Added initial set of generic AI search files

This commit is contained in:
Lucas Scharenbroich 2016-11-25 00:05:29 -06:00
commit b3569db950
21 changed files with 826 additions and 0 deletions

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## Ignore Visual Studio temporary files, build results, and
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## Synopsis
A sprite compiler that targets 16-bit 65816 assembly code on the Apple IIgs computer. The sprite compiler uses informed search techniques to generate optimal code for whole-sprite rendering.
## Code Example
## Motivation
## Installation
## API Reference
## Tests
## Contributors
## License
MIT License

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SpriteCompiler.sln Normal file
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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 14
VisualStudioVersion = 14.0.25420.1
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SpriteCompiler", "SpriteCompiler/SpriteCompiler.csproj", "{56F54CA9-17C1-45C6-915B-6FABF4DAE5D0}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{56F54CA9-17C1-45C6-915B-6FABF4DAE5D0}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{56F54CA9-17C1-45C6-915B-6FABF4DAE5D0}.Debug|Any CPU.Build.0 = Debug|Any CPU
{56F54CA9-17C1-45C6-915B-6FABF4DAE5D0}.Release|Any CPU.ActiveCfg = Release|Any CPU
{56F54CA9-17C1-45C6-915B-6FABF4DAE5D0}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace SpriteCompiler.AI
{
public class AStarComparator<A, S, T, C> : IComparer<T>
where T : HeuristicSearchNode<A, S, T, C>
where C : IPathCost<C>
{
public int Compare(T x, T y)
{
var cost1 = x.Heuristic.Add(x.PathCost);
var cost2 = y.Heuristic.Add(y.PathCost);
return cost1.CompareTo(cost2);
}
}
}

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namespace SpriteCompiler.AI
{
public class AStarSearch<A, S, T, C> : BestFirstSearch<A, S, T, C>
where T : HeuristicSearchNode<A, S, T, C>
where C : IPathCost<C>
{
public AStarSearch(AbstractAISearch<A, S, T, C> search)
: base(search, new AStarComparator<A, S, T, C>())
{
}
public AStarSearch(AbstractAISearch<A, S, T, C> search, IQueue<T> fringe)
: base(search, fringe)
{
}
}
}

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namespace SpriteCompiler.AI
{
using System;
using System.Collections.Generic;
using System.Linq;
public abstract class AbstractAISearch<A, S, T, C>
where T : ISearchNode<A, S, T, C>
where C : IComparable<C>
{
// Conceptually the expander is responsible for two things:
//
// 1. Creating a node's successors via the Successor Function
// and wrapping them in SearchNodes (computing path costs
// and heuristics, as well).
//
// 2. Creating a search node from a state. This lets us
// decouple the search algorithm from the state expansion
private INodeExpander<A, S, T, C> expander;
public AbstractAISearch(INodeExpander<A, S, T, C> expander)
{
this.expander = expander;
}
public INodeExpander<A, S, T, C> Expander { get { return expander; } }
public IEnumerable<T> Solution(T node)
{
var sequence = new List<T>();
while (node != null)
{
sequence.Add(node);
node = node.Parent;
}
sequence.Reverse();
return sequence;
}
public IEnumerable<T> ExtendSearch(ISearchProblem<A, S, C> problem, IQueue<T> fringe)
{
while (!fringe.Empty)
{
var node = fringe.Remove();
if (problem.IsGoal(node.State))
{
return Solution(node);
}
AddNodes(fringe, node, problem);
}
return Enumerable.Empty<T>();
}
public IEnumerable<T> Expand(ISearchProblem<A, S, C> problem, T node)
{
return expander.Expand(problem, node);
}
public bool IsFailure(IEnumerable<T> solution)
{
return !solution.Any();
}
public IEnumerable<T> Search(ISearchProblem<A, S, C> problem, IQueue<T> fringe, S initialState)
{
fringe.Enqueue(expander.CreateNode(default(T), initialState));
return ExtendSearch(problem, fringe);
}
protected abstract void AddNodes(IQueue<T> fringe, T node, ISearchProblem<A, S, C> problem);
}
}

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namespace SpriteCompiler.AI
{
using System;
using System.Collections.Generic;
public abstract class AbstractSearchNode<A, S, T, C> : ISearchNode<A, S, T, C>
where T : ISearchNode<A, S, T, C>
where C : IPathCost<C>
{
protected readonly S state;
protected readonly T parent;
protected A action = default(A);
protected C pathCost = default(C);
protected C stepCost = default(C);
protected readonly int depth;
public AbstractSearchNode(T node, S state)
{
this.state = state;
this.parent = node;
this.depth = HasParent ? parent.Depth + 1 : 0;
}
private bool HasParent { get { return !EqualityComparer<T>.Default.Equals(parent, default(T)); } }
public A Action { get { return action; } set { action = value; } }
public T Parent { get { return parent; } }
public C PathCost { get { return pathCost; } }
public int Depth { get { return depth; } }
public S State { get { return state; } }
public C StepCost
{
get
{
return stepCost;
}
set
{
stepCost = value;
pathCost = HasParent ? parent.PathCost.Add(value) : value;
}
}
}
}

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namespace SpriteCompiler.AI
{
using System.Collections.Generic;
public class BestFirstSearch<A, S, T, C> : ISearch<A, S, T, C>
where T : ISearchNode<A, S, T, C>
where C : IPathCost<C>
{
protected readonly AbstractAISearch<A, S, T, C> search;
protected readonly IQueue<T> fringe;
public BestFirstSearch(AbstractAISearch<A, S, T, C> search, IQueue<T> fringe)
{
this.search = search;
this.fringe = fringe;
}
public BestFirstSearch(AbstractAISearch<A, S, T, C> search, IComparer<T> comparator)
{
this.search = search;
// this.fringe = new PriorityQueue<T>(INITIAL_CAPACITY, comparator);
}
public IEnumerable<T> Search(ISearchProblem<A, S, C> problem, S initialState)
{
fringe.Clear();
return search.Search(problem, fringe, initialState);
}
public IEnumerable<T> ExtendSearch(ISearchProblem<A, S, C> problem)
{
return search.ExtendSearch(problem, fringe);
}
}
}

