Mad*_*s M 5 c# heuristics a-star sliding-tile-puzzle
我正在尝试使用 A* 搜索和这些启发式方法来解决 8-Puzzle: - h1:放错位置的瓷砖数量 - h2:曼哈顿总距离 - h3:上述总和
移动的图块被称为 0。
我的目标是解决这些问题:
4 1 2
5 8 3
7 0 6
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和
8 6 7
2 5 4
3 0 1
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我遇到的问题是,用我当前的 A* 实现,它能够解决第一个问题,但不能解决第二个问题。
所以请帮助我理解我的 A* 代码有什么问题:
int[,] current = 从控制台作为字符串(412583706)输入并转换为代表拼图的 2D int。正确的情况也是如此,其中 0 位于右下角。
var openList = new List<int[,]> { current };
var closedList = new List<int[,]>();
while (openList.Count > 0)
{
steps++;
current = GetBestNodeFromList(correct, dimensions, openList, useHeuristic);
// "GetBestNodeFromList()" finds the cheapest node in the openList.
// cheapest node: lowest value of h3.
openList.Remove(current);
h1 = getHeuristic1b(current, correct, dimensions);
h2 = getHeuristic2b(current, correct, dimensions);
h3 = h1 + h2;
if (h1 == 0 && h2 == 0) { break; }
openList = Puzzle_PossibleNext(current, closedList);
// the method "PossibleNext()" finds possible next moves from the current
// position. if the next move exists in the closedList, it is discarded.
// Drawing the puzzle and showing heuristics.
DrawCurrentState(h1, h2, h3, current, steps);
// adding last visited position to the closedlist.
closedList.Add(current);
}
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第一个问题通过7步解决。根据我测试的不同程序,下一个问题可以通过32步解决。
我的程序与另一个程序的不同之处在于前 4 个步骤是相同的,然后另一个程序选择不同的路线,而我的程序只是一直走下去,找不到解决方案。看来我的程序确实选择了最便宜的节点,所以这就是为什么我无法理解出了什么问题。
这是我第一次使用寻路算法,所以我想解决它。我已经被这个问题困扰三天了,我感觉我已经尝试了很多解决方案,但没有一个有效T_T
此致。
----编辑-----附加代码:
// Put heuristic value from all in list, then return list item with lowest h-value.
static int[,] GetBestNodeFromList(int[,] correct, int d, List<int[,]> list, string useHeuristic)
{
int[,] n = new int[d,d];
if (list.Count > 0)
{
List<Int32> heuristicsValueList = new List<Int32>();
for (int i = 0; i < list.Count; i++)
{
if (useHeuristic == "h1") { heuristicsValueList.Add(getHeuristic1b(list[i], correct, d)); }
else if (useHeuristic == "h2") { heuristicsValueList.Add(getHeuristic2b(list[i], correct, d)); }
else { heuristicsValueList.Add(getHeuristic3(list[i], correct, d)); }
}
n = list[heuristicsValueList.IndexOf(heuristicsValueList.Min())];
}
return n;
}
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---------编辑 2-------- 稍微改变了我的代码,但仍然没有运气,拼图设置/节点及其启发式都在 PuzzleNode 对象中。
// 返回当前节点下一个可能移动的列表。// 不包括在 closeNodeList 中找到的移动。
static List<PuzzleNode> Puzzle_GenerateNextNodes(PuzzleNode node, List<PuzzleNode> closedNodeList)
{
List<PuzzleNode> nextList = new List<PuzzleNode>();
Point isNow = new Point(0, 0);
// 1) Find where [0] is.
int dimensions = (int)Math.Sqrt((double)node.n.Length);
for (int x = 0; x < dimensions; x++) {
for (int y = 0; y < dimensions; y++) { if (node.n[x, y] == 0) { isNow.X = y; isNow.Y = x; break; } }
}
// 2) Check possible moves.
bool moveUp = false, moveDown = false, moveLeft = false, moveRight = false;
if (isNow.X == 0)
{
moveRight = true;
if (isNow.Y == 0) { moveDown = true; }
else if (isNow.Y == 1) { moveUp = true; moveDown = true; }
else if (isNow.Y == 2) { moveUp = true; }
}
else if (isNow.X == 1)
{
moveRight = true;
moveLeft = true;
if (isNow.Y == 0) { moveDown = true; }
else if (isNow.Y == 1) { moveUp = true; moveDown = true; }
else if (isNow.Y == 2) { moveUp = true; }
}
else if (isNow.X == 2)
{
moveLeft = true;
if (isNow.Y == 0) { moveDown = true; }
else if (isNow.Y == 1) { moveUp = true; moveDown = true; }
else if (isNow.Y == 2) { moveUp = true; }
}
// 3) Create list of possible moves.
// Add moved puzzle node to list over next moves
if (moveRight)
{
int[,] right = new int[dimensions, dimensions];
Array.Copy(node.n, right, node.n.Length);
PuzzleNode tmp = new PuzzleNode( PuzzleMoveRight(right, isNow.X, isNow.Y) );
if (!ListHasThisValue(tmp.n, closedNodeList, dimensions)) { nextList.Add(tmp); }
}
// moveleft, up, down, same structure as moveRight
if (moveLeft)
{
..
}
if (moveUp)
{
..
}
if (moveDown)
{
..
}
return nextList;
}
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-----------编辑3----------------
顺便问一下,我对A*不同步骤的实现是否理解正确。目前,我的程序的 A* 搜索执行以下操作:
当我使用 Q1 尝试这些步骤时,我只需 7 个步骤即可得到解决方案,这是正确的。这也是用手发现的。但对于 Q2,它会一直持续下去,直到 OPEN 列表为空并且没有其他内容可供探索。那么我错过了什么?
我能够通过暴力快速找到解决方案。如果您使用完全愚蠢的启发式,A* 应该恢复为蛮力。您如何将您的州与关闭州列表进行比较?
var set = new int[,] {
{ 1, 2, 3 },
{ 4, 5, 6 },
{ 7, 8, 0 }
};
var clone = (int[,])set.Clone();
var foo = clone == set; // foo is false
var bar = clone.Equals(set); // bar is false
var closedStates = new List<int[,]>();
closedStates.Contains(state); // wrong - contains is using Equals
closedStates.Any(cs => AreEqual(cs, state)); // correct
static bool AreEqual(int[,] stateA, int[,] stateB) {
for (var x = 0; x < DIMENSIONS; x++) {
for (var y = 0; y < DIMENSIONS; y++) {
if (stateA[x, y] != stateB[x, y]) {
return false;
}
}
}
return true;
}
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