implemented graphsearch
Co-authored-by: Sebastian Piotrowski <sebpio@st.amu.edu.pl> Co-authored-by: Ladislaus3III <Ladislaus3III@users.noreply.github.com>
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.vscode/settings.json
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3
.vscode/settings.json
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@ -0,0 +1,3 @@
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{
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"python.pythonPath": "C:\\Users\\ryodenshi\\AppData\\Local\\Programs\\Python\\Python39\\python.exe"
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}
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@ -5,4 +5,3 @@
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...###.
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...#^#.
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.......
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123
graphsearch.py
123
graphsearch.py
@ -2,6 +2,7 @@ import sys
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from collections import deque
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from os import path
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import queue
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import numpy
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from utils import *
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from settings import *
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@ -13,7 +14,7 @@ class Problem:
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__init__, goal_test, and path_cost. Then you will create instances
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of your subclass and solve them with the various search functions."""
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def __init__(self, initial=[], goal=[]):
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def __init__(self, initial, goal):
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"""The constructor specifies the initial state, and possibly a goal
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state, if there is a unique goal. Your subclass's constructor can add
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other arguments."""
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@ -27,14 +28,14 @@ class Problem:
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iterator, rather than building them all at once."""
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moves = []
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if self.turn_left(self, state):
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if self.turn_left(state):
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moves.append('Left')
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if self.turn_right(self, state):
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if self.turn_right(state):
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moves.append('Right')
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if self.move_forward(self, state):
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if self.move_forward(state):
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moves.append('Forward')
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print(moves)
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#print(moves)
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return moves
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@ -90,55 +91,65 @@ class Problem:
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return False
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def turn_me_or_move(self, state, do_it):
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a_row = 0
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a_column = 0
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temp_map = [list(item) for item in state]
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#print(temp_map)
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#a_row = 0
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#a_column = 0
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for row in range(MAP_SIZE):
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for column, pos in enumerate(state[row]):
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for column, pos in enumerate(temp_map[row]):
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if pos == ">":
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a_row = row
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a_column = column
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#print("a_row:" + str(a_row))
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#print("a_column" + str(a_column))
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if(do_it == 'Left'):
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state[a_row][a_column] = '^'
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temp_map[a_row][a_column] = "^"
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if(do_it == 'Right'):
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state[a_row][a_column] = 'v'
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temp_map[a_row][a_column] = 'v'
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if(do_it == 'Forward'):
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state[a_row][a_column] = '.'
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state[a_row][a_column+1] = '>'
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temp_map[a_row][a_column] = '.'
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temp_map[a_row][a_column+1] = '>'
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return temp_map
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if pos == "<":
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a_row = row
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a_column = column
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if(do_it == 'Left'):
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state[a_row][a_column] = 'v'
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temp_map[a_row][a_column] = 'v'
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if(do_it == 'Right'):
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state[a_row][a_column] = '^'
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temp_map[a_row][a_column] = '^'
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if(do_it == 'Forward'):
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state[a_row][a_column] = '.'
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state[a_row][a_column-1] = '<'
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temp_map[a_row][a_column] = '.'
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temp_map[a_row][a_column-1] = '<'
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return temp_map
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if pos == "v":
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a_row = row
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a_column = column
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if(do_it == 'Left'):
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state[a_row][a_column] = '>'
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temp_map[a_row][a_column] = '>'
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if(do_it == 'Right'):
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state[a_row][a_column] = '<'
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temp_map[a_row][a_column] = '<'
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if(do_it == 'Forward'):
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state[a_row][a_column] = '.'
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state[a_row+1][a_column] = 'v'
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temp_map[a_row][a_column] = '.'
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temp_map[a_row+1][a_column] = 'v'
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return temp_map
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if pos == "^":
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a_row = row
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a_column = column
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if(do_it == 'Left'):
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state[a_row][a_column] = '<'
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temp_map[a_row][a_column] = '<'
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if(do_it == 'Right'):
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state[a_row][a_column] = '>'
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temp_map[a_row][a_column] = '>'
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if(do_it == 'Forward'):
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state[a_row][a_column] = '.'
