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Project update to include all relevant files
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17
SpriteCompiler/Problem/CodeSequence.cs
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17
SpriteCompiler/Problem/CodeSequence.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace SpriteCompiler.Problem
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{
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/// <summary>
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/// A set of code sequences that can be used to generate sprites
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/// </summary>
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public class CodeSequence
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{
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// Number of cycles that this code snippets takes to execute
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public int CycleCount { get; }
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}
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}
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122
SpriteCompiler/Problem/SpriteGeneratorSearchProblem.cs
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122
SpriteCompiler/Problem/SpriteGeneratorSearchProblem.cs
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using SpriteCompiler.AI;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace SpriteCompiler.Problem
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{
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public sealed class IntegerPathCost : IPathCost<IntegerPathCost>
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{
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private readonly int value;
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private IntegerPathCost(int value)
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{
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this.value = value;
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}
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public static implicit operator int(IntegerPathCost obj)
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{
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return obj.value;
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}
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public static implicit operator IntegerPathCost(int value)
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{
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return new IntegerPathCost(value);
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}
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public IntegerPathCost Add(IntegerPathCost other)
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{
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return value + other.value;
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}
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public int CompareTo(IntegerPathCost other)
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{
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return value.CompareTo(other.value);
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}
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}
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public class SpriteGeneratorState
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{
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public SpriteGeneratorState()
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{
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}
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public SpriteGeneratorState(byte[][] data, byte[][] mask)
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{
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}
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public bool IsEmpty { get { return true; } }
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}
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public class SpriteGeneratorStepCost : IStepCostFunction<CodeSequence, SpriteGeneratorState, IntegerPathCost>
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{
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public IntegerPathCost StepCost(SpriteGeneratorState fromState, CodeSequence action, SpriteGeneratorState toState)
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{
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return action.CycleCount;
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}
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}
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public class SpriteGeneratorGoalTest : IGoalTest<SpriteGeneratorState>
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{
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public bool IsGoal(SpriteGeneratorState state)
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{
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// We have reached our goal when there is no data left to display
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return state.IsEmpty;
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}
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}
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public class SpriteGeneratorSuccessorFunction : ISuccessorFunction<CodeSequence, SpriteGeneratorState>
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{
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public IDictionary<CodeSequence, SpriteGeneratorState> Successors(SpriteGeneratorState state)
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{
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return new Dictionary<CodeSequence, SpriteGeneratorState>();
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}
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}
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public class SpriteGeneratorHeuristicFunction : IHeuristicFunction<SpriteGeneratorState, IntegerPathCost>
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{
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public IntegerPathCost Eval(SpriteGeneratorState state)
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{
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return 0;
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}
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}
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public class SpriteGeneratorSearchNode : HeuristicSearchNode<CodeSequence, SpriteGeneratorState, SpriteGeneratorSearchNode, IntegerPathCost>
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{
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public SpriteGeneratorSearchNode(SpriteGeneratorSearchNode node, SpriteGeneratorState state)
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: base(node, state)
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{
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}
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}
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public class SpriteGeneratorNodeExpander : InformedNodeExpander<CodeSequence, SpriteGeneratorState, SpriteGeneratorSearchNode, IntegerPathCost>
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{
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public override SpriteGeneratorSearchNode CreateNode(SpriteGeneratorSearchNode parent, SpriteGeneratorState state)
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{
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return new SpriteGeneratorSearchNode(parent, state);
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}
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}
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public class SpriteGeneratorSearchProblem
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{
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public static ISearchProblem<CodeSequence, SpriteGeneratorState, IntegerPathCost> CreateSearchProblem()
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{
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var goalTest = new SpriteGeneratorGoalTest();
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var stepCost = new SpriteGeneratorStepCost();
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var successors = new SpriteGeneratorSuccessorFunction();
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var heuristic = new SpriteGeneratorHeuristicFunction();
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return new SearchProblem<CodeSequence, SpriteGeneratorState, IntegerPathCost>(goalTest, stepCost, successors, heuristic);
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}
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public static ISearch<CodeSequence, SpriteGeneratorState, SpriteGeneratorSearchNode, IntegerPathCost> Create()
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{
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var problem = CreateSearchProblem();
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var strategy = new TreeSearch<CodeSequence, SpriteGeneratorState, SpriteGeneratorSearchNode, IntegerPathCost>(new SpriteGeneratorNodeExpander());
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return new AStarSearch<CodeSequence, SpriteGeneratorState, SpriteGeneratorSearchNode, IntegerPathCost>(strategy);
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}
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}
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}
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@ -47,18 +47,29 @@
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<Reference Include="System.Xml" />
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</ItemGroup>
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<ItemGroup>
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<Compile Include="Adapters\QueueAdapter.cs" />
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<Compile Include="AI\AbstractAISearch.cs" />
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<Compile Include="AI\AbstractSearchNode.cs" />
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<Compile Include="AI\AStarComparer.cs" />
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<Compile Include="AI\AStarSearch.cs" />
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<Compile Include="AI\BestFirstSearch.cs" />
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<Compile Include="AI\HeuristicSearchNode.cs" />
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<Compile Include="AI\IHeuristicFunction.cs" />
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<Compile Include="AI\InformedNodeExpander.cs" />
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<Compile Include="AI\ISuccessorFunction.cs" />
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<Compile Include="AI\IGoalTest.cs" />
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<Compile Include="AI\INodeExpander.cs" />
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<Compile Include="AI\IPathCost.cs" />
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<Compile Include="AI\IQueue.cs" />
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<Compile Include="AI\ISearch.cs" />
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<Compile Include="AI\ISearchNode.cs" />
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<Compile Include="AI\ISearchProblem.cs" />
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<Compile Include="AI\IStepCostFunction.cs" />
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<Compile Include="AI\SearchProblem.cs" />
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<Compile Include="AI\GraphSearch.cs" />
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<Compile Include="AI\TreeSearch.cs" />
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<Compile Include="Problem\CodeSequence.cs" />
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<Compile Include="Problem\SpriteGeneratorSearchProblem.cs" />
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<Compile Include="Program.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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</ItemGroup>
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