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#include
#include
#include
<iostream>
<stdio.h>
<assert.h>
<new>
#include <ctype.h>
using namespace std;
// Configuration
#define
#define
#define
#define
#define
NUM_TIMES_TO_RUN_SEARCH 1
DISPLAY_SOLUTION_FORWARDS 1
DISPLAY_SOLUTION_BACKWARDS 0
DISPLAY_SOLUTION_INFO 1
DEBUG_LISTS 0
};
// Goal state
PuzzleState::TILE PuzzleState::g_goal[] =
{
TL_1,
TL_2,
TL_3,
TL_8,
TL_SPACE,
TL_4,
TL_7,
TL_6,
TL_5,
};
// Some nice Start states
PuzzleState::TILE PuzzleState::g_start[] =
{
// Three example start states from Bratko's Prolog Programming for Artificial Intelligence
#if 1
// ex a - 4 steps
TL_1 ,
TL_3 ,
TL_4 ,
TL_8 ,
TL_SPACE ,
TL_2 ,
TL_7 ,
TL_6 ,
TL_5 ,
#elif 0
// ex b - 5 steps
TL_2 ,
TL_8 ,
TL_3 ,
TL_1 ,
TL_6 ,
TL_4 ,
TL_7 ,
TL_SPACE ,
TL_5 ,
#elif 0
// ex c - 18 steps
TL_2 ,
TL_1 ,
TL_6 ,
TL_4 ,
TL_SPACE ,
TL_8 ,
TL_7 ,
TL_5 ,
TL_3 ,
#elif 0
// nasty one - doesn't solve
TL_6 ,
TL_3 ,
TL_SPACE ,
TL_4 ,
TL_8 ,
TL_5 ,
TL_7 ,
TL_2 ,
TL_1 ,
#elif 0
// sent by email - does work though
TL_1 , TL_2 , TL_3 ,
TL_4 , TL_5 , TL_6 ,
TL_8 , TL_7 , TL_SPACE ,
// from http://www.cs.utexas.edu/users/novak/asg-8p.html
//Goal:
Easy:
//1 2 3
//8 4
//7 6 5
134
862
7 5
#elif 0
// easy 5
Medium:
281
43
765
Hard:
281
463
75
Worst:
567
4 8
321
TL_1 ,
TL_3 ,
TL_4 ,
TL_8 ,
TL_6 ,
TL_2 ,
TL_7 ,
TL_SPACE ,
TL_5 ,
#elif 0
// medium 9
TL_2 ,
TL_8 ,
TL_1 ,
TL_SPACE ,
TL_4 ,
TL_3 ,
TL_7 ,
TL_6 ,
TL_5 ,
#elif 0
// hard 12
TL_2 ,
TL_8 ,
TL_1 ,
TL_4 ,
TL_6 ,
TL_3 ,
TL_SPACE ,
TL_7 ,
TL_5 ,
#elif 0
// worst 30
TL_5 ,
TL_6 ,
TL_7 ,
TL_4 ,
TL_SPACE ,
TL_8 ,
TL_3 ,
TL_2 ,
TL_1 ,
#elif 0
//
123
//
784
// 65
// two move simple board
TL_1 ,
TL_2 ,
TL_3 ,
TL_7 ,
TL_8 ,
TL_4 ,
TL_SPACE ,
TL_6 ,
TL_5 ,
#elif 0
// a1 b2 c3 d4 e5 f6 g7 h8
//C3,Blank,H8,A1,G8,F6,E5,D4,B2
TL_3 ,
TL_SPACE ,
TL_8 ,
TL_1 ,
TL_8 ,
TL_6 ,
TL_5 ,
TL_4 ,
TL_2 ,
#endif
};
bool PuzzleState::IsSameState( PuzzleState &rhs )
{
for( int i=0; i<(BOARD_HEIGHT*BOARD_WIDTH); i++ )
{
if( tiles[i] != rhs.tiles[i] )
{
return false;
}
}
return true;
}
void PuzzleState::PrintNodeInfo()
{
char str[100];
sprintf( str, "%c %c %c\n%c %c %c\n%c %c %c\n",
tiles[0] + '0',
tiles[1] + '0',
tiles[2] + '0',
tiles[3] + '0',
tiles[4] + '0',
tiles[5]
tiles[6]
tiles[7]
tiles[8]
+
+
+
+
'0',
'0',
'0',
'0'
);
cout << str;
}
// Here's the heuristic function that estimates the distance from a PuzzleState
// to the Goal.
