mirror of
https://github.com/TheAlgorithms/Python.git
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21ed8968c0
* implement bidirectional astar * add type hints * add wikipedia url * format with black * changes from review * fix collision check * Add testmod() * # doctest: +NORMALIZE_WHITESPACE * Codespell: euclidean * Codespell: coordinates * Codespell: traversal * Codespell: remaining Co-authored-by: John Law <johnlaw.po@gmail.com> Co-authored-by: Christian Clauss <cclauss@me.com>
151 lines
4.1 KiB
Python
151 lines
4.1 KiB
Python
"""
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The A* algorithm combines features of uniform-cost search and pure
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heuristic search to efficiently compute optimal solutions.
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A* algorithm is a best-first search algorithm in which the cost
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associated with a node is f(n) = g(n) + h(n),
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where g(n) is the cost of the path from the initial state to node n and
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h(n) is the heuristic estimate or the cost or a path
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from node n to a goal.A* algorithm introduces a heuristic into a
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regular graph-searching algorithm,
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essentially planning ahead at each step so a more optimal decision
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is made.A* also known as the algorithm with brains
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"""
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import numpy as np
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class Cell(object):
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"""
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Class cell represents a cell in the world which have the property
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position : The position of the represented by tupleof x and y
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coordinates initially set to (0,0)
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parent : This contains the parent cell object which we visited
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before arrinving this cell
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g,h,f : The parameters for constructing the heuristic function
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which can be any function. for simplicity used line
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distance
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"""
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def __init__(self):
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self.position = (0, 0)
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self.parent = None
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self.g = 0
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self.h = 0
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self.f = 0
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"""
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overrides equals method because otherwise cell assign will give
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wrong results
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"""
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def __eq__(self, cell):
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return self.position == cell.position
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def showcell(self):
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print(self.position)
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class Gridworld(object):
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"""
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Gridworld class represents the external world here a grid M*M
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matrix
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world_size: create a numpy array with the given world_size default is 5
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"""
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def __init__(self, world_size=(5, 5)):
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self.w = np.zeros(world_size)
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self.world_x_limit = world_size[0]
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self.world_y_limit = world_size[1]
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def show(self):
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print(self.w)
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def get_neigbours(self, cell):
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"""
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Return the neighbours of cell
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"""
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neughbour_cord = [
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(-1, -1),
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(-1, 0),
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(-1, 1),
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(0, -1),
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(0, 1),
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(1, -1),
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(1, 0),
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(1, 1),
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]
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current_x = cell.position[0]
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current_y = cell.position[1]
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neighbours = []
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for n in neughbour_cord:
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x = current_x + n[0]
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y = current_y + n[1]
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if 0 <= x < self.world_x_limit and 0 <= y < self.world_y_limit:
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c = Cell()
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c.position = (x, y)
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c.parent = cell
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neighbours.append(c)
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return neighbours
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def astar(world, start, goal):
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"""
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Implementation of a start algorithm
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world : Object of the world object
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start : Object of the cell as start position
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stop : Object of the cell as goal position
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>>> p = Gridworld()
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>>> start = Cell()
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>>> start.position = (0,0)
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>>> goal = Cell()
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>>> goal.position = (4,4)
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>>> astar(p, start, goal)
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[(0, 0), (1, 1), (2, 2), (3, 3), (4, 4)]
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"""
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_open = []
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_closed = []
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_open.append(start)
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while _open:
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min_f = np.argmin([n.f for n in _open])
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current = _open[min_f]
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_closed.append(_open.pop(min_f))
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if current == goal:
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break
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for n in world.get_neigbours(current):
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for c in _closed:
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if c == n:
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continue
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n.g = current.g + 1
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x1, y1 = n.position
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x2, y2 = goal.position
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n.h = (y2 - y1) ** 2 + (x2 - x1) ** 2
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n.f = n.h + n.g
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for c in _open:
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if c == n and c.f < n.f:
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continue
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_open.append(n)
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path = []
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while current.parent is not None:
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path.append(current.position)
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current = current.parent
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path.append(current.position)
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return path[::-1]
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if __name__ == "__main__":
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world = Gridworld()
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# stat position and Goal
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start = Cell()
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start.position = (0, 0)
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goal = Cell()
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goal.position = (4, 4)
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print(f"path from {start.position} to {goal.position}")
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s = astar(world, start, goal)
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# Just for visual reasons
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for i in s:
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world.w[i] = 1
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print(world.w)
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