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unit States;
{$mode ObjFPC}{$H+}
interface
uses
Classes, SysUtils, fgl;
type
TPosition = record
X, Y: Integer
end;
TPositions = array of TPosition;
TState = class
private
PAgent: TPosition;
PWalls, PPlaces, PBoulders: TPositions;
procedure CopyArrays(AState: TState);
public
constructor Create;
constructor Create(ASTate: TState; AAgent: TPosition);
constructor Create(ASTate: TState);
property Walls: TPositions read PWalls;
property Places: TPositions read PPlaces;
property Boulders: TPositions read PBoulders;
property Agent: TPosition read PAgent write PAgent;
procedure AddWall(AX, AY: Integer);
procedure AddPlace(AX, AY: Integer);
procedure AddBoulder(AX, AY: Integer);
procedure SetAgent(AX, AY: Integer);
function Compare(AState: TState): Boolean;
end;
TStates = array of TState;
TBoard = class
private
PWidth, PHeight: Integer;
PInitialState: TState;
public
property Width: Integer read PWidth;
property Height: Integer read PHeight;
property InitialState: TState read PInitialState;
constructor Create(AWidth, AHeight: Integer; AInitialState: TState);
destructor Destroy; override;
end;
INode = interface
function GetTotalCost: Integer;
end;
TNode = class(TInterfacedObject, INode)
private
PState: TState;
PNode: TNode;
PCost, Heuristic: Integer;
public
property State: TState read PState;
property Node: TNode read PNode;
property Cost: Integer read PCost;
constructor Create(AState: TState; ANode: TNode; ACost, AHeuristic: Integer);
destructor Destroy;
function GetTotalCost: Integer;
end;
TNodes = array of TNode;
TNodeList = specialize TFPGList<TNode>;
TPriorityQueue = class
private
Nodes: TNodeList;
public
constructor Create;
procedure Add(ANode: TNode);
function Poll: TNode;
function IsEmpty: Boolean;
function Count: Integer;
end;
operator = (P1, P2: TPosition) B: Boolean;
function IsFree(NewPosition: TPosition; Walls: TPositions): Boolean;
implementation
procedure TSTate.CopyArrays(AState: TState);
begin
PWalls := Copy(AState.Walls, 0, Length(ASTate.Walls));
PPlaces := Copy(AState.Places, 0, Length(ASTate.Places))
end;
constructor TState.Create;
begin
end;
constructor TState.Create(ASTate: TState; AAgent: TPosition);
begin
PAgent := AAgent;
CopyArrays(AState);
PBoulders := TPositions.Create
end;
constructor TState.Create(ASTate: TState);
begin
PAgent := AState.Agent;
CopyArrays(AState);
PBoulders := Copy(AState.Boulders, 0, Length(AState.Boulders))
end;
procedure TState.AddWall(AX, AY: Integer);
var
CurrentLength: Integer;
begin
CurrentLength := Length(PWalls);
SetLength(PWalls, CurrentLength + 1);
PWalls[CurrentLength].X := AX;
PWalls[CurrentLength].Y := AY
end;
procedure TState.AddPlace(AX, AY: Integer);
var
CurrentLength: Integer;
begin
CurrentLength := Length(PPlaces);
SetLength(PPlaces, CurrentLength + 1);
PPlaces[CurrentLength].X := AX;
PPlaces[CurrentLength].Y := AY
end;
procedure TState.AddBoulder(AX, AY: Integer);
var
CurrentLength: Integer;
begin
CurrentLength := Length(PBoulders);
SetLength(PBoulders, CurrentLength + 1);
PBoulders[CurrentLength].X := AX;
PBoulders[CurrentLength].Y := AY
end;
procedure TState.SetAgent(AX, AY: Integer);
begin
PAgent.X := AX;
PAgent.Y := AY
end;
function TState.Compare(AState: TState): Boolean;
var
i: Integer;
begin
Result := (Agent = AState.Agent)
and (Length(Walls) = Length(AState.Walls))
and (Length(Boulders) = Length(AState.Boulders))
and (Length(Places) = Length(AState.Places));
if not Result then
Exit;
for i := 0 to High(Walls) do
if Walls[i] <> AState.Walls[i] then
begin
Result := false;
Exit
end;
for i := 0 to High(Boulders) do
if Boulders[i] <> AState.Boulders[i] then
begin
Result := false;
Exit
end;
for i := 0 to High(Places) do
if Places[i] <> AState.Places[i] then
begin
Result := false;
Exit
end
end;
constructor TBoard.Create(AWidth, AHeight: Integer; AInitialState: TState);
begin
PWidth := AWidth;
PHeight := AHeight;
PInitialState := AInitialState
end;
destructor TBoard.Destroy;
begin
PInitialState.Destroy;
inherited
end;
constructor TNode.Create(AState: TState; ANode: TNode; ACost, AHeuristic: Integer);
begin
PState := AState;
PNode := ANode;
PCost := ACost;
Heuristic := AHeuristic
end;
destructor TNode.Destroy;
begin
PState.Free;
inherited
end;
function TNode.GetTotalCost: Integer;
begin
Result := Cost + Heuristic
end;
constructor TPriorityQueue.Create;
begin
Nodes := TNodeList.Create
end;
procedure TPriorityQueue.Add(ANode: TNode);
var
Index, TotalCost: Integer;
CurrentNode: TNode;
begin
Index := 0;
TotalCost := ANode.GetTotalCost;
for CurrentNode in Nodes do
begin
if CurrentNode.getTotalCost >= TotalCost then
break;
Inc(Index)
end;
Nodes.Insert(Index, ANode)
end;
function TPriorityQueue.Poll: TNode;
begin
Result := Nodes.Extract(Nodes.First)
end;
function TPriorityQueue.IsEmpty: Boolean;
begin
Result := Count = 0
end;
function TPriorityQueue.Count: Integer;
begin
Result := Nodes.Count
end;
operator = (P1, P2: TPosition) B: Boolean;
begin
B := (P1.X = P2.X) and (P1.Y = P2.Y)
end;
function IsFree(NewPosition: TPosition; Walls: TPositions): Boolean;
var
Wall: TPosition;
begin
for Wall in Walls do
if NewPosition = Wall then
begin
Result := false;
Exit
end;
Result := true
end;
end.
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