public bool Search(Node start, Node goal)
        {
            this.goal = goal;
            PriorityQueue<Node> open = new PriorityQueue<Node>();
            start.parent 	= null;
            start.cost 		= 0;
            open.Enqueue(graph[graph.IndexOf(start)]);

            while(!open.Empty()){
                SearchState currentState = Step (open);
                if( currentState == SearchState.REACHED_THE_GOAL){
                    return true;
                }
            }

            return false;
        }
Esempio n. 2
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 public List<Vector2> AStar(Vector2 startPosition, Vector2 targetPosition)
 {
     DNode2 startNode = graph.GetNode(startPosition);
     DNode2 targetNode = graph.GetNode(targetPosition);
     List<Vector2> positions = new List<Vector2>();
     PriorityQueue<DNode2> pq = new PriorityQueue<DNode2>();
     foreach (DNode2 d in graph.adjList.Keys)
     {
         d.Weight = 9999999;
         pq.Add(d);
     }
     startNode.Weight = 0;
     while (!pq.Empty())
     {
         DNode2 n = pq.Remove();
         positions.Add(n.Coords);
         if (n.Coords == targetPosition + new Vector2(80, 80))
         {
             positions.TrimExcess();
             return positions;
         }
         foreach (Edge e in graph.adjList[n])
         {
             DNode2 z = e.GetOpposite(n);
             double r = e.Weight + Vector2.Distance(z.Coords, targetPosition);
             if (r < z.Weight)
             {
                 z.Weight = r;
                 try
                 {
                     pq.Remove(z);
                 }
                 catch (ArgumentException)
                 {
                     continue;
                 }
                 pq.Add(z);
             }
         }
     }
     return positions;
 }
Esempio n. 3
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        public bool searchPath(Dictionary<string, string> pathMap)
        {
            PriorityQueue<Node> priorityQueue;
            priorityQueue = new PriorityQueue<Node>();

            priorityQueue.Push(this.begainNode);

            while (!priorityQueue.Empty())
            {
                Node topNode = priorityQueue.Pop();

                #region 判断是否找到目状态
                if (matched(topNode, this.targetNode))
                {
                    MessageBox.Show("Finished!");
                    return true;
                }
                #endregion

                int row = topNode.row_0;
                int col = topNode.col_0;

                if (row > 0 && topNode.cannotAct != Direction.up)
                {
                    Node curNode = new Node(topNode);

                    exchange(curNode, row, col, row - 1, col);
                    curNode.ToString();
                    curNode.cannotAct = Direction.down;

                    if (!pathMap.ContainsKey(curNode.state))
                    {
                        curNode.deepth = topNode.deepth + 1;
                        curNode.value = getValue(curNode, this.targetNode);
                        curNode.row_0 = row - 1;
                        curNode.col_0 = col;
                        priorityQueue.Push(curNode);
                        pathMap.Add(curNode.state, topNode.state);
                    }
                }

                if (row < 2 && topNode.cannotAct != Direction.down)
                {
                    Node curNode = new Node(topNode);

                    exchange(curNode, row, col, row + 1, col);
                    curNode.ToString();
                    curNode.cannotAct = Direction.up;

                    if (!pathMap.ContainsKey(curNode.state))
                    {
                        curNode.deepth = topNode.deepth + 1;
                        curNode.value = getValue(curNode, this.targetNode);
                        curNode.row_0 = row + 1;
                        curNode.col_0 = col;
                        priorityQueue.Push(curNode);
                        pathMap.Add(curNode.state, topNode.state);
                    }
                }

                if (col > 0 && topNode.cannotAct != Direction.left)
                {
                    Node curNode = new Node(topNode);

                    exchange(curNode, row, col, row, col - 1);
                    curNode.ToString();
                    curNode.cannotAct = Direction.left;
                    if (!pathMap.ContainsKey(curNode.state))
                    {
                        curNode.deepth = topNode.deepth + 1;
                        curNode.value = getValue(curNode, this.targetNode);
                        curNode.row_0 = row;
                        curNode.col_0 = col - 1;
                        priorityQueue.Push(curNode);
                        pathMap.Add(curNode.state, topNode.state);
                    }
                }

                if (col < 2 && topNode.cannotAct != Direction.right)
                {
                    Node curNode = new Node(topNode);
                    exchange(curNode, row, col, row, col + 1);
                    curNode.ToString();
                    curNode.cannotAct = Direction.right;
                    if (!pathMap.ContainsKey(curNode.state))
                    {
                        curNode.deepth = topNode.deepth + 1;
                        curNode.value = getValue(curNode, this.targetNode);
                        curNode.row_0 = row;
                        curNode.col_0 = col + 1;
                        priorityQueue.Push(curNode);
                        pathMap.Add(curNode.state, topNode.state);
                    }
                }
            }

            return false;
        }
Esempio n. 4
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        static void Main(string[] args)
        {
            search begainSearch = new search();

            //测试优先队列功能
            PriorityQueue<int> que;
            que = new PriorityQueue<int>();
            que.Push(12);
            que.Push(132);
            que.Push(123);
            que.Push(212);
            que.Push(322);
            que.Push(126);
            que.Push(13);
            que.Push(189);
            while (!que.Empty())
            {
                Console.Write(que.Pop().ToString()+" ");
            }
        }
Esempio n. 5
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        bool searchPath(Dictionary<string, string> pathMap, Node result)
        {
            PriorityQueue<Node> priorityQueue;
            Stack<Node> pathStack;
            priorityQueue = new PriorityQueue<Node>();
            pathStack = new Stack<Node>();

            priorityQueue.Push(this.begainNode);
            pathStack.Push(this.begainNode);

            int cycle = 0;

            while (!priorityQueue.Empty())
            {
                cycle++;
               //     Console.WriteLine("第 "+cycle.ToString()+" 步");
            //    Console.WriteLine("队列中的元素  " + priorityQueue.Count);
                Node topNode = priorityQueue.Top();

                priorityQueue.Pop();

