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board.go
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board.go
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package main
import (
"fmt"
"math"
"math/rand"
"strconv"
"strings"
)
//Board ...
type Board struct {
Tiles [][]int
Path []string
PreviousMove string // Optimization to prevent queueing unnecessary nodes
}
//Position on a Board
type Position struct {
x, y int
}
//Move for where the open position will be
type Move struct {
direction string
}
//Remove an element from the slice
func remove(s []int, i int) []int {
s[i] = s[0]
return s[1:]
}
// OppositeDirection ...
func OppositeDirection(direction string) string {
switch direction {
case "L":
return "R"
case "R":
return "L"
case "U":
return "D"
case "D":
return "U"
}
return ""
}
// DeepCopy - the underlying Tiles and Path need to be deep copied
// to prevent (b Board).Move() modifiying the original Board
func (b Board) DeepCopy() *Board {
var newBoard Board
// Deep copy Tiles
n := len(b.Tiles)
m := len(b.Tiles[0]) // in case the board is not square
newBoard.Tiles = make([][]int, n)
tile := make([]int, n*m)
for i := range b.Tiles {
start := i * m
end := start + m
newBoard.Tiles[i] = tile[start:end:end]
copy(newBoard.Tiles[i], b.Tiles[i])
}
// Deep copy Path
newBoard.Path = make([]string, len(b.Path))
copy(newBoard.Path, b.Path)
newBoard.PreviousMove = b.PreviousMove
return &newBoard
}
// Move swaps the positon of tiles and returns a new Board
func (b Board) Move(m Move) Board {
b = *b.DeepCopy() // Prevent modifying the original Board
openPos := b.OpenPosition()
b.PreviousMove = m.direction
switch m.direction {
case "L":
b.Tiles[openPos.y][openPos.x] = b.Tiles[openPos.y][openPos.x-1]
b.Tiles[openPos.y][openPos.x-1] = 0
case "R":
b.Tiles[openPos.y][openPos.x] = b.Tiles[openPos.y][openPos.x+1]
b.Tiles[openPos.y][openPos.x+1] = 0
case "U":
b.Tiles[openPos.y][openPos.x] = b.Tiles[openPos.y-1][openPos.x]
b.Tiles[openPos.y-1][openPos.x] = 0
case "D":
b.Tiles[openPos.y][openPos.x] = b.Tiles[openPos.y+1][openPos.x]
b.Tiles[openPos.y+1][openPos.x] = 0
}
b.Path = append(b.Path, m.direction)
return b
}
//NewRandomBoard ...
func NewRandomBoard(size int) Board {
var board Board
board.Tiles = make([][]int, size)
for i := 0; i < size; i++ {
board.Tiles[i] = make([]int, size)
}
// Create Seed Values
var seedValues []int
for j := 0; j < size*size; j++ {
seedValues = append(seedValues, j)
}
for x := 0; x < size; x++ {
for y := 0; y < size; y++ {
randIndex := rand.Intn(len(seedValues))
board.Tiles[x][y] = seedValues[randIndex]
seedValues = remove(seedValues, randIndex)
}
}
return board
}
func flatten2DInt(arr [][]int) []int {
var flattened []int
for _, row := range arr {
for _, val := range row {
flattened = append(flattened, val)
}
}
return flattened
}
// InversionCount - # of inversions for Tiles
func (b Board) InversionCount() (count int) {
tiles := flatten2DInt(b.Tiles) // convert board to 1d slice
for i := 0; i < len(tiles)-1; i++ {
for nextNum := i + 1; nextNum < len(tiles); nextNum++ {
if tiles[nextNum] < tiles[i] && tiles[i] != 0 && tiles[nextNum] != 0 {
count++
}
}
}
return count
}
// Print Board
func (b Board) Print() {
for i := range b.Tiles {
fmt.Print("|")
fmt.Print(b.Row(i))
fmt.Println("|")
}
}
// PrintWithGoal ...
func (b Board) PrintWithGoal(goalBoard Board) {
size := len(b.Tiles[0])
for i := 0; i < size; i++ {
line := "|"
line += b.Row(i)
if size/2 == i {
line += "| -> |"
} else {
line += "| |"
}
line += goalBoard.Row(i)
line += "|"
fmt.Println(line)
}
}
//IsComplete ...
func (b Board) IsComplete(goalBoard Board) bool {
for y, row := range b.Tiles {
for x, val := range row {
if val != goalBoard.Tiles[y][x] {
return false
}
}
}
return true
}
//Row ...
