(Spring 2020) ASSIGNMENT-2 (Uninformed and Informed Search) 50
(Spring 2020) ASSIGNMENT-2 (Uninformed and Informed Search) 50
(Spring 2020) ASSIGNMENT-2 (Uninformed and Informed Search) 50
Total Points: 50
Submission Due: Saturday, August 15, 2020
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BS CS / BS SE CS-415 GIFT University Gujranwala
INSTRUCTIONS
In this assignment you will create an agent to solve the 8-puzzle game. You may visit mypuzzle.org/sliding for
a refresher of the rules of the game. You will implement and compare several search algorithms and collect some
statistics related to their performances. Please read all sections of the instructions carefully:
ASSIGNMENT CONTENTS
I. Introduction
II. Algorithm Review
III. What You Need to Submit
IV. What Your Program Outputs
V. Important Information
VI. Before You Finish
NOTE: This assignment incorporates material learned from both Uninformed search and Informed search
(Chapter-3).
I. Introduction
An instance of the N-puzzle game consists of a board holding N = m^2 − 1 (m = 3, 4, 5, ...) distinct movable
tiles, plus an empty space. The tiles are numbers from the set {1, …, m^2 − 1}. For any such board, the empty
space may be legally swapped with any tile horizontally or vertically adjacent to it. In this assignment, we will
represent the blank space with the number 0 and focus only on the m = 3 case (8-puzzle).
Given an initial state of the board, the combinatorial search problem is to find a sequence of moves that transitions
this state to the goal state; that is, the configuration with all tiles arranged in ascending order ⟨0, 1, …, m^2 − 1⟩.
The search space is the set of all possible states reachable from the initial state.
The blank space may be swapped with a component in one of the four directions {‘Up’, ‘Down’, ‘Left’, ‘Right’},
one move at a time. The cost of moving from one configuration of the board to another is the same and equal to
one. Thus, the total cost of path is equal to the number of moves made from the initial state to the goal state.
if these successor nodes are already in the frontier, or have already been visited, then they should not be
added to the frontier again.
This describes the life-cycle of a visit, and is the basic order of operations for search agents in this assignment—
(1) remove, (2) check, and (3) expand. In this assignment, we will implement algorithms as described here.
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BS CS / BS SE CS-415 GIFT University Gujranwala
.
The output file contains exactly the following lines:
path_to_goal: ['Up', 'Left', 'Left']
cost_of_path: 3
nodes_expanded: 10
search_depth: 3
max_search_depth: 4
running_time: 0.00188088
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BS CS / BS SE CS-415 GIFT University Gujranwala
.
The output file will contain exactly the following lines:
path_to_goal: ['Up', 'Left', 'Left']
cost_of_path: 3
nodes_expanded: 181437
search_depth: 3
max_search_depth: 66125
running_time: 5.01608433
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BS CS / BS SE CS-415 GIFT University Gujranwala
Note on Correctness
Of course, the specific values for running_time variable will vary greatly depending on the machine used and the
specific implementation details; there is no "correct" value to look for. This is intended to enable you to check
the time complexity characteristics of your code, and you should spend time to do so. All the other variables,
however, will have one and only one correct answer for each algorithm. A good way to check the correctness of
your program is to walk through small examples by hand, like the ones above.
.In general, for any initial board whatsoever, for BFS and DFS there is one and only one correct answer. For
A*, however, your output of nodes_expanded may vary a little, depending on specific implementation details.
You will be fine as long as your algorithm conforms to all specifications listed in these instructions.
V. Important Information
Please read the following information carefully. Since this is the first programming assignment, you are being
provided with many hints and explicit instructions. Before you post a clarifying question on the discussion board,
make sure that your question is not already answered in the following sections.
1. Implementation
You will implement the following three algorithms as demonstrated in lecture. In particular:
• Breadth-First Search. Use an explicit queue, as shown in lecture.
• Depth-First Search. Use an explicit stack, as shown in lecture.
• A-Star Search. Use a priority queue, as shown in lecture. For the choice of heuristic, use
the Manhattan priority function; that is, the sum of the distances of the tiles from their goal positions. Note
that the blanks space is not considered an actual tile here.
o NOTE: You may use the built-in priority queue data structure in the Java / Python API.
2. Order of Visits
In this assignment, where an arbitrary choice must be made, we always visit child nodes in the "UDLR" order;
that is, [‘Up’, ‘Down’, ‘Left’, ‘Right’] in that exact order. Specifically:
• Breadth-First Search. Enqueue in UDLR order; dequeuing results in UDLR order.
• Depth-First Search. Push onto the stack in reverse-UDLR order; popping off results in UDLR order.
• A-Star Search. Since you are using a priority queue, what happens when there are duplicate keys? What
do you need to do to ensure that nodes are retrieved from the priority queue in the desired order?
Begin by writing a class to represent the state of the game at a given turn, including parent and child nodes. We
suggest writing a separate solver class to work with the state class. Feel free to experiment with your design, for
example including a board class to represent the low-level physical configuration of the tiles, delegating the high-
level functionality to the state class. When comparing your code with pseudocode, you might come up with
another class for organizing specific aspects of your search algorithm elegantly.
You will not be graded on your design, so you are at a liberty to choose among your favorite programming
paradigms. Your submission will receive full credit if your driver program outputs the correct information.
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BS CS / BS SE CS-415 GIFT University Gujranwala
END OF ASSIGNMENT
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