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findpath.cpp
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findpath.cpp
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// STL A* Search implementation
// (C)2001 Justin Heyes-Jones
//
// Finding a path on a simple grid maze
// This shows how to do shortest path finding using A*
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#include "stlastar.h" // See header for copyright and usage information
#include <iostream>
#include <stdio.h>
#define DEBUG_LISTS 0
#define DEBUG_LIST_LENGTHS_ONLY 0
using namespace std;
// Global data
// The world map
const int MAP_WIDTH = 20;
const int MAP_HEIGHT = 20;
int map[ MAP_WIDTH * MAP_HEIGHT ] =
{
// 0001020304050607080910111213141516171819
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1, // 00
1,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,1, // 01
1,9,9,1,1,9,9,9,1,9,1,9,1,9,1,9,9,9,1,1, // 02
1,9,9,1,1,9,9,9,1,9,1,9,1,9,1,9,9,9,1,1, // 03
1,9,1,1,1,1,9,9,1,9,1,9,1,1,1,1,9,9,1,1, // 04
1,9,1,1,9,1,1,1,1,9,1,1,1,1,9,1,1,1,1,1, // 05
1,9,9,9,9,1,1,1,1,1,1,9,9,9,9,1,1,1,1,1, // 06
1,9,9,9,9,9,9,9,9,1,1,1,9,9,9,9,9,9,9,1, // 07
1,9,1,1,1,1,1,1,1,1,1,9,1,1,1,1,1,1,1,1, // 08
1,9,1,9,9,9,9,9,9,9,1,1,9,9,9,9,9,9,9,1, // 09
1,9,1,1,1,1,9,1,1,9,1,1,1,1,1,1,1,1,1,1, // 10
1,9,9,9,9,9,1,9,1,9,1,9,9,9,9,9,1,1,1,1, // 11
1,9,1,9,1,9,9,9,1,9,1,9,1,9,1,9,9,9,1,1, // 12
1,9,1,9,1,9,9,9,1,9,1,9,1,9,1,9,9,9,1,1, // 13
1,9,1,1,1,1,9,9,1,9,1,9,1,1,1,1,9,9,1,1, // 14
1,9,1,1,9,1,1,1,1,9,1,1,1,1,9,1,1,1,1,1, // 15
1,9,9,9,9,1,1,1,1,1,1,9,9,9,9,1,1,1,1,1, // 16
1,1,9,9,9,9,9,9,9,1,1,1,9,9,9,1,9,9,9,9, // 17
1,9,1,1,1,1,1,1,1,1,1,9,1,1,1,1,1,1,1,1, // 18
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1, // 19
};
// map helper functions
int GetMap( int x, int y )
{
if( x < 0 ||
x >= MAP_WIDTH ||
y < 0 ||
y >= MAP_HEIGHT
)
{
return 9;
}
return map[(y*MAP_WIDTH)+x];
}
// Definitions
class MapSearchNode
{
public:
int x; // the (x,y) positions of the node
int y;
MapSearchNode() { x = y = 0; }
MapSearchNode( int px, int py ) { x=px; y=py; }
float GoalDistanceEstimate( MapSearchNode &nodeGoal );
bool IsGoal( MapSearchNode &nodeGoal );
bool GetSuccessors( AStarSearch<MapSearchNode> *astarsearch, MapSearchNode *parent_node );
float GetCost( MapSearchNode &successor );
bool IsSameState( MapSearchNode &rhs );
void PrintNodeInfo();
};
bool MapSearchNode::IsSameState( MapSearchNode &rhs )
{
// same state in a maze search is simply when (x,y) are the same
if( (x == rhs.x) &&
(y == rhs.y) )
{
return true;
}
else
{
return false;
}
}
void MapSearchNode::PrintNodeInfo()
{
char str[100];
sprintf( str, "Node position : (%d,%d)\n", x,y );
cout << str;
}
// Here's the heuristic function that estimates the distance from a Node
// to the Goal.
