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GeezerVison is showing github.com — ClassicComputerScienceProblemsInPython/Chapter2/maze.py at master · ariesli1995/ClassicComputerScienceProblemsInPython Expand file tree/ Copy pathmaze.pyMore file actions 137 lines (119 loc) · 5.19 KB / Copy pathmaze.pyFile metadata and controls137 lines (119 loc) · 5.19 KB 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 # maze.py # From Classic Computer Science Problems in Python Chapter 2 # Copyright 2018 David Kopec # # Licensed under the Apache License, Version 2.0 (the "License"); # you may not use this file except in compliance with the License. # You may obtain a copy of the License at # # http://www.apache.org/licenses/LICENSE-2.0 # # Unless required by applicable law or agreed to in writing, software # distributed under the License is distributed on an "AS IS" BASIS, # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. # See the License for the specific language governing permissions and # limitations under the License. from enum import Enum from typing import List, NamedTuple, Callable, Optional import random from math import sqrt from generic_search import dfs, bfs, node_to_path, astar, Node class Cell(str, Enum): EMPTY = " " BLOCKED = "X" START = "S" GOAL = "G" PATH = "*" class MazeLocation(NamedTuple): row: int column: int class Maze: def __init__(self, rows: int = 10, columns: int = 10, sparseness: float = 0.2, start: MazeLocation = MazeLocation(0, 0), goal: MazeLocation = MazeLocation(9, 9)) -> None: # initialize basic instance variables self._rows: int = rows self._columns: int = columns self.start: MazeLocation = start self.goal: MazeLocation = goal # fill the grid with empty cells self._grid: List[List[Cell]] = [[Cell.EMPTY for c in range(columns)] for r in range(rows)] # populate the grid with blocked cells self._randomly_fill(rows, columns, sparseness) # fill the start and goal locations in self._grid[start.row][start.column] = Cell.START self._grid[goal.row][goal.column] = Cell.GOAL def _randomly_fill(self, rows: int, columns: int, sparseness: float): for row in range(rows): for column in range(columns): if random.uniform(0, 1.0) < sparseness: self._grid[row][column] = Cell.BLOCKED # return a nicely formatted version of the maze for printing def __str__(self) -> str: output: str = "" for row in self._grid: output += "".join([c.value for c in row]) + "\n" return output def goal_test(self, ml: MazeLocation) -> bool: return ml == self.goal def successors(self, ml: MazeLocation) -> List[MazeLocation]: locations: List[MazeLocation] = [] if ml.row + 1 < self._rows and self._grid[ml.row + 1][ml.column] != Cell.BLOCKED: locations.append(MazeLocation(ml.row + 1, ml.column)) if ml.row - 1 >= 0 and self._grid[ml.row - 1][ml.column] != Cell.BLOCKED: locations.append(MazeLocation(ml.row - 1, ml.column)) if ml.column + 1 < self._columns and self._grid[ml.row][ml.column + 1] != Cell.BLOCKED: locations.append(MazeLocation(ml.row, ml.column + 1)) if ml.column - 1 >= 0 and self._grid[ml.row][ml.column - 1] != Cell.BLOCKED: locations.append(MazeLocation(ml.row, ml.column - 1)) return locations def mark(self, path: List[MazeLocation]): for maze_location in path: self._grid[maze_location.row][maze_location.column] = Cell.PATH self._grid[self.start.row][self.start.column] = Cell.START self._grid[self.goal.row][self.goal.column] = Cell.GOAL def clear(self, path: List[MazeLocation]): for maze_location in path: self._grid[maze_location.row][maze_location.column] = Cell.EMPTY self._grid[self.start.row][self.start.column] = Cell.START self._grid[self.goal.row][self.goal.column] = Cell.GOAL def euclidean_distance(goal: MazeLocation) -> Callable[[MazeLocation], float]: def distance(ml: MazeLocation) -> float: xdist: int = ml.column - goal.column ydist: int = ml.row - goal.row return sqrt((xdist * xdist) + (ydist * ydist)) return distance def manhattan_distance(goal: MazeLocation) -> Callable[[MazeLocation], float]: def distance(ml: MazeLocation) -> float: xdist: int = abs(ml.column - goal.column) ydist: int = abs(ml.row - goal.row) return (xdist + ydist) return distance if __name__ == "__main__": # Test DFS m: Maze = Maze() print(m) solution1: Optional[Node[MazeLocation]] = dfs(m.start, m.goal_test, m.successors) if solution1 is None: print("No solution found using depth-first search!") else: path1: List[MazeLocation] = node_to_path(solution1) m.mark(path1) print(m) m.clear(path1) # Test BFS solution2: Optional[Node[MazeLocation]] = bfs(m.start, m.goal_test, m.successors) if solution2 is None: print("No solution found using breadth-first search!") else: path2: List[MazeLocation] = node_to_path(solution2) m.mark(path2) print(m) m.clear(path2) # Test A* distance: Callable[[MazeLocation], float] = manhattan_distance(m.goal) solution3: Optional[Node[MazeLocation]] = astar(m.start, m.goal_test, m.successors, distance) if solution3 is None: print("No solution found using A*!") else: path3: List[MazeLocation] = node_to_path(solution3) m.mark(path3) print(m) |
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