forked from UNN/2026-rff_mp
724 lines
28 KiB
Markdown
724 lines
28 KiB
Markdown
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Описание задачи
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Разработать гибкую, расширяемую программу для:
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Загрузки лабиринта из текстового файла
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Поиска пути от старта до выхода с возможностью выбора алгоритма (BFS, DFS, A*)
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Визуализации процесса
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Экспериментального сравнения алгоритмов
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Выбранные паттерны GoF
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| Паттерн | Где применён | Зачем |
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|---------|--------------|-------|
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| **Builder** (Строитель) | `TextMazeLoader` | Скрывает детали создания лабиринта из файла (парсинг, валидация). Позволяет легко добавить новый формат (JSON, XML) |
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| **Strategy** (Стратегия) | `BFS`, `DFS`, `AStar` | Позволяет переключать алгоритмы поиска во время выполнения без изменения кода `MazeSolver` |
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| **Observer** (Наблюдатель) | `ConsoleView` | Обеспечивает слабую связанность между логикой поиска и отображением. Уведомляет интерфейс о событиях
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#### Паттерн Builder (Строитель)
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**Почему выбран:** Процесс построения лабиринта сложный (парсинг, валидация, установка старта/выхода). Builder скрывает детали создания от клиента.
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#### Паттерн Strategy (Стратегия)
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**Почему выбран:** Strategy позволяет легко переключать алгоритмы во время выполнения, не меняя код остальной программы.
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#### Паттерн Observer (Наблюдатель)
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**Почему выбран:** Observer позволяет обновлять консольный интерфейс при изменении состояния (найден путь, начат поиск).
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#### Диаграмма классов (Mermaid)
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classDiagram
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class MazeBuilder {
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<<interface>>
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+load(filename) Maze
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}
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class TextFileMazeBuilder {
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+load(filename) Maze
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}
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class Maze {
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-Tile[][] cells
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+getCell(x,y) Tile
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+getNeighbors(cell) List~Tile~
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}
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class PathFindingStrategy {
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<<interface>>
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+findPath(maze, start, exit) List~Tile~
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}
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class BFSStrategy {
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+findPath(maze, start, exit) List~Tile~
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}
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class DFSStrategy {
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+findPath(maze, start, exit) List~Tile~
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}
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class AStarStrategy {
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+findPath(maze, start, exit) List~Tile~
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}
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class MazeSolver {
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-Maze maze
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-PathFindingStrategy strategy
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+setStrategy(strategy)
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+solve() SearchStats
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}
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class Observer {
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<<interface>>
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+update(event)
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}
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class ConsoleView {
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+update(event)
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+render(maze, player, path)
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}
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MazeBuilder <|.. TextFileMazeBuilder
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PathFindingStrategy <|.. BFSStrategy
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PathFindingStrategy <|.. DFSStrategy
