コード例 #1
0
def solve_labyrinth(lab):
    if type(lab) != labyrinth.Labyrinth:
        raise TypeError("argument must have type {}, got {}".format(labyrinth.Labyrinth, type(lab)))

    #prepare path finder
    a = astar.Astar(lab) ; a.chars_unwalkable = '#' ; a.chars_walkable += '+'
    st = lab.player_coords
    end = lab.exit_coords

    #if no keys -- simply find shortest path
    if not lab.conf.keys():
        return lab.simple_solve(st, end)

    keys = lab.keys.copy() ; keys.insert(0, end)
    doors = lab.doors.copy()

    #find first reachable key
    paths = []
    for k in keys:
        s = a.find_path(st, k, doors)
        if s != None:
            paths.append(Path(st, k, s, doors.copy(), keys.copy()))
            paths[-1].rest_keys.remove(k)

    final_paths = []

    #check paths with each reachable keys and doors
    while sum([len(p.rest_keys) for p in paths]) > 0 :
        #check shortest paths first
        paths.sort(key=Path.sort_by_pathlen_key)
        old_path_count = len(paths)

        for p in paths:
            #if reached end cell
            if not end in p.rest_keys:
                final_paths.append(p)
                continue

            #else test each reachable door
            for d in p.rest_doors:
                cur_doors = p.rest_doors.copy() ; cur_doors.remove(d)
                #and try to get next key
                for k in p.rest_keys:
                    a = astar.Astar(lab) ; a.chars_unwalkable = '#' ; a.chars_walkable += '+'
                    s = a.find_path(p.end, k, cur_doors)
                    #if next key found -- add this path for further check
                    if s != None:
                        paths.append(Path(p.start, k, p.path+s, cur_doors.copy(), p.rest_keys.copy()))
                        paths[-1].rest_keys.remove(k)

        #remove all paths that was continued/ended at last iteration
        paths = paths[old_path_count:]

    #sort by solution length
    final_paths.sort(key=Path.sort_by_pathlen_key)
    #get shortest
    return final_paths[0].path
コード例 #2
0
def solve_labyrinth(lab):
    #lab = labyrinth.Labyrinth() #TODO: TEMP!!!
    if type(lab) != labyrinth.Labyrinth:
        raise TypeError("argument must have type {}, got {}".format(labyrinth.Labyrinth, type(lab)))

    a = astar.Astar(lab) ; a.chars_unwalkable = '#' ; a.chars_walkable += '+'
    st = lab.player_coords
    end = lab.exit_coords

    if not lab.conf.keys():
        return lab.simple_solve(st, end)

    keys = lab.keys.copy() ; keys.insert(0, end)
    doors = lab.doors.copy()

    paths = []
    for k in keys:
        s = a.find_path(st, k, doors)
        if s != None:
            paths.append(Path(st, k, s, doors.copy(), keys.copy()))
            paths[-1].rest_keys.remove(k)
            #print(paths[-1])
            #lab.draw_solution(paths[-1].path)
            #print('\n\n')

    #print(len(paths), paths[0].path, paths[0].rest_keys, paths[0].rest_doors)
    final_paths = []

    while sum([len(p.rest_keys) for p in paths]) > 0 :
        paths.sort(key=Path.sort_by_pathlen_key)
        old_path_count = len(paths)

        for p in paths:
            if not end in p.rest_keys:
                final_paths.append(p)
                continue

            for d in p.rest_doors:
                cur_doors = p.rest_doors.copy() ; cur_doors.remove(d)
                for k in p.rest_keys:
                    #print('key:',k, 'door:',d, p.rest_keys, cur_doors)
                    a = astar.Astar(lab) ; a.chars_unwalkable = '#' ; a.chars_walkable += '+'
                    s = a.find_path(p.end, k, cur_doors)
                    if s != None:
                        paths.append(Path(p.start, k, p.path+s, cur_doors.copy(), p.rest_keys.copy()))
                        paths[-1].rest_keys.remove(k)
                        #print(paths[-1])
                        #lab.draw_solution(paths[-1].path)
                        #lab.draw_solution(p.path)
                        #print('\n\n')

        paths = paths[old_path_count:]

    final_paths.sort(key=Path.sort_by_pathlen_key)
    return final_paths[0].path
コード例 #3
0
    def do(self, wrld):
        meX = wrld.me(self).x
        meY = wrld.me(self).y

