![]()
All those colored walls,
Mazes give Pac-Man the blues,
So teach him to search.
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.
In this project, your Pac-Man 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 Pac-Man scenarios.
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 (including this description) as a tgz archive.
Files you'll edit: | |
search.py |
Where all your search algorithms will reside. |
searchAgents.py |
Where all your search-based agents will reside. |
Files you might want to look at: | |
pacman.py |
The main file that runs Pac-Man games. This file describes a Pac-Man GameState type, which you use in this project. |
game.py |
The logic behind how the Pac-Man world works. This file describes several supporting types like AgentState, Agent, Direction, and Grid. |
util.py |
Useful data structures for implementing search algorithms. |
Supporting files you can ignore: | |
graphicsDisplay.py |
Graphics for Pac-Man |
graphicsUtils.py |
Support for Pac-Man graphics |
textDisplay.py |
ASCII graphics for Pac-Man |
ghostAgents.py |
Agents to control ghosts |
keyboardAgents.py |
Keyboard interfaces to control Pac-Man |
layout.py |
Code for reading layout files and storing their contents |
What to submit: You will fill in
portions of search.py
and
searchAgents.py
during
the assignment. You should submit these two files (only).
Submission is done via black board "Assignment Hand In".
Deadline:
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 the autograder. However, the correctness of your implementation -- not the autograder's output -- will be the final judge of your score.
The grade serves only as a form of feedback and it will not be used for the final grade that depends only by the written exam. For this assignment: if you make an honest effort at some of the questions you will pass, otherwise fail. The accomplishment of the first 4 questions is necessary and sufficient condition to pass the assignment. The remaining questions are optional.
Getting Help: You are not alone! If you find yourself stuck on something, ask your colleagues or contact the teacher for help. He doesn't know when or how to help unless you ask. But in any case do not ask for code, ask only verbal help. You must implement the required procedures yourself. One more piece of advice: if you don't know what a variable does or what kind of values it takes, print it out.
python pacman.pyNote: if you get error messages regarding python-tk, use your package manager to install python-tk, or see this page for more detailed instructions. Pac-Man lives in a shiny blue world of twisting corridors and tasty round treats. Navigating this world efficiently will be Pac-Man'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 GoWestAgentBut, things get ugly for this agent when turning is required:
python pacman.py --layout tinyMaze --pacman GoWestAgentIf 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 -hAlso, all 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
. Try it out now.
searchAgents.py
,
you'll find a fully implemented SearchAgent
, which plans
out a path through Pac-Man's world and then executes that path
step-by-step. The search algorithms for formulating a plan are not
implemented -- that's your job. As you work through the following
questions, you might need to refer to this glossary
of objects in the code.
First, test that the SearchAgent
is working correctly by running:
python pacman.py -l tinyMaze -p SearchAgent -a fn=tinyMazeSearchThe command above tells the
SearchAgent
to use
tinyMazeSearch
as its search algorithm, which is
implemented in search.py
.
Pac-Man should navigate the maze successfully.
Now it's time to write full-fledged generic search functions to help Pac-Man plan routes! Pseudocode and explanation for the search algorithms can be found in the textbook. 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.
Hint: If you panic and think you will not be able to meet
the submission deadline, a file implementations.py
with
implementations of search algorithms is made available under "Documents"
from the Black Board system. The name of each algorithm has been
encrypted and you have to recognise which is which. It is very important
that you understand what the algorithms are doing. If you use this file,
import it (from implementations import *
) in your search.py
, comment out the templates
of the search algorithms in that file and write at the end of the file
the mapping of function names as shown by the Abbreviations. Each
algorithm is very similar. Algorithms for DFS, BFS, UCS, and A* differ
only in the details of how the frontier is managed. Indeed in the
implementation there is only a single generic search method which is
then configured with an algorithm-specific queuing strategy.
Hint: Make sure to check out the Stack, Queue
and PriorityQueue
types provided to you in util.py
!
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).
Question 1 Implement or recognize the tree
search, the graph search and the depth-first search (DFS) algorithms and
link these functions in search.py
with names
treeSearch
, graphSearch
and
depthFirstSearch
.