float PuzzleState::GoalDistanceEstimate( PuzzleState &nodeGoal )
{
// Nilsson's sequence score
int i, cx, cy, ax, ay, h = 0, s, t;
// given a tile this returns the tile that should be clockwise
TILE correct_follower_to[ BOARD_WIDTH * BOARD_HEIGHT ] =
{
TL_SPACE, // always wrong
TL_2,
TL_3,
TL_4,
TL_5,
TL_6,
TL_7,
TL_8,
TL_1,
};
// given a table index returns the index of the tile that is clockwise to it 3*3 only
int clockwise_tile_of[ BOARD_WIDTH * BOARD_HEIGHT ] =
{
1,
2,
// 012
5,
// 345
0,
// 678
-1, // never called with center square
8,
3,
6,
7
};
int tile_x[ BOARD_WIDTH * BOARD_HEIGHT ] =
{
/* TL_SPACE */ 1,
/* TL_1 */ 0,
/* TL_2 */ 1,
/* TL_3 */ 2,
/* TL_4 */ 2,
/* TL_5 */ 2,
/* TL_6 */ 1,
/* TL_7 */ 0,
/* TL_8 */ 0,
};
int tile_y[ BOARD_WIDTH * BOARD_HEIGHT ] =
{
/*
/*
/*
/*
/*
/*
/*
/*
/*
TL_SPACE */ 1,
TL_1 */ 0,
TL_2 */ 0,
TL_3 */ 0,
TL_4 */ 1,
TL_5 */ 2,
TL_6 */ 2,
TL_7 */ 2,
TL_8 */ 1,
};
s=0;
// score 1 point if centre is not correct
if( tiles[(BOARD_HEIGHT*BOARD_WIDTH)/2] !=
nodeGoal.tiles[(BOARD_HEIGHT*BOARD_WIDTH)/2] )
{
s = 1;
}
for( i=0; i<(BOARD_HEIGHT*BOARD_WIDTH); i++ )
{
// this loop adds up the totaldist element in h and
// the sequence score in s
// the space does not count
if( tiles[i] == TL_SPACE )
{
continue;
}
// get correct x and y of this tile
cx = tile_x[tiles[i]];
cy = tile_y[tiles[i]];
// get actual
ax = i % BOARD_WIDTH;
ay = i / BOARD_WIDTH;
// add manhatten distance to h
h += abs( cx-ax );
h += abs( cy-ay );
// no s score for center tile
if( (ax == (BOARD_WIDTH/2)) && (ay == (BOARD_HEIGHT/2)) )
{
continue;
}
// score 2 points if not followed by successor
if( correct_follower_to[ tiles[i] ] != tiles[ clockwise_tile_of[ i ] ] )
{
s += 2;
}
}
// mult by 3 and add to h
t = h + (3*s);
return (float) t;
}
bool PuzzleState::IsGoal( PuzzleState &nodeGoal )
{
return IsSameState( nodeGoal );
}
// Helper
// Return the x and y position of the space tile
void PuzzleState::GetSpacePosition( PuzzleState *pn, int *rx, int *ry )
{
int x,y;
for( y=0; y<BOARD_HEIGHT; y++ )
{
for( x=0; x<BOARD_WIDTH; x++ )
{
if( pn->tiles[(y*BOARD_WIDTH)+x] == TL_SPACE )
{
*rx = x;
*ry = y;
return;
}
}
}
assert( false && "Something went wrong. There's no space on the board" );
}
int PuzzleState::GetMap( int x, int y, TILE *tiles )
{
if( x < 0 ||
x >= BOARD_WIDTH ||
y < 0 ||
y >= BOARD_HEIGHT
)
return GM_OFF_BOARD;
if( tiles[(y*BOARD_WIDTH)+x] == TL_SPACE )
{
return GM_SPACE;
}
return GM_TILE;
}
// Given a node set of tiles and a set of tiles to move them into, do the move as if it was on a tile
board
// note : returns false if the board wasn't changed, and simply returns the tiles as they were in
the target
// spx and spy is the space position while tx and ty is the target move from position
bool PuzzleState::LegalMove( TILE *StartTiles, TILE *TargetTiles, int spx, int spy, int tx, int ty )
{
int t;
if( GetMap( spx, spy, StartTiles ) == GM_SPACE )
