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230 lines
7.1 KiB
Markdown
230 lines
7.1 KiB
Markdown
---
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id: astar
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slug: /paths/bf-to-astar/astar
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title: A* algorithm
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description: |
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Moving from Dijkstra's algorithm into the A* algorithm.
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tags:
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- cpp
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- dynamic programming
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- astar
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last_update:
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date: 2024-01-03
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---
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## Intro
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Let's start by the recap of what we've achieved so far:
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1. We have implemented a naïve brute-force algorithm that tries to relax paths
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as long as there are any paths to be relaxed.
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2. Then we have fixed an issue caused by negative loops that can result in
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a non-terminating run of our brute-force method. At this moment we have made
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some small arguments why are bounding is enough and doesn't prevent any
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shortest path to _not be_ discovered.
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3. Finally we have converted our bounded brute-force algorithm into the
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Bellman-Ford algorithm.
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4. We have mentioned the worst-case time complexity of our bounded naïve
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approach and also the Bellman-Ford algorithm. Our worst-case depended on the
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fact that we assumed the worst possible ordering of the relaxations. However
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we could also try to relax in the most ideal ordering which could result in a
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faster algorithm and that's how we got to the Dijkstra's algorithm.
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Now the question is, could we improve the Dijkstra's algorithm to get even
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better results? And the answer is _maybe_!
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Dijkstra's algorithm chooses the next cheapest vertex for relaxing. This is good
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as long as there is no additional information. However, imagine a roadmap of
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some country. If you're in the middle of the map and you want to go south, it
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doesn't make much sense for you to go to the north (in the opposite direction),
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but a little bit might make sense, so that you can switch to highway and go much
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faster.
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The important question here is how to _influence_ the algorithm, so that it does
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choose the path that _makes more sense_ rather than the one that costs the
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least.
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## A\* description
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The _A\* algorithm_ can be considered a modification of Dijkstra's algorithm. The
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cost is still the same, we cannot change it, right? However when we pick the
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vertices from the heap, we can influence the order by some _heuristic_. In this
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case, we introduce a function that can suggest how feasible the vertex is.
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## Roadmap heuristic
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Let's have a look at the heuristic we could use for the roadmap example. There
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are roads (the edges) and towns (the vertices). Cost could be an average time to
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travel the road. What heuristic could we use to influence our algorithm to
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choose a better ordering of the vertices when relaxing?
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In the former example we've said that it doesn't make much sense to go in the
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opposite direction than our goal is… We could choose the distance from our goal
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as the heuristic, e.g. right now we're 100 km away from our goal, using this
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road makes us 50 km away and using the other road we will be 200 km away.
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## Heuristic for our map
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Our map is a bit simpler, but we can use a very similar principle. We will use
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the _Manhattan distance_, which is defined in a following way:
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$$
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\vert x_a - x_b \vert + \vert y_a - y_b \vert
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$$
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Since we cannot move in diagonals, it makes sense to maintain the distance in
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the actual steps from the goal.
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## Passing the heuristic
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In our case, when we're using C++, we can just template the function that will
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calculate the shortest path and pass the heuristic as a parameter.
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## Implementation
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Actual implementation is very easy once we have the Dijkstra's algorithm:
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```cpp
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auto astar(const graph& g, const vertex_t& source, const auto& h)
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-> std::vector<std::vector<int>> {
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// make sure that ‹source› exists
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assert(g.has(source));
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// initialize the distances
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std::vector<std::vector<int>> distances(
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g.height(), std::vector(g.width(), graph::unreachable()));
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// initialize the visited
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std::vector<std::vector<bool>> visited(g.height(),
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std::vector(g.width(), false));
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// ‹source› destination denotes the beginning where the cost is 0
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auto [sx, sy] = source;
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distances[sy][sx] = 0;
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pqueue_t priority_queue{std::make_pair(0 + h(source), source)};
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std::optional<pqueue_item_t> item{};
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while ((item = popq(priority_queue))) {
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auto [cost, u] = *item;
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auto [x, y] = u;
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// we have already found the shortest path
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if (visited[y][x]) {
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continue;
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}
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visited[y][x] = true;
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for (const auto& [dx, dy] : DIRECTIONS) {
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auto v = std::make_pair(x + dx, y + dy);
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auto cost = g.cost(u, v);
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// if we can move to the cell and it's better, relax¹ it and update queue
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if (cost != graph::unreachable() &&
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distances[y][x] + cost < distances[y + dy][x + dx]) {
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distances[y + dy][x + dx] = distances[y][x] + cost;
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pushq(priority_queue,
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std::make_pair(distances[y + dy][x + dx] + h(v), v));
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}
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}
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}
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return distances;
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}
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```
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## Running on our map
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For this algorithm I will also show the example of a call:
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```cpp
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distances = astar(g, std::make_pair(1, 9), [](const auto& u) {
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auto [x, y] = u;
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return std::abs(1 - x) + std::abs(7 - y);
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});
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std::cout << "[A*] Cost: " << distances[7][1] << "\n";
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```
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First argument to the function is the graph itself. Second argument is the
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source vertex where we start. And finally the lambda returns
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_Manhattan distance_ to the goal.
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And we get the following result:
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```
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Normal cost: 1
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Vortex cost: 5
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Graph:
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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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#D...#....#.#
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########*.*.#
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#S..........#
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#############
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[Finite BF] Cost: 22
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[Bellman-Ford] Cost: 22
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[Dijkstra] Cost: 22
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[A*] Cost: 22
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```
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## Comparison
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Now you may wonder how does it compare to the previous algorithms. Supposedly it
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should be faster. Let's add counters and debugging output when we update
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distance to our goal. And now if we run our code, we get the following output:
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```
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Normal cost: 1
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Vortex cost: 5
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Graph:
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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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#D...#....#.#
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########*.*.#
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#S..........#
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#############
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Relaxing path to goal in 40. relaxation
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Relaxing path to goal in 68. relaxation
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Relaxing path to goal in 89. relaxation
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[Finite BF] Cost: 22
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Relaxing path to goal in 40. relaxation
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Relaxing path to goal in 68. relaxation
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Relaxing path to goal in 89. relaxation
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[Bellman-Ford] Cost: 22
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Relaxing path to goal in 41. iteration
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[Dijkstra] Cost: 22
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Relaxing path to goal in 31. iteration
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[A*] Cost: 22
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```
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From the output we can easily deduce that for both brute-force and Bellman-Ford,
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which are in our case identical, we actually relax three times and for the last
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time in the 89th iteration.
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Dijkstra's algorithm manages to find the shortest path to our goal already in
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the 41st iteration.
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And finally after introducing some heuristic, we could find the shortest path
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in the 31st iteration.
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:::danger
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Please keep in mind that choosing bad heuristic can actually lead to worse
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results than using no heuristic at all.
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:::
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## Summary
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And there we have it. We have made our way from the brute-force algorithm all
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the way to more optimal ones. Hopefully we could notice how the small
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improvements of the already existing algorithms made them much better.
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