f825ec9c27
intermediate push so logan can have access to reset function
683 lines
18 KiB
Java
683 lines
18 KiB
Java
package sampleworld;
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import java.util.Scanner;
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import java.util.List;
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import java.util.ArrayList;
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import java.util.Arrays;
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import java.util.Comparator;
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import java.util.Stack;
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import java.util.Queue;
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import java.util.PriorityQueue;
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import java.util.LinkedList;
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import java.util.concurrent.TimeUnit;
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@SuppressWarnings( "javadoc" )
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public class SampleWorld
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{
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//////////////////////////////////////////////////////////
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// GLOBAL VARIABLES THAT REPRESENT STATIC WORLD FEATURES//
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//////////////////////////////////////////////////////////
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// global variables used to hold world dimensions
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public static int worldCols, worldRows;
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// used to store coordinates of all obstacles in our world
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public static List<int[]> obstacles = new ArrayList<int[]>();
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// used to store all unique states that agent has visited (holds agent and sample coords)
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public static List<State> closed = new ArrayList<State>();
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// used to keep track of number of operations and is used in output
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public static int expansions = 0;
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public static int nodesGenerated = 0;
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// helper variables just to make indexing arrays easier to read
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public static int row = 0;
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public static int col = 1;
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public static void main(String[] args)
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{
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//////////////////////////////
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// COLLECT BASIC WORLD INFO //
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//////////////////////////////
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Scanner input = new Scanner(System.in);
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input.useDelimiter(System.lineSeparator());
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worldCols = Integer.parseInt(input.next());
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worldRows = Integer.parseInt(input.next());
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/////////////////////////////
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// CREATE WORLD STRUCTURES //
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/////////////////////////////
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char[][] world = new char[worldRows][worldCols];
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List<int[]> samples = new ArrayList<int[]>();
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int[] agent = new int[] {-1, -1};
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////////////////////////////////////
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// SAVE INITIAL STATE AS 2D ARRAY //
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////////////////////////////////////
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for(int rows = 0; rows < worldRows; rows++)
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{
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// grab one row at a time
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char[] line = input.next().toCharArray();
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for(int cols = 0; cols < worldCols; cols++)
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{
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// check each column for special characters
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if(line[cols] == '@')
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{
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agent = new int[]{rows, cols};
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}
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if(line[cols] == '#')
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{
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obstacles.add(new int[]{rows, cols});
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}
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if(line[cols] == '*')
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{
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samples.add(new int[]{rows, cols});
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}
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// then add character to our local world
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world[rows][cols] = line[cols];
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}
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}
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input.close();
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//////////////////////////////////////////////////
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// CONSTRUCT INTIAL STATE NODE AND BEGIN SEARCH //
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//////////////////////////////////////////////////
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// initial state has no parent and no previous action. '0' is being interpreted as null here
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Node initialState = new Node(null, agent, samples, '0', 0, 0);
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Stack<Node> result = new Stack<Node>();
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// select search algorithm to use
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if(args[0].equals("dfs"))
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result = dfs(initialState, -1);
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if(args[0].equals("ucs"))
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result = ucs(initialState);
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if(args[0].equals("ids"))
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result = ids(initialState);
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if(args[0].equals("astar"))
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result = astar(initialState, args[1]);
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int length = result.size();
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// decide whether to animate
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if(args.length == 2)
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{
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if(args[1].equals("animate"))
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{
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try
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{
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animate(world, result);
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}
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catch (InterruptedException e)
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{
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e.printStackTrace();
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}
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System.out.println("Distance traveled: " + length + " steps");
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System.out.println("Nodes Expanded: " + SampleWorld.expansions);
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System.out.println("Total Nodes Generated: " + SampleWorld.nodesGenerated);
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return;
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}
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}
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else if(args.length == 3)
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{
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if(args[2].equals("animate"))
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{
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try {
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animate(world, result);
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} catch (InterruptedException e) {
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e.printStackTrace();
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}
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System.out.println("Distance traveled: " + length + " steps");
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System.out.println("Nodes Expanded: " + SampleWorld.expansions);
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System.out.println("Total Nodes Generated: " + SampleWorld.nodesGenerated);
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return;
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}
