463 lines
15 KiB
Python
463 lines
15 KiB
Python
#!/usr/bin/env python
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# coding: utf-8
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#
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# Imports
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#
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import matplotlib.pyplot as plt
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import numpy as np
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import time
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import random
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from typing import Optional, NewType, Any
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from abc import ABC, abstractmethod
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from queue import Queue, PriorityQueue
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from dataclasses import dataclass, field
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#
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# Type and interfaces definition
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#
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Point2D = NewType("Point2D", tuple[int, int])
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# type Point2D = tuple[int, int] # tuple(x, y)
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type Path = list[Point2D]
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class Map:
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"""
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2D map consisting of cells with given cost
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"""
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# array not defined as private, as plotting utilities work with it directly
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array: np.ndarray
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_visited_nodes: int
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def __init__(self, width: int, height: int) -> None:
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assert width > 0
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assert height > 0
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rows = height
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cols = width
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self.array = np.zeros((rows, cols), dtype=np.float64)
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self._visited_nodes = 0
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def Randomize(self, low: float = 0.0, high: float = 1.0) -> None:
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self.array = np.random.uniform(low, high, self.array.shape)
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def IsPointValid(self, point: Point2D) -> bool:
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x, y = point
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y_max, x_max = self.array.shape
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x_in_bounds = (0 <= x < x_max)
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y_in_bounds = (0 <= y < y_max)
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return x_in_bounds and y_in_bounds
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def GetNeighbours(self, center_point: Point2D) -> list[Point2D]:
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"""
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Get list of neighboring points (without actually visiting them)
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"""
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points: list[Point2D] = []
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x_center, y_center = center_point
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for x in range(-1,2):
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for y in range(-1,2):
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if x == 0 and y == 0:
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continue
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p = Point2D((x + x_center, y + y_center))
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if self.IsPointValid(p):
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points.append(p)
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return points
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def GetPointCost(self, point: Point2D) -> float:
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x, y = point
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row, col = y, x
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return self.array[(row, col)]
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def GetPathCost(self, path: Path) -> float:
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return sum([self.GetPointCost(p) for p in path])
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def ResetVisitedCount(self) -> None:
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self._visited_nodes = 0
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def GetVisitedCount(self) -> int:
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return self._visited_nodes
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def Visit(self, point: Point2D) -> float:
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"""
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Visit the node and return its cost
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"""
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if not self.IsPointValid(point):
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raise ValueError("Point out of bounds")
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self._visited_nodes += 1
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return self.GetPointCost(point)
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def CreateMaze(self, wall_probability: float = 0.3) -> None:
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"""
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Note: generated with Grok
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Generate a simple maze on the map.
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- Borders are set as walls (cost 1000).
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- Internal cells are randomly set to 1 (path) or 1000 (wall) based on wall_probability.
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Args:
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wall_probability (float): Probability (0-1) that an internal cell becomes a wall.
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"""
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rows, cols = self.array.shape
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# Set borders to walls (cost 1000)
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self.array[0, :] = 1000 # Top row
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self.array[-1, :] = 1000 # Bottom row
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self.array[:, 0] = 1000 # Left column
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self.array[:, -1] = 1000 # Right column
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# Set internal cells randomly
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for y in range(1, rows - 1): # Skip borders
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for x in range(1, cols - 1):
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if random.random() < wall_probability:
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self.array[y, x] = 1000 # Wall
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else:
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self.array[y, x] = 1 # Normal tile
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#
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# Drawing utilities
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#
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class Visualizer:
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_axes: Optional[plt.Axes]
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_cmap: plt.Colormap
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_cmap_counter: int
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def __init__(self):
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self._axes = None
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self._cmap = plt.get_cmap('tab10')
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self._cmap_counter = 0
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def DrawMap(self, m: Map):
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M, N = m.array.shape
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_, ax = plt.subplots()
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ax.imshow(m.array, cmap='gist_earth', origin='lower', interpolation='none')
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self._axes = ax
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def DrawPath(self, path: Path, label: str = "Path"):
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"""
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Draw path on a map. Note that DrawMap has to be called first
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"""
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assert self._axes is not None, "DrawMap must be called first"
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xs, ys = zip(*path)
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color = self._cmap(self._cmap_counter)
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self._cmap_counter += 1
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self._axes.plot(xs, ys, 'o-', color=color, label=label)
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self._axes.plot(xs[0], ys[0], 'o', color='lime', markersize=8) # starting point
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self._axes.plot(xs[-1], ys[-1], 'o', color='magenta', markersize=8) # end point
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self._axes.legend()
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#
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# Utilities and helper classes
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#
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@dataclass(order=True)
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class PrioritizedItem:
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"""
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Helper class for wrapping items in the PriorityQueue,
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so that it can compare items with priority
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"""
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item: Any = field(compare=False)
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priority: float
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#
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# Pathfinding implementations
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#
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class PathFinderBase(ABC):
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name: str
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_map: Optional[Map]
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_elapsed_time_ns: int
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_visited_node_count: int
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def __init__(self) -> None:
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self._map = None
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self._elapsed_time_ns = 0
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self._visited_node_count = 0
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def SetMap(self, m: Map) -> None:
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self._map = m
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def CalculatePath(self, start: Point2D, end: Point2D) -> Optional[Path]:
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"""
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Calculate path on a given map.