There are two versions of DFS depending whether they do graph
search or tree search. You have to link the one that guarantees your
algorithm to be complete.
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 -p SearchAgent -z .5(The
-z
flag allows us to indicate a rescaling factor.)
The Pac-Man 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 Pac-Man actually go to all the explored squares on his way to the
goal?
Hint: If you chose or implemented right your DFS, the
solution found by your 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 244 if you push them in
the reverse order). Is this a least cost solution? If not, think about
what depth-first search is doing wrong.
Question 2 Implement or
recognize the breadth-first search (BFS) algorithm dubbed
breadthFirstSearch
function in search.py
. Again, choose right
between tree and graph search. 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 .5Does BFS find a least cost solution? If not, check your implementation.
Hint: If Pac-Man 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 (textbook section 3.2) without any changes.
python eightpuzzle.py
mediumDottedMaze
and
mediumScaryMaze
.
By changing the cost function, we can encourage Pac-Man 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
Pac-Man agent should adjust its behavior in response.
Question 3 Implement or
recognize the uniform-cost graph search algorithm in the
uniformCostSearch
function in search.py
. You may look through
util.py
for the data structure
to use 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).
Question 4 Implement A* search
or recognize it from implementation.py
and dub it
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=manhattanHeuristicYou 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?
The real power of A* will only be apparent with a more challenging search problem. Now, it's time to formulate a new problem and design a heuristic for it.
In corner mazes, there are four dots, one in each corner.
Our new search problem is to find the shortest path through the maze
that touches all four corners (whether the maze actually has food there
or not). Note that for some mazes like tinyCorners, the shortest path does
not always go to the closest food first! Hint: the shortest
path through tinyCorners
takes 28 steps.
Question 5 (2 points) Implement the
CornersProblem
search problem in searchAgents.py
. You will need
to choose a state representation that encodes all the information
necessary to detect whether all four corners have been reached. Now,
your search agent should solve:
python pacman.py -l tinyCorners -p SearchAgent -a fn=bfs,prob=CornersProblem
python pacman.py -l mediumCorners -p SearchAgent -a fn=bfs,prob=CornersProblemTo receive full credit, you need to define an abstract state representation that does not encode irrelevant information (like the position of ghosts, where extra food is, etc.). In particular, do not use a Pac-Man
GameState
as a search
state. Your code will be very, very slow if you do (and also wrong).
Hint: The only parts of the game state you need to reference in your implementation are the starting Pac-Man position and the location of the four corners.
Our implementation of breadthFirstSearch
expands just
under 2000 search nodes on mediumCorners. However, heuristics
(used with A* search) can reduce the amount of searching required.
Question 6 (3 points) Implement a
heuristic for the CornersProblem
in
cornersHeuristic
. Grading: inadmissible heuristics will
get no credit. 1 point for any admissible heuristic. 1 point
for expanding fewer than 1600 nodes. 1 point for expanding fewer than
1200 nodes. Expand fewer than 800, and you're doing great!
python pacman.py -l mediumCorners -p AStarCornersAgent -z 0.5
Hint: Remember, heuristic functions just return numbers, which, to be admissible, must be lower bounds on the actual shortest path cost to the nearest goal.
Note: AStarCornersAgent
is a shortcut for
-p SearchAgent -a
fn=aStarSearch,prob=CornersProblem,heuristic=cornersHeuristic
.
FoodSearchProblem
in searchAgents.py
(implemented
for you). A solution is defined to be a path that collects all of the
food in the Pac-Man world. For the present project, solutions do not
take into account any ghosts or power pellets; solutions only depend on
the placement of walls, regular food and Pac-Man. (Of course ghosts can
ruin the execution of a solution but we do not consider this here.) If
you have written your general search methods correctly, A*
with a null heuristic (equivalent to uniform-cost search) should quickly
find an optimal solution to testSearch with no code change on your
part (total cost of 7).
python pacman.py -l testSearch -p AStarFoodSearchAgent
Note: AStarFoodSearchAgent
is a shortcut for
-p SearchAgent -a
fn=astar,prob=FoodSearchProblem,heuristic=foodHeuristic
.
