def run_dfs(self):
        self.stack.append(self.initial_state)
        #self.stack_set.append(self.initial_state.puzzle)

        while(len(self.stack) != 0):
            current_state = self.stack.pop()
            #self.stack_set.pop()
            self.set.append(current_state.puzzle)

            if(self.is_final_state(current_state)):
                self.final_state = current_state
                return True
            else:
                movement = Movment(current_state)

                self.expanded_nodes.append(current_state)

                movement.right_movment()
                movement.left_movment()
                movement.up_movment()
                movement.down_movment()

                childs = [movement.right_state , movement.left_state , movement.up_state , movement.down_state]

                for child in childs:
                    if (child != None):
                        if (child.puzzle not in self.set):
                            if (child not in self.stack):
                                self.stack.append(child)
                                #self.stack_set.append(child.puzzle)
                        if (self.max_depth < child.depth):
                            self.max_depth = child.depth

        return False
Esempio n. 2
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    def search(self):
        queue = []
        queue.append(self.initial_state)
        queue_set = [self.initial_state.puzzle]
        set = []

        i=0
        while(len(queue) != 0):
            state = queue.pop(0)
            queue_set.pop(0)
            set.append(state.puzzle)

            if (self.is_final_state(state)):
                self.final_state = state
                self.max_depth = state.depth
                return True

            movement = Movment(state)

            self.expanded_nodes.append(state)
            print(i)
            movement.right_movment()
            movement.left_movment()
            movement.up_movment()
            movement.down_movment()

            i = i + 1

            if (movement.up_state != None):

                if (self.check_redundant_state(queue_set, set, movement.up_state) == False):
                    queue.append(movement.up_state)
                    queue_set.append(movement.up_state.puzzle)

            if (movement.down_state != None):

                if (self.check_redundant_state(queue_set, set, movement.down_state) == False):
                    queue.append(movement.down_state)
                    queue_set.append(movement.down_state.puzzle)



            if (movement.left_state != None):

                if (self.check_redundant_state(queue_set, set, movement.left_state) == False):
                    queue.append(movement.left_state)
                    queue_set.append(movement.left_state.puzzle)


            if (movement.right_state != None):

                if (self.check_redundant_state(queue_set, set, movement.right_state) == False):
                    queue.append(movement.right_state)
                    queue_set.append(movement.right_state.puzzle)

        return False
Esempio n. 3
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    def run_manhattan_a_star(self):

        self.calculate_state_heuristic(self.initial_state)

        heapq.heappush(self.heap,
                       (self.initial_state.cost, self.initial_state))

        while (len(self.heap) != 0):
            (key, current_state) = heapq.heappop(self.heap)

            self.set.append(current_state.puzzle)

            if (self.is_final_state(current_state)):
                self.final_state = current_state
                return True
            else:
                movement = Movment(current_state)

                self.expanded_nodes.append(current_state)

                movement.right_movment()
                movement.left_movment()
                movement.up_movment()
                movement.down_movment()

                childs = [
                    movement.right_state, movement.left_state,
                    movement.up_state, movement.down_state
                ]

                for child in childs:
                    if (child != None):
                        if (child.puzzle not in self.set):
                            self.calculate_state_heuristic(child)
                            if (self.check_if_not_exits(child)):
                                heapq.heappush(self.heap, (child.cost, child))
                            else:
                                heapq.heapify(self.heap)
                        if (self.max_depth < child.depth):
                            self.max_depth = child.depth
        return False