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}
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// Print the results and searching stats
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if(length == 0)
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{
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System.out.println("No solution found :(");
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}
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else
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{
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for(int i = 0; i < length; i++)
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{
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Node state = result.pop();
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System.out.println(state.lastMove);
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}
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}
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System.out.println("\nDistance traveled: " + length + " steps");
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System.out.println("Nodes Expanded: " + SampleWorld.expansions);
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System.out.println("Total Nodes Generated: " + SampleWorld.nodesGenerated);
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}
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// helper function for me. is fun to watch and also is genuinely useful for debugging
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public static void animate(char[][] world, Stack<Node> result) throws InterruptedException
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{
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clearScreen();
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int agentR, agentC;
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// print out initial state
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for(int r = 0; r < worldRows; r++)
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{
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for(int c = 0; c < worldCols; c++)
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{
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System.out.print(world[r][c]);
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}
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// only make newline after row if there is another row
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if(r != worldCols - 1)
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System.out.println();
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}
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TimeUnit.MILLISECONDS.sleep(2000);
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clearScreen();
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// read and print each of the agent's moves
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while(!result.isEmpty())
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{
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Node state = result.pop();
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agentR = state.agent[row];
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agentC = state.agent[col];
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world[agentR][agentC] = '@';
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// does inverse of each move to replace agent's old location with _
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if(state.lastMove == 'U')
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{
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world[agentR + 1][agentC] = '_';
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}
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if(state.lastMove == 'D')
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{
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world[agentR - 1][agentC] = '_';
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}
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if(state.lastMove == 'L')
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{
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world[agentR][agentC + 1] = '_';
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}
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if(state.lastMove == 'R')
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{
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world[agentR][agentC - 1] = '_';
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}
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if(state.lastMove == 'S')
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{
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world[agentR][agentC] = 'S';
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}
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// TODO try a new loop that just erases the line the agent was/is on
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// print out new world
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for(int r = 0; r < worldRows; r++)
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{
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for(int c = 0; c < worldCols; c++)
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{
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System.out.print(world[r][c]);
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}
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System.out.println();
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}
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TimeUnit.SECONDS.sleep(1);
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clearScreen();
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}
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}
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// helper function for animate()
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public static void clearScreen()
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{
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System.out.println("\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n");
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}
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///////////////////////////////////
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// SUITE OF SEARCHING ALGORITHMS //
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///////////////////////////////////
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public static Stack<Node> astar(Node initialState, String heuristic)
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{
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Stack<Node> solution = new Stack<Node>();
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Queue<Node> open = new PriorityQueue<Node>();
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open.add(initialState);
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while(true)
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{
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if(open.isEmpty())
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return solution;
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Node currentNode = open.remove();
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// check whether we are in goal state
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if(currentNode.samples.size() == 0)
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{
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while(currentNode.parent != null)
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{
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solution.push(currentNode);
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currentNode = currentNode.parent;
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}
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return solution;
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}
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// if not, expand children and continue
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List<Node> children = currentNode.expand(-1);
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if(heuristic.equals("h0"))
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h0(children);
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else if(heuristic.equals("h1"))
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h1(children);
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else if(heuristic.equals("h2"))
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h2(children);
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for(Node child : children)
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{
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open.add(child);
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}
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}
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}
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public static Stack<Node> ids(Node initialState)
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{
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Stack<Node> result = new Stack<Node>();
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int depth = 1;
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while(true)
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{
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result = dfs(initialState, depth);
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if(result.size() != 0)
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return result;
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depth++;
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SampleWorld.closed.clear();
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}
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}
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public static Stack<Node> ucs(Node initialState)
