コード例 #1
0
        private void singleAgentShortestPath(int agentId, out int[] shortestPathLengths, out Move[] optimalMoves, out AgentState agentStartState, out int start)
        {
            // Run a single source shortest path algorithm from the _goal_ of the agent
            shortestPathLengths = new int[this.numLocations];
            optimalMoves        = new Move[this.numLocations];
            for (int i = 0; i < numLocations; i++)
            {
                shortestPathLengths[i] = -1;
            }
            var openlist = new Queue <AgentState>();

            // Create initial state
            agentStartState = this.agents[agentId];
            var agent     = agentStartState.agent;
            var goalState = new AgentState(agent.Goal.x, agent.Goal.y, -1, -1, agentId);
            int goalIndex = this.GetCardinality(goalState.lastMove);

            shortestPathLengths[goalIndex] = 0;
            optimalMoves[goalIndex]        = new Move(goalState.lastMove);
            openlist.Enqueue(goalState);

            while (openlist.Count > 0)
            {
                AgentState state = openlist.Dequeue();

                // Generate child states
                foreach (TimedMove aMove in state.lastMove.GetNextMoves())
                {
                    if (IsValid(aMove))
                    {
                        int entry = cardinality[aMove.x, aMove.y];
                        // If move will generate a new or better state - add it to the queue
                        if ((shortestPathLengths[entry] == -1) || (shortestPathLengths[entry] > state.g + 1))
                        {
                            var childState = new AgentState(state);
                            childState.MoveTo(aMove);
                            shortestPathLengths[entry] = childState.g;
                            optimalMoves[entry]        = new Move(aMove.GetOppositeMove());
                            openlist.Enqueue(childState);
                        }
                    }
                }
            }

            start = this.GetCardinality(agentStartState.lastMove);
            if (shortestPathLengths[start] == -1)
            {
                throw new Exception($"Unsolvable instance! Agent {agentId} cannot reach its goal");
                // Note instances can still be unsolvable if this isn't reached. E.g. this corridor:
                // s1-g2-g1-s2
            }
        }
コード例 #2
0
 private void expandNode(AgentState node, BinaryHeap <AgentState> openList, HashSet <AgentState> closedList)
 {
     foreach (TimedMove move in node.lastMove.GetNextMoves())
     {
         if (this.isValidMove(move))
         {
             AgentState child = new AgentState(node);
             child.prev = node;
             child.MoveTo(move);
             if (closedList.Contains(child) == false)
             {
                 closedList.Add(child);
                 child.h = this.problem.GetSingleAgentOptimalCost(child);
                 openList.Add(child);
                 generated++;
             }
         }
     }
 }
コード例 #3
0
        /// <summary>
        /// Computes the shortest path to the goal for a given agent from every location in the grid.
        /// Current implementation is a simple breadth-first search from every location in the graph.
        /// </summary>
        /// <param name="state">Agent's goal state</param>
        /// <returns>Tuple with shortestPathLengths and optimalMoves </returns>
        public Tuple <int[], Move[]> AllShortestPathsTo(AgentState state)
        {
            var openlist            = new Queue <AgentState>();
            var shortestPathLengths = new int[this.numLocations];
            var optimalMoves        = new Move[this.numLocations];

            for (int i = 0; i < numLocations; i++)
            {
                shortestPathLengths[i] = -1;
            }

            openlist.Enqueue(state);

            int goalIndex = this.GetCardinality(state.lastMove);

            shortestPathLengths[goalIndex] = 0;
            optimalMoves[goalIndex]        = new Move(state.lastMove);
            while (openlist.Count > 0)
            {
                AgentState nextState = openlist.Dequeue();
                // Generate child states
                foreach (TimedMove aMove in nextState.lastMove.GetNextMoves())
                {
                    if (IsValid(aMove))
                    {
                        int entry = cardinality[aMove.x, aMove.y];
                        // If move will generate a new or better state - add it to the queue
                        if ((shortestPathLengths[entry] == -1) || (shortestPathLengths[entry] > nextState.g + 1))
                        {
                            var childState = new AgentState(nextState);
                            childState.MoveTo(aMove);
                            shortestPathLengths[entry] = childState.g;
                            optimalMoves[entry]        = new Move(aMove.GetOppositeMove());
                            openlist.Enqueue(childState);
                        }
                    }
                }
            }
            return(Tuple.Create <int[], Move[]>(shortestPathLengths, optimalMoves));
        }
コード例 #4
0
        /// <summary>
        /// Compute the shortest path to the goal of every agent in the problem instance, from every location in the grid.
        /// Current implementation is a simple breadth-first search from every location in the graph.
        /// </summary>
        public void ComputeSingleAgentShortestPaths()
        {
            Debug.WriteLine("Computing the single agent shortest path for all agents...");
            Stopwatch watch     = Stopwatch.StartNew();
            double    startTime = watch.Elapsed.TotalMilliseconds;

            //return; // Add for generator

            this.singleAgentOptimalCosts = new int[this.GetNumOfAgents()][];
            this.singleAgentOptimalMoves = new Move[this.GetNumOfAgents()][];

            for (int agentId = 0; agentId < this.GetNumOfAgents(); agentId++)
            {
                // Run a single source shortest path algorithm from the _goal_ of the agent
                var shortestPathLengths = new int[this.numLocations];
                var optimalMoves        = new Move[this.numLocations];
                for (int i = 0; i < numLocations; i++)
                {
                    shortestPathLengths[i] = -1;
                }
                var openlist = new Queue <AgentState>();

                // Create initial state
                var agentStartState = this.agents[agentId];
                var agent           = agentStartState.agent;
                var goalState       = new AgentState(agent.Goal.x, agent.Goal.y, -1, -1, agentId);
                int goalIndex       = this.GetCardinality(goalState.lastMove);
                shortestPathLengths[goalIndex] = 0;
                optimalMoves[goalIndex]        = new Move(goalState.lastMove);
                openlist.Enqueue(goalState);

                while (openlist.Count > 0)
                {
                    AgentState state = openlist.Dequeue();

                    // Generate child states
                    foreach (TimedMove aMove in state.lastMove.GetNextMoves())
                    {
                        if (IsValid(aMove))
                        {
                            int entry = cardinality[aMove.x, aMove.y];
                            // If move will generate a new or better state - add it to the queue
                            if ((shortestPathLengths[entry] == -1) || (shortestPathLengths[entry] > state.g + 1))
                            {
                                var childState = new AgentState(state);
                                childState.MoveTo(aMove);
                                shortestPathLengths[entry] = childState.g;
                                optimalMoves[entry]        = new Move(aMove.GetOppositeMove());
                                openlist.Enqueue(childState);
                            }
                        }
                    }
                }

                int start = this.GetCardinality(agentStartState.lastMove);
                if (shortestPathLengths[start] == -1)
                {
                    throw new Exception($"Unsolvable instance! Agent {agentId} cannot reach its goal");
                    // Note instances can still be unsolvable if this isn't reached. E.g. this corridor:
                    // s1-g2-g1-s2
                }

                this.singleAgentOptimalCosts[agentId] = shortestPathLengths;
                this.singleAgentOptimalMoves[agentId] = optimalMoves;
            }
            double endTime = watch.Elapsed.TotalMilliseconds;

            this.shortestPathComputeTime = endTime - startTime;
        }