def __init__(self, maze=Optional[Maze], n_rows=None, n_cols=None): if not maze: self.maze = Maze(n_rows, n_cols) else: self.maze = maze self.agent = Agent(self.maze.n_rows, self.maze.n_cols, self.maze.start, self.maze.end, self.maze) self.pop_counter = 0
def __init__(self, maze=Optional[Maze], n_rows=None, n_cols=None): if not maze: self.maze = Maze(n_rows, n_cols) else: self.maze = maze self.agent = Agent(self.maze.n_rows, self.maze.n_cols, self.maze.start, self.maze.end, self.maze) self.heuristics = Utils.compute_heuristic(self.maze, self.maze.end) self.pop_counter = 0
class ReverseAStar: def __init__(self, maze=Optional[Maze], n_rows=None, n_cols=None): if not maze: self.maze = Maze(n_rows, n_cols) else: self.maze = maze self.agent = Agent(self.maze.n_rows, self.maze.n_cols, self.maze.start, self.maze.end, self.maze) self.pop_counter = 0 def compute_path(self, queue, heuristic): count = 1 while 0 != len(queue): c = queue.pop() self.pop_counter += 1 c.cell.visited = True valid_neighbors = self.agent.agent_maze.get_unblocked_unvisited_neighbors( c.cell) if c.cell.get_co_ordinates( ) == self.agent.current_loc.get_co_ordinates(): self.agent.agent_maze.reset_visited() path = Utils.get_traversal_path(c.cell, reverse_a_star=True) path.append(self.agent.agent_maze.end) return path for item in valid_neighbors: queue.push(count, heuristic[item.row][item.col], item, c.cell) count = count + 1 return None def run_reverse_a_star(self): maze_vis = MazeVisualizer(self.maze) re_compute = True print("Agent's destination is - row: {}, col: {}".format( self.maze.end.row, self.maze.end.col)) traversed_path = list() while re_compute: manhattan_heuristic = Utils.compute_heuristic( self.maze, self.agent.current_loc) start_row = self.maze.end.row start_col = self.maze.end.col my_queue = PriorityQueue() my_queue.push(0, manhattan_heuristic[start_row][start_col], self.agent.agent_maze.get_cell(start_row, start_col), None) path = self.compute_path(my_queue, manhattan_heuristic) if path is None: print("Path does not exist") return None, None traversed_path.extend(self.agent.traverse_path(path)) if self.agent.current_loc.get_co_ordinates( ) == self.maze.end.get_co_ordinates(): re_compute = False Utils.print_path(traversed_path, maze_vis, "Reverse A*", self.maze.start, self.maze.end) print("\nTotal popped nodes are: ", self.pop_counter) maze_vis.show_maze() return self.pop_counter, len(traversed_path)
def main(): maze = Maze() agent = Agent(maze) while (agent.location() != maze.end()): maze.print_maze() loc = agent.location() next_move = agent.next_move() print('agent moves from: {} -> {}'.format(loc, next_move)) agent.move(next_move) maze.print_maze()
def reset_agent(self): self.agent = Agent(self.maze.n_rows, self.maze.n_cols, self.maze.start, self.maze.end, self.maze)
class AdaptiveAStarWithAgent: def __init__(self, maze=Optional[Maze], n_rows=None, n_cols=None): if not maze: self.maze = Maze(n_rows, n_cols) else: self.maze = maze self.agent = Agent(self.maze.n_rows, self.maze.n_cols, self.maze.start, self.maze.end, self.maze) self.heuristics = Utils.compute_heuristic(self.maze, self.maze.end) self.pop_counter = 0 def update_heuristics(self, traversal_path: List[Cell]): count = 0 traversal_path.reverse() print("\n") for path_cell in traversal_path[1:]: for i in path_cell.children: self.heuristics[i.row][i.col] = count print("New heuristic for ({}, {}) is {}".format( i.row, i.col, count)) count += 1 print("Adaptive A star moves", count, "\n") def compute_path(self, queue): moves = 1 while 0 != len(queue): c = queue.pop() self.pop_counter += 1 if c.cell.parent is not None: if c.cell not in c.cell.parent.children: c.cell.parent.children.append(c.cell) c.cell.visited = True valid_neighbors = self.agent.agent_maze.get_unblocked_unvisited_neighbors( c.cell) if c.cell.get_co_ordinates( ) == self.agent.agent_maze.end.get_co_ordinates(): self.agent.agent_maze.reset_visited() return Utils.get_traversal_path(c.cell) for item in valid_neighbors: queue.push(moves, self.heuristics[item.row][item.col], item, c.cell) moves = moves + 1 return None def run_adaptive_a_star(self): maze_vis = MazeVisualizer(self.maze) traversed_path = [self.agent.current_loc] re_compute = True print("Agent's destination is - row: {}, col: {}".format( self.maze.end.row, self.maze.end.col)) while re_compute: start_row = self.agent.current_loc.row start_col = self.agent.current_loc.col my_queue = PriorityQueue() my_queue.push(0, self.heuristics[start_row][start_col], self.agent.agent_maze.get_cell(start_row, start_col), None) path = self.compute_path(my_queue) if path is None: print("Path does not exists\n") return None, None traversed_path.extend(self.agent.traverse_path(path)) if self.agent.current_loc.get_co_ordinates( ) == self.maze.end.get_co_ordinates(): re_compute = False print("Adaptive * path exists\n") self.update_heuristics(traversed_path) Utils.print_path(traversed_path, maze_vis, "Adaptive A*", self.maze.start, self.maze.end) maze_vis.show_maze() return self.pop_counter, len(traversed_path) def reset_agent(self): self.agent = Agent(self.maze.n_rows, self.maze.n_cols, self.maze.start, self.maze.end, self.maze) def demo_adaptive_a_star(self, n_times=10): self.maze.start = self.maze.get_random_cell() for _ in range(n_times): if self.maze.start == self.maze.end: continue self.reset_agent() self.run_adaptive_a_star()