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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
using System;
public class Pathfinder
{
// used to store all unique states that agent has visited (holds agent and sample coords)
public static HashSet<string> closed = new HashSet<string>();
LogicGrid world;
public Vector2Int agent;
public HashSet<Vector2Int> obstacles;
public HashSet<Vector2Int> samples;
public int algorithm; // 0 = A* | 1 = dfs | 2 = bfs
public int heuristic; // 0 = h0 | 1 = h1 | 2 = h2
public static int height;
public static int width;
public Stack<Node> result;
public Pathfinder(LogicGrid world, Vector2Int a, HashSet<Vector2Int> o, HashSet<Vector2Int> s, int algo, int heu)
{
closed = new HashSet<string>();
this.world = world;
height = world.GetHeight();
width = world.GetWidth();
agent = a;
obstacles = o;
samples = s;
algorithm = algo;
heuristic = heu;
//printInfo();
StartWork();
}
/* public void printInfo()
{
Debug.Log("Agent: " + agent[0] + "," + agent[1]);
for (int i = 0; i < obstacles.Count; i++)
{
Debug.Log("Obstacle " + i + ": " + obstacles[i].x + ", " + obstacles[i].y);
}
for (int i = 0; i < samples.Count; i++)
{
Debug.Log("Sample " + i + ": " + samples[i].x + ", " + samples[i].y);
}
}*/
public void StartWork()
{
Node initialState = new Node(null, agent, obstacles, samples, '0', 0, 0);
result = new Stack<Node>();
// Run AStar
if (algorithm == 0)
{
result = StartAStar(initialState, heuristic);
}
// Run DFS
if (algorithm == 1)
{
result = StartDFS(initialState, -1);
}
// Run IDS
if (algorithm == 2)
{
result = StartIDS(initialState);
}
}
public static Stack<Node> StartAStar(Node initialState, int heuristic)
{
Stack<Node> solution = new Stack<Node>();
List<Node> open = new List<Node>();
open.Add(initialState);
Debug.Log("GO!");
int cap = 200000;
while (true && cap > 0)
{
if (!open.Any())
{
return solution;
}
//open = open.OrderBy(Node => Node.fn).ToList();
Node currentNode = FindBestNode(open);
open.Remove(currentNode);
// check whether we are in goal state
if (currentNode.samples.Count == 0)
{
Debug.Log("Gottem");
while (currentNode.parent != null)
{
solution.Push(currentNode);
currentNode = currentNode.parent;
}
return solution;
}
// if not, expand children and continue
List<Node> children = currentNode.expand(-1);
if (heuristic == 0)
h0(children);
else if (heuristic == 1)
h1(children);
else if (heuristic == 2)
h2(children);
foreach (Node child in children)
{
open.Add(child);
}
cap--;
}
Debug.Log("too much work :(");
return solution;
}
public static Node FindBestNode(List<Node> open)
{
Node lowest = open[0];
for(int i = 1; i < open.Count; i++)
{
if (open[i].fn < lowest.fn)
lowest = open[i];
}
return lowest;
}
// HEURISTICS FOR ASTAR
public static List<Node> h0(List<Node> children)
{
List<Node> sorted = new List<Node>();
for (int i = 0; i < children.Count(); i++)
{
// estimated moves left: zero
children[i].heuristic = 0;
sorted.Add(children[i]);
}
//sorted = sorted.OrderBy(Node => Node.fn).ToList();
return sorted;
}
public static List<Node> h1(List<Node> children)
{
List<Node> sorted = new List<Node>();
for (int i = 0; i < children.Count; i++)
{
// estimated moves left: samples left
children[i].heuristic = children[i].samples.Count;
sorted.Add(children[i]);
}
return children;
}
public static List<Node> h2(List<Node> children)
{
if (children.Count() == 0)
return children;
Node child;
for (int i = 0; i < children.Count(); i++)
{
// estimated moves left:
// distance to nearest sample + 1 (+1 to account for sample action)
child = children[i];
child.heuristic = Vector2.Distance(child.agent, child.nearestSample()) + 1;
}
return children;
}
// ALTERNATE SEARCH ALGORITHMS
public static Stack<Node> StartDFS(Node initialState, int depth)
{
Debug.Log("DOING DFS");
Stack<Node> solution = new Stack<Node>();
Stack<Node> dfsStack = new Stack<Node>(); // Stack for DFS
HashSet<string> visited = new HashSet<string>(); // For avoiding revisiting states
dfsStack.Push(initialState);
int cap = 2000000;
