self.wordlist.words[lo:hi], and not revisiting the squares in visited.""" if i in visited: return wordpos, is_word = self.wordlist.lookup(prefix, lo, hi) if wordpos is not None: if is_word: self.found[prefix] = True visited.append(i) c = self.board[i] if c == 'Q': c = 'QU' prefix += c for j in self.neighbors[i]: self.find(wordpos, hi, j, visited, prefix) visited.pop() def words(self): """The words found.""" return list(self.found.keys()) scores = [0, 0, 0, 0, 1, 2, 3, 5] + [11] * 100 def score(self): """The total score for the words found, according to the rules.""" return sum([self.scores[len(w)] for w in self.words()]) def __len__(self): """The number of words found.""" return len(self.found) # _____________________________________________________________________________ def boggle_hill_climbing(board=None, ntimes=100, verbose=True): """Solve inverse Boggle by hill-climbing: find a high-scoring board by starting with a random one and changing it.""" finder = BoggleFinder() if board is None: board = random_boggle() best = len(finder.set_board(board)) for _ in range(ntimes): i, oldc = mutate_boggle(board) new = len(finder.set_board(board)) if new > best: best = new if verbose: print(best, _, board) else: board[i] = oldc # Change back if verbose: print_boggle(board) return board, best def mutate_boggle(board): i = random.randrange(len(board)) oldc = board[i] # random.choice(boyan_best) board[i] = random.choice(random.choice(cubes16)) return i, oldc # ______________________________________________________________________________ # Code to compare searchers on various problems. class InstrumentedProblem(Problem): """Delegates to a problem, and keeps statistics.""" def __init__(self, problem): self.problem = problem self.succs = self.goal_tests = self.states = 0 self.found = None def actions(self, state): self.succs += 1 return self.problem.actions(state) def result(self, state, action): self.states += 1 return self.problem.result(state, action) def goal_test(self, state): self.goal_tests += 1 result = self.problem.goal_test(state) if result: self.found = state return result def path_cost(self, c, state1, action, state2): return self.problem.path_cost(c, state1, action, state2) def value(self, state): return self.problem.value(state) def __getattr__(self, attr): return getattr(self.problem, attr) def __repr__(self): return '<{:4d}/{:4d}/{:4d}/{}>'.format(self.succs, self.goal_tests, self.states, str(self.found)[:4]) def compare_searchers(problems, header, searchers=[breadth_first_tree_search, breadth_first_search, depth_first_graph_search, iterative_deepening_search, depth_limited_search, recursive_best_first_search]): def do(searcher, problem): p = InstrumentedProblem(problem) searcher(p) return p table = [[name(s)] + [do(s, p) for p in problems] for s in searchers] print_table(table, header) def compare_graph_searchers(): """Prints a table of search results.""" compare_searchers(problems=[GraphProblem('Arad', 'Bucharest', romania_map), GraphProblem('Oradea', 'Neamt', romania_map), GraphProblem('Q', 'WA', australia_map)], header=['Searcher', 'romania_map(Arad, Bucharest)', 'romania_map(Oradea, Neamt)', 'australia_map'])