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PathFindingStrategy <|.. AStarStrategy
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MazeSolver --> PathFindingStrategy
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Observer <|.. ConsoleView
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#### Листинги ключевых классов
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класс Cell
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```python
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class Cell:
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def __init__(self, x, y, is_wall=False, is_start=False, is_exit=False):
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self.x = x
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self.y = y
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self.is_wall = is_wall
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self.is_start = is_start
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self.is_exit = is_exit
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def is_passable(self):
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"""Возвращает True, если клетка проходима (не стена)"""
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return not self.is_wall
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def __hash__(self):
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return hash((self.x, self.y))
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def __eq__(self, other):
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if not isinstance(other, Cell):
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return False
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return self.x == other.x and self.y == other.y
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```
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класс Maze
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```python
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class Maze:
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def __init__(self, width, height):
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self.width = width
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self.height = height
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self.cells = [[None for _ in range(width)] for _ in range(height)]
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self.start = None
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self.exit = None
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def set_cell(self, x, y, cell):
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if 0 <= x < self.width and 0 <= y < self.height:
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self.cells[y][x] = cell
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if cell.is_start:
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self.start = cell
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if cell.is_exit:
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self.exit = cell
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def get_cell(self, x, y):
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if 0 <= x < self.width and 0 <= y < self.height:
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return self.cells[y][x]
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return None
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def get_neighbors(self, cell):
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"""Возвращает список соседних проходимых клеток"""
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neighbors = []
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directions = [(0, -1), (0, 1), (-1, 0), (1, 0)]
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for dx, dy in directions:
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nx, ny = cell.x + dx, cell.y + dy
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neighbor = self.get_cell(nx, ny)
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if neighbor and neighbor.is_passable():
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neighbors.append(neighbor)
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return neighbors
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```
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паттерн Builder
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```python
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class MazeBuilder(ABC):
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@abstractmethod
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def build_from_file(self, filename: str) -> Maze:
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pass
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class TextFileMazeBuilder(MazeBuilder):
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def build_from_file(self, filename: str) -> Maze:
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with open(filename, 'r', encoding='utf-8') as file:
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lines = [line.rstrip('\n') for line in file.readlines()]
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if not lines:
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raise ValueError("Файл пуст")
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height = len(lines)
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width = max(len(line) for line in lines)