                #region 判断是否找到目状态
                if (matched(topNode, this.targetNode))
                {
                    printState(targetNode);
                    Console.WriteLine("搜索完成");
                    printState(topNode);
                    result = topNode;
                    return true;
                }
                #endregion

                int row = topNode.row_0;
                int col = topNode.col_0;

                if (row > 0 && topNode.cannotAct != Direction.up)
                {
                    Node curNode = new Node(topNode);

               //     Console.WriteLine("当前状态");
              //      printState(topNode);
               //     Console.WriteLine(row.ToString()+" "+col.ToString()+"   空格上移后状态");

                    exchange(curNode, row, col, row - 1, col);
                    curNode.ToString();
                    curNode.cannotAct = Direction.down;
                    if (!pathMap.ContainsKey(curNode.state))
                    {
                //        printState(curNode);

                        curNode.deepth = topNode.deepth + 1;
                        curNode.value = getValue(curNode, this.targetNode);

                //        Console.WriteLine("当前代价值:"+(curNode.value + curNode.deepth).ToString());

                        curNode.father = topNode;
                        curNode.row_0 = row - 1;
                        curNode.col_0 = col;
                        priorityQueue.Push(curNode);
                        pathStack.Push(curNode);
                        pathMap.Add(curNode.state, topNode.state);
                    }
                }

                if (row < 2 && topNode.cannotAct != Direction.down)
                {
                    Node curNode = new Node(topNode);

                //    Console.WriteLine("当前状态");
                //    printState(topNode);
                //    Console.WriteLine(row.ToString()+" "+col.ToString()+"    下移后状态");

                    exchange(curNode, row, col, row + 1, col);
                    curNode.ToString();
                    curNode.cannotAct = Direction.up;
                    if (!pathMap.ContainsKey(curNode.state))
                    {
                //        printState(curNode);

                        curNode.deepth = topNode.deepth + 1;
                        curNode.value = getValue(curNode, this.targetNode);

                 //       Console.WriteLine("当前代价值:"+(curNode.value + curNode.deepth).ToString());

                        curNode.father = topNode;
                        curNode.row_0 = row + 1;
                        curNode.col_0 = col;
                        priorityQueue.Push(curNode);
                        pathStack.Push(curNode);
                        pathMap.Add(curNode.state, topNode.state);
                    }
                }

                if (col > 0 && topNode.cannotAct != Direction.left)
                {
                    Node curNode = new Node(topNode);

                 //   Console.WriteLine("当前状态");
                 //   printState(topNode);
                //    Console.WriteLine(row.ToString()+" "+col.ToString()+"    左移之后的状态");

                    exchange(curNode, row, col, row, col - 1);
                    curNode.ToString();
                    curNode.cannotAct = Direction.left;
                    if (!pathMap.ContainsKey(curNode.state))
                    {
                //        printState(curNode);

                        curNode.deepth = topNode.deepth + 1;
                        curNode.value = getValue(curNode, this.targetNode);

                 //       Console.WriteLine("当前代价值:"+(curNode.value + curNode.deepth).ToString());

                        curNode.father = topNode;
                        curNode.row_0 = row;
                        curNode.col_0 = col - 1;
                        priorityQueue.Push(curNode);
                        pathStack.Push(curNode);
                        pathMap.Add(curNode.state, topNode.state);
                    }
                }

                if (col < 2 && topNode .cannotAct != Direction.right)
                {
                    Node curNode = new Node(topNode);

                  //  Console.WriteLine("当前状态");
                //    printState(topNode);
                  //  Console.WriteLine(row.ToString()+" "+col.ToString()+"     右移后状态");

                    exchange(curNode, row, col, row, col + 1);
                    curNode.ToString();
                    curNode.cannotAct = Direction.right;
                    if (!pathMap.ContainsKey(curNode.state))
                    {
                 //       printState(curNode);

                        curNode.deepth = topNode.deepth + 1;
                        curNode.value = getValue(curNode, this.targetNode);

                     //   Console.WriteLine("当前代价值:"+(curNode.value+curNode.deepth).ToString());

                        curNode.father = topNode;
                        curNode.row_0 = row;
                        curNode.col_0 = col + 1;
                        priorityQueue.Push(curNode);
                        pathStack.Push(curNode);
                        pathMap.Add(curNode.state, topNode.state);
                    }
                }
            }

            return false;
        }
Esempio n. 6
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        void UpdateGraphWithDistancesFromNode(Node source)
        {
            PriorityQueue<Node> unVisitedNodes = new PriorityQueue<Node>(Nodes); // Time to create a min heap - O(n)

            // Does this update the value of 'source' in Nodes ?
            source.Distance = 0;

            while (!unVisitedNodes.Empty()) // O(n)
            {
                Node current = unVisitedNodes.Peek();

                if (current.Distance == Constants.INFINITY)
                {
                    break;
                }

                foreach (Node neighbor in current.Neighbors) // O(nm)
                {
                    if (unVisitedNodes.Contains(neighbor))
                    {
                        int tentative = 0;
                        Edge edge = FindEdge(current, neighbor);  // O(nml)
                        tentative = current.Distance + edge.Cost;
                        if (tentative < neighbor.Distance)
                        {
                            neighbor.Distance = tentative;
                            neighbor.Previous = current;
                        }
                    }
                }

                unVisitedNodes.Dequeue();
            }
        }