Exemplo n.º 1
0
        private void Start(int[] nodes, Heuristic heuristic)
        {
            int                        openStateIndex;
            int                        stateCount     = -1;
            State                      currentState   = null;
            List <State>               nextStates     = new List <State>();
            HashSet <String>           openStates     = new HashSet <string>();
            MinPriorityQueue <State>   openStateQueue = new MinPriorityQueue <State>(nodes.Length * 3);
            Dictionary <String, State> closedQueue    = new Dictionary <string, State>(nodes.Length * 3);

            State state = new State(null, nodes, heuristic);

            openStateQueue.Enqueue(state);
            openStates.Add(state.GetStateCode());

            StartMeasure();

            while (!openStateQueue.IsEmpty())
            {
                currentState = openStateQueue.Dequeue();
                openStates.Remove(currentState.GetStateCode());

                stateCount++;

                // Is this final state
                if (currentState.IsFinalState())
                {
                    EndMeasure(stateCount);
                    break;
                }

                // Look into next state
                currentState.GetNextStates(ref nextStates);

                if (nextStates.Count > 0)
                {
                    State closedState;
                    State openState;
                    State nextState;

                    for (int i = 0; i < nextStates.Count; i++)
                    {
                        closedState = null;
                        openState   = null;
                        nextState   = nextStates[i];

                        if (openStates.Contains(nextState.GetStateCode()))
                        {
                            // We already have same state in the open queue.
                            openState = openStateQueue.Find(nextState, out openStateIndex);

                            if (openState.IsCostlierThan(nextState))
                            {
                                // We have found a better way to reach at this state. Discard the costlier one
                                openStateQueue.Remove(openStateIndex);
                                openStateQueue.Enqueue(nextState);
                            }
                        }
                        else
                        {
                            // Check if state is in closed queue
                            String stateCode = nextState.GetStateCode();

                            if (closedQueue.TryGetValue(stateCode, out closedState))
                            {
                                // We have found a better way to reach at this state. Discard the costlier one
                                if (closedState.IsCostlierThan(nextState))
                                {
                                    closedQueue.Remove(stateCode);
                                    closedQueue[stateCode] = nextState;
                                }
                            }
                        }

                        // Either this is a new state, or better than previous one.
                        if (openState == null && closedState == null)
                        {
                            openStateQueue.Enqueue(nextState);
                            openStates.Add(nextState.GetStateCode());
                        }
                    }

                    closedQueue[currentState.GetStateCode()] = currentState;
                }
            }

            if (currentState != null && !currentState.IsFinalState())
            {
                // No solution
                currentState = null;
            }

            PuzzleSolved(currentState, stateCount);
            OnFinalState(currentState);
        }
Exemplo n.º 2
0
        private void Start(int[] nodes, Heuristic heuristic, CsvWriter csv, int problemType)
        {
            int                        openStateIndex;
            int                        stateCount     = -1;
            State                      currentState   = null;
            List <State>               nextStates     = new List <State>();
            HashSet <String>           openStates     = new HashSet <string>();
            MinPriorityQueue <State>   openStateQueue = new MinPriorityQueue <State>(nodes.Length * 3);
            Dictionary <String, State> closedQueue    = new Dictionary <string, State>(nodes.Length * 3);

            var endProcess          = false;
            var levelCountGenerated = new int[problemType + 1];
            var levelCountExpanded  = new int[problemType + 1];
            var levelCountEvaluated = new int[problemType + 1];

            State state = new State(null, nodes, heuristic);

            openStateQueue.Enqueue(state);
            openStates.Add(state.GetStateCode());

            StartMeasure();

            while (!openStateQueue.IsEmpty())
            {
                if (endProcess)
                {
                    break;
                }

                currentState = openStateQueue.Dequeue();
                openStates.Remove(currentState.GetStateCode());

                stateCount++;

                if (currentState.GetParent() == null)
                {
                    currentState.level = 0;
                }
                else
                {
                    levelCountExpanded[currentState.GetParent().level]++;
                }

                // Look into next state
                currentState.GetNextStates(ref nextStates);

                if (nextStates.Count > 0)
                {
                    State closedState;
                    State openState;
                    State nextState;

                    for (int i = 0; i < nextStates.Count; i++)
                    {
                        closedState = null;
                        openState   = null;
                        nextState   = nextStates[i];

                        if (currentState.level > levelCountGenerated.Length - 1)
                        {
                            Array.Resize(ref levelCountGenerated, currentState.level + 1);
                            Array.Resize(ref levelCountExpanded, currentState.level + 1);
                            Array.Resize(ref levelCountEvaluated, currentState.level + 1);
                        }

                        nextState.level = currentState.level + 1;
                        levelCountGenerated[currentState.level]++;

                        if (nextState.IsFinalState())
                        {
                            EndMeasure(stateCount);
                            endProcess = true;
                            break;
                        }

                        if (openStates.Contains(nextState.GetStateCode()))
                        {
                            // We already have same state in the open queue.
                            openState = openStateQueue.Find(nextState, out openStateIndex);

                            if (openState.IsCostlierThan(nextState))
                            {
                                // We have found a better way to reach at this state. Discard the costlier one
                                openStateQueue.Remove(openStateIndex);
                                openStateQueue.Enqueue(nextState);
                            }
                        }
                        else
                        {
                            // Check if state is in closed queue
                            String stateCode = nextState.GetStateCode();

                            if (closedQueue.TryGetValue(stateCode, out closedState))
                            {
                                // We have found a better way to reach at this state. Discard the costlier one
                                if (closedState.IsCostlierThan(nextState))
                                {
                                    closedQueue.Remove(stateCode);
                                    closedQueue[stateCode] = nextState;
                                }
                            }
                        }

                        // Either this is a new state, or better than previous one.
                        if (openState == null && closedState == null)
                        {
                            levelCountEvaluated[currentState.level]++;
                            openStateQueue.Enqueue(nextState);
                            openStates.Add(nextState.GetStateCode());
                        }
                    }

                    closedQueue[currentState.GetStateCode()] = currentState;
                }
            }

            var steps     = PuzzleSolved(currentState, stateCount);
            var goalState = "1*2*3*4*5*6*7*8*-1";

            var levelCountGeneratedString = levelCountGenerated.Aggregate("", (current, item) => current + (item + "|"));
            var levelCountEvaluatedString = levelCountEvaluated.Aggregate("", (current, item) => current + (item + "|"));
            var levelCountExpandedString  = levelCountExpanded.Aggregate("", (current, item) => current + (item + "|"));
            var totalGenerated            = levelCountGenerated.Sum();
            var totalEvaluated            = levelCountEvaluated.Sum();
            var totalExpanded             = levelCountExpanded.Sum();

            var record = new { Time = mStopWatch.ElapsedTicks / 10000.0, State = "\"" + state.GetStateCode() + "\"", GoalState = goalState, Step = steps };

            csv.WriteRecord(record);

            csv.WriteField(levelCountGeneratedString);
            csv.WriteField(levelCountEvaluatedString);
            csv.WriteField(levelCountExpandedString);
            csv.WriteField(totalGenerated);
            csv.WriteField(totalEvaluated);
            csv.WriteField(totalExpanded);
            csv.NextRecord();

            //OnFinalState(currentState);
        }