using System; using System.Collections; using System.Collections.Generic; using System.Linq; using UnityEngine; class Node : IComparable { // helper variables just to make indexing arrays easier to read public static int row = 0; public static int col = 1; Node parent; int[] agent; List samples; char lastMove; // for output/animation int distanceTraveled; // for calculating f(n) value double heuristic; public double fn; // distance traveled + heuristic value bool canSample; // for expansion // construct node :) public Node(Node parent, int[] agent, List samples, char lastMove, int distanceTraveled, double heuristic) { this.parent = parent; this.agent = agent; this.samples = new List(samples); this.lastMove = lastMove; this.distanceTraveled = distanceTraveled; this.heuristic = heuristic; this.fn = distanceTraveled + heuristic; } // determine valid moves and collect children to be sent back to search public List expand(int depth) { List children = new List(); if (this.distanceTraveled >= depth && depth != -1) return children; // document expansion of node and get ready to collect this node's children // SampleWorld.expansions++; int[] onSample = new int[2]; // since this state is being currently visited (expanded), put in closed list // SampleWorld.closed.add(this.getState()); //////////////////////////////////// // BEGIN CHECKING FOR VALID MOVES // //////////////////////////////////// // store coordinates for all potential moves to be checked int[] up = { this.agent[row] - 1, this.agent[col] }; int[] down = { this.agent[row] + 1, this.agent[col] }; int[] left = { this.agent[row], this.agent[col] - 1 }; int[] right = { this.agent[row], this.agent[col] + 1 }; // make sure going up doesn't go outside world-bounds or into obstacle if (isOpen(up)) { // if move is valid, create that new node/state and document Node child = new Node(this, up, this.samples, 'U', this.distanceTraveled + 1, this.heuristic); //SampleWorld.nodesGenerated++; // make sure that we have not already made that move if (!child.getState().inClosed()) children.Add(child); } // same idea but for the different potential moves if (isOpen(down)) { Node child = new Node(this, down, this.samples, 'D', this.distanceTraveled + 1, this.heuristic); //SampleWorld.nodesGenerated++; if (!child.getState().inClosed()) children.Add(child); } if (isOpen(left)) { Node child = new Node(this, left, this.samples, 'L', this.distanceTraveled + 1, this.heuristic); //SampleWorld.nodesGenerated++; if (!child.getState().inClosed()) children.Add(child); } if (isOpen(right)) { Node child = new Node(this, right, this.samples, 'R', this.distanceTraveled + 1, this.heuristic); //SampleWorld.nodesGenerated++; if (!child.getState().inClosed()) children.Add(child); } // CHECK IF CAN SAMPLE onSample = CanSample(); if (onSample[0] == 1) { Node child = new Node(this, this.agent, this.samples, 'S', this.distanceTraveled + 1, this.heuristic); // PROBLEM? child.samples.RemoveAt(onSample[1]); //SampleWorld.nodesGenerated++; children.Add(child); } return children; } // helper for expand, verifies whether potential move is legal public bool isOpen(int[] position) { // check that agent is not trying to move into an obstacle for (int i = 0; i < SampleWorld.obstacles.size(); i++) { if (Enumerable.SequenceEqual(SampleWorld.obstacles.get(i), position) == 0) return false; } // check that agent is not stepping out of the world if (!((position[row] >= 0) && (position[row] <= SampleWorld.worldRows - 1) && (position[col] >= 0) && (position[col] <= SampleWorld.worldCols - 1))) return false; return true; } // returns the coordinates of the sample closest to the agent's current location public int[] nearestSample() { if (samples.Count == 0) return agent; // PROBLEM? int[] s = samples[0]; double lowest = distance(agent, samples[0]); double dist; for (int i = 1; i < samples.Count; i++) { dist = distance(agent, samples[i]); if (dist < lowest) { lowest = dist; s = samples[i]; } } return s; } // helper function for nearestSample() public static double distance(int[] a, int[] b) { // _________________________ // distance between 2D points = √(y2 - y1)^2 + (x2 - x1)^2 double total = (((b[row] - a[row]) * (b[row] - a[row])) + ((b[col] - a[col]) * (b[col] - a[col]))); total = Math.Sqrt(total); return total; } // helper function for h2 ///////////////////////////// // returns two pieces of information if true: // [0] is 1 to indicate agent can sample // [1] is the index of the valid sample in the list public int[] CanSample() { // default to false int[] result = new int[2]; result[0] = 0; result[1] = -1; for (int i = 0; i < this.samples.Count; i++) { // PROBLEM? if ((this.agent[row] == samples[i][row]) && (this.agent[col] == samples[i][col])) { result[0] = 1; result[1] = i; return result; } } return result; } // returns only the dynamic information directly related to the Node's state. // we need a way to extract just this information for the sake of our closed list public State getState() { return new State(this.agent, this.samples); } // we use to override comparisons for priorityQueues so that our heuristic calculations are actually used public int CompareTo(Node other) { if (this.fn > other.fn) return 1; else return -1; } } // helper class for Node class NodeComparator : Comparer { // used to sort nodes based on sum of distance traveled + heuristic estimation of work left public override int Compare(Node a, Node b) { if (a.fn > b.fn) return 1; else return -1; } } // helper class for Node class State { int[] agent; int[][] samples; public State(int[] agent, List samples) { // PROBLEM? this.agent = agent; this.samples = new int[samples.Count][]; // convert List into 2D array of ints [][] for (int i = 0; i < samples.Count; i++) { // PROBLEM?? this.samples[i] = samples[i]; } } public bool inClosed() { for (int i = 0; i < SampleWorld.closed.size(); i++) { if (this.equals(SampleWorld.closed.get(i))) { return true; } } return false; } public bool equals(State other) { if (this.samples.Length != other.samples.Length) return false; // PROBLEM? if (!this.agent[0].Equals(other.agent[0]) && !this.agent[1].Equals(other.agent[1])) return false; for (int i = 0; i < this.samples.Length; i++) { //if (Arrays.compare(this.samples[i], other.samples[i]) != 0) // PROBLEM? if (!(this.samples.Rank == other.samples.Rank) && !(Enumerable.Range(0, this.samples.Rank).All(dimension => this.samples.GetLength(dimension) == other.samples.GetLength(dimension))) && !(this.samples.Cast().SequenceEqual(other.samples.Cast()))) return false; } return true; } }