Find ALL paths in a grid between 2 nodes - c

I'm trying to find all the paths between 2 nodes in a grid, and the path has to go through all the node from start to end.
Example (Start = S, End = E)
0 0 0
0 S 0
0 0 E
The answer for the above is 2 paths: (ignore the '.''s)
0-0-0
|.......|
0 S-0
|
0-0-E
0-0-0
|......|
0 S 0
|...|...|
0-0 E
I thought of using recursing, but gave that up due to the high overhead of each call...and decided to go with an iterative approach using a stack. (kind of like recursing but not...fixed memory overhead).
The solution works great for grids of size (4x7), but tried it on an 8x8 grid...and it didn't finish in 4 hours...which sort of makes sense since the total number of possibilities is around 3**62 (approx), as each node that is not on the edge has 3 possible ways of traversal...and hence that solution fails.
I thought of splitting the 8x8 grid into 2, using a vertical and horizontal split...but this would lead to finding less than ideal paths.
Is there something that I'm missing????
Can something be done to make it go faster?
I will post the solution that I have tomorrow (done in C).

Have a look at the shortest paths problem it should get you started on this. The Bellmann-Ford or Dijkstra's algorithm are worth trying. You might be able to improve on the efficiency of those if your grid has some properties you can exploit.

Nope, you do not miss anything and nothing can be done faster.
This is the Longest Path Problem which is NP-Hard.

Well, there is a linear-time algorithm for finding a longest path between any two given vertices in a rectangular grid graph, which seems to be exactly what you're looking for.

Related

How to do a parameterization in C?

I'm trying to find an algorithm for the game master mind with 4 numbers, where each number can be between 0 to 5, giving 1296 possibilities. With the first guess being 1,1,0,0
there are less options left.
I would like to know how to remove the options which are not suitable according to the first guess.
How to use an array(solutions) and array(current solutions)? Should I use parameterization for that?
Is there an algorithm in C to do that?
Thanks a lot for the help!
The simplest to implement is to simply loop trough all your elements and make the once that no longer work false. This might be the best idea here as looping trough 1300 elements is still quite fast however be aware that there is a faster solution in just finding which type of solutions are no longer available.
For mastermind there are multiple algorithms, see wikipedia, however for your first implementation I think they are too difficult.
You could start by using either
Thijser's idea (slightly better than brute-forcing all possibilities),
or try to emulate a human player: using that a white key-peg means correct color in wrong position and a black key-peg meaning correct color in correct position. You can write an easy recursion to take that info into account:
white-peg -> move the colors around ;
black-peg remove colors to find out which of the colors was the one that was correct-in-correct-pos.

Good heuristic for Tron

I have an assigment to do a tron game with AI. Me an my team almost made it but we're trying to find a good heuristic. We taught about Voronoi, but it's kinda slow :
for yloop = 0 to height-1
for xloop = 0 to width-1
// Generate maximal value
closest_distance = width * height
for point = 0 to number_of_points-1
// calls function to calc distance
point_distance = distance(point, xloop, yloop)
if point_distance < closest_distance
closest_point = point
end if
next
// place result in array of point types
points[xloop, yloop] = point
next
next
We have 5 seconds to make a move and this algorithm doesn`t sound too good ! I don't need code ... we just need an ideea !
Thank you !
Later edit : Should we try Delaunay Triangulations ?
Have a look at the postmortem of Google's AI Challenge about this.
well i am considering redesigning my old Wurmeler game (AI including) so i stumped on your question while searching for new ideas so here is my insight from my old AI
Wurmeler is similar to tron but much slover and worms turn smoothly
game space is 2D bitmap
each AI is very simple ... stupid,...
but navigate better than me
unless they are closed by other player
or crush into local min/max
but still they are fun
OK now the AI algorithm in every decision move:
create few rays from Worm
one in movement direction
few turned to the left by some angle (5 degree step is fine)
few turned to the right
evaluate the ray length
from worm until it hit border
or another worm path curve
use the max rule to change heading
This old AI maintain only navigation but I want to implement more (this is not yet done):
divide map to square sections
each section will have the average density of already filled space
so if possible AI will choose less filled area
add strategies
navigate (already done)
flee (go away from near player if too close and behind)
attack (if on relative parallel course and too close and in the front)
may be conversion from raster to vector
should speed up the ray traceing and colision detection
but with growing length may be slower ... have to try it and see
possible use of field algorithms

Using A* search algorithm to solve 3x3 three-dimensional box puzzle?

