Projekt_Sztuczna_Inteligencja/searching_algorithms/bfs.py

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from __future__ import annotations
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from typing import List
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import ctypes
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from project_constants import Direction, Action
from minefield import Minefield
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# temporary goal for testing
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GOAL = (9, 9)
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class State:
def __init__(self, row, column, direction: Direction):
self.row = row
self.column = column
self.direction = direction
class Node:
def __init__(self, state: State, parent: Node = None, action: Action = None):
self.state = state
self.parent = parent
self.action = action
def goal_test(state: State):
if (state.row, state.column) == GOAL:
return True
return False
def get_successors(state: State, minefield: Minefield):
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successors = list()
state_left = State(state.row, state.column, state.direction.previous())
successors.append((Action.ROTATE_LEFT, state_left))
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state_right = State(state.row, state.column, state.direction.next())
successors.append((Action.ROTATE_RIGHT, state_right))
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target = go(state.row, state.column, state.direction)
if minefield.is_valid_move(target[0], target[1]):
state_go = State(target[0], target[1], state.direction)
successors.append((Action.GO, state_go))
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return successors
def graphsearch(initial_state: State, minefield: Minefield, fringe: List[Node] = None, explored: List[Node] = None):
# fringe and explored initialization
if fringe is None:
fringe = list()
if explored is None:
explored = list()
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explored_states = set()
fringe_states = set()
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# root Node
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fringe.append(Node(initial_state))
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fringe_states.add((initial_state.row, initial_state.column, initial_state.direction))
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while True:
# fringe empty -> solution not found
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if not any(fringe):
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ctypes.windll.user32.MessageBoxW(0, "Brak rozwiązania", "GAME OVER", 1)
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return []
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# get first element from fringe
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element = fringe.pop(0)
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fringe_states.remove((element.state.row, element.state.column, element.state.direction))
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# if solution was found, prepare and return actions sequence
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if goal_test(element.state):
actions_sequence = [element.action]
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parent = element.parent
while parent is not None:
# root's action will be None, don't add it
if parent.action is not None:
actions_sequence.append(parent.action)
parent = parent.parent
actions_sequence.reverse()
return actions_sequence
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# add current node to explored (prevents infinite cycles)
explored.append(element)
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explored_states.add((element.state.row, element.state.column, element.state.direction))
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# loop through every possible next action
for successor in get_successors(element.state, minefield):
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# make sure not to fall into a cycle
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successor_state = (successor[1].row, successor[1].column, successor[1].direction)
if successor_state not in fringe_states and \
successor_state not in explored_states:
# create new Node and add it at the end of fringe
new_node = Node(state=successor[1],
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parent=element,
action=successor[0])
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fringe.append(new_node)
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fringe_states.add((new_node.state.row, new_node.state.column, new_node.state.direction))
# TEMPORARY METHOD
def go(row, column, direction):
target = tuple()
if direction == Direction.RIGHT:
target = row, column + 1
elif direction == Direction.LEFT:
target = row, column - 1
elif direction == Direction.UP:
target = row - 1, column
elif direction == Direction.DOWN:
target = row + 1, column
return target