private void SolveRecursive(IProblem problem, Board initial, Board board, IAssignmentCollection assignments)
        {
            var availableAssignments = problem.GetDomains(board).ToList();

            // if there's no more assignments the game is done, save, then go back up the chain
            if (availableAssignments.Count == 0)
            {
                solutions.Add(new Solution(initial, assignments));
                return;
            }

            foreach (var assignment in availableAssignments)
            {
                // keep a list of visited nodes. if we've seen this
                // before then skip it, no need to explore it again
                string hashCode = assignment.Board.ToString(false);
                if (visitedNodes.Contains(hashCode))
                    continue;
                else
                    visitedNodes.Add(hashCode);

                // add assignment to previous lsit
                var newAssignments = assignments.Clone();
                newAssignments.Add(assignment);

                // recurse down
                recursionLevel++;
                SolveRecursive(problem, initial, assignment.Board, newAssignments);
                recursionLevel--;
            }
        }
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        public Solution(Board initialState, IEnumerable<Assignment> assignments)
        {
            Check.Require(initialState != null, "initialState is a required argument.");
            Check.Require(assignments != null, "assignments is a required argument.");

            InitialState = initialState;
            Assignments = new ReadOnlyCollection<Assignment>(assignments.ToList());
            FinalState = Assignments.Last().Board;
            PegCount = FinalState.PegCount;
            Depth = Assignments.Count;
        }
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        public virtual IEnumerable<Assignment> GetDomains(Board board)
        {
            var assignments = new List<Assignment>();
            var pegSpaces = board.GetSpacesWithPegs();

            foreach (var peg in pegSpaces)
            {
                var jumps = GetAvailableJumps(board, peg);
                if (jumps.Count > 0)
                    assignments.AddRange(jumps.Select(jump =>
                        new Assignment(board.ExecuteJump(jump), jump)));
            }
            return assignments;
        }
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        private List<Jump> GetAvailableJumps(Board board, Coordinate peg)
        {
            List<Jump> jumps = new List<Jump>();

            // check each direction
            for (int i = 0; i < xs.Length; i++)
            {
                var jumped = new Coordinate(peg.X + (xs[i] * 1), peg.Y + (ys[i] * 1));
                var target = new Coordinate(peg.X + (xs[i] * 2), peg.Y + (ys[i] * 2));

                // check that the next coord over and the one after that exist
                // and that next has a peg to jump and the one after is empty
                if (board.ContainsCoordinate(jumped) &&
                    board.ContainsCoordinate(target) &&
                    board[jumped].HasPeg == true &&
                    board[target].HasPeg == false)
                    jumps.Add(new Jump(peg, jumped, target));
            }

            return jumps;
        }
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        /// <summary>
        /// Returns true if the boards have the same positions
        /// and peg value. Otherwise false.
        /// </summary>
        /// <param name="board">The board to compare to this one.</param>
        /// <returns>True if equivalent, otherwise false.</returns>
        public bool IsEquivalent(Board board)
        {
            Check.Require(board != null, "board is a required argument and cannot be null.");
            if (this.Rank != board.Rank)
                return false;

            for (int i = 0; i < spaces.Length; i++)
            {
                if (spaces[i] != board.spaces[i] ||
                    spaces[i].HasPeg != board.spaces[i].HasPeg)
                    return false;
            }
            return true;
        }