2015-12-13 24 views
2

我有一個8x8的棋盤。這是信息獲取:王國王在棋盤上的最短路徑

  • 座標
  • 的目標座標
  • 數封鎖廣場封鎖廣場

我不能阻止廣場步驟的

  • 座標。我想找到目標的最短路徑,如果沒有路徑可用(目標無法訪問),我想返回-1。

    我試過我的手,但我不確定代碼是否有意義,我有點失落,任何幫助都非常感激。

    Program ShortestPath; 
    
    TYPE 
        coords = array [0..1] of integer; 
    
    var goal,shortest : coords; 
        currentX, currentY,i : integer; 
        arrBlocked,result : array [0..64] of coords; 
    
    function findShortestPath (currentX, currentY, goal, arrBlocked,path,i) : array [0..64] of coords; 
    begin 
        {check if we are still on board} 
        if (currentX < 1 OR currentX > 8 OR currentY < 1 OR currentY > 8) then begin 
         exit; 
        end; 
        if (currentX = arrBlocked[currentX] AND currentY = arrBlocked[currentY]) then begin 
         exit; 
        end; 
        {save the new square into path} 
        path[i] = currentX; 
        path[i+1] = currentY; 
        {check if we reached the goal} 
        if (currentX = goal[0]) and (currentY = goal[1]) then begin 
         {check if the path was the shortest so far} 
         if (shortest > Length(path)) then begin 
          shortest := Length(path); 
          findShortestPath := path; 
         end else begin 
          exit; 
         end; 
        end else begin 
         {move on the board} 
         findShortestPath(currentX+1, currentY, goal, arrBlocked,path,i+2); 
         findShortestPath(currentX, currentY+1, goal, arrBlocked,path,i+2); 
         findShortestPath(currentX-1, currentY, goal, arrBlocked,path,i+2); 
         findShortestPath(currentX, currentY-1, goal, arrBlocked,path,i+2); 
        end; 
    end; 
    
    begin 
        {test values} 
        currentX = 2; 
        currentY = 5; 
        goal[0] = 8; 
        goal[1] = 7; 
        arrBlocked[0] = [4,3]; 
        arrBlocked[1] = [2,2]; 
        arrBlocked[2] = [8,5]; 
        arrBlocked[3] = [7,6]; 
        i := 0; 
        shortest := 9999; 
        path[i] = currentX; 
        path[i+1] = currentY; 
        i := i + 2; 
        result := findShortestPath(currentX,currentY,goal,arrBlocked,path,i); 
    end. 
    
  • +1

    查找BFS算法,這將是解決這個問題的自然方法。 – interjay

    回答

    3

    當前情況下的任務(僅包含64個單元的小板)可以按照以下方式在不遞歸的情況下解決。

    Program ShortestPath; 
    type 
        TCoords = record 
        X, Y: byte; 
        end; 
    
        TBoardArray = array [0 .. 63] of TCoords; 
    
    var 
        Goal: TCoords; 
        Current: TCoords; 
        i, j: integer; 
        ArrBlocked, PathResult: TBoardArray; 
        BlockedCount: byte; 
        Board: array [1 .. 8, 1 .. 8] of integer; 
    
    procedure CountTurnsToCells; 
    var 
        Repetitions: byte; 
        BestPossible: byte; 
    begin 
        for Repetitions := 1 to 63 do 
        for j := 1 to 8 do 
         for i := 1 to 8 do 
         if Board[i, j] <> -2 then 
         begin 
          BestPossible := 255; 
          if (i < 8) and (Board[i + 1, j] >= 0) then 
          BestPossible := Board[i + 1, j] + 1; 
          if (j < 8) and (Board[i, j + 1] >= 0) and 
          (BestPossible > Board[i, j + 1] + 1) then 
          BestPossible := Board[i, j + 1] + 1; 
          if (i > 1) and (Board[i - 1, j] >= 0) and 
          (BestPossible > Board[i - 1, j] + 1) then 
          BestPossible := Board[i - 1, j] + 1; 
          if (j > 1) and (Board[i, j - 1] >= 0) and 
          (BestPossible > Board[i, j - 1] + 1) then 
          BestPossible := Board[i, j - 1] + 1; 
          { diagonal } 
          if (j > 1) and (i > 1) and (Board[i - 1, j - 1] >= 0) and 
          (BestPossible > Board[i - 1, j - 1] + 1) then 
          BestPossible := Board[i - 1, j - 1] + 1; 
          if (j > 1) and (i < 8) and (Board[i + 1, j - 1] >= 0) and 
          (BestPossible > Board[i + 1, j - 1] + 1) then 
          BestPossible := Board[i + 1, j - 1] + 1; 
          if (j < 8) and (i < 8) and (Board[i + 1, j + 1] >= 0) and 
          (BestPossible > Board[i + 1, j + 1] + 1) then 
          BestPossible := Board[i + 1, j + 1] + 1; 
          if (j < 8) and (i > 1) and (Board[i - 1, j + 1] >= 0) and 
          (BestPossible > Board[i - 1, j + 1] + 1) then 
          BestPossible := Board[i - 1, j + 1] + 1; 
    
