Exemplo n.º 1
0
        private void WriteLogWithTwoWayTraveledData(TwoWayTraveledPathData data)
        {
            Application.Current.Dispatcher.Invoke(new Action(() =>
            {
                SearchEventManager sem = data.SEM;

                Logger.ClearLog();

                foreach (var searchEvent in sem.Events)
                {
                    Logger.WriteLogInfo(
                        searchEvent.EventMessage);
                }
                StringBuilder msg = new StringBuilder();

                Logger.WriteLogInfo(string.Format("Total edges EXPLORED in PATH1: {0}", data.Path1.ExploredEdges.Count));
                foreach (var edge in data.Path1.ExploredEdges)
                {
                    msg.Append(edge + "=>");
                }
                Logger.WriteLogInfo(msg.ToString());
                msg.Clear();

                Logger.WriteLogInfo(string.Format("Total edges EXPLORED in PATH2: {0}", data.Path2.ExploredEdges.Count));
                foreach (var edge in data.Path2.ExploredEdges)
                {
                    msg.Append(edge + "=>");
                }
                Logger.WriteLogInfo(msg.ToString());
                msg.Clear();

                Logger.WriteLogInfo(string.Format("Total edges TRAVELED in PATH1: {0}", data.Path1.TraveledEdges.Count));
                foreach (var vert in data.Path1.TraveledEdges)
                {
                    msg.Append(vert + "=>");
                }
                Logger.WriteLogInfo(msg.ToString());
                msg.Clear();

                Logger.WriteLogInfo(string.Format("Total edges TRAVELED in PATH2: {0}", data.Path2.TraveledEdges.Count));
                foreach (var vert in data.Path2.TraveledEdges)
                {
                    msg.Append(vert + "=>");
                }
                Logger.WriteLogInfo(msg.ToString());
                msg.Clear();

                Logger.WriteLogInfo("SHORTEST PATH:");
                var shortestPath = data.GetShortestPath();
                foreach (var edge in shortestPath)
                {
                    msg.Append(edge + "=>");
                }
                Logger.WriteLogInfo(msg.ToString());
            }));
        }
        private TwoWayTraveledPathData Search()
        {
            pathData = new TwoWayTraveledPathData(root, goal);

            // enqueue root node in frontier
            pathData.Frontier1.Enqueue(root);
            pathData.Frontier2.Enqueue(goal);

            // if frontier is empty - we finished searching
            while (!pathData.Frontier1.Empty || !pathData.Frontier2.Empty)
            {
                // by priority at top I mean the smallest total cost path to vertex in frontier
                pathData.UpdateCost1(pathData.Frontier1.PriorityAtTop());
                pathData.UpdateCost2(pathData.Frontier2.PriorityAtTop());

                // dequeue vertex with the least total cost
                Vertex node1 = pathData.Frontier1.Dequeue();
                Vertex node2 = pathData.Frontier2.Dequeue();

                // search in explored for adjacent edge for added node
                foreach (var edge in pathData.Path1.ExploredEdges)
                {
                    if (edge.VerticeTo == node1)
                    {
                        pathData.AddTraveledEdgeToPath1(new Edge(edge, pathData.Cost1));
                    }
                }
                foreach (var edge in pathData.Path2.ExploredEdges)
                {
                    if (edge.VerticeTo == node2)
                    {
                        pathData.AddTraveledEdgeToPath2(new Edge(edge, pathData.Cost2));
                    }
                }

                // if our dequeued node is goal node, then we got path with shortest cost to it
                if (node1 == goal || node2 == root)
                {
                    return(pathData);
                }

                // add dequeued node to explored list
                pathData.Explored1.Add(node1);
                pathData.Explored2.Add(node2);

                if (pathData.Path2.TraveledEdges.Any(e => e.VerticeTo == node1) || pathData.Path1.TraveledEdges.Any(e => e.VerticeTo == node2))
                {
                    return(pathData);
                }


                // foreach neighbour's node
                foreach (var adjacentVertex in graph.AdjacentVertices(node1))
                {
                    // if node is not in explored
                    if (!pathData.Explored1.Contains(adjacentVertex))
                    {
                        Edge edge = graph.GetEdge(node1, adjacentVertex);
                        // and if neighbour node is not in frontier
                        if (!pathData.Frontier1.Contains(adjacentVertex))
                        {
                            // add edge NODE-ADJACENTVERTEX
                            pathData.AddExploredEdgeToPath1(new Edge(edge, pathData.Cost1 + edge.Weight));

