distanceCalculator.py (original)
# distanceCalculator.py
# ---------------------
# Licensing Information: Please do not distribute or publish solutions to this
# project. You are free to use and extend these projects for educational
# purposes. The Pacman AI projects were developed at UC Berkeley, primarily by
# John DeNero (denero@cs.berkeley.edu) and Dan Klein (klein@cs.berkeley.edu).
# For more info, see http://inst.eecs.berkeley.edu/~cs188/sp09/pacman.html
"""
This file contains a Distancer object which computes and
caches the shortest path between any two points in the maze.
Example:
distancer = Distancer(gameState.data.layout)
distancer.getDistance( (1,1), (10,10) )
"""
import sys, time, random
class Distancer:
def __init__(self, layout, default = 10000):
"""
Initialize with Distancer(layout). Changing default is unnecessary.
"""
self._distances = None
self.default = default
self.dc = DistanceCalculator(layout, self, default)
def getMazeDistances(self):
self.dc.run()
def getDistance(self, pos1, pos2):
"""
The getDistance function is the only one you'll need after you create the object.
"""
if self._distances == None:
return manhattanDistance(pos1, pos2)
if isInt(pos1) and isInt(pos2):
return self.getDistanceOnGrid(pos1, pos2)
pos1Grids = getGrids2D(pos1)
pos2Grids = getGrids2D(pos2)
bestDistance = self.default
for pos1Snap, snap1Distance in pos1Grids:
for pos2Snap, snap2Distance in pos2Grids:
gridDistance = self.getDistanceOnGrid(pos1Snap, pos2Snap)
distance = gridDistance + snap1Distance + snap2Distance
if bestDistance > distance:
bestDistance = distance
return bestDistance
def getDistanceOnGrid(self, pos1, pos2):
key = (pos1, pos2)
if key in self._distances:
return self._distances[key]
else:
raise Exception("Positions not in grid: " + str(key))
def isReadyForMazeDistance(self):
return self._distances != None
def manhattanDistance(x, y ):
return abs( x[0] - y[0] ) + abs( x[1] - y[1] )
def isInt(pos):
x, y = pos
return x == int(x) and y == int(y)
def getGrids2D(pos):
grids = []
for x, xDistance in getGrids1D(pos[0]):
for y, yDistance in getGrids1D(pos[1]):
grids.append(((x, y), xDistance + yDistance))
return grids
def getGrids1D(x):
intX = int(x)
if x == int(x):
return [(x, 0)]
return [(intX, x-intX), (intX+1, intX+1-x)]
##########################################
# MACHINERY FOR COMPUTING MAZE DISTANCES #
##########################################
distanceMap = {}
class DistanceCalculator:
def __init__(self, layout, distancer, default = 10000):
self.layout = layout
self.distancer = distancer
self.default = default
def run(self):
global distanceMap
if self.layout.walls not in distanceMap:
distances = computeDistances(self.layout)
distanceMap[self.layout.walls] = distances
else:
distances = distanceMap[self.layout.walls]
self.distancer._distances = distances
def computeDistances(layout):
"Runs UCS to all other positions from each position"
distances = {}
allNodes = layout.walls.asList(False)
for source in allNodes:
dist = {}
closed = {}
for node in allNodes:
dist[node] = sys.maxint
import util
queue = util.PriorityQueue()
queue.push(source, 0)
dist[source] = 0
while not queue.isEmpty():
node = queue.pop()
if node in closed:
continue
closed[node] = True
nodeDist = dist[node]
adjacent = []
x, y = node
if not layout.isWall((x,y+1)):
adjacent.append((x,y+1))
if not layout.isWall((x,y-1)):
adjacent.append((x,y-1) )
if not layout.isWall((x+1,y)):
adjacent.append((x+1,y) )
if not layout.isWall((x-1,y)):
adjacent.append((x-1,y))
for other in adjacent:
if not other in dist:
continue
oldDist = dist[other]
newDist = nodeDist+1
if newDist < oldDist:
dist[other] = newDist
queue.push(other, newDist)
for target in allNodes:
distances[(target, source)] = dist[target]
return distances
def getDistanceOnGrid(distances, pos1, pos2):
key = (pos1, pos2)
if key in distances:
return distances[key]
return 100000