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{
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// used to store nodes not visited (generated but not expanded)
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Queue<Node> open = new LinkedList<Node>();
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open.add(initialState);
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Stack<Node> solution = new Stack<Node>();
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while(true)
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{
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if(open.isEmpty())
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return solution;
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Node currentNode = open.remove();
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// check if agent is in goal state
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if(currentNode.samples.size() == 0)
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{
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while(currentNode.parent != null)
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{
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solution.push(currentNode);
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currentNode = currentNode.parent;
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}
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return solution;
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}
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// otherwise, expand and continue down path
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List<Node> children = currentNode.expand(-1);
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for(Node child : children)
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{
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open.add(child);
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}
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}
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}
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public static Stack<Node> dfs(Node initialState, int depth)
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{
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// used to store nodes not visited (generated but not expanded)
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Stack<Node> open = new Stack<Node>();
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open.push(initialState);
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Stack<Node> solution = new Stack<Node>();
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while(true)
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{
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// if open is empty, we have exhausted all of our options and there is no solution
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if(open.empty())
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return solution;
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Node currentNode = open.pop();
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// check if agent is in goal state
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if(currentNode.samples.size() == 0)
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{
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while(currentNode.parent != null)
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{
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solution.push(currentNode);
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currentNode = currentNode.parent;
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}
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return solution;
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}
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// otherwise, expand and continue down path
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List<Node> children = currentNode.expand(depth);
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for(Node child : children)
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{
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open.push(child);
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}
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}
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}
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//////////////////////////////////
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// SUITE OF HEURISTIC FUNCTIONS //
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//////////////////////////////////
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public static List<Node> h0(List<Node> children)
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{
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Queue<Node> sorted = new PriorityQueue<>(new NodeComparator());
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for(int i = 0; i < children.size(); i++)
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{
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// estimated moves left: zero
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children.get(i).heuristic = 0;
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sorted.add(children.get(i));
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}
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return children;
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}
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public static List<Node> h1(List<Node> children)
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{
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Queue<Node> sorted = new PriorityQueue<>(new NodeComparator());
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for(int i = 0; i < children.size(); i++)
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{
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// estimated moves left: samples left
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children.get(i).heuristic = children.get(i).samples.size();
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sorted.add(children.get(i));
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}
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return children;
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}
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public static Queue<Node> h2(List<Node> children)
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{
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Queue<Node> sorted = new PriorityQueue<>(new NodeComparator());
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if(children.size() == 0)
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return sorted;
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Node child;
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for(int i = 0; i < children.size(); i++)
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{
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// estimated moves left:
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// distance to nearest sample + 1 (+1 to account for sample action)
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child = children.get(i);
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child.heuristic = Node.distance(child.agent, child.nearestSample()) + 1;
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sorted.add(child);
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}
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return sorted;
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}
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}
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// end class A1
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// Node is used to store all of the current state's details
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class Node implements Comparable<Node>
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{
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// helper variables just to make indexing arrays easier to read
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public static int row = 0;
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public static int col = 1;
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Node parent;
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int[] agent;
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List<int[]> samples;
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char lastMove; // for output/animation
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int distanceTraveled; // for calculating f(n) value
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double heuristic;
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double fn; // distance traveled + heuristic value
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boolean canSample; // for expansion
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// construct node :)
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public Node(Node parent, int[] agent, List<int[]> samples, char lastMove, int distanceTraveled, double heuristic)
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{
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this.parent = parent;
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this.agent = agent;
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this.samples = new ArrayList<int[]>(samples);
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this.lastMove = lastMove;
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this.distanceTraveled = distanceTraveled;
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this.heuristic = heuristic;
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this.fn = distanceTraveled + heuristic;
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}
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// determine valid moves and collect children to be sent back to search
