import numpy as np ''' The A* algorithm combines features of uniform-cost search and pure heuristic search to efficiently compute optimal solutions. A* algorithm is a best-first search algorithm in which the cost associated with a node is f(n) = g(n) + h(n), where g(n) is the cost of the path from the initial state to node n and h(n) is the heuristic estimate or the cost or a path from node n to a goal.A* algorithm introduces a heuristic into a regular graph-searching algorithm, essentially planning ahead at each step so a more optimal decision is made.A* also known as the algorithm with brains ''' class Cell(object): ''' Class cell represents a cell in the world which have the property position : The position of the represented by tupleof x and y co-ordinates initially set to (0,0) parent : This contains the parent cell object which we visited before arrinving this cell g,h,f : The parameters for constructing the heuristic function which can be any function. for simplicity used line distance ''' def __init__(self): self.position = (0, 0) self.parent = None self.g = 0 self.h = 0 self.f = 0 ''' overrides equals method because otherwise cell assign will give wrong results ''' def __eq__(self, cell): return self.position == cell.position def showcell(self): print(self.position) class Gridworld(object): ''' Gridworld class represents the external world here a grid M*M matrix w : create a numpy array with the given world_size default is 5 ''' def __init__(self, world_size=(5, 5)): self.w = np.zeros(world_size) self.world_x_limit = world_size[0] self.world_y_limit = world_size[1] def show(self): print(self.w) ''' get_neighbours As the name suggests this function will return the neighbours of the a particular cell ''' def get_neigbours(self, cell): neughbour_cord = [ (-1, -1), (-1, 0), (-1, 1), (0, -1), (0, 1), (1, -1), (1, 0), (1, 1)] current_x = cell.position[0] current_y = cell.position[1] neighbours = [] for n in neughbour_cord: x = current_x + n[0] y = current_y + n[1] if ( (x >= 0 and x < self.world_x_limit) and (y >= 0 and y < self.world_y_limit)): c = Cell() c.position = (x, y) c.parent = cell neighbours.append(c) return neighbours ''' Implementation of a start algorithm world : Object of the world object start : Object of the cell as start position stop : Object of the cell as goal position ''' def astar(world, start, goal): ''' >>> p = Gridworld() >>> start = Cell() >>> start.position = (0,0) >>> goal = Cell() >>> goal.position = (4,4) >>> astar(p, start, goal) [(0, 0), (1, 1), (2, 2), (3, 3), (4, 4)] ''' _open = [] _closed = [] _open.append(start) while _open: min_f = np.argmin([n.f for n in _open]) current = _open[min_f] _closed.append(_open.pop(min_f)) if current == goal: break for n in world.get_neigbours(current): for c in _closed: if c == n: continue n.g = current.g + 1 x1, y1 = n.position x2, y2 = goal.position n.h = (y2 - y1)**2 + (x2 - x1)**2 n.f = n.h + n.g for c in _open: if c == n and c.f < n.f: continue _open.append(n) path = [] while current.parent is not None: path.append(current.position) current = current.parent path.append(current.position) path = path[::-1] return path if __name__ == '__main__': ''' sample run ''' # object for the world p = Gridworld() # stat position and Goal start = Cell() start.position = (0, 0) goal = Cell() goal.position = (4, 4) print("path from {} to {} ".format(start.position, goal.position)) s = astar(p, start, goal) # Just for visual Purpose for i in s: p.w[i] = 1 print(p.w)