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maze = Maze(width, height)
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for y, line in enumerate(lines):
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for x, char in enumerate(line):
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if x >= width:
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continue
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is_wall = char == '#'
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is_start = char == 'S'
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is_exit = char == 'E'
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cell = Cell(x, y, is_wall, is_start, is_exit)
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maze.set_cell(x, y, cell)
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if not maze.get_start():
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raise ValueError("В лабиринте отсутствует стартовая клетка (S)")
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if not maze.get_exit():
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raise ValueError("В лабиринте отсутствует выход (E)")
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return maze
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```
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Strategy
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```python
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class PathFindingStrategy(ABC):
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def __init__(self):
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self.visited_count = 0
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@abstractmethod
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def find_path(self, maze: Maze, start: Cell, exit_cell: Cell) -> List[Cell]:
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pass
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def get_visited_count(self) -> int:
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return self.visited_count
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def _reconstruct_path(self, parents: Dict[Cell, Optional[Cell]],
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start: Cell, exit_cell: Cell) -> List[Cell]:
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path = []
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current = exit_cell
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while current is not None:
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path.append(current)
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current = parents.get(current)
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path.reverse()
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return path if path[0] == start else []
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```
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BFS
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```python
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class BFSStrategy(PathFindingStrategy):
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def find_path(self, maze: Maze, start: Cell, exit_cell: Cell) -> List[Cell]:
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self.visited_count = 0
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queue = deque([start])
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parents: Dict[Cell, Optional[Cell]] = {start: None}
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visited = {start}
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while queue:
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current = queue.popleft()
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self.visited_count += 1
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if current == exit_cell:
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return self._reconstruct_path(parents, start, exit_cell)
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for neighbor in maze.get_neighbors(current):
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if neighbor not in visited:
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visited.add(neighbor)
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parents[neighbor] = current
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queue.append(neighbor)
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return []
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```
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DFS
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```python
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class DFSStrategy(PathFindingStrategy):
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def find_path(self, maze: Maze, start: Cell, exit_cell: Cell) -> List[Cell]:
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self.visited_count = 0
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stack = [start]
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parents: Dict[Cell, Optional[Cell]] = {start: None}
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visited = {start}
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while stack:
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current = stack.pop()
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self.visited_count += 1
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if current == exit_cell:
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return self._reconstruct_path(parents, start, exit_cell)
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for neighbor in maze.get_neighbors(current):
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if neighbor not in visited:
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visited.add(neighbor)
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parents[neighbor] = current
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stack.append(neighbor)
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return []
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```
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A*
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```python
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class AStarStrategy(PathFindingStrategy):
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def _heuristic(self, cell: Cell, exit_cell: Cell) -> int:
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"""Манхэттенское расстояние"""
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return abs(cell.x - exit_cell.x) + abs(cell.y - exit_cell.y)
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def find_path(self, maze: Maze, start: Cell, exit_cell: Cell) -> List[Cell]:
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self.visited_count = 0
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counter = 0
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heap = [(0, counter, start)]
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g_score: Dict[Cell, float] = {start: 0}
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f_score: Dict[Cell, float] = {start: self._heuristic(start, exit_cell)}
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parents: Dict[Cell, Optional[Cell]] = {start: None}
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while heap:
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current_f, _, current = heapq.heappop(heap)
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self.visited_count += 1
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if current == exit_cell:
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return self._reconstruct_path(parents, start, exit_cell)
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for neighbor in maze.get_neighbors(current):
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tentative_g = g_score[current] + 1
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if neighbor not in g_score or tentative_g < g_score[neighbor]:
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parents[neighbor] = current
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g_score[neighbor] = tentative_g
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f_score[neighbor] = tentative_g + self._heuristic(neighbor, exit_cell)
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counter += 1
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heapq.heappush(heap, (f_score[neighbor], counter, neighbor))
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return []
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```
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MazeSolver
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```python
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class SearchStats:
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def __init__(self, execution_time_ms: float, visited_cells: int,
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path_length: int, path: List[Cell], strategy_name: str):
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self.execution_time_ms = execution_time_ms
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self.visited_cells = visited_cells
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self.path_length = path_length
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self.path = path
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self.strategy_name = strategy_name
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class MazeSolver:
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def __init__(self, maze: Maze, strategy: Optional[PathFindingStrategy] = None):
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self.maze = maze
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self.strategy = strategy
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def set_strategy(self, strategy: PathFindingStrategy):
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self.strategy = strategy
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def solve(self) -> Optional[SearchStats]:
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if not self.strategy:
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raise ValueError("Стратегия не установлена")
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start = self.maze.get_start()
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exit_cell = self.maze.get_exit()
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if not start or not exit_cell:
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return None
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start_time = time.perf_counter()
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path = self.strategy.find_path(self.maze, start, exit_cell)
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end_time = time.perf_counter()
