public Graph_SearchAStar_TS(NavGraph graph, int source, int target) : base(SearchType.AStar)
    {
        graph_            = graph;
        shortestPathTree_ = new NavGraphEdge[graph.NumNodes()];
        searchFrontier_   = new NavGraphEdge[graph.NumNodes()];
        gCosts_           = new float[graph.NumNodes()];
        fCosts_           = new float[graph.NumNodes()];
        sourceIdx_        = source;
        targetIdx_        = target;

        //create the PQ
        pq_ = new IndexedPriorityQLow(fCosts_, graph_.NumNodes());

        //put the source node on the queue
        pq_.Insert(sourceIdx_);
    }
    public Graph_SearchAStar_TS(NavGraph graph, int source, int target)
        : base(SearchType.AStar)
    {
        graph_ = graph;
        shortestPathTree_ = new NavGraphEdge[graph.NumNodes()];
        searchFrontier_ = new NavGraphEdge[graph.NumNodes()];
        gCosts_ = new float[graph.NumNodes()];
        fCosts_ = new float[graph.NumNodes()];
        sourceIdx_ = source;
        targetIdx_ = target;

         	//create the PQ
         	pq_ = new IndexedPriorityQLow(fCosts_, graph_.NumNodes());

        //put the source node on the queue
        pq_.Insert(sourceIdx_);
    }
示例#3
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    public Graph_SearchDijkstras_TS(NavGraph navGraph,
                                    int sourceNodeIndex,
                                    int targetNodeIndex) : base(Graph_SearchTimeSliced.SearchType.Dijkstra)
    {
        navGraph_         = navGraph;
        shortestPathTree_ = new NavGraphEdge[navGraph_.NumNodes()];
        searchFrontier_   = new NavGraphEdge[navGraph_.NumNodes()];
        costToThisNode_   = new float[navGraph_.NumNodes()];
        sourceNodeIndex_  = sourceNodeIndex;
        targetNodeIndex_  = targetNodeIndex;

        //create the PQ         ,
        pq_ = new IndexedPriorityQLow(costToThisNode_, navGraph_.NumNodes());

        //put the source node on the queue
        pq_.Insert(sourceNodeIndex_);
    }
    public Graph_SearchDijkstras_TS(	NavGraph navGraph,
                          				int sourceNodeIndex,
                          				int targetNodeIndex)
        : base(Graph_SearchTimeSliced.SearchType.Dijkstra)
    {
        navGraph_ = navGraph;
        shortestPathTree_ = new NavGraphEdge[navGraph_.NumNodes()];
        searchFrontier_ = new NavGraphEdge[navGraph_.NumNodes()];
        costToThisNode_ = new float[navGraph_.NumNodes()];
        sourceNodeIndex_ = sourceNodeIndex;
        targetNodeIndex_ = targetNodeIndex;

         	//create the PQ         ,
         	pq_ = new IndexedPriorityQLow( costToThisNode_, navGraph_.NumNodes() );

        //put the source node on the queue
        pq_.Insert( sourceNodeIndex_ );
    }
    protected void Search()
    {
        //create an indexed priority queue that sorts smallest to largest
        //(front to back).Note that the maximum number of elements the iPQ
        //may contain is N. This is because no node can be represented on the
        //queue more than once.
        IndexedPriorityQLow pq = new IndexedPriorityQLow(costToThisNode_, navGraph_.NumNodes());

        //put the source node on the queue
        pq.Insert(sourceNodeID_);

        //while the queue is not empty
        while (!pq.Empty())
        {
            //get lowest cost node from the queue. Don't forget, the return value
            //is a *node index*, not the node itself. This node is the node not already
            //on the SPT that is the closest to the source node
            int nextClosestNode = pq.Pop();

            //move this edge from the frontier to the shortest path tree
            shortestPathTree_[nextClosestNode] = searchFrontier_[nextClosestNode];

            //if the target has been found exit
            if (nextClosestNode == targetNodeID_)
            {
                return;
            }

            //now to relax the edges.
            List <NavGraphEdge> edges    = navGraph_.GetEdgeListList()[nextClosestNode];
            NavGraphEdge        currEdge = null;
            for (int i = 0; i < edges.Count; ++i)
            {
                currEdge = edges[i];

                //the total cost to the node this edge points to is the cost to the
                //current node plus the cost of the edge connecting them.
                float newCost = costToThisNode_[nextClosestNode] + currEdge.Cost();