                            pathData.Frontier1.Enqueue(adjacentVertex, pathData.Cost1 + edge.Weight);
                        }
                        // else if neighbour node is in frontier and its cost is higher then current
                        // -> replace existing node with node with lower path cost
                        else if ((pathData.Cost1 + edge.Weight) < pathData.Frontier1.GetPriority(adjacentVertex))
                        {
                            // remove edge PREVIOUSNODE-ADJACENTVERTEX
                            // add edge NODE-ADJACENTVERTEX
                            pathData.RemoveExploredFromPath1(adjacentVertex);
                            pathData.AddExploredEdgeToPath1(new Edge(edge, pathData.Cost1 + edge.Weight));

                            // update vertex priority in frontier
                            pathData.Frontier1.Remove(adjacentVertex);
                            pathData.Frontier1.Enqueue(adjacentVertex, pathData.Cost1 + edge.Weight);
                        }
                        else
                        {
                            // add and delete it cause it is failure, longer path
                            Edge tempEdge = new Edge(edge, pathData.Cost1 + edge.Weight);
                            pathData.AddExploredEdgeToPath1(tempEdge);
                            pathData.RemoveExploredFromPath1(tempEdge);
                        }
                    }
                }
                // foreach neighbour's node
                foreach (var adjacentVertex in graph.AdjacentVertices(node2))
                {
                    // if node is not in explored
                    if (!pathData.Explored2.Contains(adjacentVertex))
                    {
                        Edge edge = graph.GetEdge(node2, adjacentVertex);
                        // and if neighbour node is not in frontier
                        if (!pathData.Frontier2.Contains(adjacentVertex))
                        {
                            // add edge NODE-ADJACENTVERTEX
                            pathData.AddExploredEdgeToPath2(new Edge(edge, pathData.Cost2 + edge.Weight));

                            pathData.Frontier2.Enqueue(adjacentVertex, pathData.Cost2 + edge.Weight);
                        }
                        // else if neighbour node is in frontier and its cost is higher then current
                        // -> replace existing node with node with lower path cost
                        else if ((pathData.Cost2 + edge.Weight) < pathData.Frontier2.GetPriority(adjacentVertex))
                        {
                            // remove edge PREVIOUSNODE-ADJACENTVERTEX
                            // add edge NODE-ADJACENTVERTEX
                            pathData.RemoveExploredFromPath2(adjacentVertex);
                            pathData.AddExploredEdgeToPath2(new Edge(edge, pathData.Cost2 + edge.Weight));

                            // update vertex priority in frontier
                            pathData.Frontier2.Remove(adjacentVertex);
                            pathData.Frontier2.Enqueue(adjacentVertex, pathData.Cost2 + edge.Weight);
                        }
                        else
                        {
                            // add and delete it cause it is failure, longer path
                            Edge tempEdge = new Edge(edge, pathData.Cost2 + edge.Weight);
                            pathData.AddExploredEdgeToPath2(tempEdge);
                            pathData.RemoveExploredFromPath2(tempEdge);
                        }
                    }
                }
            }
            return(null);
        }
        private TwoWayTraveledPathData Search()
        {
            pathData = new TwoWayTraveledPathData(root, goal);

            // enqueue root node in frontier
            pathData.Frontier1.Enqueue(root);
            pathData.Frontier2.Enqueue(goal);

            // if frontier is empty - we finished searching
            while (!pathData.Frontier1.Empty || !pathData.Frontier2.Empty)
            {
                // by priority at top I mean the smallest total cost path to vertex in frontier
                pathData.UpdateCost1(pathData.Frontier1.PriorityAtTop());
                pathData.UpdateCost2(pathData.Frontier2.PriorityAtTop());

                // dequeue vertex with the least total cost
                Vertex node1 = pathData.Frontier1.Dequeue();
                Vertex node2 = pathData.Frontier2.Dequeue();

                // search in explored for adjacent edge for added node
                foreach (var edge in pathData.Path1.ExploredEdges)
                {
                    if (edge.VerticeTo == node1)
                    {
                        pathData.AddTraveledEdgeToPath1(new Edge(edge, pathData.Cost1));
                    }
                }
                foreach (var edge in pathData.Path2.ExploredEdges)
                {
                    if (edge.VerticeTo == node2)
                    {
                        pathData.AddTraveledEdgeToPath2(new Edge(edge, pathData.Cost2));
                    }
                }

