285 lines
10 KiB
Python
285 lines
10 KiB
Python
# multiAgents.py
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# --------------
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# Licensing Information: You are free to use or extend these projects for
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# educational purposes provided that (1) you do not distribute or publish
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# solutions, (2) you retain this notice, and (3) you provide clear
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# attribution to UC Berkeley, including a link to http://ai.berkeley.edu.
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#
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# Attribution Information: The Pacman AI projects were developed at UC Berkeley.
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# The core projects and autograders were primarily created by John DeNero
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# (denero@cs.berkeley.edu) and Dan Klein (klein@cs.berkeley.edu).
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# Student side autograding was added by Brad Miller, Nick Hay, and
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# Pieter Abbeel (pabbeel@cs.berkeley.edu).
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from util import manhattanDistance
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from game import Directions
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import random
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import util
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from game import Agent
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class ReflexAgent(Agent):
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"""
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A reflex agent chooses an action at each choice point by examining
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its alternatives via a state evaluation function.
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The code below is provided as a guide. You are welcome to change
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it in any way you see fit, so long as you don't touch our method
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headers.
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"""
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def getAction(self, gameState):
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"""
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You do not need to change this method, but you're welcome to.
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getAction chooses among the best options according to the evaluation function.
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Just like in the previous project, getAction takes a GameState and returns
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some Directions.X for some X in the set {NORTH, SOUTH, WEST, EAST, STOP}
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"""
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# Collect legal moves and successor states
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legalMoves = gameState.getLegalActions()
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# Choose one of the best actions
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scores = [self.evaluationFunction(
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gameState, action) for action in legalMoves]
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bestScore = max(scores)
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bestIndices = [index for index in range(
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len(scores)) if scores[index] == bestScore]
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# Pick randomly among the best
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chosenIndex = random.choice(bestIndices)
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"Add more of your code here if you want to"
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return legalMoves[chosenIndex]
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def evaluationFunction(self, currentGameState, action):
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"""
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Design a better evaluation function here.
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The evaluation function takes in the current and proposed successor
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GameStates (pacman.py) and returns a number, where higher numbers are better.
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The code below extracts some useful information from the state, like the
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remaining food (newFood) and Pacman position after moving (newPos).
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newScaredTimes holds the number of moves that each ghost will remain
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scared because of Pacman having eaten a power pellet.
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Print out these variables to see what you're getting, then combine them
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to create a masterful evaluation function.
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"""
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# Useful information you can extract from a GameState (pacman.py)
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successorGameState = currentGameState.generatePacmanSuccessor(action)
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newPos = successorGameState.getPacmanPosition()
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newFood = successorGameState.getFood()
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newGhostStates = successorGameState.getGhostStates()
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newScaredTimes = [
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ghostState.scaredTimer for ghostState in newGhostStates]
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# print(newPos)
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# print(newFood)
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# print(newGhostStates)
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# print(newScaredTimes)
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# make is so that if it is closer to a ghost then reduce the score
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# increase if closer to food
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# only one ghost in classic map
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ghost_pos = newGhostStates[0].getPosition()
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nearest_ghost_dist = manhattanDistance(ghost_pos, newPos)
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# nearest food
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all_food_pos = newFood.asList()
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score = successorGameState.getScore()
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if len(all_food_pos) and nearest_ghost_dist:
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nearest_food_dist = min([manhattanDistance(
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foodPos, newPos) for foodPos in all_food_pos])
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score = score - (5 / nearest_ghost_dist) + (10 / nearest_food_dist)
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"*** YOUR CODE HERE ***"
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return score
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def scoreEvaluationFunction(currentGameState):
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"""
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This default evaluation function just returns the score of the state.
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The score is the same one displayed in the Pacman GUI.
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This evaluation function is meant for use with adversarial search agents
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(not reflex agents).
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"""
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return currentGameState.getScore()
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class MultiAgentSearchAgent(Agent):
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"""
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This class provides some common elements to all of your
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multi-agent searchers. Any methods defined here will be available
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to the MinimaxPacmanAgent, AlphaBetaPacmanAgent & ExpectimaxPacmanAgent.
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You *do not* need to make any changes here, but you can if you want to
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add functionality to all your adversarial search agents. Please do not
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remove anything, however.
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Note: this is an abstract class: one that should not be instantiated. It's
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only partially specified, and designed to be extended. Agent (game.py)
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is another abstract class.
