2026-rff_mp/maze_main.py

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class Cell:
def __init__(self, x, y, is_wall=False, is_start=False, is_exit=False):
self.x = x
self.y = y
self.is_wall = is_wall
self.is_start = is_start
self.is_exit = is_exit
def __lt__(self, other):
return (self.x, self.y) < (other.x, other.y)
def is_passable(self):
return not self.is_wall
class Maze:
def __init__(self, width, height):
self.width = width
self.height = height
self.cells = [[Cell(x, y) for y in range(height)] for x in range(width)]
self.start = None
self.exit = None
def get_cell(self, x, y):
if 0 <= x < self.width and 0 <= y < self.height:
return self.cells[x][y]
return None
def get_neighbors(self, cell):
neighbors = []
for dx, dy in [(-1, 0), (1, 0), (0, -1), (0, 1)]:
nx, ny = cell.x + dx, cell.y + dy
nb = self.get_cell(nx, ny)
if nb and nb.is_passable():
neighbors.append(nb)
return neighbors
def __repr__(self):
rows = []
for y in range(self.height):
row = []
for x in range(self.width):
c = self.get_cell(x, y)
if c.is_wall:
row.append('#')
elif c.is_start:
row.append('S')
elif c.is_exit:
row.append('E')
else:
row.append(' ')
rows.append(''.join(row))
return '\n'.join(rows)
def set_start(self, x, y):
cell = self.get_cell(x, y)
if cell and cell.is_passable():
cell.is_start = True
self.start = cell
def set_exit(self, x, y):
cell = self.get_cell(x, y)
if cell and cell.is_passable():
cell.is_exit = True
self.exit = cell
from abc import ABC, abstractmethod
class MazeBuilder(ABC):
@abstractmethod
def build_from_file(self, filename):
pass
class TextFileMazeBuilder(MazeBuilder):
def build_from_file(self, filename):
with open(filename, 'r', encoding='utf-8') as f:
lines = [line.rstrip('\n') for line in f]
h = len(lines)
w = len(lines[0]) if h > 0 else 0
maze = Maze(w, h)
for y, line in enumerate(lines):
for x, ch in enumerate(line):
cell = maze.get_cell(x, y)
if ch == '#':
cell.is_wall = True
elif ch == 'S':
cell.is_start = True
maze.start = cell
elif ch == 'E':
cell.is_exit = True
maze.exit = cell
else:
cell.is_wall = False
if not maze.start:
raise ValueError("Нет старта (S)")
if not maze.exit:
raise ValueError("Нет выхода (E)")
return maze
from collections import deque
import heapq
import time
# ========== Strategy ==========
class PathFindingStrategy(ABC):
@abstractmethod
def find_path(self, maze):
"""Возвращает список клеток от старта до выхода (включительно) или []"""
pass
class BFSStrategy(PathFindingStrategy):
def find_path(self, maze):
start = maze.start
exit_cell = maze.exit
if not start or not exit_cell:
return []
queue = deque([start])
visited = {start}
parent = {start: None}
while queue:
current = queue.popleft()
if current == exit_cell:
break
for neighbor in maze.get_neighbors(current):
if neighbor not in visited:
visited.add(neighbor)
parent[neighbor] = current
queue.append(neighbor)
if exit_cell not in parent:
return []
# Восстановление пути
path = []
step = exit_cell
while step:
path.append(step)
step = parent[step]
path.reverse()
return path
class DFSStrategy(PathFindingStrategy):
def find_path(self, maze):
start = maze.start
exit_cell = maze.exit
if not start or not exit_cell:
return []
stack = [(start, [start])]
visited = {start}
while stack:
current, path = stack.pop()
if current == exit_cell:
return path
for neighbor in maze.get_neighbors(current):
if neighbor not in visited:
visited.add(neighbor)
stack.append((neighbor, path + [neighbor]))
return []
class AStarStrategy(PathFindingStrategy):
def heuristic(self, a, b):
# Манхэттенское расстояние
return abs(a.x - b.x) + abs(a.y - b.y)
def find_path(self, maze):
start = maze.start
exit_cell = maze.exit
if not start or not exit_cell:
return []
open_set = [(self.heuristic(start, exit_cell), 0, start)]
g_score = {start: 0}
parent = {start: None}
visited = {start}
while open_set:
_, cost, current = heapq.heappop(open_set)
if current == exit_cell:
break
for neighbor in maze.get_neighbors(current):
tentative_g = g_score[current] + 1
if neighbor not in g_score or tentative_g < g_score[neighbor]:
parent[neighbor] = current
g_score[neighbor] = tentative_g
f = tentative_g + self.heuristic(neighbor, exit_cell)
heapq.heappush(open_set, (f, tentative_g, neighbor))
visited.add(neighbor)
if exit_cell not in parent:
return []
path = []
step = exit_cell
while step:
path.append(step)
step = parent[step]
