implemented a_star with simple heuristics
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6
main.py
6
main.py
@ -7,7 +7,7 @@ from pyglet.gl import * # for blocky textures
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# other files of this project
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import project_constants as const
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import minefield as mf
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import searching_algorithms.bfs as bfs
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import searching_algorithms.a_star as a_star
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from display_assets import blit_graphics
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@ -27,8 +27,8 @@ def main():
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minefield = mf.Minefield(const.MAP_RANDOM_10x10)
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# get sequence of actions found by BFS algorithm
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action_sequence = bfs.graphsearch(
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initial_state=bfs.State(
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action_sequence = a_star.graphsearch(
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initial_state=a_star.State(
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row=minefield.agent.position[0],
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column=minefield.agent.position[1],
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direction=const.Direction.UP),
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184
searching_algorithms/a_star.py
Normal file
184
searching_algorithms/a_star.py
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@ -0,0 +1,184 @@
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from __future__ import annotations
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from heapq import heappush, heappop, heapify
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from typing import List
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import itertools
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import ctypes
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from project_constants import Direction, Action
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from minefield import Minefield
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# temporary goal for testing
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GOAL = (2, 6)
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class State:
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def __init__(self, row, column, direction: Direction):
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self.row = row
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self.column = column
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self.direction = direction
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class Node:
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def __init__(self, state: State, parent: Node = None, action: Action = None, weight=0):
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self.state = state
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self.parent = parent
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self.action = action
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if not weight:
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self.weight = self._get_weight()
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else:
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self.weight = weight
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def _get_weight(self):
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weight = 0
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if self.parent is not None:
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weight += self.parent.weight
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heuristics = abs(self.state.row - GOAL[0]) + abs(self.state.column - GOAL[1])
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weight += heuristics
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return weight
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def goal_test(state: State):
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if (state.row, state.column) == GOAL:
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return True
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return False
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def get_successors(state: State, minefield: Minefield):
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successors = list()
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state_left = State(state.row, state.column, state.direction.previous())
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successors.append((Action.ROTATE_LEFT, state_left))
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state_right = State(state.row, state.column, state.direction.next())
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successors.append((Action.ROTATE_RIGHT, state_right))
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target = go(state.row, state.column, state.direction)
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if minefield.is_valid_move(target[0], target[1]):
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state_go = State(target[0], target[1], state.direction)
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successors.append((Action.GO, state_go))
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return successors
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def graphsearch(initial_state: State, minefield: Minefield, fringe: List[Node] = None, explored: List[Node] = None):
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# reset global priority queue helpers
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global entry_finder
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global counter
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entry_finder = {}
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counter = itertools.count()
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# fringe and explored initialization
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if fringe is None:
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fringe = list()
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heapify(fringe)
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if explored is None:
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explored = list()
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explored_states = set()
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fringe_states = set()
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# root Node
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add_node(fringe, 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:
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# 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 = pop_node(fringe)
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if element is None:
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ctypes.windll.user32.MessageBoxW(0, "Brak rozwiązania", "GAME OVER", 1)
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return []
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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):
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actions_sequence = [element.action]
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parent = element.parent
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while parent is not None:
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# root's action will be None, don't add it
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if parent.action is not None:
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actions_sequence.append(parent.action)
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parent = parent.parent
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actions_sequence.reverse()
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return actions_sequence
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# add current node to explored (prevents infinite cycles)
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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
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for successor in get_successors(element.state, minefield):
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new_node = Node(state=successor[1],
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parent=element,
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action=successor[0])
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successor_state = (successor[1].row, successor[1].column, successor[1].direction)
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if successor_state not in fringe_states and \
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successor_state not in explored_states:
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add_node(fringe, new_node)
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fringe_states.add((new_node.state.row, new_node.state.column, new_node.state.direction))
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# update weight if it's lower
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elif successor_state in fringe and entry_finder[successor_state][0] > new_node.weight:
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update_priority(fringe, new_node)
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else:
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del new_node
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# TEMPORARY METHOD
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def go(row, column, direction):
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target = tuple()
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if direction == Direction.RIGHT:
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target = row, column + 1
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elif direction == Direction.LEFT:
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target = row, column - 1
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elif direction == Direction.UP:
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target = row - 1, column
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elif direction == Direction.DOWN:
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target = row + 1, column
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return target
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# PRIORITY QUEUE HANDLER
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entry_finder = {} # mapping of states to entries in a heap
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REMOVED = '<removed-node>' # placeholder for a removed nodes
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counter = itertools.count() # unique sequence count
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def add_node(heap, node: Node):
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count = next(counter)
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entry = [node.weight, count, node]
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entry_finder[node.state] = entry
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heappush(heap, entry)
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def pop_node(heap):
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while heap:
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priority, count, node = heappop(heap)
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if node is not REMOVED:
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del entry_finder[node.state]
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return node
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return None
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def update_priority(heap, new_node):
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old_entry = entry_finder.pop(new_node.state)
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old_entry[-1] = REMOVED
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add_node(heap, new_node)
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