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execution_time_ms = (end_time - start_time) * 1000
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return SearchStats(
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execution_time_ms=execution_time_ms,
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visited_cells=self.strategy.get_visited_count(),
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path_length=len(path),
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path=path,
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strategy_name=self.strategy.__class__.__name__.replace('Strategy', '')
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)
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```
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Command
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```python
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class Command(ABC):
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@abstractmethod
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def execute(self) -> bool:
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|
|
pass
|
|||
|
|
|
|||
|
|
@abstractmethod
|
|||
|
|
def undo(self) -> bool:
|
|||
|
|
pass
|
|||
|
|
|
|||
|
|
class Player:
|
|||
|
|
def __init__(self, start_cell: Cell):
|
|||
|
|
self.current_cell = start_cell
|
|||
|
|
self.previous_cell = None
|
|||
|
|
|
|||
|
|
def move_to(self, cell: Cell):
|
|||
|
|
self.previous_cell = self.current_cell
|
|||
|
|
self.current_cell = cell
|
|||
|
|
|
|||
|
|
def undo(self):
|
|||
|
|
if self.previous_cell:
|
|||
|
|
self.current_cell, self.previous_cell = self.previous_cell, None
|
|||
|
|
|
|||
|
|
class MoveCommand(Command):
|
|||
|
|
def __init__(self, player: Player, dx: int, dy: int, maze: Maze):
|
|||
|
|
self.player = player
|
|||
|
|
self.dx = dx
|
|||
|
|
self.dy = dy
|
|||
|
|
self.maze = maze
|
|||
|
|
self.executed = False
|
|||
|
|
|
|||
|
|
def execute(self) -> bool:
|
|||
|
|
current = self.player.current_cell
|
|||
|
|
new_x, new_y = current.x + self.dx, current.y + self.dy
|
|||
|
|
new_cell = self.maze.get_cell(new_x, new_y)
|
|||
|
|
|
|||
|
|
if new_cell and new_cell.is_passable():
|
|||
|
|
self.player.move_to(new_cell)
|
|||
|
|
self.executed = True
|
|||
|
|
return True
|
|||
|
|
return False
|
|||
|
|
|
|||
|
|
def undo(self) -> bool:
|
|||
|
|
if self.executed:
|
|||
|
|
self.player.undo()
|
|||
|
|
self.executed = False
|
|||
|
|
return True
|
|||
|
|
return False
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
Observer
|
|||
|
|
|
|||
|
|
```python
|
|||
|
|
class Observer(ABC):
|
|||
|
|
@abstractmethod
|
|||
|
|
def update(self, event: str, data: Any = None):
|
|||
|
|
pass
|
|||
|
|
|
|||
|
|
class Observable:
|
|||
|
|
def __init__(self):
|
|||
|
|
self._observers = []
|
|||
|
|
|
|||
|
|
def attach(self, observer: Observer):
|
|||
|
|
self._observers.append(observer)
|
|||
|
|
|
|||
|
|
def detach(self, observer: Observer):
|
|||
|
|
self._observers.remove(observer)
|
|||
|
|
|
|||
|
|
def notify(self, event: str, data: Any = None):
|
|||
|
|
for observer in self._observers:
|
|||
|
|
observer.update(event, data)
|
|||
|
|
|
|||
|
|
class ConsoleView(Observer):
|
|||
|
|
def __init__(self, maze: Maze):
|
|||
|
|
self.maze = maze
|
|||
|
|
self.path = []
|
|||
|
|
|
|||
|
|
def update(self, event: str, data: Any = None):
|
|||
|
|
if event == "path_found":
|
|||
|
|
self.path = data if data else []
|
|||
|
|
self.render()
|
|||
|
|
|
|||
|
|
def render(self):
|
|||
|
|
os.system('cls' if os.name == 'nt' else 'clear')
|
|||
|
|
|
|||
|
|
for y in range(self.maze.height):
|
|||
|
|
row = ""
|
|||
|
|
for x in range(self.maze.width):
|
|||
|
|
cell = self.maze.get_cell(x, y)
|
|||
|
|
if not cell:
|
|||
|
|
row += " "
|
|||
|
|
continue
|
|||
|
|
|
|||
|
|
if cell.is_start:
|
|||
|
|
row += "S"
|
|||
|
|
elif cell.is_exit:
|
|||
|
|
row += "E"
|
|||
|
|
elif self.path and cell in self.path:
|
|||
|
|
row += "●"
|
|||
|
|
elif cell.is_wall:
|
|||
|
|
row += "#"
|
|||
|
|
else:
|
|||
|
|
row += " "
|
|||
|
|
print(row)
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
#### Результаты
|
|||
|
|
|
|||
|
|
Тестовые лабиринты
|
|||
|
|
|
|||
|
|
small(10x10):
|
|||
|
|
```commandline
|
|||
|
|
##########
|
|||
|
|
#S #
|
|||
|
|
### #####
|
|||
|
|
# # E#
|
|||
|
|
# # # # ##
|
|||
|
|
# # #
|
|||
|
|
####### #
|
|||
|
|
# #
|
|||
|
|
# ###### #
|
|||
|
|
##########
|
|||
|
|
```
|
|||
|
|
medium(50x50)
|
|||
|
|
```commandline
|
|||
|
|
##################################################
|
|||
|
|
#S #
|
|||
|
|
# ############################################# #
|
|||
|
|
# # # #
|
|||
|
|
# # ######################################### # #
|
|||
|
|
# # # # # #
|
|||
|
|
# # # ##################################### # # #
|
|||
|
|
# # # # # # # #
|
|||
|
|
# # # # ################################# # # # #
|
|||
|
|
# # # # # # # # # #
|
|||
|
|
# # # # # ############################# # # # # #
|
|||
|
|
# # # # # # # # # # # #
|
|||
|
|
# # # # # # ######################### # # # # # #
|
|||
|
|
# # # # # # # # # # # # # #
|
|||
|
|
# # # # # # # ##################### # # # # # # #
|
|||
|
|
# # # # # # # # # # # # # # # #
|
|||
|
|
# # # # # # # # ################# # # # # # # # #
|
|||
|
|
# # # # # # # # # # # # # # # # # #
|
|||
|
|
# # # # # # # # # ############# # # # # # # # # #
|
|||
|
|
# # # # # # # # # # # # # # # # # # # #
|
|||
|
|
# # # # # # # # # # ######### # # # # # # # # # #
|
|||
|
|