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namespace SpriteCompiler.AI
{
using System;
public class HeuristicSearchNode<A, S, T, C> : AbstractSearchNode<A, S, T, C>, ISearchNode<A, S, T, C>
where T : HeuristicSearchNode<A, S, T, C>
where C : IPathCost<C>
{
public HeuristicSearchNode(T node, S state)
: base(node, state)
{
}
public C Heuristic { get; set; }
}
}

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namespace SpriteCompiler.AI
{
using System;
using System.Collections.Generic;
/// <summary>
/// The NodeExpander class encapsulates a strategy of how the expand one state
/// into its successor states.In the simplest case, a node's state is expanded
/// using a problem-specific sucessor function, new search nodes are created and
/// the list is returned.
/// </summary>
public interface INodeExpander<A, S, T, C>
where T : ISearchNode<A, S, T, C>
where C : IComparable<C>
{
IEnumerable<T> Expand(ISearchProblem<A, S, C> problem, T node);
T CreateNode(T parent, S state);
}
}

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namespace SpriteCompiler.AI
{
using System;
public interface IPathCost<C> : IComparable<C>
{
C Add(C value);
}
}

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namespace SpriteCompiler.AI
{
using System;
public interface IQueue<T>
{
void Clear();
bool Empty { get; }
T Remove();
void Enqueue(T item);
}
}

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namespace SpriteCompiler.AI
{
using System.Collections.Generic;
public interface ISearch<A, S, T, C>
where T : ISearchNode<A, S, T, C>
where C : IPathCost<C>
{
/// Perform a new search on the specified search problem using the given
/// initial state as a starting point. The method will return an empty
/// list on failure.
IEnumerable<T> Search(ISearchProblem<A, S, C> problem, S initialState);
/**
* Continues to run a search after a solution is found. This can
* be useful for enumerating over all the solutions to a search problem.
*
* @param problem
* @return Sequence of search nodes desribing a solution
*/
IEnumerable<T> ExtendSearch(ISearchProblem<A, S, C> problem);
}
}

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namespace SpriteCompiler.AI
{
using System;
/// <summary>
///
/// </summary>
/// <typeparam name="A">Action on a node</typeparam>
/// <typeparam name="S">State of the search</typeparam>
/// <typeparam name="T">Type of the parent</typeparam>
/// <typeparam name="C">Cost type</typeparam>
public interface ISearchNode<A, S, T, C> where C : IComparable<C>
{
A Action { get; set; }
C StepCost { get; set; }
C PathCost { get; }
int Depth { get; }
S State { get; }
T Parent { get; }
}
}

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namespace SpriteCompiler.AI
{
using System;
using System.Collections.Generic;
public interface ISearchProblem<A, S, C>
where C : IComparable<C>
{
IDictionary<A, S> Successors(S state);
bool IsGoal(S state);
C StepCost(S fromState, A action, S toState);
C Heuristic(S state);
}
}

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<?xml version="1.0" encoding="utf-8" ?>
<configuration>
<startup>
<supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.5.2" />
</startup>
</configuration>

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namespace SpriteCompiler
{
public class Program
{
static void Main(string[] args)
{
}
}
}

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using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("SpriteCompiler")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("SpriteCompiler")]
[assembly: AssemblyCopyright("Copyright © 2016")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("56f54ca9-17c1-45c6-915b-6fabf4dae5d0")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]

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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="14.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{56F54CA9-17C1-45C6-915B-6FABF4DAE5D0}</ProjectGuid>
<OutputType>Exe</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>SpriteCompiler</RootNamespace>
<AssemblyName>SpriteCompiler</AssemblyName>
<TargetFrameworkVersion>v4.5.2</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<AutoGenerateBindingRedirects>true</AutoGenerateBindingRedirects>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<PlatformTarget>AnyCPU</PlatformTarget>
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<PlatformTarget>AnyCPU</PlatformTarget>
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<Reference Include="Priority Queue, Version=4.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<HintPath>..\packages\OptimizedPriorityQueue.4.0.0\lib\net45\Priority Queue.dll</HintPath>
<Private>True</Private>
</Reference>
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Data.DataSetExtensions" />
<Reference Include="Microsoft.CSharp" />
<Reference Include="System.Data" />
<Reference Include="System.Net.Http" />
<Reference Include="System.Xml" />
</ItemGroup>
<ItemGroup>
<Compile Include="AI\AbstractAISearch.cs" />
<Compile Include="AI\AbstractSearchNode.cs" />
<Compile Include="AI\AStarComparer.cs" />
<Compile Include="AI\AStarSearch.cs" />
<Compile Include="AI\BestFirstSearch.cs" />
<Compile Include="AI\HeuristicSearchNode.cs" />
<Compile Include="AI\INodeExpander.cs" />
<Compile Include="AI\IPathCost.cs" />
<Compile Include="AI\IQueue.cs" />
<Compile Include="AI\ISearch.cs" />
<Compile Include="AI\ISearchNode.cs" />
<Compile Include="AI\ISearchProblem.cs" />
<Compile Include="Program.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<ItemGroup>
<None Include="App.config" />
<None Include="packages.config" />
</ItemGroup>
<ItemGroup />
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>

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<?xml version="1.0" encoding="utf-8"?>
<packages>
<package id="OptimizedPriorityQueue" version="4.0.0" targetFramework="net452" />
</packages>