Exemple #1
0
    // Outputs the optimal path
    public Path ComputeBestPath(BlockWorld blockWorld)
    {
        HeapPriorityQueue <Path> frontier = new HeapPriorityQueue <Path>(MaxNodes);
        HashSet <BlockWorld>     explored = new HashSet <BlockWorld>();

        // Initial state, path
        BlockWorld initialState = blockWorld;
        Path       initialPath  = new Path(0, new List <BlockWorld>()
        {
            initialState
        });

        // Add the initial path to the frontier
        frontier.Enqueue(initialPath, 0 + Heuristic(initialState));


        // Find paths
        int expansions = 0;

        while (frontier.Count > 0)
        {
            Path       path      = frontier.Dequeue();
            BlockWorld lastWorld = path.Last();

            // Return the no path
            if (expansions > MaxExpansions)
            {
                return(null);
            }

            // Check goal
            if (GoalFunction(lastWorld))
            {
                return(path);
            }

            // Mark as explored
            explored.Add(lastWorld);

            // Iterate over possible actions
            List <BlockWorldAction> possibleActions = lastWorld.ApplicableActions();
            foreach (BlockWorldAction action in possibleActions)
            {
                // Try the action on a cloned block world
                BlockWorld newWorld = lastWorld.Clone();
                newWorld.Advance(action);

                // Check if explored already
                bool alreadyExplored = false;
                foreach (BlockWorld exploredWorld in explored)
                {
                    if (exploredWorld.PropertiesEqual(newWorld))
                    {
                        alreadyExplored = true;
                        break;
                    }
                }

                if (!alreadyExplored)
                {
                    // Extend path
                    Path newPath = path.ExtendedPath(newWorld, CostFunction(newWorld));

                    // Add to frontier
                    frontier.Enqueue(newPath, Heuristic(newWorld) + newPath.Cost);
                }
            }

            expansions++;
        }

        // No solution exists
        return(null);
    }