func (b Board) Row(rowIndex int) string {
var row string
maxNum := len(b.Tiles[rowIndex]) * len(b.Tiles[rowIndex])
for i, val := range b.Tiles[rowIndex] {
if maxNum > 9 && val < 10 {
row += " "
}
if val == 0 {
row += "_"
} else {
row += strconv.Itoa(val)
}
if i < len(b.Tiles[rowIndex])-1 {
row += " "
}
}
return row
}
//OpenPosition that could be used for sliding
func (b Board) OpenPosition() (pos Position) {
for y, row := range b.Tiles {
for x, val := range row {
if val == 0 {
pos = Position{x: x, y: y}
// b.Print()
// fmt.Printf("OpenPosition: %d,%d\n", x, y)
// time.Sleep(1 * time.Second)
break
}
}
}
return
}
//PossibleMoves from the current board state
func (b Board) PossibleMoves() []Move {
pos := b.OpenPosition()
size := len(b.Tiles[0])
var moves []Move
// Left
if pos.x > 0 {
moves = append(moves, Move{
direction: "L",
})
}
// Right
if pos.x <= size-2 {
moves = append(moves, Move{
direction: "R",
})
}
// Up
if pos.y > 0 {
moves = append(moves, Move{
direction: "U",
})
}
// Down
if pos.y <= size-2 {
moves = append(moves, Move{
direction: "D",
})
}
// fmt.Println(moves)
return moves
}
//ToStringNotation returns the string notation for a Board
func (b Board) ToStringNotation() string {
var stringNotation string
size := len(b.Tiles[0])
for y, row := range b.Tiles {
for x, val := range row {
stringNotation += strconv.Itoa(val)
if x != size-1 {
stringNotation += ","
}
}
if y != size-1 {
stringNotation += "/"
}
}
stringNotation += "#"
// Path Notation - if applicable
for _, direction := range b.Path {
stringNotation += direction
}
stringNotation += "#"
stringNotation += b.PreviousMove
return stringNotation
}
// FromStringNotation returns a Board from the string notation
func FromStringNotation(notation string) Board {
var board Board
notations := strings.Split(notation, "#")
// Extract Board.Tiles
rows := strings.Split(notations[0], "/")
board.Tiles = make([][]int, len(rows))
for y, row := range rows {
vals := strings.Split(row, ",")
board.Tiles[y] = make([]int, len(vals))
for x, val := range vals {
val, err := strconv.ParseInt(val, 10, 64)
board.Tiles[y][x] = int(val)
if err != nil {
panic(err)
}
}
}
// Extract Path - if applicable
board.Path = strings.Split(notations[1], "")
// Extract PreviousMove - if applicable
board.PreviousMove = notations[2]
return board
}
// ManhattanDistance for each tile
func (b Board) ManhattanDistance(goal [][]int) int {
var distance float64
distance = 0
for y, row := range b.Tiles {
for x, tile := range row {
// Don't consider the empty space this would
// make the heuristic not be an underestimate
if tile == 0 {
continue
}
goalTilePos := b.PositionForTile(tile)
distance += math.Abs(float64(x-goalTilePos.x)) + math.Abs(float64(y-goalTilePos.y))
}
}
return int(distance)
}
// PositionForTile - Search for position of tile value
func (b Board) PositionForTile(tile int) (pos Position) {
for y, row := range b.Tiles {
for x, tileVal := range row {
if tile == tileVal {
pos = Position{x: x, y: y}
return
}
}
}
return pos
}
// HammingDistance heuristic
func (b Board) HammingDistance(goal [][]int) (misplacedCount int) {
for y, row := range b.Tiles {
for x, val := range row {
if val == 0 {
continue
}
if val != goal[y][x] {
misplacedCount++
}
}
}
return
}
// HeuristicScore is the overall he
func (b Board) HeuristicScore(goal [][]int) int {
heuristics := []int{
b.ManhattanDistance(goal),
b.HammingDistance(goal),
}
var maxHeuristic int
for _, heuristic := range heuristics {
if heuristic > maxHeuristic {
maxHeuristic = heuristic
}
}
return maxHeuristic
}
// TotalScore - lower values are more important
// f(n) = g(n) + h(n)
func (b Board) TotalScore(goal [][]int) int {
h := b.HeuristicScore(goal)
// fmt.Printf("len(b.Path) = %d\n", len(b.Path))
// time.Sleep(time.Second * 1 / 20)
return len(b.Path) + h
}