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# maze.py
# From Classic Computer Science Problems in Python Chapter 2
# Copyright 2018 David Kopec
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
from enum import Enum
from typing import List, NamedTuple, Callable, Optional
import random
from math import sqrt
from generic_search import dfs, bfs, node_to_path, astar, Node
class Cell(str, Enum):
EMPTY = " "
BLOCKED = "X"
START = "S"
GOAL = "G"
PATH = "*"
class MazeLocation(NamedTuple):
row: int
column: int
class Maze:
def __init__(self, rows: int = 10, columns: int = 10, sparseness: float = 0.2, start: MazeLocation = MazeLocation(0, 0), goal: MazeLocation = MazeLocation(9, 9)) -> None:
# 기본 인스턴스 변수 초기화
self._rows: int = rows
self._columns: int = columns
self.start: MazeLocation = start
self.goal: MazeLocation = goal
# 격자를 빈 공간으로 채운다.
self._grid: List[List[Cell]] = [
[Cell.EMPTY for c in range(columns)] for r in range(rows)]
# 빈 공간에 막힌 공간을 무작위로 채운다.
self._randomly_fill(rows, columns, sparseness)
# 시작 위치와 목표 위치를 설정한다.
self._grid[start.row][start.column] = Cell.START
self._grid[goal.row][goal.column] = Cell.GOAL
def _randomly_fill(self, rows: int, columns: int, sparseness: float):
for row in range(rows):
for column in range(columns):
if random.uniform(0, 1.0) < sparseness:
self._grid[row][column] = Cell.BLOCKED
# 미로 출력
def __str__(self) -> str:
output: str = ""
for row in self._grid:
output += "".join([c.value for c in row]) + "\n"
return output
def goal_test(self, ml: MazeLocation) -> bool:
return ml == self.goal
def successors(self, ml: MazeLocation) -> List[MazeLocation]:
locations: List[MazeLocation] = []
if ml.row + 1 < self._rows and self._grid[ml.row + 1][ml.column] != Cell.BLOCKED:
locations.append(MazeLocation(ml.row + 1, ml.column))
if ml.row - 1 >= 0 and self._grid[ml.row - 1][ml.column] != Cell.BLOCKED:
locations.append(MazeLocation(ml.row - 1, ml.column))
if ml.column + 1 < self._columns and self._grid[ml.row][ml.column + 1] != Cell.BLOCKED:
locations.append(MazeLocation(ml.row, ml.column + 1))
if ml.column - 1 >= 0 and self._grid[ml.row][ml.column - 1] != Cell.BLOCKED:
locations.append(MazeLocation(ml.row, ml.column - 1))
return locations
def mark(self, path: List[MazeLocation]):
for maze_location in path:
self._grid[maze_location.row][maze_location.column] = Cell.PATH
self._grid[self.start.row][self.start.column] = Cell.START
self._grid[self.goal.row][self.goal.column] = Cell.GOAL
def clear(self, path: List[MazeLocation]):
for maze_location in path:
self._grid[maze_location.row][maze_location.column] = Cell.EMPTY
self._grid[self.start.row][self.start.column] = Cell.START
self._grid[self.goal.row][self.goal.column] = Cell.GOAL
def euclidean_distance(goal: MazeLocation) -> Callable[[MazeLocation], float]:
def distance(ml: MazeLocation) -> float:
xdist: int = ml.column - goal.column
ydist: int = ml.row - goal.row
return sqrt((xdist * xdist) + (ydist * ydist))
return distance
def manhattan_distance(goal: MazeLocation) -> Callable[[MazeLocation], float]:
def distance(ml: MazeLocation) -> float:
xdist: int = abs(ml.column - goal.column)
ydist: int = abs(ml.row - goal.row)
return (xdist + ydist)
return distance
if __name__ == "__main__":
# 깊이 우선 탐색(DFS)
m: Maze = Maze()
print(m)
solution1: Optional[Node[MazeLocation]] = dfs(
m.start, m.goal_test, m.successors)
if solution1 is None:
print("[깊이 우선 탐색] 길을 찾을 수 없습니다.")
else:
path1: List[MazeLocation] = node_to_path(solution1)
m.mark(path1)
print(m)
m.clear(path1)
# 너비 우선 탐색(BFS)
solution2: Optional[Node[MazeLocation]] = bfs(
m.start, m.goal_test, m.successors)
if solution2 is None:
print("[너비 우선 탐색] 길을 찾을 수 없습니다.")
else:
path2: List[MazeLocation] = node_to_path(solution2)
m.mark(path2)
print(m)
m.clear(path2)
# Test A*
distance: Callable[[MazeLocation], float] = manhattan_distance(m.goal)
solution3: Optional[Node[MazeLocation]] = astar(
m.start, m.goal_test, m.successors, distance)
if solution3 is None:
print("[A* 알고리즘] 길을 찾을 수 없습니다.")
else:
path3: List[MazeLocation] = node_to_path(solution3)
m.mark(path3)
print(m)