A*算法解决八数码问题


#include <iostream>
#include <cstring>
#include <vector>
#include <cmath>
#include <conio.h>
#include <cstdlib>
#include <algorithm>
#include <windows.h>
using namespace std;

#define DIRECTION int

const char TEST_END        = '0';
const int BOARDSIZE        = 3;
const int TABLESIZE        = 370000;
const int DIRECTION_SIZE   = 4;
const int INIT_POS_IN_HASH = -1;
const int INIT_PARENT      = -1;
const int INIT_START       = -1;
const int INIT_G           = 1;
const int G_GROW           = 1;
const char BLANK           = 'X';

enum VISITESTATE{ NOTFOUND, INOPEN, INCLOSE };
const int hashArr[9]            = { 7, 17, 47, 117, 217, 977, 1299, 5971, 7779 };
const int dir_x[DIRECTION_SIZE] = { -1, 1, 0, 0 };
const int dir_y[DIRECTION_SIZE] = { 0, 0, -1, 1 };      //Up Down Left Right


struct position{
    
    position(){}
    position( int xx, int yy ):x( xx ), y( yy ){}
    
    int x;
    int y;
    
};


position finalPosition[BOARDSIZE * BOARDSIZE];


struct ChessBoard{
    
    ChessBoard(){
        
        visitState     = NOTFOUND;
        posInHashTable = INIT_POS_IN_HASH;
        
    }
    
    ChessBoard& operator = ( const ChessBoard& cb ){
        
        for( int i = 0; i < BOARDSIZE; ++i ){
            for( int j = 0; j < BOARDSIZE; ++j ){
                this->ChessState[i][j] = cb.ChessState[i][j];
            }
        }
        
        this->blankX         = cb.blankX;
        this->blankY         = cb.blankY;
        this->g              = cb.g;
        this->h              = cb.h;
        this->direction      = cb.direction;
        this->parent         = cb.parent;
        this->posInHashTable = cb.posInHashTable;
        
        return *this;
        
    }
    
    friend bool operator < ( const ChessBoard& a, const ChessBoard& b ){
        return ( a.g + a.h ) > ( b.g + b.h );
    }
    
    
    char ChessState[BOARDSIZE][BOARDSIZE];
    
    VISITESTATE visitState;
    int blankX;
    int blankY;
    int g;
    int h;
    int direction;
    int posInHashTable;
    int parent;
    
};


ChessBoard hashTable[TABLESIZE];


class AStarAlg{
    
    public:
    
        AStarAlg(){
            
            finalState.ChessState = {
                { '1', '2', '3' },
                { '4', '5', '6' },
                { '7', '8', BLANK }
            };
            
            initChessBoard();
            
        }
        
        void initChessBoard();
        void AStar();
        void printPath( ChessBoard );
        void showChessBoard( const ChessBoard& ) const;
        
        const ChessBoard& getChessBoard( int index ){ return hashTable[index]; };
        const ChessBoard& getInitalChessBoard(){ return initState; };
        
    private:
    
        bool isSolvable( const ChessBoard& );
        bool getNextChessBoard( ChessBoard& nextState, const ChessBoard& parentState, const DIRECTION& );
        int hashCal( ChessBoard& );
        void setInOpen( ChessBoard& );
        void updateOpen( const ChessBoard& );
        bool isInOpen( const ChessBoard& ) const;
        void setInClose( ChessBoard& );
        bool isNotFound( const ChessBoard& ) const;
        bool isInClose( const ChessBoard& ) const;
        void calHeuristic( ChessBoard& );
        void calG( ChessBoard& );
        void calFun( ChessBoard& );
        bool isEqual( const ChessBoard&, const ChessBoard& );

        vector< ChessBoard >openTable;
        
        ChessBoard initState;
        ChessBoard finalState;
        
};


bool AStarAlg::isSolvable( const ChessBoard& cb ){
    
    char* tempArr    = new char[BOARDSIZE * BOARDSIZE + 1];
    const int length = BOARDSIZE * BOARDSIZE;
    int count        = 0;
    int countNum     = 0;
    
    for( int i = 0; i < BOARDSIZE; ++i ){
        for( int j = 0; j < BOARDSIZE; ++j ){
            
            if( initState.ChessState[i][j] == BLANK ) 
                tempArr[count] = '9';
            else 
                tempArr[count] = initState.ChessState[i][j];
                
            count++;
            
        }
    }
    
    for( int i = 0; i < length; ++i ){
        
        const int base = tempArr[i] - '0';
        
        for( int j = 0; j < i; ++j ){
            
            const int cmp = tempArr[j] - '0';
            
            if( cmp > base )
                countNum++;
            
        }
    }
    
    delete tempArr;
    
    if( countNum % 2 != 0 ) 
        return false;
        
    return true;
}


void AStarAlg::setInOpen( ChessBoard& cb ){
    
    cb.visitState                           = INOPEN;
    hashTable[cb.posInHashTable].visitState = INOPEN;
    
    openTable.push_back( cb );
    push_heap( openTable.begin(), openTable.end() );
    