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Note: map must be set first using SetMap
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"""
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assert self._map is not None, "SetMap must be called first"
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self._map.ResetVisitedCount()
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start_time = time.perf_counter_ns()
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res = self._CalculatePath(start, end)
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stop_time = time.perf_counter_ns()
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self._elapsed_time_ns = stop_time - start_time
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self._visited_node_count = self._map.GetVisitedCount()
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return res
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@abstractmethod
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def _CalculatePath(self, start: Point2D, end: Point2D) -> Optional[Path]:
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"""
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This method must be implemented by the derived classes
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"""
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def GetStats(self) -> tuple[int, int]:
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"""
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Return performance stats for the last calculation:
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- elapsed time in nanoseconds,
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- number of visited nodes during search
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"""
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return self._elapsed_time_ns, self._visited_node_count
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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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def _CalculatePath(self,
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point: Point2D,
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end_point: Point2D,
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path: Optional[list[Point2D]] = None,
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visited: Optional[set[Point2D]] = None) -> Optional[Path]:
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if visited is None:
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visited = set()
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if path is None:
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path = list()
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if self._map is None:
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return None # to make mypy happy
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# We don't need to know cost in this case, but we still want to track
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# how many nodes we've visited
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_ = self._map.Visit(point)
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# we keep visited nodes in separate list and set,
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# as membership check is faster for set than for list,
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# but set is not ordered
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visited.add(point)
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path.append(point)
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if point == end_point:
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return path
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for neighbor in self._map.GetNeighbours(point):
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if neighbor not in visited:
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res = self._CalculatePath(neighbor, end_point, path, visited)
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if res:
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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 breadth-first search
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Finds optimal path and creates flow-field, does not take the node cost into account.
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This 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(start_point)
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self._came_from: dict[Point2D, Optional[Point2D]] = { start_point: None }
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self._distance: dict[Point2D, float] = { start_point: 0.0 }
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# build flow field
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early_exit = False
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while not frontier.empty() and not early_exit:
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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._map.Visit(next_point) # visit only to track visited node count
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self._came_from[next_point] = current
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if next_point == end_point:
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# early exit - if you want to build the whole flow field, remove this
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early_exit = True
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break
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# find actual path
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path: Path = []
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current = end_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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path.reverse()
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return path
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class DijkstraAlgorithm(PathFinderBase):
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"""
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Dijsktra's algorithm (Uniform Cost Search)
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Like BFS, but takes into account cost of nodes
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(priority for the search being the distance from the start)
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"""
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name = "Dijkstra's Algorithm"
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def _CalculatePath(self, start_point: Point2D, end_point: Point2D) -> Optional[Path]:
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frontier: PriorityQueue[PrioritizedItem] = PriorityQueue()
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came_from: dict[Point2D, Optional[Point2D]] = {start_point: None}
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cost_so_far: dict[Point2D, float] = {start_point: 0.0}
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frontier.put(PrioritizedItem(start_point, 0.0))
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while not frontier.empty():
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current = frontier.get().item
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if current == end_point:
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# early exit - remove if you want to build the whole flow map
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break
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for next_point in self._map.GetNeighbours(current):
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new_cost = cost_so_far[current] + self._map.Visit(next_point)
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if next_point not in cost_so_far or new_cost < cost_so_far[next_point]:
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cost_so_far[next_point] = new_cost
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priority = new_cost
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frontier.put(PrioritizedItem(next_point, priority))
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came_from[next_point] = current
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# build the actual path
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path: Path = []
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current = end_point
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path.append(current)
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while came_from[current] is not None:
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current = came_from[current]
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path.append(current)
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path.reverse()
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return path
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class GBFS(PathFinderBase):
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"""
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Like Dijsktra's Algorithm, but uses some heuristic as a priority