while (dfsStack.Count > 0 && cap > 0)
{
Node currentNode = dfsStack.Pop();
// If we have already visited this state, skip processing
if (visited.Contains(currentNode.getStateString())) continue;
visited.Add(currentNode.getStateString());
// check if agent is in goal state
if (currentNode.samples.Count == 0)
{
while (currentNode.parent != null)
{
solution.Push(currentNode);
currentNode = currentNode.parent;
}
return solution;
}
List<Node> children = currentNode.expand(-1);
foreach (Node child in children)
{
dfsStack.Push(child);
}
cap--;
}
Debug.Log("Too much work :(");
return solution;
}
public static Stack<Node> StartIDS(Node initialState)
{
Debug.Log("RUNNING IDS");
Stack<Node> result = new Stack<Node>();
int depth = 1;
while (true)
{
result = StartDFS(initialState, depth);
if (result.Count != 0)
return result;
depth++;
closed.Clear();
}
}
}
public class Node
{
// helper variables just to make indexing arrays easier to read
public static int row = 0;
public static int col = 1;
public Node parent;
public Vector2Int agent;
public HashSet<Vector2Int> obstacles;
public HashSet<Vector2Int> samples;
public char lastMove; // for output/animation
public int distanceTraveled; // for calculating f(n) value
public double heuristic;
public double fn; // distance traveled + heuristic value
//bool canSample; // for expansion
// construct node :)
public Node(Node parent, Vector2Int agent, HashSet<Vector2Int> obstacles, HashSet<Vector2Int> samples, char lastMove, int distanceTraveled, double heuristic)
{
this.parent = parent;
this.agent = agent;
this.obstacles = new HashSet<Vector2Int>(obstacles);
this.samples = new HashSet<Vector2Int>(samples);
this.lastMove = lastMove;
this.distanceTraveled = distanceTraveled;
this.heuristic = heuristic;
fn = distanceTraveled + heuristic;
}
// determine valid moves and collect children to be sent back to search
public List<Node> expand(int depth)
{
List<Node> children = new List<Node>();
if (this.distanceTraveled >= depth && depth != -1)
return children;
// document expansion of node and get ready to collect this node's children
// SampleWorld.expansions++;
Vector2Int onSample = new Vector2Int();
// since this state is being currently visited (expanded), put in closed list
Pathfinder.closed.Add(this.getStateString());
////////////////////////////////////
// BEGIN CHECKING FOR VALID MOVES //
////////////////////////////////////
// store coordinates for all potential moves to be checked
Vector2Int up = new Vector2Int( this.agent.x, this.agent.y + 1 );
Vector2Int down = new Vector2Int( this.agent.x, this.agent.y - 1 );
Vector2Int left = new Vector2Int( this.agent.x - 1, this.agent.y );
Vector2Int right = new Vector2Int( this.agent.x + 1, this.agent.y);
// make sure going up doesn't go outside world-bounds or into obstacle
if (isOpen(up))
{
// if move is valid, create that new node/state and document
Node child = new Node(this, up, this.obstacles, this.samples, 'U', this.distanceTraveled + 1, this.heuristic);
//SampleWorld.nodesGenerated++;
// make sure that we have not already made that move
if (!Pathfinder.closed.Contains(child.getStateString()))
children.Add(child);
}
// same idea but for the different potential moves
if (isOpen(down))
{
Node child = new Node(this, down, this.obstacles, this.samples, 'D', this.distanceTraveled + 1, this.heuristic);
//SampleWorld.nodesGenerated++;
if (!Pathfinder.closed.Contains(child.getStateString()))
children.Add(child);
}
if (isOpen(left))
{
Node child = new Node(this, left, this.obstacles, this.samples, 'L', this.distanceTraveled + 1, this.heuristic);
//SampleWorld.nodesGenerated++;
if (!Pathfinder.closed.Contains(child.getStateString()))
children.Add(child);
}
if (isOpen(right))
{
Node child = new Node(this, right, this.obstacles, this.samples, 'R', this.distanceTraveled + 1, this.heuristic);
//SampleWorld.nodesGenerated++;
if (!Pathfinder.closed.Contains(child.getStateString()))
children.Add(child);
}
// CHECK IF CAN SAMPLE
onSample = CanSample();