        # Your code here
        exit = [0, 0]
        #get current position
        meX = wrld.me(self).x
        meY = wrld.me(self).y

        #check every gridcell for the exit. Uses the last exit found as the "goal"
        for i in range(wrld.width()):

            for j in range(wrld.height()):

                if wrld.exit_at(i, j):
                    exit = [i, j]

        astar_obj = astar.Astar([meX, meY], exit, wrld)
        self.path = []
        self.path = astar_obj.find_path(wrld)
        self.first = False


        #get the [x,y] coords of the next cell to go to
        goTo = self.path.pop(0)
        print("GOTO: " , goTo)
        #move in direction to get to x,y found in prev step
        self.move(-meX + goTo[0], -meY + goTo[1])
コード例 #4
0
ファイル: ia.py プロジェクト: jmarente/zycars
    def __init__(self, game_control, xml_file, x, y, angle=0):
        '''
        @brief Constructor.
        
        @brief game_control Referencia a GameControl
        @brief xml_file Archivo xml con las características
        @brief x Posición x
        @brief y Posición y
        @brief angle Ángulo inicial del vehículo
        '''

        basiccar.BasicCar.__init__(self, game_control, xml_file, x, y, angle)

        #Simulación se Switch de C o C++.
        #Según el estado llamaremos a una función u otra.
        self.states = {
            gameobject.NORMAL: self.__normal_state,
            gameobject.TURBO: self.__turbo_state,
            gameobject.NOACTION: self.__normal_state,
            gameobject.RUN: self.__run_state,
            gameobject.DAMAGED: self.__damaged_state
        }

        self.falling = False
        self.min_scale = 0.3
        self.count_scale = 0.02
        self.actual_scale = 1
        self.target_angle = 0

        #Donde almacenaremos los objetivos a los que queremos llegar
        self.left_targets = self.passed_targets = deque()
        self.actual_target = None

        #Donde almacenaremos los puntos intermedios para llegar a los objetivos
        self.passed_points = self.left_points = deque()
        self.actual_point = None

        #Instancia del algoritmo A* del vehiculo
        self.astar = astar.Astar()

        #Hacemos trampas.
        self.rotation_angle = 0.75
        self.hud = basiccar.Hud(self, 'hud.xml', True)
        self.turbo_time = None
コード例 #5
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#pts = numpy.array([[300,300],[300,340],[350,320]],numpy.int32)  #用numpy形成坐标列表
#cv2.polylines(img,[pts],True,(0,255,255),2)  #画多边形

#窗口等待任意键盘按键输入,0为一直等待,其他数字为毫秒数
cv2.waitKey(0)
while True:
    if cv2.waitKey(0) == 13:
        print("running...")
        #执行路径查找
        if p_from[0] == 0 or p_from[1] == 0 or p_to[0] == 0 or p_to[1] == 0:
            print("start and end not setting.")
            continue

        #map_res = astar_0.astar(g_map, p_from, p_to)
        astar = astar.Astar(g_map)
        map_res = astar.run(p_from, p_to)
        print(map_res)
        if map_res is None or len(map_res) == 0:
            continue
        #map_res.reverse()
        last_p = map_res[0]
        for row, col in map_res[1:]:
            #print(row,col)
            pre_ro = last_p[0] * H_0
            pre_co = last_p[1] * W_0
            #img_add_new[pre_ro:pre_ro+H_0, pre_co:pre_co+W_0] = img_add_new_copy[pre_ro:pre_ro+H_0, pre_co:pre_co+W_0]
            img_add_new[row * H_0:row * H_0 + H_0,
                        col * W_0:col * W_0 + W_0] = img_man
            cv2.imshow("AStar", img_add_new)
            last_p = (row, col)
コード例 #6
0
 def astar_find_dist(file, node_a, node_b):
     return astar.Astar(file, 50, 50, node_a, node_b)
コード例 #7
0
    robot = env.GetRobots()[0]

