Implemented BFS
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@ -10,6 +10,7 @@ import numpy as np
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import time
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from typing import Optional
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from abc import ABC, abstractmethod
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from queue import Queue
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#
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# Type and interfaces definition
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@ -164,6 +165,11 @@ class PathFinderBase(ABC):
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class DFS(PathFinderBase):
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"""
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Recursive depth-first search; returns first path it finds
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Not very efficient performance and memory-wise,
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also returns very sub-optimal paths
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"""
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name = "Depth First Search"
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@ -195,6 +201,50 @@ class DFS(PathFinderBase):
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return res
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return None
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class BFS(PathFinderBase):
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"""
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Iterative breadh-first search. Finds optimal path and creates flow-field,
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so it would be good match for static maps with lots of agents with one
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destination.
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Compared to A*, this is more computationally expensive if we only want
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to find path for one agent.
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"""
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name = "Breadth First Search"
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# flow field and distance map
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_came_from: dict[Point2D, Point2D]
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_distance: dict[Point2D, float]
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def _CalculatePath(self, start_point: Point2D, end_point: Point2D) -> Optional[Path]:
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frontier: Queue[Point2D] = Queue()
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frontier.put(end_point) # we start the computation from the end point
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self._came_from: dict[Point2D, Optional[Point2D]] = { end_point: None }
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self._distance: dict[Point2D, float] = { end_point: 0.0 }
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# build "flow map"
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while not frontier.empty():
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current = frontier.get()
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for next_point in self._map.GetNeighbours(current):
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if next_point not in self._came_from:
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frontier.put(next_point)
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#self._distance[next_point] = self._distance[current] + 1.0
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self._distance[next_point] = self._distance[current] + self._map.Visit(next_point)
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self._came_from[next_point] = current
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# find actual path
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path: Path = []
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current = start_point
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path.append(current)
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while self._came_from[current] is not None:
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current = self._came_from[current]
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path.append(current)
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return path
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class A_star(PathFinderBase):
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name = "A*"
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#
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# Calculate paths using various methods and visualize them
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#
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@ -208,6 +258,7 @@ def main():
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path_finder_classes: list[type[PathFinderBase]] = [
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DFS,
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BFS,
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]
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v = Visualizer()
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