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instead of the cost of the node
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"""
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name = "Greedy Best First Search"
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@staticmethod
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def heuristic(a: Point2D, b: Point2D) -> float:
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# for now we use Manhattan distance, although
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# it is probably not entirely correct, given that
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# we can also move diagonally in the grid
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# TODO a problem for future me
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x_a, y_a = a
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x_b, y_b = b
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return abs(x_a - x_b) + abs(y_a - y_b)
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def _CalculatePath(self, start_point: Point2D, end_point: Point2D) -> Optional[Path]:
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frontier: PriorityQueue[PrioritizedItem] = PriorityQueue()
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came_from: dict[Point2D, Optional[Point2D]] = {start_point: None}
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frontier.put(PrioritizedItem(start_point, 0.0))
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# create the flow field
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while not frontier.empty():
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current = frontier.get().item
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if current == end_point:
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# early exit
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break
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for next_point in self._map.GetNeighbours(current):
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if next_point not in came_from:
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priority = self.heuristic(end_point, next_point)
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frontier.put(PrioritizedItem(next_point, priority))
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_ = self._map.Visit(next_point) # visit only to track visited node count
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came_from[next_point] = current
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# create the actual path
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path: Path = [end_point]
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while came_from[current] is not None:
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current = came_from[current]
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path.append(current)
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path.reverse()
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return path
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class A_star(PathFinderBase):
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"""
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Combines Dijsktra's Algorithm and GBFS:
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priority is the sum of the heuristic and distance from the start
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"""
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name = "A*"
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@staticmethod
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def heuristic(a: Point2D, b: Point2D) -> float:
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# for now we use Manhattan distance, although
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# it is probably not entirely correct, given that
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# we can also move diagonally in the grid
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# TODO a problem for future me
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x_a, y_a = a
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x_b, y_b = b
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return abs(x_a - x_b) + abs(y_a - y_b)
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def _CalculatePath(self, start_point: Point2D, end_point: Point2D) -> Optional[Path]:
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frontier: PriorityQueue[PrioritizedItem] = PriorityQueue()
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came_from: dict[Point2D, Optional[Point2D]] = { start_point: None }
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cost_so_far: dict[Point2D, float] = { start_point: 0.0 }
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frontier.put(PrioritizedItem(start_point, 0.0))
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while not frontier.empty():
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current = frontier.get().item
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if current == end_point:
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# early exit
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break
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for next_point in self._map.GetNeighbours(current):
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new_cost = cost_so_far[current] + self._map.Visit(next_point)
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if next_point not in cost_so_far or new_cost < cost_so_far[next_point]:
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cost_so_far[next_point] = new_cost
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priority = new_cost + self.heuristic(end_point, next_point)
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frontier.put(PrioritizedItem(next_point, priority))
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came_from[next_point] = current
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# create the actual path
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path: Path = [end_point]
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current = end_point
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while came_from[current] is not None:
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current = came_from[current]
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path.append(current)
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path.reverse()
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return path
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#
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# Calculate paths using various methods and visualize them
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#
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def main():
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# Define the map and start/stop points
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m = Map(30,20)
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#m.Randomize()
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m.CreateMaze()
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starting_point: Point2D = Point2D((29,19))
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end_point: Point2D = Point2D((1,1))
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path_finder_classes: list[type[PathFinderBase]] = [
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#DFS,
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BFS,
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DijkstraAlgorithm,
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GBFS,
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A_star,
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]
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v = Visualizer()
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v.DrawMap(m)
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for pfc in path_finder_classes:
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path_finder = pfc()
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path_finder.SetMap(m)
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path = path_finder.CalculatePath(starting_point, end_point)
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elapsed_time, visited_nodes = path_finder.GetStats()
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if path is not None:
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cost = m.GetPathCost(path)
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print(f"{path_finder.name:24}: took {elapsed_time/1e6:.3f} ms, visited {visited_nodes} nodes, cost {cost:.2f}")
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v.DrawPath(path, label=path_finder.name)
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else:
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print(f"{path_finder.name}: No path found")
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plt.show()
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if __name__ == "__main__":
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main()
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