          if (BestPossible < 255) and 
          ((Board[i, j] = -1) or (Board[i, j] > BestPossible)) then 
          Board[i, j] := BestPossible; 
         end; 
    end; 
    
    function GetPath: TBoardArray; 
    var 
        n, TurnsNeeded: byte; 
        NextCoord: TCoords; 
    
        function FindNext(CurrentCoord: TCoords): TCoords; 
        begin 
        result.X := 0; 
        result.Y := 0; 
    
        if (CurrentCoord.X > 1) and (Board[CurrentCoord.X - 1, CurrentCoord.Y] >= 0) 
         and (Board[CurrentCoord.X - 1, CurrentCoord.Y] < Board[CurrentCoord.X, 
         CurrentCoord.Y]) then 
        begin 
         result.X := CurrentCoord.X - 1; 
         result.Y := CurrentCoord.Y; 
         exit; 
        end; 
    
        if (CurrentCoord.Y > 1) and (Board[CurrentCoord.X, CurrentCoord.Y - 1] >= 0) 
         and (Board[CurrentCoord.X, CurrentCoord.Y - 1] < Board[CurrentCoord.X, 
         CurrentCoord.Y]) then 
        begin 
         result.X := CurrentCoord.X; 
         result.Y := CurrentCoord.Y - 1; 
         exit; 
        end; 
    
        if (CurrentCoord.X < 8) and (Board[CurrentCoord.X + 1, CurrentCoord.Y] >= 0) 
         and (Board[CurrentCoord.X + 1, CurrentCoord.Y] < Board[CurrentCoord.X, 
         CurrentCoord.Y]) then 
        begin 
         result.X := CurrentCoord.X + 1; 
         result.Y := CurrentCoord.Y; 
         exit; 
        end; 
    
        if (CurrentCoord.Y < 8) and (Board[CurrentCoord.X, CurrentCoord.Y + 1] >= 0) 
         and (Board[CurrentCoord.X, CurrentCoord.Y + 1] < Board[CurrentCoord.X, 
         CurrentCoord.Y]) then 
        begin 
         result.X := CurrentCoord.X; 
         result.Y := CurrentCoord.Y + 1; 
         exit; 
        end; 
        { diagonal } 
        if (CurrentCoord.X > 1) and (CurrentCoord.Y > 1) and 
         (Board[CurrentCoord.X - 1, CurrentCoord.Y-1] >= 0) and 
         (Board[CurrentCoord.X - 1, CurrentCoord.Y-1] < Board[CurrentCoord.X, 
         CurrentCoord.Y]) then 
        begin 
         result.X := CurrentCoord.X - 1; 
         result.Y := CurrentCoord.Y - 1; 
         exit; 
        end; 
    
        if (CurrentCoord.X < 8) and (CurrentCoord.Y > 1) and 
         (Board[CurrentCoord.X + 1, CurrentCoord.Y-1] >= 0) and 
         (Board[CurrentCoord.X + 1, CurrentCoord.Y-1] < Board[CurrentCoord.X, 
         CurrentCoord.Y]) then 
        begin 
         result.X := CurrentCoord.X + 1; 
         result.Y := CurrentCoord.Y - 1; 
         exit; 
        end; 
    
        if (CurrentCoord.X < 8) and (CurrentCoord.Y < 8) and 
         (Board[CurrentCoord.X + 1, CurrentCoord.Y+1] >= 0) and 
         (Board[CurrentCoord.X + 1, CurrentCoord.Y+1] < Board[CurrentCoord.X, 
         CurrentCoord.Y]) then 
        begin 
         result.X := CurrentCoord.X + 1; 
         result.Y := CurrentCoord.Y + 1; 
         exit; 
        end; 
    
        if (CurrentCoord.X > 1) and (CurrentCoord.Y < 8) and 
         (Board[CurrentCoord.X - 1, CurrentCoord.Y+1] >= 0) and 
         (Board[CurrentCoord.X - 1, CurrentCoord.Y+1] < Board[CurrentCoord.X, 
         CurrentCoord.Y]) then 
        begin 
         result.X := CurrentCoord.X - 1; 
         result.Y := CurrentCoord.Y + 1; 
         exit; 
        end; 
    
        end; 
    
    begin 
        TurnsNeeded := Board[Goal.X, Goal.Y]; 
        NextCoord := Goal; 
        for n := TurnsNeeded downto 1 do 
        begin 
        result[n] := NextCoord; 
        NextCoord := FindNext(NextCoord); 
        end; 
        result[0] := NextCoord; // starting position 
    end; 
    