                //if this edge has never been on the frontier make a note of the cost
                //to get to the node it points to, then add the edge to the frontier
                //and the destination node to the PQ.
                if (searchFrontier_[currEdge.To()] == null)
                {
                    costToThisNode_[currEdge.To()] = newCost;
                    pq.Insert(currEdge.To());
                    searchFrontier_[currEdge.To()] = currEdge;
                }

                //else test to see if the cost to reach the destination node via the
                //current node is cheaper than the cheapest cost found so far. If
                //this path is cheaper, we assign the new cost to the destination
                //node, update its entry in the PQ to reflect the change and add the
                //edge to the frontier
                else if ((newCost < costToThisNode_[currEdge.To()]) &&
                         (shortestPathTree_[currEdge.To()] == null))
                {
                    costToThisNode_[currEdge.To()] = newCost;

                    //because the cost is less than it was previously, the PQ must be
                    //re-sorted to account for this.
                    pq.ChangePriority(currEdge.To());

                    searchFrontier_[currEdge.To()] = currEdge;
                }
            }
        }
    }
示例#6
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        public override bool Search()
        {
            //create an indexed priority queue that sorts smallest to largest
            //(front to back).Note that the maximum number of elements the iPQ
            //may contain is N. This is because no node can be represented on the
            //queue more than once.
            IndexedPriorityQLow pq = new IndexedPriorityQLow(m_FCosts, m_Graph.NumNodes());

            //put the source node on the queue
            pq.insert(m_iSource);

            //while the queue is not empty
            while (!pq.empty())
            {
                //get lowest cost node from the queue.
                int NextClosestNode = pq.Pop();

                //move this node from the frontier to the spanning tree
                m_ShortestPathTree[NextClosestNode] = m_SearchFrontier[NextClosestNode];

                //if the target has been found exit
                if (NextClosestNode == m_iTarget)
                {
                    return(true);
                }

                //now to relax the edges.
                SparseGraph.EdgeIterator EdgeItr = new SparseGraph.EdgeIterator(m_Graph, NextClosestNode);

                while (EdgeItr.MoveNext())
                {
                    //calculate the heuristic cost from this node to the target (H)
                    double HCost = funcPointer(m_Graph, m_iTarget, EdgeItr.Current.To);

                    //calculate the 'real' cost to this node from the source (G)
                    double GCost = m_GCosts[NextClosestNode] + EdgeItr.Current.Cost;

                    //if the node has not been added to the frontier, add it and update
                    //the G and F costs
                    if (NavGraphEdge.IsNull(m_SearchFrontier[EdgeItr.Current.To]))
                    {
                        m_FCosts[EdgeItr.Current.To] = GCost + HCost;
                        m_GCosts[EdgeItr.Current.To] = GCost;

                        pq.insert(EdgeItr.Current.To);

                        m_SearchFrontier[EdgeItr.Current.To] = EdgeItr.Current;
                    }
                    //if this node is already on the frontier but the cost to get here
                    //is cheaper than has been found previously, update the node
                    //costs and frontier accordingly.
                    else if ((GCost < m_GCosts[EdgeItr.Current.To]) && NavGraphEdge.IsNull(m_ShortestPathTree[EdgeItr.Current.To]))
                    {
                        m_FCosts[EdgeItr.Current.To] = GCost + HCost;
                        m_GCosts[EdgeItr.Current.To] = GCost;

                        pq.ChangePriority(EdgeItr.Current.To);

                        m_SearchFrontier[EdgeItr.Current.To] = EdgeItr.Current;
                    }
                }
            }
            return(false);
        }
示例#7
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        public override bool Search()
        {
            //create an indexed priority queue that sorts smallest to largest
            //(front to back).Note that the maximum number of elements the iPQ
            //may contain is N. This is because no node can be represented on the
            //queue more than once.
            IndexedPriorityQLow pq = new IndexedPriorityQLow(m_CostToThisNode, m_Graph.NumNodes());

            //put the source node on the queue
            pq.insert(m_iSource);

            //while the queue is not empty
            while (!pq.empty())
            {
                //get lowest cost node from the queue. Don't forget, the return value
                //is a *node index*, not the node itself. This node is the node not already
                //on the SPT that is the closest to the source node
                int NextClosestNode = pq.Pop();

                //move this edge from the frontier to the shortest path tree
                m_ShortestPathTree[NextClosestNode] = m_SearchFrontier[NextClosestNode];