}


void AStarAlg::printPath( ChessBoard cb ){
    
    if( cb.parent == INIT_PARENT ){
        
        cout<<"Finsh."<<endl;
        return;
        
    }
    
    vector< ChessBoard >path;
    
    while( true ){
        
        path.push_back( cb );
        if( cb.parent == INIT_PARENT )
            break;
        cb = hashTable[cb.parent];
        
    }
    
    for( int i = path.size() - 1; i >= 0; --i ){
        showChessBoard( path[i] );
    }
}


void AStarAlg::updateOpen( const ChessBoard& cb ){
    
    for( int i = 0; i < openTable.size(); ++i ){
        if( isEqual( openTable[i], cb ) ){
            
            openTable[i] = cb;
            break;
            
        }
    }
    
    make_heap( openTable.begin(), openTable.end() );
    
}


void AStarAlg::setInClose( ChessBoard& cb ){
    
    hashTable[cb.posInHashTable].visitState = INCLOSE;
    cb.visitState                           = INCLOSE;
    
}


bool AStarAlg::isInClose( const ChessBoard& cb ) const{
    return ( hashTable[cb.posInHashTable].visitState == INCLOSE ) ? true : false;
}


bool AStarAlg::isInOpen( const ChessBoard& cb ) const{
    return ( hashTable[cb.posInHashTable].visitState == INOPEN ) ? true : false;
}


bool AStarAlg::isNotFound( const ChessBoard& cb ) const{
    return ( hashTable[cb.posInHashTable].visitState == NOTFOUND ) ? true : false;
}


void AStarAlg::calHeuristic( ChessBoard& cb ){
    
    int h = 0;
    
    for( int i = 0; i < BOARDSIZE; ++i ){
        for( int j = 0; j < BOARDSIZE; ++j ){
            
            int val = cb.ChessState[i][j] - '0';
            int x   = finalPosition[val - 1].x;
            int y   = finalPosition[val - 1].y;
            h       += abs( i - x ) + abs( j - y );
            
        }
    }
    
    cb.h = h;
    
}


void AStarAlg::calG( ChessBoard& cb ){
    
    if( cb.parent == INIT_PARENT )
        cb.g = INIT_G;
    else
        cb.g = hashTable[cb.parent].g + G_GROW;
    
}


void AStarAlg::calFun( ChessBoard& cb ){
    
    calHeuristic( cb );
    calG( cb );
    
}


void AStarAlg::initChessBoard(){
    
    string str;
    
    cout << "Enter inital State : ";
    getline( cin, str );
    
    int count = 0;
    
    for( int i = 0; i < str.length(); ++i ){
        if( str[i] != ' ' ){
            
            initState.ChessState[count / BOARDSIZE][count % BOARDSIZE] = str[i];
            
            if( str[i] == 'x' ){
                
                initState.ChessState[count / BOARDSIZE][count % BOARDSIZE] = BLANK;
                initState.blankX = count / BOARDSIZE;
                initState.blankY = count % BOARDSIZE;
                
            }
            
            ++count;
            
        }
    }
    
    initState.direction = INIT_START;
    initState.parent    = INIT_PARENT;
    calFun( initState );
    int pos = hashCal( initState );
    openTable.push_back( initState );
    make_heap( openTable.begin(), openTable.end() );
    
}


bool AStarAlg::isEqual( const ChessBoard& cbA, const ChessBoard& cbB ){
    
    for( int i = 0; i < BOARDSIZE; ++i ){
        for( int j = 0; j < BOARDSIZE; ++j ){
            if( cbA.ChessState[i][j] != cbB.ChessState[i][j] ) 
                return false;
        }
    }
    
    return true;
    
}


int AStarAlg::hashCal( ChessBoard& cb ){
    
    /*  function: calculate the position of the state of chessboard in hashTable
        if the state has been existing ( INOPEN , INCLOSE ) then return its position is hashTble
        else set the state in hashTable and then return its position
        PS: must after all operation ( my drawback ) */
    
    int pos = 0;
    
    for( int i = 0; i < BOARDSIZE; ++i ){
        for( int j = 0; j < BOARDSIZE; ++j ){
    
            int val = cb.ChessState[i][j] - '0';
            pos     += val * hashArr[ BOARDSIZE * i + j ];
            
        }
    }
    
    pos = pos % TABLESIZE;
    
    while( hashTable[pos].visitState != NOTFOUND ){
        
        if( isEqual( hashTable[pos], cb ) ){
            
            cb.posInHashTable = pos;
            
            return pos;
            
        }
        
        pos = ( pos + 1 ) % TABLESIZE;
        
    }
    
    cb.posInHashTable = pos;
    hashTable[pos]    = cb;
    
    return pos;
    