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state[a_row-1][a_column] = '^'
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return state
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temp_map[a_row][a_column] = '.'
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temp_map[a_row-1][a_column] = '^'
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return temp_map
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return temp_map
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def result(self, state, action):
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"""Return the state that results from executing the given
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@ -153,17 +164,30 @@ class Problem:
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elif action == 'Forward':
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new_state = self.turn_me_or_move(state, 'Forward')
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return new_state
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super_new_state = tuple(map(tuple,new_state))
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return super_new_state
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def goal_test(self, state):
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"""Return True if the state is a goal. The default method compares the
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state to self.goal or checks for state in self.goal if it is a
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list, as specified in the constructor. Override this method if
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checking against a single self.goal is not enough."""
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if isinstance(self.goal, list):
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"""if isinstance(self.goal, list):
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return is_in(state, self.goal)
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else:
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return state == self.goal
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return state == self.goal"""
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if self.goal == state:
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return True
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return False
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@ -186,6 +210,9 @@ class Node:
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self.parent = parent
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self.action = action
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def __repr__(self):
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return "<Node {}>".format(self.state)
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def expand(self, problem):
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"""List the nodes reachable in one step from this node."""
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return [self.child_node(problem, action)
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@ -196,6 +223,16 @@ class Node:
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next_node = Node(next_state, self, action)
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return next_node
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def __eq__(self, other):
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return isinstance(other, Node) and self.state == other.state
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def __hash__(self):
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# We use the hash value of the state
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# stored in the node instead of the node
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# object itself to quickly search a node
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# with the same state in a Hash Table
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return hash(self.state)
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class BFS:
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@ -211,6 +248,8 @@ class BFS:
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if problem.goal_test(node.state):
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return node
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frontier = deque([node])
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final_child = node
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history = []
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explored = set()
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while frontier:
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node = frontier.popleft()
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@ -218,8 +257,16 @@ class BFS:
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for child in node.expand(problem):
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if child.state not in explored and child not in frontier:
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if problem.goal_test(child.state):
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return child
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while(child.parent != None):
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history.append(child.action)
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child = child.parent
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#return child
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history.reverse()
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#print(history)
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return history
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frontier.append(child)
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#BFS.print_node_state(child.state)
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return None
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@staticmethod
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@ -228,16 +275,26 @@ class BFS:
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map_folder = path.dirname(__file__)
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with open(path.join(map_folder, map_name), 'rt') as f:
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for line in f:
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maze.append(line)
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maze.append(line.rstrip('\n'))
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#print(maze)
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return maze
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@staticmethod
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def run():
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initial_map = BFS.loadMap('map.txt')
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goal_map = BFS.loadMap('goal_map.txt')
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initial_map = tuple(map(tuple,BFS.loadMap('map.txt')))
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goal_map = tuple(map(tuple,BFS.loadMap('goal_map.txt')))
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problem = Problem(initial_map, goal_map)
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#BFS.print_node_state(initial_map)
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#BFS.print_node_state(goal_map)
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result = BFS.breadth_first_graph_search(problem)
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print(result)
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#return result
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#print(BFS.print_node_state(result))
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@staticmethod
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def print_node_state(node_state):
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print(numpy.matrix(node_state))
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8
main.py
8
main.py
@ -42,7 +42,13 @@ class Game:
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Grenade(self, col, row)
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if tile == "#":
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Wall(self, col, row)
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if tile == 'A':
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if tile == '>':
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self.player = Player(self, col, row)
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if tile == '^':
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self.player = Player(self, col, row)
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if tile == '<':
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self.player = Player(self, col, row)
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if tile == 'v':
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self.player = Player(self, col, row)
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