                //if the target has been found exit
                if (NextClosestNode == m_iTarget)
                {
                    return(true);
                }

                //now to relax the edges.
                SparseGraph.EdgeIterator EdgeItr = new SparseGraph.EdgeIterator(m_Graph, NextClosestNode);

                while (EdgeItr.MoveNext())
                {
                    //the total cost to the node this edge points to is the cost to the
                    //current node plus the cost of the edge connecting them.
                    double NewCost = m_CostToThisNode[NextClosestNode] + EdgeItr.Current.Cost;

                    //if this edge has never been on the frontier make a note of the cost
                    //to get to the node it points to, then add the edge to the frontier
                    //and the destination node to the PQ.
                    if (NavGraphEdge.IsNull(m_SearchFrontier[EdgeItr.Current.To]))
                    {
                        m_CostToThisNode[EdgeItr.Current.To] = NewCost;

                        pq.insert(EdgeItr.Current.To);

                        m_SearchFrontier[EdgeItr.Current.To] = EdgeItr.Current;
                    }

                    //else test to see if the cost to reach the destination node via the
                    //current node is cheaper than the cheapest cost found so far. If
                    //this path is cheaper, we assign the new cost to the destination
                    //node, update its entry in the PQ to reflect the change and add the
                    //edge to the frontier
                    else if ((NewCost < m_CostToThisNode[EdgeItr.Current.To]) &&
                             NavGraphEdge.IsNull(m_ShortestPathTree[EdgeItr.Current.To]))
                    {
                        m_CostToThisNode[EdgeItr.Current.To] = NewCost;

                        //because the cost is less than it was previously, the PQ must be
                        //re-sorted to account for this.
                        pq.ChangePriority(EdgeItr.Current.To);

                        m_SearchFrontier[EdgeItr.Current.To] = EdgeItr.Current;
                    }
                }
            }
            return(false);
        }
    protected void Search()
    {
        //create an indexed priority queue that sorts smallest to largest
          		//(front to back).Note that the maximum number of elements the iPQ
          		//may contain is N. This is because no node can be represented on the
          		//queue more than once.
          		IndexedPriorityQLow pq = new IndexedPriorityQLow ( costToThisNode_, navGraph_.NumNodes() );

          		//put the source node on the queue
          		pq.Insert(sourceNodeID_);

          		//while the queue is not empty
          		while ( !pq.Empty() ) {
            //get lowest cost node from the queue. Don't forget, the return value
            //is a *node index*, not the node itself. This node is the node not already
            //on the SPT that is the closest to the source node
            int nextClosestNode = pq.Pop();

            //move this edge from the frontier to the shortest path tree
            shortestPathTree_[nextClosestNode] = searchFrontier_[nextClosestNode];

            //if the target has been found exit
            if ( nextClosestNode == targetNodeID_ ) {
                return;
            }

            //now to relax the edges.
            List<NavGraphEdge> edges = navGraph_.GetEdgeListList()[nextClosestNode];
            NavGraphEdge currEdge = null;
            for ( int i=0; i<edges.Count; ++i ) {
                currEdge = edges[i];

          			//the total cost to the node this edge points to is the cost to the
          			//current node plus the cost of the edge connecting them.
          			float newCost = costToThisNode_[nextClosestNode] + currEdge.Cost();

          			//if this edge has never been on the frontier make a note of the cost
          			//to get to the node it points to, then add the edge to the frontier
          			//and the destination node to the PQ.
          			if ( searchFrontier_[currEdge.To()] == null ) {
                    costToThisNode_[currEdge.To()] = newCost;
                    pq.Insert(currEdge.To());
                    searchFrontier_[currEdge.To()] = currEdge;
                }

          			//else test to see if the cost to reach the destination node via the
          			//current node is cheaper than the cheapest cost found so far. If
          			//this path is cheaper, we assign the new cost to the destination
          			//node, update its entry in the PQ to reflect the change and add the
          			//edge to the frontier
          			else if (	(newCost < costToThisNode_[currEdge.To()]) &&
                            (shortestPathTree_[currEdge.To()] == null) ) {
                    costToThisNode_[currEdge.To()] = newCost;

                    //because the cost is less than it was previously, the PQ must be
                    //re-sorted to account for this.
                    pq.ChangePriority(currEdge.To());

                    searchFrontier_[currEdge.To()] = currEdge;
                }
            }
        }
    }