    procedure BoardOutput; 
    begin 
        for j := 1 to 8 do 
        for i := 1 to 8 do 
         if i = 8 then 
         writeln(Board[i, j]:2) 
         else 
         write(Board[i, j]:2); 
    end; 
    
    procedure OutputTurns; 
    begin 
        writeln(' X Y'); 
        for i := 0 to Board[Goal.X, Goal.Y] do 
        writeln(PathResult[i].X:2, PathResult[i].Y:2) 
    end; 
    
    begin 
        { test values } 
        Current.X := 2; 
        Current.Y := 5; 
        Goal.X := 8; 
        Goal.Y := 7; 
        ArrBlocked[0].X := 4; 
        ArrBlocked[0].Y := 3; 
        ArrBlocked[1].X := 2; 
        ArrBlocked[1].Y := 2; 
        ArrBlocked[2].X := 8; 
        ArrBlocked[2].Y := 5; 
        ArrBlocked[3].X := 7; 
        ArrBlocked[3].Y := 6; 
        BlockedCount := 4; 
    
        { preparing the board } 
        for j := 1 to 8 do 
        for i := 1 to 8 do 
         Board[i, j] := -1; 
    
        for i := 0 to BlockedCount - 1 do 
        Board[ArrBlocked[i].X, ArrBlocked[i].Y] := -2; // the blocked cells 
    
        Board[Current.X, Current.Y] := 0; // set the starting position 
    
        CountTurnsToCells; 
        BoardOutput; 
    
        if Board[Goal.X, Goal.Y] < 0 then 
        writeln('no path') { there is no path } 
    
        else 
        begin 
        PathResult := GetPath; 
        writeln; 
        OutputTurns 
        end; 
    
        readln; 
    
    end. 
    

    ideea是以下內容。我們使用代表董事會的數組。每個單元格可以設置爲0 - 起始點,可以是-1 - 未知/無法訪問的單元格,也可以設置爲-2 - 阻止的單元格。所有正數表示從起點到達當前單元的最小轉數。

    稍後我們檢查目標單元格是否包含大於0的數字。這表示國王可以移動到目標單元格。如果是這樣,我們從目標到起點找到序數相同的單元格,並將它們表示在決策數組中。

    這兩個附加程序:BoardOutputOutputTurns將控制檯的結構和決定打印出來。

    +2

    有趣的是知道什麼是downvote答案的原因?我想,這樣的_downvoter_至少可以寫評論。 –

    +0

    有趣的解決方案,我修復了語法錯誤,它似乎工作,我會多玩一會,並試圖理解它,謝謝:) – Mykybo

    +0

    @Mykybo我已經糾正了答案,使它有可能檢查對角線移動爲好。 –

    0

    A* Search是喜歡你的國際象棋棋盤,有點谷歌搜索所在的implementation in C,你能適應帕斯卡爾圖形良好的尋路算法。

    A *通過首先使用admissible heuristic探索最有前途的路徑來確定哪些路徑(可能)是最好的,即搜索首先探索到達目標的最直接路徑,並且如果直接路徑探索更多迂迴路徑被阻止。在你的情況下,你可以使用笛卡爾距離作爲啓發式,否則你可以使用Chebyshev distance又名棋盤距離。

    1

    由於問題的尺寸太小,因此您不一定會使用最有效的方法。因此,您可以使用BFS找到最短路徑,因爲首先移動的成本是一致的,其次,由於問題的規模較小,您不會面對內存限制。

    1 Breadth-First-Search(Graph, root): 
    2 
    3  for each node n in Graph:    
    4   n.distance = INFINITY   
    5   n.parent = NIL 
    6 
    7  create empty queue Q  
    8 
    9  root.distance = 0 
    10  Q.enqueue(root)      
    11 
    12  while Q is not empty:   
    13  
    14   current = Q.dequeue() 
    15  
    16   for each node n that is adjacent to current: 
    17    if n.distance == INFINITY: 
    18     n.distance = current.distance + 1 
    19     n.parent = current 
    20     Q.enqueue(n) 
    

    https://en.wikipedia.org/wiki/Breadth-first_search

    但當問題變大,你一定會用更有效的方法。最終的解決方案是使用IDA*。由於IDA *空間複雜性是線性的,並且如果您使用一致的heurisitc,它將始終返回最佳解決方案。

    0

    您可以轉換這個圖論的問題,然後應用其中一種標準算法。

    您可以考慮圖形中棋盤節點的所有字段。國王可以從一個給定的領域x移動到的所有領域都連接到x。所以c4連接到b3,b4,b5,c3,c5,d3,d4,d5。刪除所有被阻塞的節點及其連接。

    現在發現你的最短路徑,可以使用Dijkstras Algorithm

    這基本上就是@ ASD-TM在他/她的解決方案實現是可以解決的,但我想實現的Dijkstra算法一般情況下,並使用它的特殊情況可能會導致更清晰,更易於理解的代碼。因此,單獨的答案。