float MapSearchNode::GoalDistanceEstimate( MapSearchNode &nodeGoal )
{
float xd = float( ( (float)x - (float)nodeGoal.x ) );
float yd = float( ( (float)y - (float)nodeGoal.y) );
return xd + yd;
}
bool MapSearchNode::IsGoal( MapSearchNode &nodeGoal )
{
if( (x == nodeGoal.x) &&
(y == nodeGoal.y) )
{
return true;
}
return false;
}
// This generates the successors to the given Node. 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 MapSearchNode::GetSuccessors( AStarSearch<MapSearchNode> *astarsearch, MapSearchNode *parent_node )
{
int parent_x = -1;
int parent_y = -1;
if( parent_node )
{
parent_x = parent_node->x;
parent_y = parent_node->y;
}
MapSearchNode NewNode;
// push each possible move except allowing the search to go backwards
if( (GetMap( x-1, y ) < 9)
&& !((parent_x == x-1) && (parent_y == y))
)
{
NewNode = MapSearchNode( x-1, y );
astarsearch->AddSuccessor( NewNode );
}
if( (GetMap( x, y-1 ) < 9)
&& !((parent_x == x) && (parent_y == y-1))
)
{
NewNode = MapSearchNode( x, y-1 );
astarsearch->AddSuccessor( NewNode );
}
if( (GetMap( x+1, y ) < 9)
&& !((parent_x == x+1) && (parent_y == y))
)
{
NewNode = MapSearchNode( x+1, y );
astarsearch->AddSuccessor( NewNode );
}
if( (GetMap( x, y+1 ) < 9)
&& !((parent_x == x) && (parent_y == y+1))
)
{
NewNode = MapSearchNode( x, y+1 );
astarsearch->AddSuccessor( NewNode );
}
return true;
}
// given this node, what does it cost to move to successor. In the case
// of our map the answer is the map terrain value at this node since that is
// conceptually where we're moving
float MapSearchNode::GetCost( MapSearchNode &successor )
{
return (float) GetMap( x, y );
}
// Main
int main( int argc, char *argv[] )
{
cout << "STL A* Search implementation\n(C)2001 Justin Heyes-Jones\n";
// Our sample problem defines the world as a 2d array representing a terrain
// Each element contains an integer from 0 to 5 which indicates the cost
// of travel across the terrain. Zero means the least possible difficulty
// in travelling (think ice rink if you can skate) whilst 5 represents the
// most difficult. 9 indicates that we cannot pass.
// Create an instance of the search class...
AStarSearch<MapSearchNode> astarsearch;
unsigned int SearchCount = 0;
const unsigned int NumSearches = 1;
while(SearchCount < NumSearches)
{
// Create a start state
MapSearchNode nodeStart;
nodeStart.x = rand()%MAP_WIDTH;
nodeStart.y = rand()%MAP_HEIGHT;
// Define the goal state
MapSearchNode nodeEnd;
nodeEnd.x = rand()%MAP_WIDTH;
nodeEnd.y = rand()%MAP_HEIGHT;
// Set Start and goal states
astarsearch.SetStartAndGoalStates( nodeStart, nodeEnd );
unsigned int SearchState;
unsigned int SearchSteps = 0;
do
{
SearchState = astarsearch.SearchStep();
SearchSteps++;
#if DEBUG_LISTS
cout << "Steps:" << SearchSteps << "\n";
int len = 0;
cout << "Open:\n";
MapSearchNode *p = astarsearch.GetOpenListStart();
while( p )
{
len++;
#if !DEBUG_LIST_LENGTHS_ONLY
((MapSearchNode *)p)->PrintNodeInfo();
#endif
p = astarsearch.GetOpenListNext();
}
cout << "Open list has " << len << " nodes\n";
len = 0;
cout << "Closed:\n";
p = astarsearch.GetClosedListStart();
while( p )
{
len++;
#if !DEBUG_LIST_LENGTHS_ONLY
p->PrintNodeInfo();
#endif
p = astarsearch.GetClosedListNext();
}
cout << "Closed list has " << len << " nodes\n";
#endif
}
while( SearchState == AStarSearch<MapSearchNode>::SEARCH_STATE_SEARCHING );
if( SearchState == AStarSearch<MapSearchNode>::SEARCH_STATE_SUCCEEDED )
{
cout << "Search found goal state\n";
MapSearchNode *node = astarsearch.GetSolutionStart();
#if DISPLAY_SOLUTION
cout << "Displaying solution\n";
#endif
int steps = 0;
node->PrintNodeInfo();
for( ;; )
{
node = astarsearch.GetSolutionNext();
if( !node )
{
break;
}
node->PrintNodeInfo();
steps ++;
};
cout << "Solution steps " << steps << endl;
// Once you're done with the solution you can free the nodes up
astarsearch.FreeSolutionNodes();
}
else if( SearchState == AStarSearch<MapSearchNode>::SEARCH_STATE_FAILED )
{
cout << "Search terminated. Did not find goal state\n";
}
// Display the number of loops the search went through
cout << "SearchSteps : " << SearchSteps << "\n";
SearchCount ++;
astarsearch.EnsureMemoryFreed();
}
return 0;
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////