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#!/usr/bin/env python
__author__ = "Ira W. Snyder (devel@irasnyder.com)"
__copyright__ = "Copyright (c) 2006 Ira W. Snyder (devel@irasnyder.com)"
__license__ = "GNU GPL v2 (or, at your option, any later version)"
# 1) Put the start node N0 on OPEN. Create G with just this node
# 2) Create the list CLOSED which is empty
#
# LOOP:
#
# 3) If OPEN is empty, exit with FAILURE
# 4) Select the first node from OPEN, put it on CLOSED. Call this N
# 5) If N is a goal node, exit successfully with the solution in G
# 6) Generate M from the children of N
# 7) Add anything not in M not in (CLOSED union OPEN) to OPEN
# 8) Reorder OPEN appropriately
# 9) goto LOOP
from PuzzlePiece import PuzzlePiece
from Graph import Graph
import yapgvb
class PuzzleSearch (object):
"""Implements a graph search"""
def __init__ (self, start_node, goal_nodes):
"""Constructor.
start_node: the node to start at (must have a get_children() function)
goal_nodes: a list of nodes to end at"""
self.__start_node = start_node
self.__goal_nodes = goal_nodes
self.__ordering_func = list.sort
def set_ordering_func (self, func):
"""Set the ordering function to use."""
self.__ordering_func = func
def __find_nearest_child (self, children, already_visited):
"""Find the child that we came from. This necessitates that
the list already_visited be sorted in the order of nodes visited"""
for n in reversed(already_visited):
if n in children:
return n
# This should never happen
raise ValueError
def search (self, add_function, MAX_NODES_CREATED=100):
# Create the result graph
result = Graph ()
firsttime = True
counter = 0
OPEN = [self.__start_node]
CLOSED = []
while OPEN:
N = OPEN.pop(0)
CLOSED.append (N)
# Find all possible next paths
M = N.get_children()
###############################################################
# Add the current place to the result graph
result.add_vertex (str(N))
if not firsttime:
v1 = str(N)
v2 = str(self.__find_nearest_child (M, CLOSED))
result.add_edge (v1, v2)
result.set_edge_color (v1, v2, yapgvb.colors.red)
result.set_edge_label (v1, v2, str(counter))
else:
# Set start node shape to be a double circle
result.set_vertex_shape (str(N), yapgvb.shapes.doublecircle)
firsttime = False
###############################################################
# Check if we've reached the goal
if N in self.__goal_nodes:
# Set the goal node's shape to be a diamond
result.set_vertex_shape (str(N), yapgvb.shapes.diamond)
return result
# Add the children of N (aka M) to OPEN
OPEN = add_function (M, OPEN, CLOSED)
counter += 1
# Check to make sure we don't loop for too long
if (len(OPEN) + len(CLOSED)) > MAX_NODES_CREATED:
return 'FAILURE'
return 'FAILURE'
def add_bfs (M, OPEN, CLOSED):
for node in M:
if (node not in OPEN) and (node not in CLOSED):
OPEN.append (node)
return OPEN
def add_dfs (M, OPEN, CLOSED):
for node in M:
if (node not in OPEN) and (node not in CLOSED):
OPEN.insert (0, node) # insert node at beginning
return OPEN
from Graph import Graph
from DrawGraph import DrawGraph
import random
def get_nth_child (start, n):
child = start
for i in xrange(n):
child = random.choice(child.get_children())
return child
def main ():
initial = [1, 2, 3, 4, 'E', 5, 6, 7, 8]
start = PuzzlePiece (initial)
goal = get_nth_child (start, 10)
s = PuzzleSearch (start, (goal, ))
result = s.search (add_bfs, 1000)
if result != 'FAILURE':
DrawGraph ('result', result).render_graph ('res.svg', yapgvb.engines.dot)
else:
print result
if __name__ == '__main__':
main ()