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#include "solution_algorithm.hpp"
#include "puzzle.hpp"
#include "gameplay.hpp"
#include <memory>
#include <vector>
#include <algorithm>
#include <stdio.h>
#include <unistd.h>
#include <FL/Fl.H>
#include <FL/fl_ask.H>
typedef std::vector<GameParams::coordinates> state_type;
std::unique_ptr<ASearch> ASearch::Start(GameParams *gp)
{
/*
* init_xy numbering of puzzles in the correct sequence
*/
state_type init_xy(puzzle_pieces, GameParams::coordinates{});
std::for_each(gp->puzzles.begin(), gp->puzzles.end(),
[&init_xy]
(const std::unique_ptr<Puzzle>& p) {
init_xy[p->sequence_number] =
{p->x(), p->y()};
});
init_xy[puzzle_pieces-1] = {gp->empty_box.x, gp->empty_box.y};
Node initial = Node(init_xy);
state_type goal_xy;
for(GameParams::coordinates& c : gp->standard_puzzle_coordinates)
goal_xy.push_back(c);
Node goal = Node(goal_xy);
return std::unique_ptr<ASearch>(new ASearch(initial, goal, gp));
}
Node* ASearch::FindSolution()
{
ApplyFairEvaluator(initial);
open_queue.push(std::shared_ptr<Node>(new Node(initial)));
while(!open_queue.empty()) {
std::shared_ptr<Node> best_node = open_queue.top();
open_queue.pop();
#ifdef DEBUG
printf("Current: \n");
for(GameParams::coordinates c : best_node->state)
printf("%d %d ", c.x, c.y);
printf("VALUE: %d\n", best_node->evaluation);
#endif
if(goal == *best_node) {
open_queue.push(best_node);
return best_node.get();
}
close_set.insert(best_node);
vect_node free_moves = ComputeFreeMoves(best_node);
for(auto child_node : free_moves) {
if(close_set.find(child_node) != close_set.end())
continue;
ApplyFairEvaluator(*child_node);
#ifdef DEBUG
printf("Child\n");
for(GameParams::coordinates c : child_node->state)
printf("%d %d ", c.x, c.y);
printf("HASH %ld ", std::hash<std::shared_ptr<Node>>()(child_node));
printf("VALUE: %d\n", child_node->evaluation);
#endif
auto& PQ_cont = GetPQContainer(open_queue);
auto found_pos = std::find_if(PQ_cont.begin(),
PQ_cont.end(),
[&child_node]
(const std::shared_ptr<Node>& n) {
return *n == *child_node;
});
/* Open_queue doesn't contain child node */
if(found_pos == PQ_cont.end())
open_queue.push(child_node);
else if(child_node->evaluation < (*found_pos)->evaluation) {
PQ_cont.erase(std::remove(PQ_cont.begin(), PQ_cont.end(),
*found_pos));
/*
* reorder priority queue
*/
std::make_heap(PQ_cont.begin(), PQ_cont.end(), Node::Comp());
open_queue.push(child_node);
}
}
}
return nullptr;
}
static int compute_manhattan_distance(GameParams::coordinates first,
GameParams::coordinates second)
{
return std::abs(first.x - second.x) + abs(first.y - second.y);
}
/*
* g(n) + W(n)
* g(n) is path length
* W(n) is sum of Manhattan distances
*/
void ASearch::ApplyFairEvaluator(Node& n) const
{
int sum_md = 0;
for(int i = 0; i < puzzle_pieces; ++i)
sum_md +=
compute_manhattan_distance(n.state[i],
gp->standard_puzzle_coordinates[i]);
n.evaluation = n.depth + sum_md;
}
class MovesCreator {
vect_node& free_moves;
GameParams::coordinates empty_box_coord;
state_type cur_state;
public:
MovesCreator(vect_node& fm, GameParams::coordinates ebc,
state_type cs)
: free_moves(fm), empty_box_coord(ebc), cur_state(cs)
{}
void operator()(const GameParams::coordinates& c) {
if(IsNearEmptyBox(c, empty_box_coord)) {
state_type next_state = cur_state;
auto found_pos =
std::find_if(next_state.begin(), next_state.end()-1,
[c]
(const GameParams::coordinates& next_coord) {
return next_coord == c;
});
std::swap(*found_pos, next_state[puzzle_pieces-1]);
free_moves.push_back(std::shared_ptr<Node>(new Node(next_state)));
}
}
private:
bool IsNearEmptyBox(GameParams::coordinates cur_puzzle,
GameParams::coordinates empty_box) const;
};
bool MovesCreator::IsNearEmptyBox(GameParams::coordinates cur_puzzle,
GameParams::coordinates empty_box) const
{
return (empty_box.x-spacing-puzzle_size == cur_puzzle.x &&
empty_box.y == cur_puzzle.y) ||
(empty_box.x == cur_puzzle.x &&
empty_box.y-spacing-puzzle_size == cur_puzzle.y) ||
(empty_box.x+puzzle_size+spacing == cur_puzzle.x &&
empty_box.y == cur_puzzle.y) ||
(empty_box.x == cur_puzzle.x &&
empty_box.y+puzzle_size+spacing == cur_puzzle.y);
}
vect_node ASearch::ComputeFreeMoves(const std::shared_ptr<Node>& parent) const
{
vect_node free_moves;
GameParams::coordinates empty_box_coord = parent->state[puzzle_pieces-1];
std::for_each(parent->state.begin(), parent->state.end()-1,
MovesCreator(free_moves, empty_box_coord, parent->state));
std::for_each(free_moves.begin(), free_moves.end(),
[parent]
(std::shared_ptr<Node>& child) {
child->depth = parent->depth + 1;
child->parent_p = parent.get();
});
return free_moves;
}
void ASearch::ShowSolution(Node *goal)
{
if(goal->parent_p == nullptr)
return;
ShowSolution(goal->parent_p);
for(int i = 0; i < puzzle_pieces-1; ++i) {
auto puzzle_pos = std::find_if(gp->puzzles.begin(), gp->puzzles.end(),
[i]
(const std::unique_ptr<Puzzle>& p) {
return p->sequence_number == i;
});
(*puzzle_pos)->position(goal->state[i].x, goal->state[i].y);
gp->win->redraw();
Fl::flush();
Fl::check();
usleep(40000);
}
}
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