Astar算法循环不断
本文关键字:循环 算法 Astar | 更新日期: 2023-09-27 18:27:24
我在研究A*搜索算法,我遵循了这个算法:A*搜索方法
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using MapData.Interfaces;
namespace MapData.Algorithm {
public class AStar {
IDMap map;
List<Location2D> openset;
List<Location2D> closedset;
List<Location2D> path;
Dictionary<Location2D, Double> g_scores;
Dictionary<Location2D, Double> h_scores;
Dictionary<Location2D, Double> f_scores;
Dictionary<Location2D, Location2D> came_from;
int[] ArrayX = { 0, -1, -1, -1, 0, 1, 1, 1 };
int[] ArrayY = { 1, 1, 0, -1, -1, -1, 0, 1 };
/// <summary>
/// Initing the Algorithm with MapInfo
/// </summary>
/// <param name="map">DMap info.</param>
public AStar(IDMap map) {
this.map = map;
}
/// <summary>
/// Start searching untile it's find it's goal or return false.
/// </summary>
/// <param name="start">Starting Node.</param>
/// <param name="goal">Ending Node.</param>
public bool Find( Location2D start, Location2D goal) {
openset = new List<Location2D>(); // The set of tentative nodes to be evaluated, initially containing the start node.
closedset = new List<Location2D>(); // The set of nodes already evaluated.
path = new List<Location2D>(); // The path result.
g_scores = new Dictionary<Location2D, Double>(); // Cost from start along best known path.
h_scores = new Dictionary<Location2D, Double>(); // Estimated cost to get from a node to the goal.
f_scores = new Dictionary<Location2D, Double>(); // Estimated total cost from start to goal.
came_from = new Dictionary<Location2D, Location2D>(); // The navigated nodes.
openset.Add(start);
g_scores[start] = 0;
h_scores[start] = GetHValue(start, goal);
f_scores[start] = g_scores[start] + h_scores[start];
while (openset.Count > 0) { // while openset is not empty
Location2D current = CheckBestNode(); //the node in openset having the lowest f_score[] value
if (current.Equals(goal)) {
ReconstructPathRecursive(current);
return true;
}
Location2D neighbor = new Location2D();
for (int i = 0; i < 8; i++) { // neighbor nodes.
neighbor.X = (ushort)(current.X + ArrayX[i]);
neighbor.Y = (ushort)(current.Y + ArrayY[i]);
bool tentative_is_better = false;
if (closedset.Contains(neighbor)) continue;
if (!map.Cells[neighbor.X, neighbor.Y].Walkable) continue;
Double tentative_g_score = g_scores[current] + DistanceBetween(current, neighbor);
if (!openset.Contains(neighbor)) {
openset.Add(neighbor);
h_scores[neighbor] = GetHValue(neighbor, goal);
tentative_is_better = true;
} else if (tentative_g_score < g_scores[neighbor]) {
tentative_is_better = true;
} else {
tentative_is_better = false;
}
if (tentative_is_better) {
if (came_from.ContainsKey(neighbor)) {
came_from[neighbor] = current;
} else {
came_from[neighbor] = current;
g_scores[neighbor] = tentative_g_score;
f_scores[neighbor] = g_scores[neighbor] + h_scores[neighbor];
}
}
}
}
return false;
}
/// <summary>
/// Check the best node that has the smallest f value;
/// </summary>
/// <returns>The best Node.</returns>
Location2D CheckBestNode() {
var BestNode = f_scores.OrderBy(x => x.Value).First().Key;
f_scores.Remove(BestNode);
openset.Remove(BestNode);
closedset.Add(BestNode);
return BestNode;
}
private void ReconstructPathRecursive(Location2D current_node) {
Location2D temp;
if (came_from.TryGetValue(current_node, out temp)) {
ReconstructPathRecursive(temp);
path.Add(temp);
} else {
path.Add(current_node);
}
}
int GetHValue(Location2D start, Location2D goal) {
int nDx = Math.Abs(start.X - goal.X);
int nDy = Math.Abs(start.Y - goal.Y);
if (nDx > nDy)
return 10 * nDx + 6 * nDy;
return 10 * nDy + 6 * nDx;
}
readonly Double SQRT_2 = Math.Sqrt(2);
protected Double DistanceBetween(Location2D inStart, Location2D inEnd) {
int diffX = Math.Abs(inStart.X - inEnd.X);
int diffY = Math.Abs(inStart.Y - inEnd.Y);
switch (diffX + diffY) {
case 1: return 1;
case 2: return SQRT_2;
case 0: return 0;
default:
throw new ApplicationException();
}
}
public List<Location2D> Path {
get {
return path;
}
}
}
}
现在我有两个问题:
如果我在可步行的区域进行检查,阿斯塔会无休止地循环,永远找不到路径,也不会中断。
如果我评论了正在检查可步行区域的部分,它会找到路径,但不准确,比如如果目标位置是->(444444),则路径结束于->(444443)或(443444)。
我看不出哪里出了问题,因为我遵循了维基百科的指南。
现在,如果我错了,请纠正我,但似乎,从查看其他代码来看,您希望在当前节点的邻居上迭代的for循环中的if语句看起来像这样:
if (!closedset.Contains(neighbor)) continue;
if (map.Cells[neighbor.X, neighbor.Y].Walkable) continue;
不是这样的:
if (closedset.Contains(neighbor)) continue;
if (!map.Cells[neighbor.X, neighbor.Y].Walkable) continue;
您的原始代码只在邻居在封闭列表上并且不可遍历时才对其求值,我认为您不希望这样做。更新后的代码仅在相邻节点不在闭集上且可行走时才计算该节点。
要进一步了解A*算法并详细描述其实际工作方式,请查看此链接。
编辑:你说你的代码提供了一个不准确的路径,也就是说,一个没有一直通向目标广场的路径。从您的ReconstructPathRecursive()
函数来看,您似乎犯了一个重大错误。因为您的列表包含遍历的每个节点的父节点,所以您最终会得到除目标正方形之外的所有节点,因为它不是任何节点的父对象。目标正方形应该是在开始从当前节点的父节点(即目标正方形)反向重建路径之前添加到列表中的第一个正方形。
为了修复这种行为,我建议当您发现当前节点等于目标节点时,首先将目标节点添加到路径列表中,然后调用ReconstructPathRecursive()
函数来获得最终列表。