if (onSample.x != -1)
{
Node child = new Node(this, this.agent, this.obstacles, this.samples, 'S', this.distanceTraveled + 1, this.heuristic);
child.samples.Remove(onSample);
//SampleWorld.nodesGenerated++;
children.Add(child);
}
return children;
}
// helper for expand, verifies whether potential move is legal
public bool isOpen(Vector2Int position)
{
// check that agent is not trying to move into an obstacle
if (obstacles.Contains(position))
return false;
if ((position.y < 0) || (position.y > Pathfinder.height - 1) || (position.x < 0) || (position.x > Pathfinder.width - 1))
return false;
// check that agent is not stepping out of the world
// if (!((position.y >= 0) && (position.y <= Pathfinder.height - 1) && (position.x >= 0) && (position.x <= Pathfinder.width - 1)))
// return false;
return true;
}
// returns the coordinates of the sample closest to the agent's current location
public Vector2Int nearestSample()
{
Vector2Int s = new Vector2Int(-1, -1);
if (samples.Count == 0)
return agent;
double lowest = 9999999;
double dist = 0;
foreach (Vector2Int sample in samples)
{
dist = Vector2Int.Distance(agent, sample);
if(dist < lowest)
{
lowest = dist;
s = sample;
}
}
return s;
/*
Vector2Int s = samples[0];
double lowest = Vector2.Distance(agent, samples[0]);
double dist;
for (int i = 1; i < samples.Count; i++)
{
dist = Vector2.Distance(agent, samples[i]);
if (dist < lowest)
{
lowest = dist;
s = samples[i];
}
}
return s;*/
}
// helper function for nearestSample()
/* public static double distance(Vector2Int a, Vector2Int b)
{ // _________________________
// distance between 2D points = √(y2 - y1)^2 + (x2 - x1)^2
double total = (((b.y - a.y) * (b.y - a.y)) + ((b.x - a.x) * (b.x - a.x)));
total = Math.Sqrt(total);
return total;
}*/
// helper function for h2
/////////////////////////////
// returns two pieces of information if true:
// [0] is 1 to indicate agent can sample
// [1] is the index of the valid sample in the list
public Vector2Int CanSample()
{
// default to false
Vector2Int result = new Vector2Int();
result.x = -1;
result.y = -1;
if(samples.Contains(agent))
result = agent;
return result;
/*
for (int i = 0; i < this.samples.Count; i++)
{
if ((this.agent.y == samples[i].y) && (this.agent.x == samples[i].x))
{
result[0] = 1;
result[1] = i;
return result;
}
}
return result;*/
}
// returns only the dynamic information directly related to the Node's state.
// we need a way to extract just this information for the sake of our closed list
public State getState()
{
return new State(this.agent, this.samples);
}
public string getStateString()
{
string stateStr = agent.ToString();
foreach (var obstacle in obstacles)
stateStr += obstacle.ToString();
foreach (var sample in samples)
stateStr += sample.ToString();
return stateStr;
}
// we use to override comparisons for priorityQueues so that our heuristic calculations are actually used
/* public int CompareTo(Node other)
{
if (this.fn > other.fn)
return 1;
else
return -1;
}*/
}
// helper class for Node
/* class NodeComparator : Comparer<Node>
{
// used to sort nodes based on sum of distance traveled + heuristic estimation of work left
public override int Compare(Node a, Node b)
{
if (a.fn > b.fn)
return 1;
else
return -1;
}
}*/
// helper class for Node
public class State
{
Vector2Int agent;
HashSet<Vector2Int> samples;
public State(Vector2Int agent, HashSet<Vector2Int> samples)
{
this.agent = agent;
this.samples = samples;
// convert List<int[]> into 2D array of ints [][]
/*for (int i = 0; i < samples.Count; i++)
{
this.samples[i] = samples[i];
}*/
}
public bool equals(State other)
{
if (this.samples.Count != other.samples.Count)
return false;
if (!(this.agent.x.Equals(other.agent.x) && this.agent.y.Equals(other.agent.y)))
return false;
for (int i = 0; i < this.samples.Count; i++)
{
//if (Arrays.compare(this.samples[i], other.samples[i]) != 0)
if (this.samples.SequenceEqual(other.samples))
return false;
}
return true;
}
}
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