path.reverse()
return path
# ========== SearchStats ==========
class SearchStats:
def __init__(self, time_ms=0.0, visited_cells=0, path_length=0):
self.time_ms = time_ms
self.visited_cells = visited_cells
self.path_length = path_length
def __repr__(self):
return f"time={self.time_ms:.3f} ms, visited={self.visited_cells}, path_len={self.path_length}"
# ========== MazeSolver ==========
class MazeSolver:
def __init__(self, maze, strategy=None):
self.maze = maze
self.strategy = strategy
self.observers = []
def attach(self, observer):
self.observers.append(observer)
def notify(self, event_type, data=None):
for obs in self.observers:
obs.update(event_type, data)
def set_strategy(self, strategy):
self.strategy = strategy
def solve(self):
if not self.strategy:
raise ValueError("Стратегия не установлена")
start_time = time.perf_counter()
path = self.strategy.find_path(self.maze)
end_time = time.perf_counter()
stats = SearchStats()
stats.time_ms = (end_time - start_time) * 1000
stats.path_length = len(path) if path else 0
if path:
self.notify("path_found", path)
return path, stats
# ========== Observer ==========
class Observer(ABC):
@abstractmethod
def update(self, event_type, data):
pass
class ConsoleView(Observer):
def __init__(self, maze):
self.maze = maze
def update(self, event_type, data):
if event_type == "path_found":
path = data
self.render(path)
elif event_type == "move":
player_pos = data
self.render(player_pos=player_pos)
else:
self.render()
def render(self, path=None, player_pos=None):
"""Отрисовка лабиринта с путём и/или позицией игрока"""
# Копия лабиринта для отображения
display = []
for y in range(self.maze.height):
row = []
for x in range(self.maze.width):
cell = self.maze.get_cell(x, y)
if cell.is_wall:
row.append('')
elif cell.is_start:
row.append('S')
elif cell.is_exit:
row.append('E')
else:
row.append(' ')
display.append(row)
# Отметить путь (кроме старта и выхода)
if path:
for cell in path:
if cell != self.maze.start and cell != self.maze.exit:
display[cell.y][cell.x] = ''
# Отметить игрока (если есть)
if player_pos:
x, y = player_pos.x, player_pos.y
if display[y][x] not in ('S', 'E'):
display[y][x] = 'P'
# Очистка консоли (для красоты, можно закомментировать)
import os
os.system('cls' if os.name == 'nt' else 'clear')
for row in display:
print(''.join(row))
print()
# ========== Command ==========
class Command(ABC):
@abstractmethod
def execute(self):
pass
@abstractmethod
def undo(self):
pass
class MoveCommand(Command):
def __init__(self, player, direction, maze):
self.player = player
self.direction = direction # (dx, dy)
self.maze = maze
self.previous_cell = player.current_cell
def execute(self):
dx, dy = self.direction
new_x = self.player.current_cell.x + dx
new_y = self.player.current_cell.y + 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)
return True
return False
def undo(self):
self.player.move_to(self.previous_cell)
class Player:
def __init__(self, start_cell):
self.current_cell = start_cell
def move_to(self, cell):
self.current_cell = cell
# ========== Observer ==========
class Observer(ABC):
@abstractmethod
def update(self, event_type, data):
pass
class ConsoleView(Observer):
def __init__(self, maze):
self.maze = maze
def update(self, event_type, data):
if event_type == "path_found":
path = data
self.render(path=path)
elif event_type == "move":
player_pos = data
self.render(player_pos=player_pos)
else:
self.render()
def render(self, path=None, player_pos=None):
"""Отрисовка лабиринта с путём и/или позицией игрока"""
display = []
for y in range(self.maze.height):
row = []
for x in range(self.maze.width):
cell = self.maze.get_cell(x, y)
if cell.is_wall:
row.append('#')
elif cell.is_start:
row.append('S')
elif cell.is_exit:
row.append('E')
else:
row.append(' ')
display.append(row)
if path:
for cell in path:
if cell != self.maze.start and cell != self.maze.exit:
display[cell.y][cell.x] = ''
if player_pos:
x, y = player_pos.x, player_pos.y
if display[y][x] not in ('S', 'E'):
display[y][x] = 'P'
# Очистка консоли для красоты (можно закомментировать)
import os
os.system('cls' if os.name == 'nt' else 'clear')
for row in display:
print(''.join(row))
print()
# ========== Command ==========
class Command(ABC):
@abstractmethod
def execute(self):
pass
@abstractmethod
def undo(self):
pass
class MoveCommand(Command):
