You are given the code necessary for solving simple slide puzzles, except for the general A* function.
(a) Your job is to fill in the body of the a_star function in the given a_star_slide_puzzle.py file.
The a_star function needs to know the problem's start state, the desired goal state, and an expand function that expands a given node. The expand function receives as its input the current state, the goal state and returns a list of pairs of the form: (new_state, h-score).
There is exactly one such pair for each of the possible moves in the current state, with new_state being the state resulting from that move, paired with its h-score. Note that this is not the f-score but the h-score, i.e., an (optimistic) estimate of the number of moves needed to reach the goal from the current state.
The expand function does not know g and therefore cannot compute f; this has to be done by the a_star function. Also, note that slide_expand does not (and cannot) check whether it is creating a search cycle, i.e., whether it generates a state that is identical to one of its ancestors; this has to be done by a_star as well. The given slide_expand function counts the number of mismatched tiles (excluding the empty tile) as a scoring function.
As you can see, the slide_puzzle_solver function simply calls a_star and then prints out the solution or tells you that there is no solution. There are two examples given. For now, please only try solving Example #1 as shown in the last line of the code. Puzzle states are represented by numpy arrays, with a 0 indicating the empty tile. The other tiles always have to be enumerated starting at 1.
Please add code to the a_star function so that slide_puzzle_solver can find an optimal solution for Example #1 and, in principle, for any slide puzzle. You are not allowed to modify any code outside of the a_star function.
Hints: It is best to not use recursion in a_star but rather a single loop that expands the next node, prevents any cycles in the search tree, sorts the list of open nodes by their scores, etc., until it finds a solution or determines that there is no solution. It is also a good idea to keep a list of ancestors for every node on the list, i.e., the list of states from the start that the algorithm went through in order to reach this node. When a goal state is reached, the list of ancestors for this goal node can be returned as the solution.
DescriptionIn this final assignment, the students will demonstrate their ability to apply two ma
Path finding involves finding a path from A to B. Typically we want the path to have certain properties,such as being the shortest or to avoid going t
Develop a program to emulate a purchase transaction at a retail store. Thisprogram will have two classes, a LineItem class and a Transaction class. Th
1 Project 1 Introduction - the SeaPort Project series For this set of projects for the course, we wish to simulate some of the aspects of a number of
1 Project 2 Introduction - the SeaPort Project series For this set of projects for the course, we wish to simulate some of the aspects of a number of