Example #1
0
 private void RecreatePuzzle()
 {
     Text          = "Size: " + trackBar1.Value + ", moves: " + trackBar2.Value;
     _problem      = new Problems.SlidingTilesPuzzle(trackBar1.Value);
     _currentState = _problem.CreateJumbledState(trackBar2.Value);
     panel1.Invalidate();
 }
Example #2
0
        private void IDNaiveButton_Click(object sender, EventArgs e)
        {
            var tree = new SearchTree <Problems.SlidingTilesPuzzle.State>(_currentState);
            var dfs  = new DepthFirstSearcher <Problems.SlidingTilesPuzzle.State, int>(
                tree,
                x => x.GetActions(),
                (x, a) => x.Clone().ApplyAction(a),
                (x, a) => 1,
                x => x.IsSolution);
            var id = new IterativeDeepeningDepthFirstSearch <Problems.SlidingTilesPuzzle.State, int>(dfs);

            var           updateCount  = 0;
            var           start        = DateTime.Now;
            Action <bool> updateCounts = (force) =>
            {
                if (!force && ++updateCount % 10000 > 0)
                {
                    return;
                }
                NodesGeneratedLabel.Text = "Generated = " + dfs.NodesGeneratedCount + " ";
                ExpandedNodesLabel.Text  = "Expanded = " + dfs.NodesExpandedCount + " ";
                RetainedNodesLabel.Text  = "Retained = " + dfs.NodesRetainedCount + " ";
                SecondsLabel.Text        = DateTime.Now.Subtract(start).TotalSeconds.ToString() + " (next depth = " + dfs.NextCostThreshhold + ")";
                _currentState            = dfs.CurrentNode.Data;
                panel1.Invalidate();
                Application.DoEvents();
            };

            dfs.NodeExpanded  += (s, a) => updateCounts(false);
            dfs.NodeGenerated += (s, a) => updateCounts(false);

            var solution = id.Search();

            updateCounts(true);
        }
        public static float GetManhattanDistance(SlidingTilesPuzzle.State state)
        {
            Cell[] coords;
            if (!_cache.TryGetValue(state.Size * state.Size, out coords))
            {
                coords = new Cell[state.Size * state.Size];

                for (var i = 0; i < state.Size * state.Size; i++)
                {
                    coords[i] = new Cell {
                        Row = (int)(i / (state.Size)), Col = i % (state.Size)
                    };
                }

                _cache.Add(state.Size * state.Size, coords);
            }

            var result = 0;

            for (var i = 0; i < state.Size * state.Size; i++)
            {
                if (i == state.Blank)
                {
                    continue;
                }

                var v1 = coords[state.Tiles[i]].Row - coords[i].Row;
                var v2 = coords[state.Tiles[i]].Col - coords[i].Col;

                result += (v1 < 0 ? -v1 : v1) + (v2 < 0 ? -v2 : v2);
            }

            return(result);
        }
Example #4
0
        private void WidaButton_Click(object sender, EventArgs e)
        {
            var astar = new IteratedDeepeningAStarSearcher <SlidingTilesPuzzle.State, int>(config =>
            {
                config.ActionsListFunc = x =>
                {
                    return(x.Data.GetActions().Where(a => x.Parent == null || x.Parent.Data.Blank != a));
                };
                config.ActionApplierFunc           = (x, a) => x.Data.Clone().ApplyAction(a);
                config.ActionCostFunc              = (x, a) => 1;
                config.HeuristicFunc               = SlidingTilePuzzleHeuristics.GetManhattanDistance;
                config.IsGoalFunc                  = x => x.Data.IsSolution;
                config.HeuristicWeighting          = float.Parse(WidaValueText.Text);
                config.RoundEstimatedRemainingCost = true;
            });

            var           updateCount  = 0;
            var           start        = DateTime.Now;
            Action <bool> updateCounts = (force) =>
            {
                if (!force && ++updateCount % 100000 > 0)
                {
                    return;
                }
                NodesGeneratedLabel.Text = "Generated = " + astar.NodesGeneratedCount + " ";
                ExpandedNodesLabel.Text  = "Expanded = " + astar.NodesExpandedCount + " ";
                RetainedNodesLabel.Text  = "Retained = " + astar.NodesRetainedCount + " ";
                SecondsLabel.Text        = DateTime.Now.Subtract(start).TotalSeconds.ToString() + " (current depth = " + astar.CurrentDepth + ")";
                _currentState            = astar.CurrentNode.Data;
                panel1.Invalidate();
                Application.DoEvents();
            };

            astar.NodeExpanded  += (s, a) => updateCounts(false);
            astar.NodeGenerated += (s, a) => updateCounts(false);

            var solution = astar.Search(_currentState);

            updateCounts(true);
        }
Example #5
0
        private void DfsButton_Click(object sender, EventArgs e)
        {
            // Without any I/D or heuristics this is the same as random search

            var tree = new SearchTree <Problems.SlidingTilesPuzzle.State>(_currentState);
            var dfs  = new DepthFirstSearcher <Problems.SlidingTilesPuzzle.State, int>(
                tree,
                x => x.GetActions().RandomizeOrder(),
                (x, a) => x.ApplyAction(a), // Don't need to clone because DFS is one way
                (x, a) => 1,
                x => x.IsSolution);