I am working on a 3x3 three-dimensional box puzzle problem in my homework. I will code with C.
There are 26 boxes and at first, first place is empty. By sliding boxes I must arrange them in correct order. Red numbers shows correct order and 27th place must be empty at last. I do not want you to give me code; I searched in forums and it seems that I must use the A* search algorithm, but how?
Can you give me tips about how I can use the A* algorithm on this problem? What type of data structure should I use?
Define your problem as a states-graph:
G=(V,E) where V=S={(x_1,x_2,...,x_54) | all possible states the 3d board can be in} [each number is representing a single 'square' on the 3d board].
and define E={(v1,v2)| it is possible to move from state v1 to state v2 with a single step} an alternative definition [identical] for E is by using the function successors(v):
For each v in V: successors(v)={all possible boards you can get, with 1 step from v}
You will also need an admissible heuristic function, a pretty good one for this problem can be: h(state)=Sigma(manhattan_distance(x_i)) where i in range [1,54]) basically, it is the summation of manhattan distances for each number from its target.
Now, once we got this data, we can start running A* on the defined graph G, with the defined heuristic. And since our heuristic function is admissible [convince yourself why!], it is guaranteed that the solution A* finds will be optimal, due to admissibility and optimality of A*.
Finding the actual path: A* will end when you develop the target state. [x_i=i in the terms we used earlier]. You will find your path to it by stepping back from the target to the source, using the parent field in each node.
You know how graphs work and how A* finds shortest paths on them, right?
The basic idea is that each configuration of the puzzle can be considered a vertex in a graph and the edges represent the moves (by connecting the configurations before and after the move).
Finding a set of moves that leads from an original configuration to a desired one can be seen as a path finding problem.

Solving the Tower of Hanoi by using a good state space and then a search tree

I want to solve the "Towers of Hanoi" problem by using a good "state space". Using an appropriate state space is a way that is suggested by some AI techniques. Having a good state space, I would then like to be able to build a search tree and then use some strategy like "DFS" (depth-first-search) to find a solution.
Edit: My problem is, I just don't know how to develop a good state space and then use it to build a search tree. Can anyone describe how to create a state space for the Tower of Hanoi problem? Then tell me how to build a search tree for that.
I suggest the following state space:
Assuming you have n bricks and 3 towers denoted by 0,1,2. Denote the current state by a n trinary numbers, for example (in the case n=9):
987654321
001102020 (current state)
meaning that brick 9,8,5,3 and 1 are in the 0:th tower. Brick 7 and 6 in the 1:th tower and brick 4 and 2 in the 2:nd tower.
This would give you a state space of size 3^n, which is not too large.
(This is only a partial answer. But every state-string will correspond to a legal state. That is to say,
in each tower the size of the bricks
will decrase from bottom to top,
no brick will appear in two different
towers.
I therefore think that the suggested state space is minimal. )
I think You can easily solve this problem using Divide and Conquer approach:
Assume that U have to solve the problem of moving n discs from src to dest using some auxiliary peg.
U can recursively define a function:
towers(n,src,dest,peg)
{
if(n==1) //BASE CASE
move a disc from src to dest.
else //INDUCTIVE CASE
{
towers(n-1,src,aux,dest);
towers(1,src,dest,aux);
towers(n-1,aux,dest,src)
}
}
Complexity Analysis:
T(n)=2T(n-1)+1
This results in the solution T(n)=O(2^n) [exponential order].
May be u can also employee some kind of memoization to store the solution of already solved subproblems to further improve the time complexity, but this is a trade off for increased usage of space complexity.
2^(n+1)-1 is not correct for the towers of hanoi problem. If you look at figure 2 here, then when applying n=3 to 2^(n+1)-1 gives 2^4 - 1 or 15 states. But figure 2 shows 27 states.
I think optimal solution (2^n - 1)
state space is given by 3^n
Here is another link with tree diagram that you can use to count the state (I think this relates to you question about state space)

Pacman: how do the eyes find their way back to the monster hole?