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public List<Node> expand(Integer depth)
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{
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List<Node> children = new ArrayList<Node>();
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if(this.distanceTraveled >= depth && depth != -1)
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return children;
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// document expansion of node and get ready to collect this node's children
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SampleWorld.expansions++;
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int[] onSample = new int[2];
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// since this state is being currently visited (expanded), put in closed list
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SampleWorld.closed.add(this.getState());
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////////////////////////////////////
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// BEGIN CHECKING FOR VALID MOVES //
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////////////////////////////////////
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// store coordinates for all potential moves to be checked
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int[] up = { this.agent[row] - 1, this.agent[col] };
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int[] down = { this.agent[row] + 1, this.agent[col] };
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int[] left = { this.agent[row], this.agent[col] - 1 };
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int[] right = { this.agent[row], this.agent[col] + 1 };
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// make sure going up doesn't go outside world-bounds or into obstacle
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if(isOpen(up))
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{
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// if move is valid, create that new node/state and document
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Node child = new Node(this, up, this.samples, 'U', this.distanceTraveled+1, this.heuristic);
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SampleWorld.nodesGenerated++;
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// make sure that we have not already made that move
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if(!child.getState().inClosed())
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children.add(child);
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}
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// same idea but for the different potential moves
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if(isOpen(down))
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{
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Node child = new Node(this, down, this.samples, 'D', this.distanceTraveled+1, this.heuristic);
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SampleWorld.nodesGenerated++;
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if(!child.getState().inClosed())
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children.add(child);
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}
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if(isOpen(left))
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{
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Node child = new Node(this, left, this.samples, 'L', this.distanceTraveled+1, this.heuristic);
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SampleWorld.nodesGenerated++;
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if(!child.getState().inClosed())
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children.add(child);
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}
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if(isOpen(right))
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{
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Node child = new Node(this, right, this.samples, 'R', this.distanceTraveled+1, this.heuristic);
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SampleWorld.nodesGenerated++;
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if(!child.getState().inClosed())
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children.add(child);
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}
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// CHECK IF CAN SAMPLE
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onSample = canSample();
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if(onSample[0] == 1)
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{
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Node child = new Node(this, this.agent, this.samples, 'S', this.distanceTraveled+1, this.heuristic);
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child.samples.remove(onSample[1]);
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SampleWorld.nodesGenerated++;
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children.add(child);
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}
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return children;
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}
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// helper for expand, verifies whether potential move is legal
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public boolean isOpen(int[] position)
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{
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// check that agent is not trying to move into an obstacle
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for(int i = 0; i < SampleWorld.obstacles.size(); i++)
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{
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if(Arrays.compare(SampleWorld.obstacles.get(i), position) == 0)
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return false;
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}
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// check that agent is not stepping out of the world
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if(!((position[row] >= 0) && (position[row] <= SampleWorld.worldRows - 1) && (position[col] >= 0) && (position[col] <= SampleWorld.worldCols - 1)))
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return false;
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return true;
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}
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// returns the coordinates of the sample closest to the agent's current location
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public int[] nearestSample()
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{
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if(samples.size() == 0)
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return agent;
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int[] s = samples.get(0);
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double lowest = distance(agent, samples.get(0));
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double distance;
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for(int i = 1; i < samples.size(); i++)
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{
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distance = distance(agent, samples.get(i));
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if(distance < lowest)
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{
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lowest = distance;
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s = samples.get(i);
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}
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}
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return s;
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}
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// helper function for nearestSample()
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public static double distance(int[] a, int[] b)
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{ // _________________________
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// distance between 2D points = √(y2 - y1)^2 + (x2 - x1)^2
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double total = (((b[row] - a[row])*(b[row] - a[row])) + ((b[col] - a[col])*(b[col] - a[col])));
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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.size(); i++)
|
|
{
|
|
if((this.agent[row] == samples.get(i)[row]) && (this.agent[col] == samples.get(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
|
|
@Override
|
|
public int compareTo(Node other)
|
|
{
|
|
if(this.fn > other.fn)
|
|
return 1;
|
|
else
|
|
return -1;
|
|
}
|
|
|
|
}
|
|
// helper class for Node
|
|
class NodeComparator implements Comparator<Node>
|
|
{
|
|
// used to sort nodes based on sum of distance traveled + heuristic estimation of work left
|
|
@Override
|
|
public 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<int[]> samples)
|
|
{
|
|
this.agent = agent;
|
|
this.samples = new int[samples.size()][];
|
|
|
|
// convert List<int[]> into 2D array of ints [][]
|
|
for(int i = 0; i < samples.size(); i++)
|
|
{
|
|
this.samples[i] = samples.get(i).clone();
|
|
}
|
|
}
|
|
|
|
public boolean inClosed()
|
|
{
|
|
for(int i = 0; i < SampleWorld.closed.size(); i++)
|
|
{
|
|
if(this.equals(SampleWorld.closed.get(i)))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public boolean equals(State other)
|
|
{
|
|
if(this.samples.length != other.samples.length)
|
|
return false;
|
|
|
|
if(Arrays.compare(this.agent, other.agent) != 0)
|
|
return false;
|
|
|
|
for(int i = 0; i < this.samples.length; i++)
|
|
{
|
|
if(Arrays.compare(this.samples[i], other.samples[i]) != 0)
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
} |