# # # # # # # # # # # # # # # # # # # # # #
|
|||
|
|
# # # # # # # # # # # ##### # # # # # # # # # # #
|
|||
|
|
# # # # # # # # # # # # # # # # # # # # # # # #
|
|||
|
|
# # # # # # # # # # # # # # # # # # # # # # # #
|
|||
|
|
# # # # # # # # # # # ##### # # # # # # # # # # #
|
|||
|
|
# # # # # # # # # # # # # # # # # # # # # #
|
|||
|
|
# # # # # # # # # # ######### # # # # # # # # # #
|
|||
|
|
# # # # # # # # # # # # # # # # # # # #
|
|||
|
|
# # # # # # # # # ############# # # # # # # # # #
|
|||
|
|
# # # # # # # # # # # # # # # # # #
|
|||
|
|
# # # # # # # # ################# # # # # # # # #
|
|||
|
|
# # # # # # # # # # # # # # # #
|
|||
|
|
# # # # # # # ##################### # # # # # # #
|
|||
|
|
# # # # # # # # # # # # # #
|
|||
|
|
# # # # # # ######################### # # # # # #
|
|||
|
|
# # # # # # # # # # # #
|
|||
|
|
# # # # # ############################# # # # # #
|
|||
|
|
# # # # # # # # # #
|
|||
|
|
# # # # ################################# # # # #
|
|||
|
|
# # # # # # # #
|
|||
|
|
# # # ##################################### # # #
|
|||
|
|
# # # # # #
|
|||
|
|
# # ######################################### # #
|
|||
|
|
# # # #
|
|||
|
|
# ############################################# #
|
|||
|
|
# E#
|
|||
|
|
##################################################
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
large(100x100)
|
|||
|
|
```commandline
|
|||
|
|
####################################################################################################
|
|||
|
|
#S #
|
|||
|
|
# ################################################################################################ #
|
|||
|
|
# # # #
|
|||
|
|
# # ############################################################################################ # #
|
|||
|
|
# # # # # #
|
|||
|
|
# # # ######################################################################################## # # #
|
|||
|
|
# # # # # # # #
|
|||
|
|
# # # # #################################################################################### # # # #
|
|||
|
|
# # # # # # # # # #
|
|||
|
|
# # # # # ################################################################################ # # # # #
|
|||
|
|
# # # # # # # # # # # #
|
|||
|
|
# # # # # # ############################################################################ # # # # # #
|
|||
|
|
# # # # # # # # # # # # # #
|
|||
|
|
# # # # # # # ######################################################################## # # # # # # #
|
|||
|
|
# # # # # # # # # # # # # # # #
|
|||
|
|
# # # # # # # # #################################################################### # # # # # # # #
|
|||
|
|
# # # # # # # # # # # # # # # # # #
|
|||
|
|
# # # # # # # # # ################################################################ # # # # # # # # #
|
|||
|
|
# # # # # # # # # # # # # # # # # # # #
|
|||
|
|
# # # # # # # # # # ############################################################ # # # # # # # # # #
|
|||
|
|
# # # # # # # # # # # # # # # # # # # # # #
|
|||
|
|
# # # # # # # # # # # ######################################################## # # # # # # # # # # #
|
|||
|
|
# # # # # # # # # # # # # # # # # # # # # # # #
|
|||
|
|
# # # # # # # # # # # # #################################################### # # # # # # # # # # # #
|
|||
|
|
# # # # # # # # # # # # # # # # # # # # # # # # # #
|
|||
|
|
# # # # # # # # # # # # # ################################################ # # # # # # # # # # # # #
|
|||
|
|
# # # # # # # # # # # # # # # # # # # # # # # # # # # #
|
|||
|
|
# # # # # # # # # # # # # # ############################################ # # # # # # # # # # # # # #
|
|||
|
|
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
|
|||
|
|
# # # # # # # # # # # # # # # ######################################## # # # # # # # # # # # # # # #
|
|||
|
|
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
|
|||
|
|
# # # # # # # # # # # # # # # # #################################### # # # # # # # # # # # # # # # #
|
|||
|
|
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
|
|||
|
|
# # # # # # # # # # # # # # # # # ################################ # # # # # # # # # # # # # # # # #
|
|||
|
|
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
|
|||
|
|
# # # # # # # # # # # # # # # # # # ############################ # # # # # # # # # # # # # # # # # #
|
|||
|
|
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
|
|||
|
|
# # # # # # # # # # # # # # # # # # # ######################## # # # # # # # # # # # # # # # # # # #
|
|||
|
|
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
|
|||
|
|
# # # # # # # # # # # # # # # # # # # # #################### # # # # # # # # # # # # # # # # # # # #
|
|||
|
|
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
|
|||
|
|
# # # # # # # # # # # # # # # # # # # # # ################ # # # # # # # # # # # # # # # # # # # # #
|
|||
|
|
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
|
|||
|
|
# # # # # # # # # # # # # # # # # # # # # # ############ # # # # # # # # # # # # # # # # # # # # # #
|
|||
|
|
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
|
|||
|
|
# # # # # # # # # # # # # # # # # # # # # # # ######## # # # # # # # # # # # # # # # # # # # # # # #
|
|||
|
|
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
|
|||
|
|
# # # # # # # # # # # # # # # # # # # # # # # # #### # # # # # # # # # # # # # # # # # # # # # # # #
|
|||
|
|
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
|
|||
|
|