def __init__(self, player, direction, maze):
self.player = player
self.direction = direction
self.maze = maze
self.previous_cell = player.current_cell
def execute(self):
dx, dy = self.direction
new_x = self.player.current_cell.x + dx
new_y = self.player.current_cell.y + 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)
return True
return False
def undo(self):
self.player.move_to(self.previous_cell)
class Player:
def __init__(self, start_cell):
self.current_cell = start_cell
def move_to(self, cell):
self.current_cell = cell
# ========== ЭКСПЕРИМЕНТЫ ==========
import csv
import random
def generate_test_mazes():
"""Создаёт несколько лабиринтов для тестирования"""
mazes = {}
# 1. Маленький лабиринт 5x5
small = Maze(5, 5)
for x in range(5):
small.get_cell(x, 0).is_wall = True
small.get_cell(x, 4).is_wall = True
for y in range(5):
small.get_cell(0, y).is_wall = True
small.get_cell(4, y).is_wall = True
small.get_cell(1, 1).is_wall = False
small.get_cell(2, 1).is_wall = False
small.get_cell(3, 1).is_wall = False
small.get_cell(3, 2).is_wall = False
small.get_cell(3, 3).is_wall = False
small.set_start(1, 1)
small.set_exit(3, 3)
mazes["small"] = small
# 2. Средний лабиринт 15x15 (стены по краям и простой коридор)
medium = Maze(15, 15)
for x in range(15):
medium.get_cell(x, 0).is_wall = True
medium.get_cell(x, 14).is_wall = True
for y in range(15):
medium.get_cell(0, y).is_wall = True
medium.get_cell(14, y).is_wall = True
# Простой зигзаг
for i in range(1, 14):
medium.get_cell(i, i).is_wall = False
medium.set_start(1, 1)
medium.set_exit(13, 13)
mazes["medium"] = medium
# 3. Пустой лабиринт (нет стен)
empty = Maze(20, 20)
for x in range(20):
for y in range(20):
empty.get_cell(x, y).is_wall = False
empty.set_start(0, 0)
empty.set_exit(19, 19)
mazes["empty"] = empty
# 4. Лабиринт без выхода (путь заблокирован)
no_exit = Maze(10, 10)
for x in range(10):
for y in range(10):
no_exit.get_cell(x, y).is_wall = False
for x in range(5, 10):
no_exit.get_cell(x, 5).is_wall = True # стена блокирует
no_exit.set_start(0, 0)
no_exit.set_exit(9, 9)
mazes["no_exit"] = no_exit
return mazes
def run_experiments(mazes, strategies, repeats=5):
"""Прогоняет все стратегии на всех лабиринтах repeats раз, возвращает список результатов"""
results = []
for maze_name, maze in mazes.items():
for strategy_name, strategy in strategies.items():
solver = MazeSolver(maze)
solver.set_strategy(strategy)
for _ in range(repeats):
path, stats = solver.solve()
results.append({
"maze": maze_name,
"strategy": strategy_name,
"time_ms": stats.time_ms,
"path_length": stats.path_length
})
return results
def save_results_to_csv(results, filename="maze_results.csv"):
with open(filename, "w", newline="", encoding="utf-8") as f:
writer = csv.DictWriter(f, fieldnames=["maze", "strategy", "time_ms", "path_length"])
writer.writeheader()
writer.writerows(results)
print(f"Результаты сохранены в {filename}")
def plot_maze_results(csv_file="maze_results.csv", output_png="maze_graphs.png"):
try:
import matplotlib.pyplot as plt
import pandas as pd
except ImportError:
print("matplotlib или pandas не установлены. Установи: pip install matplotlib pandas")
return
df = pd.read_csv(csv_file)
fig, axes = plt.subplots(1, 2, figsize=(14, 5))
# График времени
for strategy in df["strategy"].unique():
subset = df[df["strategy"] == strategy]
axes[0].plot(subset["maze"], subset["time_ms"], marker='o', label=strategy)
axes[0].set_title("Время поиска пути")
axes[0].set_ylabel("Время (мс)")
axes[0].legend()
# График длины пути
for strategy in df["strategy"].unique():
subset = df[df["strategy"] == strategy]
axes[1].plot(subset["maze"], subset["path_length"], marker='s', label=strategy)
axes[1].set_title("Длина найденного пути")
axes[1].set_ylabel("Клеток")
axes[1].legend()
plt.tight_layout()
plt.savefig(output_png)
print(f"График сохранён как {output_png}")
# plt.show() # раскомментируй, если хочешь увидеть окно с графиком
if __name__ == "__main__":
# Генерируем тестовые лабиринты
mazes = generate_test_mazes()
strategies = {
"BFS": BFSStrategy(),
"DFS": DFSStrategy(),
"A*": AStarStrategy(),
}
print("Запуск экспериментов (может занять 1020 секунд)...")
results = run_experiments(mazes, strategies, repeats=5)
save_results_to_csv(results)
plot_maze_results()
print("Готово! Файлы maze_results.csv и maze_graphs.png созданы.")