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# maze.py
# From Classic Computer Science Problems in Python Chapter 2
# Copyright 2018 David Kopec
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
from
enum
import
Enum
from
typing
import
List
,
NamedTuple
,
Callable
,
Optional
import
random
from
math
import
sqrt
from
generic_search
import
dfs
,
bfs
,
node_to_path
,
astar
,
Node
class
Cell
(
str
,
Enum
):
EMPTY
=
" "
BLOCKED
=
"X"
START
=
"S"
GOAL
=
"G"
PATH
=
"*"
class
MazeLocation
(
NamedTuple
):
row
:
int
column
:
int
class
Maze
:
def
__init__
(
self
,
rows
:
int
=
10
,
columns
:
int
=
10
,
sparseness
:
float
=
0.2
,
start
:
MazeLocation
=
MazeLocation
(
0
,
0
),
goal
:
MazeLocation
=
MazeLocation
(
9
,
9
))
->
None
:
# initialize basic instance variables
self
.
_rows
:
int
=
rows
self
.
_columns
:
int
=
columns
self
.
start
:
MazeLocation
=
start
self
.
goal
:
MazeLocation
=
goal
# fill the grid with empty cells
self
.
_grid
:
List
[
List
[
Cell
]]
=
[[
Cell
.
EMPTY
for
c
in
range
(
columns
)]
for
r
in
range
(
rows
)]
# populate the grid with blocked cells
self
.
_randomly_fill
(
rows
,
columns
,
sparseness
)
# fill the start and goal locations in
self
.
_grid
[
start
.
row
][
start
.
column
]
=
Cell
.
START
self
.
_grid
[
goal
.
row
][
goal
.
column
]
=
Cell
.
GOAL
def
_randomly_fill
(
self
,
rows
:
int
,
columns
:
int
,
sparseness
:
float
):
for
row
in
range
(
rows
):
for
column
in
range
(
columns
):
if
random
.
uniform
(
0
,
1.0
)
<
sparseness
:
self
.
_grid
[
row
][
column
]
=
Cell
.
BLOCKED
# return a nicely formatted version of the maze for printing
def
__str__
(
self
)
->
str
:
output
:
str
=
""
for
row
in
self
.
_grid
:
output
+=
""
.
join
([
c
.
value
for
c
in
row
])
+
"
\n
"
return
output
def
goal_test
(
self
,
ml
:
MazeLocation
)
->
bool
:
return
ml
==
self
.
goal
def
successors
(
self
,
ml
:
MazeLocation
)
->
List
[
MazeLocation
]:
locations
:
List
[
MazeLocation
]
=
[]
if
ml
.
row
+
1
<
self
.
_rows
and
self
.
_grid
[
ml
.
row
+
1
][
ml
.
column
]
!=
Cell
.
BLOCKED
:
locations
.
append
(
MazeLocation
(
ml
.
row
+
1
,
ml
.
column
))
if
ml
.
row
-
1
>=
0
and
self
.
_grid
[
ml
.
row
-
1
][
ml
.
column
]
!=
Cell
.
BLOCKED
:
locations
.
append
(
MazeLocation
(
ml
.
row
-
1
,
ml
.
column
))
if
ml
.
column
+
1
<
self
.
_columns
and
self
.
_grid
[
ml
.
row
][
ml
.
column
+
1
]
!=
Cell
.
BLOCKED
:
locations
.
append
(
MazeLocation
(
ml
.
row
,
ml
.
column
+
1
))
if
ml
.
column
-
1
>=
0
and
self
.
_grid
[
ml
.
row
][
ml
.
column
-
1
]
!=
Cell
.
BLOCKED
:
locations
.
append
(
MazeLocation
(
ml
.
row
,
ml
.
column
-
1
))
return
locations
def
mark
(
self
,
path
:
List
[
MazeLocation
]):
for
maze_location
in
path
:
self
.
_grid
[
maze_location
.
row
][
maze_location
.
column
]
=
Cell
.
PATH
self
.
_grid
[
self
.
start
.
row
][
self
.
start
.
column
]
=
Cell
.
START
self
.
_grid
[
self
.
goal
.
row
][
self
.
goal
.
column
]
=
Cell
.
GOAL
def
clear
(
self
,
path
:
List
[
MazeLocation
]):
for
maze_location
in
path
:
self
.
_grid
[
maze_location
.
row
][
maze_location
.
column
]
=
Cell
.
EMPTY
self
.
_grid
[
self
.
start
.
row
][
self
.
start
.
column
]
=
Cell
.
START
self
.
_grid
[
self
.
goal
.
row
][
self
.
goal
.
column
]
=
Cell
.
GOAL
def
euclidean_distance
(
goal
:
MazeLocation
)
->
Callable
[[
MazeLocation
],
float
]:
def
distance
(
ml
:
MazeLocation
)
->
float
:
xdist
:
int
=
ml
.
column
-
goal
.
column
ydist
:
int
=
ml
.
row
-
goal
.
row
return
sqrt
((
xdist
*
xdist
)
+
(
ydist
*
ydist
))
return
distance
def
manhattan_distance
(
goal
:
MazeLocation
)
->
Callable
[[
MazeLocation
],
float
]:
def
distance
(
ml
:
MazeLocation
)
->
float
:
xdist
:
int
=
abs
(
ml
.
column
-
goal
.
column
)
ydist
:
int
=
abs
(
ml
.
row
-
goal
.
row
)
return
(
xdist
+
ydist
)
return
distance
if
__name__
==
"__main__"
:
# Test DFS
m
:
Maze
=
Maze
()
print
(
m
)
solution1
:
Optional
[
Node
[
MazeLocation
]]
=
dfs
(
m
.
start
,
m
.
goal_test
,
m
.
successors
)
if
solution1
is
None
:
print
(
"No solution found using depth-first search!"
)
else
:
path1
:
List
[
MazeLocation
]
=
node_to_path
(
solution1
)
m
.
mark
(
path1
)
print
(
m
)
m
.
clear
(
path1
)
# Test BFS
solution2
:
Optional
[
Node
[
MazeLocation
]]
=
bfs
(
m
.
start
,
m
.
goal_test
,
m
.
successors
)
if
solution2
is
None
:
print
(
"No solution found using breadth-first search!"
)
else
:
path2
:
List
[
MazeLocation
]
=
node_to_path
(
solution2
)
m
.
mark
(
path2
)
print
(
m
)
m
.
clear
(
path2
)
# Test A*
distance
:
Callable
[[
MazeLocation
],
float
]
=
manhattan_distance
(
m
.
goal
)
solution3
:
Optional
[
Node
[
MazeLocation
]]
=
astar
(
m
.
start
,
m
.
goal_test
,
m
.
successors
,
distance
)
if
solution3
is
None
:
print
(
"No solution found using A*!"
)
else
:
path3
:
List
[
MazeLocation
]
=
node_to_path
(
solution3
)
m
.
mark
(
path3
)
print
(
m
)
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