            var           updateCount  = 0;
            var           start        = DateTime.Now;
            Action <bool> updateCounts = (force) =>
            {
                if (!force && ++updateCount % 10000 > 0)
                {
                    return;
                }
                NodesGeneratedLabel.Text = "Generated = " + dfs.NodesGeneratedCount + " ";
                ExpandedNodesLabel.Text  = "Expanded = " + dfs.NodesExpandedCount + " ";
                RetainedNodesLabel.Text  = "Retained = " + dfs.NodesRetainedCount + " ";
                SecondsLabel.Text        = DateTime.Now.Subtract(start).TotalSeconds.ToString();
                _currentState            = dfs.CurrentNode.Data;
                panel1.Invalidate();
                Application.DoEvents();
            };

            dfs.NodeExpanded  += (s, a) => updateCounts(false);
            dfs.NodeGenerated += (s, a) => updateCounts(false);

            var solution = dfs.Search();

            updateCounts(true);
        }
        private void AStarButton_Click(object sender, EventArgs e)
        {
            var astar = new AStarSearcher<Problems.SlidingTilesPuzzle.State, int>(config =>
            {
                config.ActionsListFunc = x =>
                {
                    return x.Data.GetActions().Where(a => x.Parent == null || x.Parent.Data.Blank != a);
                };
                config.ActionApplierFunc = (x, a) => x.Data.Clone().ApplyAction(a);
                config.ActionCostFunc = (x, a) => 1;
                config.HeuristicFunc = SlidingTilePuzzleHeuristics.GetManhattanDistance;
                config.IsGoalFunc = x => x.Data.IsSolution;
            });

            var updateCount = 0;
            var start = DateTime.Now;
            Action<bool> updateCounts = (force) =>
            {
                if (!force && ++updateCount % 10000 > 0) return;
                NodesGeneratedLabel.Text = "Generated = " + astar.NodesGeneratedCount + " ";
                ExpandedNodesLabel.Text = "Expanded = " + astar.NodesExpandedCount + " ";
                RetainedNodesLabel.Text = "Retained = " + astar.NodesRetainedCount + " ";
                SecondsLabel.Text = DateTime.Now.Subtract(start).TotalSeconds.ToString() + " (next depth = " + astar.NextCostLimitThreshhold + ")";
                _currentState = astar.CurrentNode.Data;
                panel1.Invalidate();
                Application.DoEvents();
            };

            astar.NodeExpanded += (s, a) => updateCounts(false);
            astar.NodeGenerated += (s, a) => updateCounts(false);

            var solution = astar.Search(_currentState);

            updateCounts(true);
        }
 private void RecreatePuzzle()
 {
     Text = "Size: " + trackBar1.Value + ", moves: " + trackBar2.Value;
     _problem = new Problems.SlidingTilesPuzzle(trackBar1.Value);
     _currentState = _problem.CreateJumbledState(trackBar2.Value);
     panel1.Invalidate();
 }
        private void IDNaiveButton_Click(object sender, EventArgs e)
        {
            var tree = new SearchTree<Problems.SlidingTilesPuzzle.State>(_currentState);
            var dfs = new DepthFirstSearcher<Problems.SlidingTilesPuzzle.State, int>(
                tree,
                x => x.GetActions(),
                (x, a) => x.Clone().ApplyAction(a),
                (x, a) => 1,
                x => x.IsSolution);
            var id = new IterativeDeepeningDepthFirstSearch<Problems.SlidingTilesPuzzle.State, int>(dfs);

            var updateCount = 0;
            var start = DateTime.Now;
            Action<bool> updateCounts = (force) =>
            {
                if (!force && ++updateCount % 10000 > 0) return;
                NodesGeneratedLabel.Text = "Generated = " + dfs.NodesGeneratedCount + " ";
                ExpandedNodesLabel.Text = "Expanded = " + dfs.NodesExpandedCount + " ";
                RetainedNodesLabel.Text = "Retained = " + dfs.NodesRetainedCount + " ";
                SecondsLabel.Text = DateTime.Now.Subtract(start).TotalSeconds.ToString() + " (next depth = " + dfs.NextCostThreshhold + ")";
                _currentState = dfs.CurrentNode.Data;
                panel1.Invalidate();
                Application.DoEvents();
            };

            dfs.NodeExpanded += (s, a) => updateCounts(false);
            dfs.NodeGenerated += (s, a) => updateCounts(false);

            var solution = id.Search();

            updateCounts(true);
        }
        private void DfsButton_Click(object sender, EventArgs e)
        {
            // Without any I/D or heuristics this is the same as random search

            var tree = new SearchTree<Problems.SlidingTilesPuzzle.State>(_currentState);
            var dfs = new DepthFirstSearcher<Problems.SlidingTilesPuzzle.State, int>(
                tree,
                x => x.GetActions().RandomizeOrder(),
                (x, a) => x.ApplyAction(a), // Don't need to clone because DFS is one way
                (x, a) => 1,
                x => x.IsSolution);

            var updateCount = 0;
            var start = DateTime.Now;
            Action<bool> updateCounts = (force) =>
            {
                if (!force && ++updateCount % 10000 > 0) return;
                NodesGeneratedLabel.Text = "Generated = " + dfs.NodesGeneratedCount + " ";
                ExpandedNodesLabel.Text = "Expanded = " + dfs.NodesExpandedCount + " ";
                RetainedNodesLabel.Text = "Retained = " + dfs.NodesRetainedCount + " ";
                SecondsLabel.Text = DateTime.Now.Subtract(start).TotalSeconds.ToString();
                _currentState = dfs.CurrentNode.Data;
                panel1.Invalidate();
                Application.DoEvents();
            };

            dfs.NodeExpanded += (s,a) => updateCounts(false);
            dfs.NodeGenerated += (s, a) => updateCounts(false);

            var solution = dfs.Search();

            updateCounts(true);
        }