}


bool AStarAlg::getNextChessBoard( ChessBoard& tempNextState,
                                  const ChessBoard& parentState,
                                  const DIRECTION& dir ){
    //Get temp next chess board blank_x and blank_y
    int tempNextBlankX = parentState.blankX + dir_x[dir];
    int tempNextBlankY = parentState.blankY + dir_y[dir];
    
    if( tempNextBlankX < 0 || tempNextBlankX > BOARDSIZE - 1
        || tempNextBlankY < 0 || tempNextBlankY > BOARDSIZE - 1 ) 
        return false;

    tempNextState.blankX    = tempNextBlankX;
    tempNextState.blankY    = tempNextBlankY;
    tempNextState.direction = dir;
    
    //Get temp next chess board state
    for( int i = 0; i < BOARDSIZE; ++i ){
        for( int j = 0; j < BOARDSIZE; ++j ){
            tempNextState.ChessState[i][j] = parentState.ChessState[i][j];
        }
    }
    
    char change = tempNextState.ChessState[tempNextState.blankX][tempNextState.blankY];
    tempNextState.ChessState[parentState.blankX][parentState.blankY]     = change;
    tempNextState.ChessState[tempNextState.blankX][tempNextState.blankY] = BLANK;
    
    //Get temp next chess board parent position
    tempNextState.parent = parentState.posInHashTable;
    
    //Get temp next chess board g and h, its parent state has got
    calFun( tempNextState );
    
    //Hash Cal
    hashCal( tempNextState );
    
    return true;
    
}


void AStarAlg::AStar(){
    
    char c;
    
    while( !openTable.empty() ){
        
        pop_heap( openTable.begin(), openTable.end() );
        ChessBoard parent = openTable.back();
        
        if( !isSolvable( parent ) ){
            
            cout<<"unsolvable"<<endl;
            
            return;
            
        }
        
        openTable.erase( openTable.end() - 1 );
        setInClose( parent );

        if( isEqual( parent, finalState ) ){
            
            printPath( parent );
            
            return;
            
        }
        
        for( int i = 0; i < DIRECTION_SIZE; ++i ){
            
            ChessBoard tempNextState;
            
            if( !getNextChessBoard( tempNextState, parent, i ) )
                continue;
                
            if( isNotFound( tempNextState ) ){
                
                setInOpen( tempNextState );
                
                continue;
                
            }
            
            if( isInOpen( tempNextState ) ){
                
                int f = tempNextState.g + tempNextState.h;
                
                if( f < hashTable[tempNextState.posInHashTable].g + hashTable[tempNextState.posInHashTable].h ){
                    
                    hashTable[tempNextState.posInHashTable] = tempNextState;
                    updateOpen( tempNextState );
                    
                    continue;
                }
            }
            
            if( isInClose( tempNextState ) ){
                
                int f = tempNextState.g + tempNextState.h;
                
                if( f < hashTable[tempNextState.posInHashTable].g + hashTable[tempNextState.posInHashTable].h ){
                    
                    hashTable[tempNextState.posInHashTable] = tempNextState;
                    setInOpen( tempNextState );
                    
                    continue;
                }
            }
        }
    }
    
    cout << "unsolveable" << endl;
    
}


void AStarAlg::showChessBoard( const ChessBoard& cb ) const{
    
    cout << endl;
    cout << "<<<<<<<<<<<<<<<<<<<<<< Pandora >>>>>>>>>>>>>>>>>>>>>" << endl;
    cout << "ChessBoard State : " << endl;
    
    for( int i = 0; i < BOARDSIZE; ++i ){
        
        for( int j = 0; j < BOARDSIZE; ++j )
            cout<<cb.ChessState[i][j]<<"  ";
            
        cout<<endl;
        
    }
    
    cout << "Blank_X : " << cb.blankX << "    " << "Blank_Y : " << cb.blankY << endl;
    cout << "Position is HashTable : " << cb.posInHashTable << endl;
    cout << "Parent : " << cb.parent << endl;
    cout << "G : " << cb.g << "   " << "H : " << cb.h << "   " << "F : " << cb.h + cb.g << endl;
    
    switch( cb.visitState ){
        
        case NOTFOUND:{
            
            cout << "Now my state : Not be found." << endl;
            break;
            
        }
        case INOPEN:{
            
            cout << "Now my state : In open table." << endl;
            break;
            
        }
        case INCLOSE:{
            
            cout << "Now my state : In close" << endl;
            break;
            
        }
        default:{
            
            cout << "Error state!" << endl;
            break;
            
        }
    }
    
    cout << "<<<<<<<<<<<<<<<<<<<<<< Pandora >>>>>>>>>>>>>>>>>>>>>" << '\n\n';
}


void preWork(){
    
    int count = 0;
    
    for( int i = 0; i < BOARDSIZE; ++i ){
        for( int j = 0; j < BOARDSIZE; ++j ){
            
            position temp;
            temp.x = i;
            temp.y = j;
            finalPosition[count] = temp;
            count++;
            
        }
    }
}


int main(){
    
    AStarAlg a;
    
    preWork();
    a.AStar();
    
    return 0;
    
}


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