{
if( GetMap( tx, ty, StartTiles ) == GM_TILE )
{
// copy tiles
for( t=0; t<(BOARD_HEIGHT*BOARD_WIDTH); t++ )
{
TargetTiles[t] = StartTiles[t];
}
TargetTiles[ (ty*BOARD_WIDTH)+tx ] = StartTiles[ (spy*BOARD_WIDTH)
+spx ];
TargetTiles[ (spy*BOARD_WIDTH)+spx ] = StartTiles[ (ty*BOARD_WIDTH)
+tx ];
return true;
}
}
return false;
}
// This generates the successors to the given PuzzleState. It uses a helper function called
// AddSuccessor to give the successors to the AStar class. The A* specific initialisation
// is done for each node internally, so here you just set the state information that
// is specific to the application
bool PuzzleState::GetSuccessors( AStarSearch<PuzzleState> *astarsearch, PuzzleState
*parent_node )
{
PuzzleState NewNode;
int sp_x,sp_y;
GetSpacePosition( this, &sp_x, &sp_y );
bool ret;
if( LegalMove( tiles, NewNode.tiles, sp_x, sp_y, sp_x, sp_y-1 ) == true )
{
ret = astarsearch->AddSuccessor( NewNode );
if( !ret ) return false;
}
if( LegalMove( tiles, NewNode.tiles, sp_x, sp_y, sp_x, sp_y+1 ) == true )
{
ret = astarsearch->AddSuccessor( NewNode );
if( !ret ) return false;
}
if( LegalMove( tiles, NewNode.tiles, sp_x, sp_y, sp_x-1, sp_y ) == true )
{
ret = astarsearch->AddSuccessor( NewNode );
while( NumTimesToSearch-- )
{
// Create a start state
PuzzleState nodeStart( PuzzleState::g_start );
// Define the goal state
PuzzleState nodeEnd( PuzzleState::g_goal );
// Set Start and goal states
astarsearch.SetStartAndGoalStates( nodeStart, nodeEnd );
unsigned int SearchState;
unsigned int SearchSteps = 0;
do
{
SearchState = astarsearch.SearchStep();
#if DEBUG_LISTS
float f,g,h;
cout << "Search step " << SearchSteps << endl;
cout << "Open:\n";
PuzzleState *p = astarsearch.GetOpenListStart( f,g,h );
while( p )
{
((PuzzleState *)p)->PrintNodeInfo();
cout << "f: " << f << " g: " << g << " h: " << h << "\n\n";
p = astarsearch.GetOpenListNext( f,g,h );
}
cout << "Closed:\n";
p = astarsearch.GetClosedListStart( f,g,h );
while( p )
{
p->PrintNodeInfo();
cout << "f: " << f << " g: " << g << " h: " << h << "\n\n";
p = astarsearch.GetClosedListNext( f,g,h );
}
#endif
// Test cancel search
#if 0
int StepCount = astarsearch.GetStepCount();
if( StepCount == 10 )
{
astarsearch.CancelSearch();
}
#endif
SearchSteps++;
}
while( SearchState == AStarSearch<PuzzleState>::SEARCH_STATE_SEARCHING );
#endif
steps ++;
};
#if DISPLAY_SOLUTION_BACKWARDS
cout << "Solution steps " << steps << endl;
#endif
//////////////
// Once you're done with the solution you can free the nodes up
astarsearch.FreeSolutionNodes();
}
else if( SearchState == AStarSearch<PuzzleState>::SEARCH_STATE_FAILED )
{
#if DISPLAY_SOLUTION_INFO
cout << "Search terminated. Did not find goal state\n";
#endif
}
else if( SearchState ==
AStarSearch<PuzzleState>::SEARCH_STATE_OUT_OF_MEMORY )
{
#if DISPLAY_SOLUTION_INFO
cout << "Search terminated. Out of memory\n";
#endif
}