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"""
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def __init__(self, evalFn='scoreEvaluationFunction', depth='2'):
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self.index = 0 # Pacman is always agent index 0
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self.evaluationFunction = util.lookup(evalFn, globals())
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self.depth = int(depth)
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class MinimaxAgent(MultiAgentSearchAgent):
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"""
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Your minimax agent (question 2)
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"""
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def getAction(self, gameState):
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"""
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Returns the minimax action from the current gameState using self.depth
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and self.evaluationFunction.
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Here are some method calls that might be useful when implementing minimax.
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gameState.getLegalActions(agentIndex):
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Returns a list of legal actions for an agent
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agentIndex=0 means Pacman, ghosts are >= 1
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gameState.generateSuccessor(agentIndex, action):
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Returns the successor game state after an agent takes an action
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gameState.getNumAgents():
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Returns the total number of agents in the game
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gameState.isWin():
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Returns whether or not the game state is a winning state
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gameState.isLose():
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Returns whether or not the game state is a losing state
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"""
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"*** YOUR CODE HERE ***"
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# Use function for min and max of node
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# need same args to call main_delegation again after agents turn
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# mechanism to keep track with agenCount whether ghost or pacman
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def min_recurse(depth, agentCount, gameState):
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# action value pair
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best_action = ""
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best_value = 1000
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node_actions = gameState.getLegalActions(agentCount)
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# base
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if not node_actions:
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# print(self.depth)
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return self.evaluationFunction(gameState)
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for successor in node_actions:
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curr_succ = gameState.generateSuccessor(agentCount, successor)
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value_node = main_delegation(depth, agentCount + 1, curr_succ)
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if type(value_node) is list:
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updated_action = value_node[1]
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else:
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updated_action = value_node
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# update best_action
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if updated_action < best_value:
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best_action = successor
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best_value = updated_action
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return [best_action, best_value]
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def max_recurse(depth, agentCount, gameState):
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# action value pair
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best_action = ""
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best_value = -1000
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node_actions = gameState.getLegalActions(agentCount)
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# base
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if not node_actions:
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# print(self.depth)
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return self.evaluationFunction(gameState)
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for successor in node_actions:
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curr_succ = gameState.generateSuccessor(agentCount, successor)
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value_node = main_delegation(depth, agentCount + 1, curr_succ)
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if type(value_node) is list:
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updated_action = value_node[1]
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else:
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updated_action = value_node
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# update best_action
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if updated_action > best_value:
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best_action = successor
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best_value = updated_action
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return [best_action, best_value]
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# main recurring function depending on who the player is
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def main_delegation(depth, agentCount, gameState):
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# see if all ghosts or agent recursed this time
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iterAgentCount = gameState.getNumAgents()
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if iterAgentCount <= agentCount:
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agentCount = 0
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depth += 1
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# stopping mechanisms
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if depth == self.depth:
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return self.evaluationFunction(gameState)
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if gameState.isWin() or gameState.isLose():
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return self.evaluationFunction(gameState)
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if agentCount == 0:
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return max_recurse(depth, agentCount, gameState)
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else:
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return min_recurse(depth, agentCount, gameState)
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return main_delegation(0, 0, gameState)[0]
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class AlphaBetaAgent(MultiAgentSearchAgent):
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"""
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Your minimax agent with alpha-beta pruning (question 3)
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"""
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def getAction(self, gameState):
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"""
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Returns the minimax action using self.depth and self.evaluationFunction
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"""
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"*** YOUR CODE HERE ***"
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util.raiseNotDefined()
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class ExpectimaxAgent(MultiAgentSearchAgent):
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"""
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Your expectimax agent (question 4)
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"""
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def getAction(self, gameState):
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"""
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Returns the expectimax action using self.depth and self.evaluationFunction
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All ghosts should be modeled as choosing uniformly at random from their
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legal moves.
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"""
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"*** YOUR CODE HERE ***"
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util.raiseNotDefined()
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def betterEvaluationFunction(currentGameState):
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"""
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Your extreme ghost-hunting, pellet-nabbing, food-gobbling, unstoppable
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evaluation function (question 5).
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DESCRIPTION: <write something here so we know what you did>
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"""
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"*** YOUR CODE HERE ***"
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util.raiseNotDefined()
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# Abbreviation
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better = betterEvaluationFunction
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