I am struggling to implement a-Star algorithm on Bloxorz game. Which the goal is reach the end using 1 x 1 x 2 block. I implement the algorithm but it is inconsistent. Sometimes it doesn't give the shortest solution. For example:
maze = ['00011111110000',
'00011111110000',
'11110000011100',
'11100000001100',
'11100000001100',
'1S100111111111',
'11100111111111',
'000001E1001111',
'00000111001111']
for this maze my implementation gives this result:
U,L,U,R,R,U,R,R,R,R,R,R,D,R,D,D,D,L,L,L,D,R,D,L,U,R,U,L,D
which has 29 moves. But there is a shorter solution which has 28 moves:
U,L,U,R,R,U,R,R,R,R,R,R,D,R,D,D,D,D,D,R,U,L,L,L,L,L,L,D
Here is my implementation, full code is here, what could i do for it?
class Node:
def __init__(self,parent:'Node', node_type:str, x1:int, y1:int, x2:int, y2:int, direction:str=''):
self.parent = parent
self.node_type = node_type
self.g = 0
self.h = 0
self.f = 0
self.x1 = x1
self.y1 = y1
self.x2 = x2
self.y2 = y2
self.visited = False
self.direction = direction
def get_positions(self) -> tuple:
return (self.x1, self.y1, self.x2, self.y2)
def __eq__(self, other):
if type(other) is Node:
return self.x1 == other.x1 and self.y1 == other.y1 and self.x2 == other.x2 and self.y2 == other.y2
elif type(other) is tuple:
return self.x1 == other[0] and self.y1 == other[1] and self.x2 == other[2] and self.y2 == other[3]
else:
return False
def __lt__(self, other:'Node'):
return self.f < other.f
def aStar(start:Node, end:Node, grid:List[List[str]]) -> List[tuple]:
open_list = []
closed_list = []
heapq.heappush(open_list, start)
while open_list:
current:Node = heapq.heappop(open_list)
if current == end:
return reconstruct_path(current)
closed_list.append(current)
for neighbor in get_neighbors(current, grid):
if neighbor not in closed_list:
neighbor.g = current.g 1
neighbor.h = get_heuristic(neighbor, end)
neighbor.f = neighbor.g neighbor.h
if neighbor not in open_list:
heapq.heappush(open_list, neighbor)
return []
def reconstruct_path(current:Node) -> List[tuple]:
path = []
while current.parent is not None:
path.append(current.direction)
current = current.parent
return ''.join(path[::-1])
def get_heuristic(current:Node, end:Node) -> int:
return max(abs(current.x2 - end.x1), abs(current.y2 - end.y1))
CodePudding user response:
Assuming everything else in your implementation is correct, it's just because your heuristic is not admissible.
Consider the maze:
B 1 1 X
You can reach the goal in 2 moves:
1 B B X : move1
1 1 1 B : move2
But your heuristic suggests that it would take at least 3 moves
max(abs(current.x2 - end.x1), abs(current.y2 - end.y1))
= max(abs(0-3), abs(0-0)) = max(3, 0) = 3
The heuristic function can't over-estimate the number of moves it would take to reach the goal for A* to always give optimal paths, because doing so might leave a potential optimal path un-explored upon reaching the goal (the optimal path may have never been expanded because it's cost was over-estimated by h(n)).
You would want a heuristic which takes into account the fact that a given coordinate can change by up to 2 in any given move (when a block goes from standing to lying or vice versa). For this, you could divide the result of your current heuristic function by 2.
def get_heuristic(current:Node, end:Node) -> int:
return 1/2 * max(abs(current.x2 - end.x1), abs(current.y2 - end.y1))
This gives the length 28 path ULURRURRRRRRDRDDDDDRULLLLLLD
.
CodePudding user response:
As inordirection said the problem is about the heuristic function. inordirection's answer not work directly but gave me some idea and i came up with this that works.
return 1/4 * max(max(abs(current.x1 - end.x1), abs(current.y1 - end.y1)), max(abs(current.x2 - end.x2), abs(current.y2 - end.y2)))
Because there might be two points locating the block i should have choose maximum difference of x1 and x2 from end, and y1 and y2 from end than choose maximum of them and multiply by 1/4 because it's chosen from 4 points.