弗洛伦萨大学AI课程的This is my project。我必须解决一个经典的游戏:滑动拼图与8和15个细胞。这是我的通用图搜索算法的实现:
public abstract class GraphSearch implements SearchAlgorithm {
protected Queue<Node> fringe;
protected HashSet<Node> closedList;
public GraphSearch() {
fringe = createFringe();
closedList = new HashSet<Node>(100);
}
protected abstract Queue<Node> createFringe();
public int getNodeExpanded() {
return closedList.size();
}
@Override
public Solution search(Puzzle puzzle) {
fringe.add(new Node(puzzle.getInitialState(), null, null));
while (!fringe.isEmpty()) {
Node selectedNode = fringe.poll();
if (puzzle.getGoalTest().isGoalState(selectedNode.getState())) {
return new Solution(selectedNode, getNodeExpanded());
}
closedList.add(selectedNode);
LinkedList<Node> expansion = selectedNode.expandNode();
for (Node n : expansion) {
if (!closedList.contains(n) && !fringe.contains(n))
fringe.add(n);
}
}
return new Solution(null, getNodeExpanded());
}
}这是我的A*代码:
public class AStar extends GraphSearch implements InformedSearch {
private Heuristic heuristic;
public AStar(Heuristic heuristic) {
setHeuristic(heuristic);
}
public Heuristic getHeuristic() {
return heuristic;
}
@Override
public void setHeuristic(Heuristic heuristic) {
this.heuristic = heuristic;
}
@Override
protected Queue<Node> createFringe() {
return new PriorityQueue<Node>(1000, new Comparator<Node>() {
@Override
public int compare(Node o1, Node o2) {
o1.setH(heuristic.h(o1));
o2.setH(heuristic.h(o2));
o1.setF(o1.getG() + o1.getH());
o2.setF(o2.getG() + o2.getH());
if (o1.getF() < o2.getF())
return -1;
if (o1.getF() > o2.getF())
return 1;
return 0;
}
});
}
}这是我在曼哈顿的启发式代码:
@Override
public int h(Node n) {
int distance = 0;
ArrayList<Integer> board = n.getState().getBoard();
int[][] multiBoard = new int[N][N];
for (int i = 0; i < N; i++) {
for (int j = 0; j < N; j++) {
multiBoard[i][j] = board.get(i * N + j);
}
}
for (int i = 0; i < N; i++) {
for (int j = 0; j < N; j++) {
int value = multiBoard[i][j];
if (multiBoard[i][j] != 0) {
int targetX = (value - 1) / N;
int targetY = (value - 1) % N;
distance += Math.abs(i - targetX) + Math.abs(j - targetY);
}
}
}
return distance;
}现在,代码工作并找到了难题的解决方案(难题状态是N*N值的数组,GoalState是1, 2, 3, 4, 5, 6, 7, 8, 9 ,0,空单元格= 0),但是与其他程序(相同的算法和相同的启发式)相比,我的程序扩展了不同的节点数。我认为在一般的图形search...any想法有一个问题?:D谢谢!
发布于 2013-05-21 16:01:15
你的启发式计算是错误的。假设9位于棋盘的索引4处。您将其rowRight值计算为3而不是2。这将导致您的算法具有超最佳的性能。您的行右侧计算应为:
int rowRight = (valueFound - 1) / N;
https://stackoverflow.com/questions/16664676
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