Exemple #1
0
        public override Solution Solve(ISearchable searchDomain)
        {
            StartMeasureTime();
            ClearOpenClosedLists();
            AState startingState = searchDomain.GetStartState();

            AddToOpenList(startingState);                                  // add initial state to openList
            while (!IsEmptyOpenList())                                     // as long openList isnt empty
            {
                AState state = PopOpenList();                              // get a state from the queue
                if (state.State.Equals(searchDomain.GetGoalState().State)) // check if it is a goalState
                {
                    StopMeasureTime();
                    getBackTrace(state); // get the traceBack of the solution
                    Solution.RevereseSolution();
                    return(Solution);
                }
                SUCCESORS = searchDomain.GetAllSuccessors(state); // find all the neighbors of the state
                AddToClosedList(state);
                foreach (AState astate in SUCCESORS)
                {
                    if (!IsStateInOpenList(astate) && !IsStateInClosedList(astate)) // if it doesnt exist in the OpenList and CloseList
                    {
                        astate.ParentState = state;                                 // update his parent
                        AddToOpenList(astate);                                      // add it to openList
                    }
                }
            }
            return(null);// if there isnt solution
        }
        /// <summary>
        /// get all the Succesors for the current state
        /// </summary>
        /// <param name="state"></param>
        /// <returns>list of Succesors</returns>
        public List <AState> GetAllSuccessors(AState state)
        {
            List <AState> successors = new List <AState>();
            MazeState     m          = state as MazeState;
            Position      down       = new Position(m.Position.X + 1, m.Position.Y, m.Position.Z); // create down position

            checkDown(down, successors, m, state);                                                 // check for the down position
            Position up = new Position(m.Position.X - 1, m.Position.Y, m.Position.Z);              // create up position

            checkUp(up, successors, m, state);                                                     // check for the up position
            Position right = new Position(m.Position.X, m.Position.Y + 1, m.Position.Z);           // create right position

            checkRight(right, successors, m, state);                                               // check for the right position
            Position left = new Position(m.Position.X, m.Position.Y - 1, m.Position.Z);            // create left position

            checkLeft(left, successors, m, state);                                                 // check for the up position
            Position UpinZ = new Position(m.Position.X, m.Position.Y, m.Position.Z + 1);

            if (checkIfInLimits(UpinZ) == true && checkIfThereIsAWall(UpinZ) == false) // up in layers in maze
            {
                AState n_Astate = new MazeState(state, UpinZ);                         // add to succersos if it in limits and if not wall
                successors.Add(n_Astate);
            }
            Position DowninZ = new Position(m.Position.X, m.Position.Y, m.Position.Z - 1);

            if (checkIfInLimits(DowninZ) == true && checkIfThereIsAWall(DowninZ) == false) // down in layers in maze
            {
                AState n_Astate = new MazeState(state, DowninZ);                           // add to succersos if it in limits and if not wall
                successors.Add(n_Astate);
            }
            return(successors);
        }
Exemple #3
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        public override Solution Solve(ISearchable searchDomain)
        {
            StartMeasureTime();// start measure the time
            ClearOpenClosedLists();
            AState stratingState = searchDomain.GetStartState();

