小编典典

递归蛮力迷宫求解器Java

java

为了编写一个解决C程序的蛮力迷宫,我首先编写了这个Java程序来测试一个想法。我对C还是很陌生,打算在Java中正确处理后将其转换。结果,我试图远离arraylist,fancy库等,以便更轻松地转换为C。该程序需要生成最短步骤的单个宽度路径来解决迷宫问题。我认为我的问题可能在于将通过每个递归传递的路径存储数组碎片化。感谢您的关注。-乔

maze:

1 3 3 3 3 
3 3 3 3 3 
3 0 0 0 3 
3 0 3 3 3 
0 3 3 3 2


Same maze solved by this program:
4 4 4 4 4 
4 4 4 4 4 
4 0 0 0 4 
3 0 3 3 4 
0 3 3 3 2

代码中解释了数字符号

    public class javamaze {

static storage[] best_path;
static int best_count;
static storage[] path;

//the maze - 1 = start; 2 = finish; 3 = open path
static int maze[][] = {{1, 3, 3, 3, 3}, 
    {3, 3, 3, 3, 3},
    {0, 0, 0, 0, 3},
    {0, 0, 3, 3, 3},
    {3, 3, 3, 3, 2}};

public static void main(String[] args) {

    int count1;
    int count2;

    //declares variables used in the solve method
    best_count = 0;
    storage[] path = new storage[10000];
    best_path = new storage[10000];
    int path_count = 0;


    System.out.println("Here is the maze:");
    for(count1 = 0; count1 < 5; count1++) {
        for(count2 = 0; count2 < 5; count2++) {
            System.out.print(maze[count1][count2] + " ");   
        }                       
        System.out.println("");         
    }

    //solves the maze
    solve(findStart()/5, findStart()%5, path, path_count);

    //assigns an int 4 path to the maze to visually represent the shortest path
    for(int count = 0; count <= best_path.length - 1; count++)
        if (best_path[count] != null)
            maze[best_path[count].getx()][best_path[count].gety()] = 4;

    System.out.print("Here is the solved maze\n");

    //prints the solved maze
    for(count1 = 0; count1 < 5; count1++) {
        for(count2 = 0; count2 < 5; count2++){
            System.out.print(maze[count1][count2] + " ");
        }
        System.out.print("\n");
    }
}

//finds maze start marked by int 1 - this works perfectly and isn't related to the problem
public static int findStart() {
    int count1, count2;
    for(count1 = 0; count1 < 5; count1++) {
        for(count2 = 0; count2 < 5; count2++) {
            if (maze[count1][count2] == 1)
                return (count1 * 5 + count2);
        }
    }
    return -1;
}

//saves path coordinate values into a new array
public static void save_storage(storage[] old_storage) {
    int count;
    for(count = 0; count < old_storage.length; count++) {
        best_path[count] = old_storage[count];
    }
}

//solves the maze
public static Boolean solve(int x, int y, storage[] path, int path_count) {

    //checks to see if grid squares are valid (3 = open path; 0 = wall
    if (x < 0 || x > 4) { //array grid is a 5 by 5
        //System.out.println("found row end returning false");
        return false;
    }
    if (y < 0 || y > 4) {
        //System.out.println("Found col end returning false");
        return false;
    }

    //when finding finish - records the number of moves in static int best_count
    if (maze[x][y] == 2) {
        if (best_count == 0 || best_count > path_count) {
            System.out.println("Found end with this many moves: " + path_count);
            best_count = path_count;
            save_storage(path); //copies path counting array into a new static array
        }
    }
    //returns false if it hits a wall
    if (maze[x][y] == 0)
        return false;

    //checks with previously crossed paths to prevent an unnecessary repeat in steps
    for(storage i: path) 
        if (i != null)
            if (i.getx() == x && i.gety() == y) 
                return false;

    //saves current recursive x, y (row, col) coordinates into a storage object which is then added to an array.
    //this array is supposed to fragment per each recursion which doesn't seem to - this may be the issue
    storage storespoints = new storage(x, y);
    path[path_count] = storespoints;

    //recurses up, down, right, left
    if (solve((x-1), y, path, path_count++) == true || solve((x+1), y, path, path_count++) == true ||
            solve(x, (y+1), path, path_count++) == true || solve(x, (y-1), path, path_count++) == true) {
        return true;
    }

    return false;
}
}

//stores (x, y) aka row, col coordinate points
class storage {

private int x;
private int y;

public storage(int x, int y) {
    this.x = x;
    this.y = y;
}
public int getx() {
    return x;
}
public int gety() {
    return y;
}
public String toString() {
    return ("storage coordinate: " + x + ", " + y + "-------");
}

}

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2020-11-30

共1个答案

小编典典

这本来不是要作为答案的,但实际上已经演变成了一个答案。老实说,我认为从Java开始并转向C是一个坏主意,因为这两种语言确实没有什么相似之处,而且您不会帮上忙,因为如果您依赖于Java的任何功能,在移植它时都会遇到严重的问题。有C没有(即大多数)