    # tuck in the PR2's arms for driving
    tuckarms(env,robot);


    with env:
        # the active DOF are translation in X and Y and rotation about the Z axis of the base of the robot.
        robot.SetActiveDOFs([],DOFAffine.X|DOFAffine.Y|DOFAffine.RotationAxis,[0,0,1])

        goalconfig = [2.6,-1.3,-pi/2]
        start = time.clock()
    
    #### YOUR CODE HERE ####
    #### Implement your algorithm to compute a path for the robot's base starting from the current configuration of the robot and ending at goalconfig. The robot's base DOF have already been set as active. It may be easier to implement this as a function in a separate file and call it here.
        planning = astar.Astar(goalconfig)
        # planning.fourConnectedAstar('Manhattan', env, robot)
        # planning.fourConnectedAstar('Euclidean', env, robot)
        # planning.eightConnectedAstar('Manhattan', env, robot)
        planning.eightConnectedAstar('Euclidean', env, robot)
    # print 'final path:', planning.path
    #### Draw the X and Y components of the configurations explored by your algorithm
    handles = []
    for config in planning.collision_config:
        handles.append(env.plot3(points=array((config[0], config[1], 0.3)),
                                 pointsize=4.0,
                                 colors=array(((1, 0, 0)))))

    for config in planning.collision_free_config:
        handles.append(env.plot3(points=array((config[0], config[1], 0.3)),
                                 pointsize=4.0,
コード例 #8
0
ファイル: searchtest.py プロジェクト: jbaiera/AI-Class
            (10, 13, 6), (10, 16, 15), (11, 6, 10), (11, 10, 7), (11, 13, 8),
            (11, 12, 6), (12, 11, 6), (13, 10, 6), (13, 11, 8), (13, 27, 9),
            (14, 9, 4), (14, 15, 5), (14, 17, 4), (15, 14, 5), (15, 17, 5),
            (16, 9, 8), (16, 10, 15), (16, 22, 17), (16, 28, 8), (17, 14, 4),
            (17, 15, 5), (17, 20, 9), (18, 19, 7), (18, 27, 10), (18, 28, 8),
            (19, 18, 7), (19, 23, 11), (20, 17, 9), (20, 21, 5), (20, 26, 8),
            (21, 20, 5), (21, 22, 7), (22, 16, 17), (22, 21, 7), (22, 23, 11),
            (22, 25, 9), (22, 28, 12), (23, 19, 11), (23, 22, 11), (23, 24, 9),
            (24, 23, 9), (24, 25, 9), (25, 22, 9), (25, 24, 9), (25, 26, 5),
            (26, 20, 8), (26, 25, 5), (27, 13, 9), (27, 18, 10), (28, 16, 8),
            (28, 18, 8), (28, 22, 12)]

mychart = city.chart(citylist, edgelist)

print "1 to 7: ",
testpath = astar.Astar(1, 7, mychart)
print testpath

print "17 to 1: ",
testpath = astar.Astar(17, 1, mychart)
print testpath

print "1 to 24: ",
testpath = astar.Astar(1, 24, mychart)
print testpath

print "1 to 26: ",
testpath = astar.Astar(1, 26, mychart)
print testpath

print "1 to 17: ",
コード例 #9
0
ファイル: labyrinth.py プロジェクト: roflanLUL/kksctf-open-19
 def simple_solve(self, start=None, end=None, banned_list=[]):
     start = self.player_coords if start == None else start
     end = self.exit_coords if end == None else end
     a = astar.Astar(self)
     return a.find_path(start, end, banned_list)