iigs-sprite-compiler/SpriteCompiler/AI/AbstractSearchStrategy.cs

96 lines
3.2 KiB
C#

namespace SpriteCompiler.AI
{
using System.Collections.Generic;
using System.Linq;
using Queue;
/// <summary>
/// An abstract description of a state-space search. Specific algorthims are determined by
/// how the nodes are expanded, evaluated and enqueued.
///
/// The description of the AI problem is delegated to the ISearchProblem interface.
/// </summary>
/// <typeparam name="A"></typeparam>
/// <typeparam name="S"></typeparam>
/// <typeparam name="T"></typeparam>
/// <typeparam name="C"></typeparam>
public abstract class AbstractSearchStrategy<A, S, T, C> : ISearchStrategy<A, S, T, C>
where T : ISearchNode<A, S, T, C>
where C : ICost<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 AbstractSearchStrategy(INodeExpander<A, S, T, C> expander)
{
this.expander = expander;
}
public INodeExpander<A, S, T, C> Expander { get { return expander; } set { expander = value; } }
/// <summary>
/// Helper method to walk a solution node to the root and then reverse the list
/// </summary>
/// <param name="node"></param>
/// <returns></returns>
public IEnumerable<T> Solution(T node)
{
var sequence = new List<T>();
for (var curr = node; curr != null; curr = curr.Parent)
{
sequence.Add(curr);
}
sequence.Reverse();
return sequence;
}
/// <summary>
///
/// </summary>
/// <param name="problem"></param>
/// <param name="fringe">Must be initialized -- usually that means being empty</param>
/// <param name="initialState"></param>
/// <returns></returns>
public virtual IEnumerable<T> Search(ISearchProblem<A, S, C> problem, IQueue<T> fringe, S initialState)
{
// Add the initial state to the fringe
fringe.Enqueue(Expander.CreateNode(initialState));
// Search until success, or the search space is exhausted
while (!fringe.Empty)
{
var node = fringe.Remove();
if (problem.IsGoal(node.State))
{
return Solution(node);
}
AddNodes(fringe, node, problem);
}
return Enumerable.Empty<T>();
}
/// <summary>
/// When it's time to actually expand a node and add the new states to the fringe, different
/// algorithms can make different choices
/// </summary>
/// <param name="fringe"></param>
/// <param name="node"></param>
/// <param name="problem"></param>
protected abstract void AddNodes(IQueue<T> fringe, T node, ISearchProblem<A, S, C> problem);
}
}