                // if our dequeued node is goal node, then we got path with shortest cost to it
                if (node1 == goal || node2 == root)
                {
                    return pathData;
                }

                // add dequeued node to explored list
                pathData.Explored1.Add(node1);
                pathData.Explored2.Add(node2);

                if (pathData.Path2.TraveledEdges.Any(e => e.VerticeTo == node1) || pathData.Path1.TraveledEdges.Any(e => e.VerticeTo == node2))
                {
                    return pathData;
                }


                // foreach neighbour's node
                foreach (var adjacentVertex in graph.AdjacentVertices(node1))
                {
                    // if node is not in explored
                    if (!pathData.Explored1.Contains(adjacentVertex))
                    {
                        Edge edge = graph.GetEdge(node1, adjacentVertex);
                        // and if neighbour node is not in frontier
                        if (!pathData.Frontier1.Contains(adjacentVertex))
                        {
                            // add edge NODE-ADJACENTVERTEX
                            pathData.AddExploredEdgeToPath1(new Edge(edge, pathData.Cost1 + edge.Weight));

                            pathData.Frontier1.Enqueue(adjacentVertex, pathData.Cost1 + edge.Weight);
                        }
                        // else if neighbour node is in frontier and its cost is higher then current
                        // -> replace existing node with node with lower path cost
                        else if ((pathData.Cost1 + edge.Weight) < pathData.Frontier1.GetPriority(adjacentVertex))
                        {
                            // remove edge PREVIOUSNODE-ADJACENTVERTEX
                            // add edge NODE-ADJACENTVERTEX
                            pathData.RemoveExploredFromPath1(adjacentVertex);
                            pathData.AddExploredEdgeToPath1(new Edge(edge, pathData.Cost1 + edge.Weight));

                            // update vertex priority in frontier
                            pathData.Frontier1.Remove(adjacentVertex);
                            pathData.Frontier1.Enqueue(adjacentVertex, pathData.Cost1 + edge.Weight);
                        }
                        else
                        {
                            // add and delete it cause it is failure, longer path
                            Edge tempEdge = new Edge(edge, pathData.Cost1 + edge.Weight);
                            pathData.AddExploredEdgeToPath1(tempEdge);
                            pathData.RemoveExploredFromPath1(tempEdge);
                        }
                    }
                }
                // foreach neighbour's node
                foreach (var adjacentVertex in graph.AdjacentVertices(node2))
                {
                    // if node is not in explored
                    if (!pathData.Explored2.Contains(adjacentVertex))
                    {
                        Edge edge = graph.GetEdge(node2, adjacentVertex);
                        // and if neighbour node is not in frontier
                        if (!pathData.Frontier2.Contains(adjacentVertex))
                        {
                            // add edge NODE-ADJACENTVERTEX
                            pathData.AddExploredEdgeToPath2(new Edge(edge, pathData.Cost2 + edge.Weight));

                            pathData.Frontier2.Enqueue(adjacentVertex, pathData.Cost2 + edge.Weight);
                        }
                        // else if neighbour node is in frontier and its cost is higher then current
                        // -> replace existing node with node with lower path cost
                        else if ((pathData.Cost2 + edge.Weight) < pathData.Frontier2.GetPriority(adjacentVertex))
                        {
                            // remove edge PREVIOUSNODE-ADJACENTVERTEX
                            // add edge NODE-ADJACENTVERTEX
                            pathData.RemoveExploredFromPath2(adjacentVertex);
                            pathData.AddExploredEdgeToPath2(new Edge(edge, pathData.Cost2 + edge.Weight));

                            // update vertex priority in frontier
                            pathData.Frontier2.Remove(adjacentVertex);
                            pathData.Frontier2.Enqueue(adjacentVertex, pathData.Cost2 + edge.Weight);
                        }
                        else
                        {
                            // add and delete it cause it is failure, longer path
                            Edge tempEdge = new Edge(edge, pathData.Cost2 + edge.Weight);
                            pathData.AddExploredEdgeToPath2(tempEdge);
                            pathData.RemoveExploredFromPath2(tempEdge);
                        }
                    }
                }
            }
            return null;
        }