也就是说,我将草拟一些算法C的东西。

支持结构

typedef
struct Node
{
    int x, y;
    // x and y are array indices
}
Node;

typedef
struct Path
{
    int maxlen, head;
    Node * path;
    // maxlen is size of path, head is the index of the current node
    // path is the pointer to the node array
}
Path;

int    node_compare(Node * n1, Node * n2); // returns true if nodes are equal, else false

void   path_setup(Path * p, Node * n); // allocates Path.path and sets first node
void   path_embiggen(Path * p);        // use realloc to make path bigger in case it fills up
int    path_toosmall(Path * p);        // returns true if the path needs to be reallocated to add more nodes
Node * path_head(Path * p);            // returns the head node of the path
void   path_push(Path * p, Node * n);  // pushes a new head node onto the path
void   path_pop(Path * p);             // pops a node from path

您可能将迷宫格式更改为邻接列表之类的东西。您可以将每个节点存储为掩码,详细说明可以从该节点访问的节点。

迷宫格式

const int // these constants indicate which directions of travel are possible from a node
N = (1 << 0),       // travel NORTH from node is possible
S = (1 << 1),       // travel SOUTH from node is possible
E = (1 << 2),       // travel EAST  from node is possible
W = (1 << 3),       // travel WEST  from node is possible
NUM_DIRECTIONS = 4; // number of directions (might not be 4.  no reason it has to be)

const int
START  = (1 << 4),  // starting  node
FINISH = (1 << 5);  // finishing node

const int
MAZE_X = 4,         // maze dimensions
MAZE_Y = 4;

int maze[MAZE_X][MAZE_Y] = 
{
    {E,        S|E|W,    S|E|W,    S|W       },
    {S|FINISH, N|S,      N|START,  N|S       },
    {N|S,      N|E,      S|E|W,    N|S|W     },
    {N|E,      E|W,      N|W,      N         }
};

Node start  = {1, 2}; // position of start node
Node finish = {1, 0}; // position of end node

我的迷宫与您的迷宫不同:两种格式彼此之间并非完全一对一地映射。例如,您的格式允许更精细的移动,但是我的格式允许单向路径。

请注意,您的格式明确指定了墙的位置。按照我的格式,墙在概念上位于无法通行的任何地方。我创建的迷宫有3个水平墙和5个垂直墙(并且也是封闭的,即有连续的墙围绕着整个迷宫)

为了进行遍历,我将使用深度优先搜索。您可以通过多种方式将标志映射到方向,例如以下所示。由于无论如何都要遍历每个对象,因此访问时间是无关紧要的,因此仅使用数组而不是某种更快的关联容器就足够了。

数据格式到偏移映射

// map directions to array offsets
// format is [flag], [x offset], [y offset]
int mappings[][] =
{
    {N, -1,  0},
    {S,  1,  0},
    {E,  0,  1},
    {W,  0, -1}
}

最后,您的搜索。您可以迭代或递归实现。我的示例使用递归。

搜索算法伪代码

int search_for_path(int ** maze, char ** visited, Path * path)
{
    Node * head = path_head(path);
    Node temp;
    int i;

    if (node_compare(head, &finish)) return 1; // found finish
    if (visited[head->x][head->y])   return 0; // don't traverse again, that's pointless

    visited[head->x][head->y] = 1;
    if (path_toosmall(path)) path_embiggen(path);

    for (i = 0; i < NUM_DIRECTIONS; ++i)
    {
        if (maze[head->x][head->y] & mappings[i][0]) // path in this direction
        {
            temp = {head->x + mappings[i][1], head->y + mappings[i][2]};
            path_push(path, &temp);
            if (search_for_path(maze, visited, path)) return 1; // something found end
            path_pop(path);
        }
    }
    return 0; // unable to find path from any unvisited neighbor
}

要调用此功能,您应该像这样设置所有内容:

调用解算器

// we already have the maze
// int maze[MAZE_X][MAZE_Y] = {...};

// make a visited list, set to all 0 (unvisited)
int visited[MAZE_X][MAZE_Y] = 
{
    {0,0,0,0},
    {0,0,0,0},
    {0,0,0,0},
    {0,0,0,0}
};

// setup the path
Path p;
path_setup(&p, &start);

if (search_for_path(maze, visited, &path))
{
    // succeeded, path contains the list of nodes containing coordinates from start to end
}
else
{
    // maze was impossible
}

值得注意的是,因为我在编辑框中都写了这些,所以我还没有测试过。第一次尝试可能无法正常工作,可能需要花些时间。例如,除非在全局范围内声明了开始和结束,否则会有一些问题。最好将目标节点传递给搜索功能,而不要使用全局变量。

2020-11-30