我正在C++中实现C++,以解决n难题.
我试图在这链接中实现伪代码。
总成本(F=H+G)计算是“成本取决于错误放置的瓷砖数量(启发式)+从初始状态(G)开始的步骤”。给出了AStar函数的算法。
问题是,我有一个无限循环的情况。我怎么才能解决这个问题?
PS:如果需要的话,我可以给出AStar中使用的其他函数的实现。
任何帮助都将不胜感激。
void AStar(const int size, int** puzzle)
{
int moveCount = 0; // initialize G(n)
int**goalState = GoalState(size); // initialize and assign goal state
int openListIndex = 0; // initialize open list index
vector<node> openList; // initialize open list
vector<node> closedList; // initialize closed list
node startNode; // initialize start node
startNode.puzzleArray = puzzle; // assign start node's state
startNode.cost = moveCount + Heuristics(goalState,puzzle,size); // assign start node's cost
node goalNode; // initialize goal node
goalNode.puzzleArray = goalState; // assign goal node's state
openList.push_back(startNode); // push start node to the open list
while (!openList.empty()) // loop while open list is not empty
{
node currentNode = CalculateLowestCost(&openList, &closedList); // initialize current node which has the lowest cost, pop it from open list, push it to the closed list
int** currentState = currentNode.puzzleArray; // initialize and assign current state array
/*********************************************************************************************/
if (GoalCheck(goalState, currentState, size)) break; // GOAL CHECK//
/*********************************************************************************************/
vector<char> successorDirectionList = CalculateSuccessor(size, currentState); // initialize a char vector for the directions of the successors
int**successor; // initialize successor state
node successorNode; // initialize successor node
moveCount++; // advance G(n)
for (;!successorDirectionList.empty();) // loop over the successor list
{
char direction = successorDirectionList.back(); // take a direction from the list
successorDirectionList.pop_back(); // remove that direction from the list
successor = MoveBlank(currentState, size, direction); // assign successor state
successorNode.puzzleArray = successor; // assign successor node's state
successorNode.cost = moveCount + Heuristics(goalState,currentState,size); // assign successor node's cost
//vector<node> stateCheckList = openList; // copy the open list for the checking the nodes in that list
bool flagOpen = false;
bool flagClosed = false;
int locationOpen = -1;
int locationClosed = -1;
for (int i=0; i<openList.size(); i++)
{
int** existing = openList[i].puzzleArray;
int existingCost = openList[i].cost;
if (StateCheck(successor, existing, size))
{
locationOpen = i;
if (successorNode.cost > existingCost)
{
flagOpen = true;
break;
}
}
}
if (flagOpen) continue;
int** existingInOpen;
if(locationOpen != -1)
{
existingInOpen = openList[locationOpen].puzzleArray;
openList.erase(openList.begin()+locationOpen);
}
for (int i=0; i<closedList.size(); i++)
{
int** existing = closedList[i].puzzleArray;
int existingCost = closedList[i].cost;
if (StateCheck(successor, existing, size))
{
locationClosed = i;
if (successorNode.cost > existingCost)
{
flagClosed = true;
break;
}
}
}
if (flagClosed) continue;
int**existingInClosed;
if(locationClosed != -1)
{
existingInClosed = closedList[locationClosed].puzzleArray;
closedList.erase(closedList.begin()+locationClosed);
}
openList.push_back(successorNode);
}
}}
发布于 2011-10-20 08:39:34
由于循环的可能性,也就是将您带回到您已经访问过的状态的一系列移动,所以检查重复状态是很重要的(显然,树搜索不是问题)。我不太明白你在做什么检查这个,但这很可能是问题所在。在编写Haskell实现(details 这里和这里)时,我遇到了类似的问题,问题归结为处理探索集的问题。做得对,一切都正常。(要解决4x4的难题仍然是一件偶然的事情,特别是如果你从状态空间中的目标开始很长一段时间,但这主要是因为A*的缺陷和我们处理可能发生的动作的天真方式。)
发布于 2013-09-07 06:59:10
是否从公开列表中删除所选择的状态?这是一个非常简单和编写良好的C#代码,也许它可以帮助您:http://geekbrothers.org/index.php/categories/computer/12-solve-8-puzzle-with-a和A*自动避免循环,因为它采取了您要考虑的步骤
发布于 2011-10-20 07:45:37
我还实现了一个n字谜(深度优先和*),它进入无限循环。这是因为下面的循环:上,左,下,右,上,左.我真的不知道是否有办法防止这样的事情(我能做的最大就是防止像左-右-左)这样的循环.通过记忆它最后的动作)。
不知道这是否是导致你循环的原因,最好的方法是在每次迭代中打印板,看看到底发生了什么;)
https://stackoverflow.com/questions/7802290
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