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170 lines
4.2 KiB
Markdown
170 lines
4.2 KiB
Markdown
---
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id: index
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slug: /paths/bf-to-astar
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title: From BF to A*
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description: |
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Figuring out shortest-path problem from the BF to the A* algorithm.
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tags:
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- cpp
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- brute force
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- bellman ford
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- dynamic programming
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- dijkstra
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- a star
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last_update:
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date: 2024-01-01
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---
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## Intro
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We will delve into the details and ideas of the most common path-finding
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algorithms. For the purpose of demonstrating some “features” of the improved
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algorithms, we will use a 2D map with some rules that will allow us to show cons
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and pros of the shown algorithms.
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Let's have a look at the example map:
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```
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#############
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#..#..*.*.**#
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##***.....**#
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#..########.#
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#...###...#.#
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#..#...##.#.#
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#..#.*.#..#.#
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#....#....#.#
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########*.*.#
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#...........#
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#############
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```
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We can see three different kinds of cells:
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1. `#` which represent walls, that cannot be entered at all
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2. `*` which represent vortices that can be entered at the cost of 5 coins
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3. `.` which represent normal cells that can be entered for 1 coin (which is the
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base price of moving around the map)
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Let's dissect a specific position on the map to get a better grasp of the rules:
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```
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.
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#S*
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.
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```
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We are standing in the cell marked with `S` and we have the following options
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* move to the north (`.`) with the cost of 1 coin,
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* move to the west (`#`) **is not** allowed because of the wall,
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* move to the east (`*`) is allowed with the cost of 5 coins, and finally
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* move to the south (`.`) with the cost of 1 coin.
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:::info
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Further on I will follow the same scheme for marking cells with an addition of
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`D` to denote the _destination_ to which we will be finding the shortest path.
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:::
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## Boilerplate
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For working with this map I have prepared a basic structure for the graph in C++
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that will abstract some of the internal workings of our map, namely:
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* remembers the costs of moving around
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* provides a simple function that returns price for moving **directly** between
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two positions on the map
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* allows us to print the map out, just in case we'd need some adjustments to be
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made
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We can see the `graph` header here:
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```cpp
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#ifndef _GRAPH_HPP
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#define _GRAPH_HPP
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#include <cmath>
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#include <limits>
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#include <ostream>
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#include <utility>
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#include <vector>
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using vertex_t = std::pair<int, int>;
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struct graph {
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graph(const std::vector<std::vector<char>>& map)
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: map(map),
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_height(static_cast<int>(map.size())),
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_width(map.empty() ? 0 : static_cast<int>(map[0].size())) {}
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static auto unreachable() -> int { return UNREACHABLE; }
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static auto normal_cost() -> int { return NORMAL_COST; }
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static auto vortex_cost() -> int { return VORTEX_COST; }
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auto cost(const vertex_t& u, const vertex_t& v) const -> int {
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auto [ux, uy] = u;
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auto [vx, vy] = v;
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auto hd = std::abs(ux - vx) + std::abs(uy - vy);
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switch (hd) {
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// ‹u = v›; staying on the same cell
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case 0:
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return 0;
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// ‹u› and ‹v› are neighbours
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case 1:
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break;
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// ‹u› and ‹v› are not neighbouring cells
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default:
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return UNREACHABLE;
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}
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// boundary check
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if (vy < 0 || vy >= _height || vx < 0 || vx >= _width) {
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return UNREACHABLE;
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}
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switch (map[vy][vx]) {
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case '#':
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return UNREACHABLE;
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case '*':
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return VORTEX_COST;
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default:
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return NORMAL_COST;
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}
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}
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auto width() const -> int { return _width; }
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auto height() const -> int { return _height; }
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auto has(const vertex_t& v) const -> bool {
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auto [x, y] = v;
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return (0 <= y && y < _height) && (0 <= x && x < _width);
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}
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friend std::ostream& operator<<(std::ostream& os, const graph& g);
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private:
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std::vector<std::vector<char>> map;
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int _height, _width;
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const static int UNREACHABLE = std::numeric_limits<int>::max();
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// XXX: modify here to change the price of entering the vortex
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const static int VORTEX_COST = 5;
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const static int NORMAL_COST = 1;
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};
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std::ostream& operator<<(std::ostream& os, const graph& g) {
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for (const auto& row : g.map) {
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for (const char cell : row) {
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os << cell;
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}
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os << "\n";
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}
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return os;
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}
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#endif /* _GRAPH_HPP */
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```
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:::info Source code
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You can find all the source code referenced in this series
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[here](pathname:///files/algorithms/paths/bf-to-astar.tar.gz).
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:::
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Let's finally start with some algorithms!
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