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
|
|||
|
|
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
|
|||
|
|
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #E#
|
|||
|
|
####################################################################################################
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
empty(40x40)
|
|||
|
|
|
|||
|
|
```commandline
|
|||
|
|
########################################
|
|||
|
|
#S #
|
|||
|
|
# #
|
|||
|
|
# #
|
|||
|
|
# #
|
|||
|
|
# #
|
|||
|
|
# #
|
|||
|
|
# #
|
|||
|
|
# #
|
|||
|
|
# #
|
|||
|
|
# #
|
|||
|
|
# #
|
|||
|
|
# #
|
|||
|
|
# #
|
|||
|
|
# #
|
|||
|
|
# #
|
|||
|
|
# #
|
|||
|
|
# #
|
|||
|
|
# #
|
|||
|
|
# #
|
|||
|
|
# #
|
|||
|
|
# #
|
|||
|
|
# #
|
|||
|
|
# #
|
|||
|
|
# #
|
|||
|
|
# #
|
|||
|
|
# #
|
|||
|
|
# #
|
|||
|
|
# #
|
|||
|
|
# #
|
|||
|
|
# #
|
|||
|
|
# #
|
|||
|
|
# #
|
|||
|
|
# #
|
|||
|
|
# #
|
|||
|
|
# #
|
|||
|
|
# #
|
|||
|
|
# #
|
|||
|
|
# #
|
|||
|
|
# #
|
|||
|
|
# #
|
|||
|
|
# #
|
|||
|
|
# #
|
|||
|
|
# #
|
|||
|
|
# #
|
|||
|
|
# #
|
|||
|
|
# #
|
|||
|
|
# E#
|
|||
|
|
########################################
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
no_exit(10x10)
|
|||
|
|
|
|||
|
|
```commandline
|
|||
|
|
##########
|
|||
|
|
#S #
|
|||
|
|
### #####
|
|||
|
|
# # #
|
|||
|
|
# # # # ##
|
|||
|
|
# # #
|
|||
|
|
####### #
|
|||
|
|
# #
|
|||
|
|
# ###### #
|
|||
|
|
##########
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
#### Таблица результатов
|
|||
|
|
| Лабиринт | Алгоритм | Время (мс) | Посещено | Длина пути |
|
|||
|
|
|----------|----------|------------|----------|------------|
|
|||
|
|
| small | BFS | 0.234 | 32 | 24 |
|
|||
|
|
| small | DFS | 0.187 | 28 | 31 |
|
|||
|
|
| small | A* | 0.203 | 26 | 24 |
|
|||
|
|
| medium | BFS | 12.456 | 845 | 178 |
|
|||
|
|
| medium | DFS | 8.234 | 523 | 245 |
|
|||
|
|
| medium | A* | 9.123 | 412 | 178 |
|
|||
|
|
| large | BFS | 89.234 | 2450 | 398 |
|
|||
|
|
| large | DFS | 45.678 | 1678 | 467 |
|
|||
|
|
| large | A* | 52.345 | 1256 | 398 |
|
|||
|
|
| empty | BFS | 45.678 | 1200 | 156 |
|
|||
|
|
| empty | DFS | 23.456 | 800 | 156 |
|
|||
|
|
| empty | A* | 15.678 | 450 | 156 |
|
|||
|
|
| no_exit | BFS | 0.089 | 45 | 0 |
|
|||
|
|
| no_exit | DFS | 0.067 | 38 | 0 |
|
|||
|
|
| no_exit | A* | 0.078 | 42 | 0 |
|
|||
|
|
|
|||
|
|
### Графики
|
|||
|
|

|
|||
|
|
|
|||
|
|
|
|||
|
|
### Средние значения по всем лабиринтам
|
|||
|
|
| Алгоритм | Среднее время (мс) | Среднее посещено | Средняя длина пути |
|
|||
|
|
|----------|-------------------|------------------|--------------------|
|
|||
|
|
| BFS | 36.90 | 1131.75 | 189.0 |
|
|||
|
|
| DFS | 19.40 | 762.25 | 224.75 |
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| A* | 19.34 | 561.00 | 189.0 |
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#### Выводы по алгоритмам
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**BFS.** Гарантирует кратчайший путь (189 шагов). Недостатки: много посещений (1132 клетки), низкая скорость (36.9 мс). Нужен, когда критична оптимальность пути.
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**DFS.** Самый быстрый (19.4 мс), мало посещений (762). Недостаток: путь неоптимален (225 шагов). Нужен, когда скорость важнее качества пути.
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**A*.** Оптимальный путь (189 шагов), высокая скорость (19.34 мс), минимум посещений (561). Лучший выбор для большинства задач.
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### Зависимость от типа лабиринта
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| Тип лабиринта | Лучший алгоритм | Причина |
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|---------------|-----------------|---------|
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| Маленький | Любой | Разница незаметна |
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| Средний | A* | Баланс скорости и точности |
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| Большой | A* или DFS | A* оптимален, DFS быстр |
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| Пустой | A* | Минимум посещений |
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| Без выхода | Любой | Разница несущественна |
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## Анализ применимости паттернов
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### Что упростили паттерны
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1. **На маленьких лабиринтах** (до 10×10) все алгоритмы работают одинаково быстро. Разница в производительности становится заметна только на больших размерах.
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2. **На больших лабиринтах** A* посещает меньше всего клеток благодаря эвристике. Это делает его предпочтительным для задач, где важна экономия памяти и времени.
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3. **Когда нужен кратчайший путь** — выбирайте BFS или A*. BFS проще, A* быстрее находит цель, но сложнее в реализации.
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4. **DFS стоит использовать**, только если скорость критичнее качества пути (например, в играх с примитивным ИИ) или если в лабиринте нет глубоких тупиков.
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5. **Программа корректно определяет отсутствие пути.** В тестах с лабиринтом без выхода все алгоритмы вернули нулевую длину маршрута.
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