I found a lot of references to the AI of the ghosts in Pacman, but none of them mentioned how the eyes find their way back to the central ghost hole after a ghost is eaten by Pacman.
In my implementation I implemented a simple but awful solution. I just hard coded on every corner which direction should be taken.
Are there any better/or the best solution? Maybe a generic one that works with different level designs?
Actually, I'd say your approach is a pretty awesome solution, with almost zero-run time cost compared to any sort of pathfinding.
If you need it to generalise to arbitrary maps, you could use any pathfinding algorithm - breadth-first search is simple to implement, for example - and use that to calculate which directions to encode at each of the corners, before the game is run.
EDIT (11th August 2010): I was just referred to a very detailed page on the Pacman system: The Pac-Man Dossier, and since I have the accepted answer here, I felt I should update it. The article doesn't seem to cover the act of returning to the monster house explicitly but it states that the direct pathfinding in Pac-Man is a case of the following:
continue moving towards the next intersection (although this is essentially a special case of 'when given a choice, choose the direction that doesn't involve reversing your direction, as seen in the next step);
at the intersection, look at the adjacent exit squares, except the one you just came from;
picking one which is nearest the goal. If more than one is equally near the goal, pick the first valid direction in this order: up, left, down, right.
I've solved this problem for generic levels that way: Before the level starts, I do some kind of "flood fill" from the monster hole; every tile of the maze that isn't a wall gets a number that says how far it is away from the hole. So when the eyes are on a tile with a distance of 68, they look which of the neighbouring tiles has a distance of 67; that's the way to go then.
For an alternative to more traditional pathfinding algorithms, you could take a look at the (appropriately-named!) Pac-Man Scent Antiobject pattern.
You could diffuse monster-hole-scent around the maze at startup and have the eyes follow it home.
Once the smell is set up, runtime cost is very low.
Edit: sadly the wikipedia article has been deleted, so WayBack Machine to the rescue...
You should take a look a pathfindings algorithm, like Dijsktra's Algorithm or A* algorithm. This is what your problem is : a graph/path problem.
Any simple solution that works is maintainable, reliable and performs well enough is a good solution. It sounds to me like you have already found a good solution ...
An path-finding solution is likely to be more complicated than your current solution, and hence more likely to require debugging. It will probably also be slower.
IMO, if it ain't broken, don't fix it.
EDIT
IMO, if the maze is fixed then your current solution is good / elegant code. Don't make the mistake of equating "good" or "elegant" with "clever". Simple code can also be "good" and "elegant".
If you have configurable maze levels, then maybe you should just do the pathfinding when you initially configure the mazes. Simplest would be to get the maze designer to do it by hand. I'd only bother automating this if you have a bazillion mazes ... or users can design them.
(Aside: if the routes are configured by hand, the maze designer could make a level more interesting by using suboptimal routes ... )
In the original Pacman the Ghost found the yellow pill eater by his "smell" he would leave a trace on the map, the ghost would wander around randomly until they found the smell, then they would simply follow the smell path which lead them directly to the player. Each time Pacman moved, the "smell values" would get decreased by 1.
Now, a simple way to reverse the whole process would be to have a "pyramid of ghost smell", which has its highest point at the center of the map, then the ghost just move in the direction of this smell.
Assuming you already have the logic required for chasing pacman why not reuse that? Just change the target. Seems like it would be a lot less work than trying to create a whole new routine using the exact same logic.
It's a pathfinding problem. For a popular algorithm, see http://wiki.gamedev.net/index.php/A*.
How about each square having a value of distance to the center? This way for each given square you can get values of immediate neighbor squares in all possible directions. You pick the square with the lowest value and move to that square.
Values would be pre-calculated using any available algorithm.
This was the best source that I could find on how it actually worked.
http://gameai.com/wiki/index.php?title=Pac-Man#Respawn
When the ghosts are killed, their disembodied eyes return to their starting location. This is simply accomplished by setting the ghost's target tile to that location. The navigation uses the same rules.
It actually makes sense. Maybe not the most efficient in the world but a pretty nice way to not have to worry about another state or anything along those lines you are just changing the target.
Side note: I did not realize how awesome those pac-man programmers were they basically made an entire message system in a very small space with very limited memory ... that is amazing.
I think your solution is right for the problem, simpler than that, is to make a new version more "realistic" where ghost eyes can go through walls =)
Here's an analog and pseudocode to ammoQ's flood fill idea.
queue q
enqueue q, ghost_origin
set visited
while q has squares
p <= dequeue q
for each square s adjacent to p
if ( s not in visited ) then
add s to visited
s.returndirection <= direction from s to p
enqueue q, s
end if
next
next
The idea is that it's a breadth-first search, so each time you encounter a new adjacent square s, the best path is through p. It's O(N) I do believe.
I don't know much on how you implemented your game but, you could do the following:
Determine the eyes location relative position to the gate. i.e. Is it left above? Right below?
Then move the eyes opposite one of the two directions (such as make it move left if it is right of the gate, and below the gate) and check if there are and walls preventing you from doing so.