You should find that UCS starts to slow down even for the seemingly
simple tinySearch
. As
a reference, our implementation takes 2.5 seconds to find a path of
length 27 after expanding 4902 search nodes.
Question 7 (5 points) Fill in
foodHeuristic
in searchAgents.py
with a FoodSearchProblem
.
Try your agent on the trickySearch
board:
python pacman.py -l trickySearch -p AStarFoodSearchAgentOur UCS agent finds the optimal solution in about 13 seconds, exploring over 16,000 nodes. If your heuristic is admissible, you will receive the following score, depending on how many nodes your heuristic expands.
Fewer nodes than: | Points |
---|---|
15000 | 1 |
12000 | 2 |
9000 | 3 (medium) |
7000 | 4 (hard) |
If your heuristic is inadmissible, you will receive no
credit, so be careful! Think through admissibility carefully, as
inadmissible heuristics may manage to produce fast searches and even
optimal paths. Can you solve mediumSearch
in a short time?
If so, we're either very, very impressed, or your heuristic is
inadmissible.
Admissibility vs. Consistency?Technically, admissibility isn't enough to guarantee correctness in graph search -- you need the stronger condition of consistency. For a heuristic to be consistent, it must hold that if an action has cost c, then taking that action can only cause a drop in heuristic of at most c. If your heuristic is not only admissible, but also consistent, you will receive 1 additional point for this question.
Almost always, admissible heuristics are also consistent, especially if they are derived from problem relaxations. Therefore it is probably easiest to start out by brainstorming admissible heuristics. Once you have an admissible heuristic that works well, you can check whether it is indeed consistent, too. Inconsistency can sometimes be detected by verifying that your returned solutions are non-decreasing in f-value. Morevoer, if UCS and A* ever return paths of different lengths, your heuristic is inconsistent. This stuff is tricky. If you need help, don't hesitate to ask the course staff!
Sometimes, even with A* and a good heuristic, finding the optimal
path through all the dots is hard. In these cases, we'd still like to
find a reasonably good path, quickly. In this section, you'll write an
agent that always eats the closest dot.
ClosestDotSearchAgent
is implemented for you in searchAgents.py
, but it's
missing a key function that finds a path to the closest dot.
Question 8 (2 points) Implement the
function findPathToClosestDot
in searchAgents.py
. Our agent
solves this maze (suboptimally!) in under a second with a path cost of
350:
python pacman.py -l bigSearch -p ClosestDotSearchAgent -z .5
Hint: The quickest way to complete
findPathToClosestDot
is to fill in the
AnyFoodSearchProblem
, which is missing its goal test. Then,
solve that problem with an appropriate search function. The solution
should be very short!
Your ClosestDotSearchAgent
won't always find the
shortest possible path through the maze. (If you don't understand why,
ask a GSI!) In fact, you can do better if you try.
Mini Contest (2 points extra credit)
Implement an ApproximateSearchAgent
in searchAgents.py
that finds a
short path through the bigSearch
layout. The three teams
that find the shortest path using no more than 30 seconds of computation
will receive 2 extra credit points and an in-class demonstration of
their brilliant Pac-Man agents.
python pacman.py -l bigSearch -p ApproximateSearchAgent -z .5 -qWe will time your agent using the no graphics option
-q
,
and it must complete in under 30 seconds on our grading machines.
Please describe what your agent is doing in a comment! We reserve the
right to give additional extra credit to creative solutions, even if
they don't work that well. Don't hard-code the path, of course.
Here's a glossary of the key objects in the code base related to search problems, for your reference:
SearchProblem (search.py)
search.py
PositionSearchProblem (searchAgents.py)
CornersProblem (searchAgents.py)
FoodSearchProblem (searchAgents.py)
depthFirstSearch
and breadthFirstSearch
, which you have to write. You are provided tinyMazeSearch
which is a very bad search function that only works correctly on tinyMaze
SearchAgent
SearchAgent
is is a class which implements an Agent (an object that interacts with the world) and does its planning through a search function. The SearchAgent
first uses the search function provided to make a plan of actions to take to reach the goal state, and then executes the actions one at a time.