//When called, this method pops the next node off the PQ and examines all //its edges. The method returns an enumerated value (target_found, //target_not_found, search_incomplete) indicating the status of the search override public SearchResult CycleOnce() { //if the PQ is empty the target has not been found if (pq_.Empty()) { return(Graph_SearchTimeSliced.SearchResult.target_not_found); } //get lowest cost node from the queue int nextClosestNode = pq_.Pop(); //move this node from the frontier to the spanning tree shortestPathTree_[nextClosestNode] = searchFrontier_[nextClosestNode]; //if the target has been found exit if (isSatisfied(navGraph_, targetNodeIndex_, nextClosestNode)) { //make a note of the node index that has satisfied the condition. This //is so we can work backwards from the index to extract the path from //the shortest path tree. targetNodeIndex_ = nextClosestNode; return(Graph_SearchTimeSliced.SearchResult.target_found); } //now to test all the edges attached to this node List <NavGraphEdge> edges = navGraph_.GetEdgeListList()[nextClosestNode]; NavGraphEdge currEdge = null; for (int i = 0; i < edges.Count; ++i) { currEdge = edges[i]; //the total cost to the node this edge points to is the cost to the //current node plus the cost of the edge connecting them. float newCost = costToThisNode_[nextClosestNode] + currEdge.Cost(); //if this edge has never been on the frontier make a note of the cost //to get to the node it points to, then add the edge to the frontier //and the destination node to the PQ. if (searchFrontier_[currEdge.To()] == null) { costToThisNode_[currEdge.To()] = newCost; pq_.Insert(currEdge.To()); searchFrontier_[currEdge.To()] = currEdge; } //else test to see if the cost to reach the destination node via the //current node is cheaper than the cheapest cost found so far. If //this path is cheaper, we assign the new cost to the destination //node, update its entry in the PQ to reflect the change and add the //edge to the frontier else if ((newCost < costToThisNode_[currEdge.To()]) && (shortestPathTree_[currEdge.To()] == null)) { costToThisNode_[currEdge.To()] = newCost; //because the cost is less than it was previously, the PQ must be //re-sorted to account for this. pq_.ChangePriority(currEdge.To()); searchFrontier_[currEdge.To()] = currEdge; } } //there are still nodes to explore return(Graph_SearchTimeSliced.SearchResult.search_incomplete); }
protected void Search() { //create an indexed priority queue that sorts smallest to largest //(front to back).Note that the maximum number of elements the iPQ //may contain is N. This is because no node can be represented on the //queue more than once. IndexedPriorityQLow pq = new IndexedPriorityQLow(costToThisNode_, navGraph_.NumNodes()); //put the source node on the queue pq.Insert(sourceNodeID_); //while the queue is not empty while (!pq.Empty()) { //get lowest cost node from the queue. Don't forget, the return value //is a *node index*, not the node itself. This node is the node not already //on the SPT that is the closest to the source node int nextClosestNode = pq.Pop(); //move this edge from the frontier to the shortest path tree shortestPathTree_[nextClosestNode] = searchFrontier_[nextClosestNode]; //if the target has been found exit if (nextClosestNode == targetNodeID_) { return; } //now to relax the edges. List <NavGraphEdge> edges = navGraph_.GetEdgeListList()[nextClosestNode]; NavGraphEdge currEdge = null; for (int i = 0; i < edges.Count; ++i) { currEdge = edges[i]; //the total cost to the node this edge points to is the cost to the //current node plus the cost of the edge connecting them. float newCost = costToThisNode_[nextClosestNode] + currEdge.Cost(); //if this edge has never been on the frontier make a note of the cost //to get to the node it points to, then add the edge to the frontier //and the destination node to the PQ. if (searchFrontier_[currEdge.To()] == null) { costToThisNode_[currEdge.To()] = newCost; pq.Insert(currEdge.To()); searchFrontier_[currEdge.To()] = currEdge; } //else test to see if the cost to reach the destination node via the //current node is cheaper than the cheapest cost found so far. If //this path is cheaper, we assign the new cost to the destination //node, update its entry in the PQ to reflect the change and add the //edge to the frontier else if ((newCost < costToThisNode_[currEdge.To()]) && (shortestPathTree_[currEdge.To()] == null)) { costToThisNode_[currEdge.To()] = newCost; //because the cost is less than it was previously, the PQ must be //re-sorted to account for this. pq.ChangePriority(currEdge.To()); searchFrontier_[currEdge.To()] = currEdge; } } } }
//When called, this method pops the next node off the PQ and examines all //its edges. The method returns an enumerated value (target_found, //target_not_found, search_incomplete) indicating the status of the search override public SearchResult CycleOnce() { //if the PQ is empty the target has not been found if (pq_.Empty()) { return(SearchResult.target_not_found); } //get lowest cost node from the queue int NextClosestNode = pq_.Pop(); //put the node on the SPT shortestPathTree_[NextClosestNode] = searchFrontier_[NextClosestNode]; //if the target has been found exit if (NextClosestNode == targetIdx_) { return(SearchResult.target_found); } //now to test all the edges attached to this node List <NavGraphEdge> edgeList = graph_.GetEdgeListList()[NextClosestNode]; NavGraphEdge edge = null; for (int i = 0; i < edgeList.Count; ++i) { edge = edgeList[i]; //calculate the heuristic cost from this node to the target (H) float HCost = Calculate(graph_, targetIdx_, edge.To()); //calculate the 'real' cost to this node from the source (G) float GCost = gCosts_[NextClosestNode] + edge.Cost(); //if the node has not been added to the frontier, add it and update //the G and F costs if (searchFrontier_[edge.To()] == null) { fCosts_[edge.To()] = GCost + HCost; gCosts_[edge.To()] = GCost; pq_.Insert(edge.To()); searchFrontier_[edge.To()] = edge; } //if this node is already on the frontier but the cost to get here //is cheaper than has been found previously, update the node //costs and frontier accordingly. else if ((GCost < gCosts_[edge.To()]) && (shortestPathTree_[edge.To()] == null)) { fCosts_[edge.To()] = GCost + HCost; gCosts_[edge.To()] = GCost; pq_.ChangePriority(edge.To()); searchFrontier_[edge.To()] = edge; } } //there are still nodes to explore return(SearchResult.search_incomplete); }