If there are walls preventing you from doing so then make it move opposite the other direction (for example, if the coordinates of the eyes relative to the pin is right north and it was currently moving left but there is a wall in the way make it move south.
Remember to keep checking each time to move to keep checking where the eyes are in relative to the gate and check to see when there is no latitudinal coordinate. i.e. it is only above the gate.
In the case it is only above the gate move down if there is a wall, move either left or right and keep doing this number 1 - 4 until the eyes are in the den.
I've never seen a dead end in Pacman this code will not account for dead ends.
Also, I have included a solution to when the eyes would "wobble" between a wall that spans across the origin in my pseudocode.
Some pseudocode:
x = getRelativeOppositeLatitudinalCoord()
y
origX = x
while(eyesNotInPen())
x = getRelativeOppositeLatitudinalCoordofGate()
y = getRelativeOppositeLongitudinalCoordofGate()
if (getRelativeOppositeLatitudinalCoordofGate() == 0 && move(y) == false/*assume zero is neither left or right of the the gate and false means wall is in the way */)
while (move(y) == false)
move(origX)
x = getRelativeOppositeLatitudinalCoordofGate()
else if (move(x) == false) {
move(y)
endWhile
dtb23's suggestion of just picking a random direction at each corner, and eventually you'll find the monster-hole sounds horribly ineficient.
However you could make use of its inefficient return-to-home algorithm to make the game more fun by introducing more variation in the game difficulty. You'd do this by applying one of the above approaches such as your waypoints or the flood fill, but doing so non-deterministically. So at every corner, you could generate a random number to decide whether to take the optimal way, or a random direction.
As the player progresses levels, you reduce the likelihood that a random direction is taken. This would add another lever on the overall difficulty level in addition to the level speed, ghost speed, pill-eating pause (etc). You've got more time to relax while the ghosts are just harmless eyes, but that time becomes shorter and shorter as you progress.
Short answer, not very well. :) If you alter the Pac-man maze the eyes won't necessarily come back. Some of the hacks floating around have that problem. So it's dependent on having a cooperative maze.
I would propose that the ghost stores the path he has taken from the hole to the Pacman. So as soon as the ghost dies, he can follow this stored path in the reverse direction.
Knowing that pacman paths are non-random (ie, each specific level 0-255, inky, blinky, pinky, and clyde will work the exact same path for that level).
I would take this and then guess there are a few master paths that wraps around the entire
maze as a "return path" that an eyeball object takes pending where it is when pac man ate the ghost.
The ghosts in pacman follow more or less predictable patterns in terms of trying to match on X or Y first until the goal was met. I always assumed that this was exactly the same for eyes finding their way back.
Before the game begins save the nodes (intersections) in the map
When the monster dies take the point (coordinates) and find the
nearest node in your node list
Calculate all the paths beginning from that node to the hole
Take the shortest path by length
Add the length of the space between the point and the nearest node
Draw and move on the path
Enjoy!
My approach is a little memory intensive (from the perspective of Pacman era), but you only need to compute once and it works for any level design (including jumps).
Label Nodes Once
When you first load a level, label all the monster lair nodes 0 (representing the distance from the lair). Proceed outward labelling connected nodes 1, nodes connected to them 2, and so on, until all nodes are labelled. (note: this even works if the lair has multiple entrances)
I'm assuming you already have objects representing each node and connections to their neighbours. Pseudo code might look something like this:
public void fillMap(List<Node> nodes) { // call passing lairNodes
int i = 0;
while(nodes.count > 0) {
// Label with distance from lair
nodes.labelAll(i++);
// Find connected unlabelled nodes
nodes = nodes
.flatMap(n -> n.neighbours)
.filter(!n.isDistanceAssigned());
}
}
Eyes Move to Neighbour with Lowest Distance Label
Once all the nodes are labelled, routing the eyes is trivial... just pick the neighbouring node with the lowest distance label (note: if multiple nodes have equal distance, it doesn't matter which is picked). Pseudo code:
public Node moveEyes(final Node current) {
return current.neighbours.min((n1, n2) -> n1.distance - n2.distance);
}
Fully Labelled Example
For my PacMan game I made a somewhat "shortest multiple path home" algorithm which works for what ever labyrinth I provide it with (within my set of rules). It also works across them tunnels.
When the level is loaded, all the path home data in every crossroad is empty (default) and once the ghosts start to explore the labyrinth, them crossroad path home information keeps getting updated every time they run into a "new" crossroad or from a different path stumble again upon their known crossroad.
The original pac-man didn't use path-finding or fancy AI. It just made gamers believe there is more depth to it than it actually was, but in fact it was random. As stated in Artificial Intelligence for Games/Ian Millington, John Funge.
Not sure if it's true or not, but it makes a lot of sense to me. Honestly, I don't see these behaviors that people are talking about. Red/Blinky for ex is not following the player at all times, as they say. Nobody seems to be consistently following the player, on purpose. The chance that they will follow you looks random to me. And it's just very tempting to see behavior in randomness, especially when the chances of getting chased are very high, with 4 enemies and very limited turning options, in a small space. At least in its initial implementation, the game was extremely simple. Check out the book, it's in one of the first chapters.

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