204 lines
6.1 KiB
Python
204 lines
6.1 KiB
Python
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, cost=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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self.cost = cost
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def get_node_cost(node: Node, minefield: Minefield):
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row = node.state.row
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column = node.state.column
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if node.action != Action.GO:
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return node.parent.cost + 1
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# if Tile considered its mine in cost calculation, this code would be priettier
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if minefield.matrix[row][column].mine is not None:
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return node.parent.cost + 500
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else:
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return node.parent.cost + minefield.matrix[row][column].cost.value
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def get_estimated_cost(node: Node):
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return abs(node.state.row - GOAL[0]) + abs(node.state.column - GOAL[1])
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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,
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minefield: Minefield,
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fringe: List[Node] = None,
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explored: List[Node] = None,
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tox: int = None,
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toy: int = 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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global GOAL
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if tox is not None and toy is not None:
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GOAL = (tox, toy)
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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), 0)
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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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# TODO: cross-platform popup, move to separate function
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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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# TODO: cross-platform popup, move to separate function
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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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new_node.cost = get_node_cost(new_node, minefield)
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priority = new_node.cost + get_estimated_cost(new_node)
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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, priority)
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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] > priority:
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update_priority(fringe, new_node, priority)
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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, priority):
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count = next(counter)
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entry = [priority, 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, new_priority):
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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, new_priority)
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