            addToStack(stratingState); // add the initial state to stack
            while (!IfStackEmpty())
            {
                AState state = popStack();                                 // pop from the stack
                if (state.State.Equals(searchDomain.GetGoalState().State)) // check if it is a goalState
                {
                    StopMeasureTime();                                     // stop measure the time
                    getBackTrace(state);                                   // get the traceBack of the solution
                    Solution.RevereseSolution();
                    return(Solution);
                }
                if (!isDiscovered(state))                             // if state is not discovered
                {
                    m_discovered.Add(state);                          // add it to DiscoverdLIst
                    SUCCESORS = searchDomain.GetAllSuccessors(state); // foreach state in succersors, add it to stack
                    foreach (AState Astate in SUCCESORS)
                    {
                        addToStack(Astate);
                    }
                }
            }
            return(null);
        }
 /// <summary>
 /// get the way in the maze to solve it
 /// </summary>
 /// <param name="state">state in the maze</param>
 public void getBackTrace(AState state)
 {
     Solution.AddState(state);
     while (state.ParentState != null)
     {
         Solution.AddState(state.ParentState); //add to SolutionList
         state = state.ParentState;            // update the fatherState
     }
 }
 /// <summary>
 /// check if the state is in the openList
 /// </summary>
 /// <param name="state">state in the maze</param>
 /// <returns>return true if the state exist in the list</returns>
 protected bool IsStateInOpenList(AState state)
 {
     foreach (AState s in m_openList)
     {
         if (state.State.Equals(s.State))
         {
             return(true);
         }
     }
     return(false);
 }
Exemple #6
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 public bool isDiscovered(AState state)   // check if the state was discovered
 {
     foreach (AState s in m_discovered)   // for each state in discovered list
     {
         if (s.State.Equals(state.State)) // check if equals
         {
             return(true);
         }
     }
     return(false);
 }
Exemple #7
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        /// <summary>
        /// check if the Mase States are equals
        /// </summary>
        /// <param name="obj"></param>
        /// <returns></returns>
        public override bool Equals(AState obj)
        {
            //if ((obj.State == State) && (obj.M_G == M_G) && obj.ParentState.State == ParentState.State && obj.ParentState.M_G == ParentState.M_G)
            //    return true;
            //return false;

            if (obj.State == State)
            {
                return(true);
            }
            return(false);
        }
Exemple #8
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 /// <summary>
 /// compare the MazeState
 /// </summary>
 /// <param name="state"></param>
 /// <returns></returns>
 public override int CompareTo(AState state)
 {
     if (M_G > state.M_G)
     {
         return(1);
     }
     else
     {
         if (M_G < state.M_G)
         {
             return(-1);
         }
         return(0);
     }
 }
 /// <summary>
 /// check if there is a way in down position
 /// </summary>
 /// <param name="down"> position in maze</param>
 /// <param name="successors">list of succesors</param>
 /// <param name="m">maze state</param>
 /// <param name="state"> state</param>
 public void checkDown(Position down, List <AState> successors, MazeState m, AState state)
 {
     if (checkIfInLimits(down) == true)                                                      // check if in limits of the maze
     {
         if (checkIfThereIsAWall(down) == false)                                             // check if it is a wall
         {
             Position downCell = new Position(m.Position.X + 2, m.Position.Y, m.Position.Z); // cell that it is part of the options in the maze
             if (checkIfInLimits(downCell) == true)
             {
                 AState n_Astate = new MazeState(state, downCell); // add to succersos if it in limits and if not wall
                 successors.Add(n_Astate);
             }
         }
     }
 }
 /// <summary>
 /// add state to ClosedList
 /// </summary>
 /// <param name="state">state in the maze</param>
 protected void AddToClosedList(AState state)
 {
     m_closedList.Enqueue(state);
 }
 /// <summary>
 /// add State to OpenList
 /// </summary>
 /// <param name="state">state in the maze</param>
 protected void AddToOpenList(AState state)
 {
     m_openList.Enqueue(state);
     m_countGeneratedNodes++;
 }
 /// <summary>
 /// add state to stack
 /// </summary>
 /// <param name="state">state in the maze</param>
 public void addToStack(AState state)
 {
     m_stack.Push(state);
     m_countGeneratedNodes++;
 }
Exemple #13
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 /// <summary>
 /// inisialize the MazeSate
 /// </summary>
 /// <param name="Parent_state">get the ParentState</param>
 /// <param name="position">get the Position</param>
 public MazeState(AState Parent_state, Position position) : base(Parent_state)
 {
     m_position = position;
     m_state    = position.ToString();
 }
Exemple #14
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 /// <summary>
 /// add State to Solution
 /// </summary>
 /// <param name="state">get the state to add</param>
 public void AddState(AState state)
 {
     m_solutionPath.Add(state);
 }