import csv import time import os import random from collections import deque import heapq import matplotlib.pyplot as plt import pandas as pd class Cell: def __init__(self, x, y): self.x = x self.y = y self.is_wall = False self.is_start = False self.is_exit = False def isPassable(self): return not self.is_wall class Maze: def __init__(self, width, height): self.width = width self.height = height self.cells = [] self.start = None self.exit = None def getCell(self, x, y): if 0 <= x < self.width and 0 <= y < self.height: return self.cells[y][x] return None def getNeighbors(self, cell): neighbors = [] for dx, dy in [(-1, 0), (1, 0), (0, -1), (0, 1)]: neighbor = self.getCell(cell.x + dx, cell.y + dy) if neighbor and neighbor.isPassable(): neighbors.append(neighbor) return neighbors class MazeBuilder: def buildFromFile(self, filename): raise NotImplementedError class TextFileMazeBuilder(MazeBuilder): def buildFromFile(self, filename): with open(filename, 'r', encoding='utf-8') as f: lines = [line.rstrip('\n') for line in f.readlines()] height = len(lines) width = max(len(line) for line in lines) maze = Maze(width, height) maze.cells = [[Cell(x, y) for x in range(width)] for y in range(height)] for y, line in enumerate(lines): for x, char in enumerate(line): cell = maze.cells[y][x] if char == '#': cell.is_wall = True elif char == 'S': cell.is_start = True maze.start = cell elif char == 'E': cell.is_exit = True maze.exit = cell if maze.start is None or maze.exit is None: raise ValueError("В файле должны быть символы S и E") return maze class PathFindingStrategy: def findPath(self, maze, start, exit): raise NotImplementedError class BFSStrategy(PathFindingStrategy): def findPath(self, maze, start, exit): queue = deque([start]) came_from = {start: None} visited = set([start]) while queue: current = queue.popleft() if current == exit: break for neighbor in maze.getNeighbors(current): if neighbor not in visited: visited.add(neighbor) queue.append(neighbor) came_from[neighbor] = current path = self._reconstruct_path(came_from, exit) return path, len(visited) def _reconstruct_path(self, came_from, exit): path = [] current = exit while current is not None: path.append(current) current = came_from.get(current) path.reverse() return path if path and path[0] == came_from.get(exit) or path[0] == exit else [] class DFSStrategy(PathFindingStrategy): def findPath(self, maze, start, exit): stack = [start] came_from = {start: None} visited = set([start]) while stack: current = stack.pop() if current == exit: break for neighbor in maze.getNeighbors(current): if neighbor not in visited: visited.add(neighbor) stack.append(neighbor) came_from[neighbor] = current path = self._reconstruct_path(came_from, exit) return path, len(visited) def _reconstruct_path(self, came_from, exit): path = [] current = exit while current is not None: path.append(current) current = came_from.get(current) path.reverse() return path class AStarStrategy(PathFindingStrategy): def heuristic(self, a, b): return abs(a.x - b.x) + abs(a.y - b.y) def findPath(self, maze, start, exit): open_set = [] counter = 0 heapq.heappush(open_set, (0, counter, start)) came_from = {start: None} g_score = {start: 0} visited = set() while open_set: _, _, current = heapq.heappop(open_set) if current in visited: continue visited.add(current) if current == exit: break for neighbor in maze.getNeighbors(current): tentative_g = g_score[current] + 1 if neighbor not in g_score or tentative_g < g_score[neighbor]: came_from[neighbor] = current g_score[neighbor] = tentative_g f_score = tentative_g + self.heuristic(neighbor, exit) counter += 1 heapq.heappush(open_set, (f_score, counter, neighbor)) path = self._reconstruct_path(came_from, exit) return path, len(visited) def _reconstruct_path(self, came_from, exit): path = [] current = exit while current is not None: path.append(current) current = came_from.get(current) path.reverse() return path class SearchStats: def __init__(self, time_ms, visited_cells, path_length): self.time_ms = time_ms self.visited_cells = visited_cells self.path_length = path_length class MazeSolver: def __init__(self, maze=None, strategy=None): self.maze = maze self.strategy = strategy def setStrategy(self, strategy): self.strategy = strategy def solve(self): if not self.maze or not self.strategy: return None start_time = time.perf_counter() path, visited_count = self.strategy.findPath(self.maze, self.maze.start, self.maze.exit) end_time = time.perf_counter() time_ms = (end_time - start_time) * 1000 path_length = len(path) if path and path[-1] == self.maze.exit else 0 return SearchStats(round(time_ms, 4), visited_count, path_length) def create_maze_with_walls(size, wall_probability=0.3): maze = Maze(size, size) maze.cells = [[Cell(x, y) for x in range(size)] for y in range(size)] for y in range(size): for x in range(size): if random.random() < wall_probability: maze.cells[y][x].is_wall = True maze.start = maze.cells[0][0] maze.exit = maze.cells[size-1][size-1] maze.start.is_start = True maze.exit.is_exit = True maze.start.is_wall = False maze.exit.is_wall = False return maze def create_empty_maze(size): maze = Maze(size, size) maze.cells = [[Cell(x, y) for x in range(size)] for y in range(size)] maze.start = maze.cells[0][0] maze.exit = maze.cells[size-1][size-1] maze.start.is_start = True maze.exit.is_exit = True return maze def create_no_exit_maze(size, wall_probability=0.3): maze = create_maze_with_walls(size, wall_probability) maze.exit.is_wall = True return maze def run_experiment(): maze_configs = { "10x10_simple": {"size": 10, "type": "normal", "wall_prob": 0.1}, "50x50_with_deadends": {"size": 50, "type": "normal", "wall_prob": 0.3}, "100x100_complex": {"size": 100, "type": "normal", "wall_prob": 0.35}, "empty": {"size": 30, "type": "empty"}, "no_exit": {"size": 30, "type": "no_exit", "wall_prob": 0.3}, } strategies = { "BFS": BFSStrategy(), "DFS": DFSStrategy(), "AStar": AStarStrategy() } results = [] for maze_name, config in maze_configs.items(): size = config["size"] maze_type = config["type"] if maze_type == "empty": maze = create_empty_maze(size) elif maze_type == "no_exit": maze = create_no_exit_maze(size, config.get("wall_prob", 0.3)) else: maze = create_maze_with_walls(size, config.get("wall_prob", 0.3)) for strat_name, strategy in strategies.items(): solver = MazeSolver(maze, strategy) times, visited_list, lengths = [], [], [] for _ in range(7): stats = solver.solve() times.append(stats.time_ms) visited_list.append(stats.visited_cells) lengths.append(stats.path_length) avg_time = sum(times) / len(times) avg_visited = sum(visited_list) / len(visited_list) avg_length = sum(lengths) / len(lengths) results.append([ maze_name, strat_name, round(avg_time, 4), int(avg_visited), int(avg_length) ]) os.makedirs("results", exist_ok=True) csv_path = "results/results.csv" with open(csv_path, "w", newline="", encoding="utf-8") as f: writer = csv.writer(f) writer.writerow(["лабиринт", "стратегия", "время_мс", "посещено_клеток", "длина_пути"]) writer.writerows(results) df = pd.read_csv(csv_path) plt.figure(figsize=(12, 6)) for strat in df["стратегия"].unique(): subset = df[df["стратегия"] == strat] plt.plot(subset["лабиринт"], subset["время_мс"], marker='o', label=strat) plt.title("Сравнение времени работы алгоритмов") plt.xlabel("Лабиринт") plt.ylabel("Время (мс)") plt.legend() plt.grid(True) plt.xticks(rotation=45) plt.tight_layout() plt.savefig("results/time_comparison.png") plt.close() plt.figure(figsize=(12, 6)) for strat in df["стратегия"].unique(): subset = df[df["стратегия"] == strat] plt.plot(subset["лабиринт"], subset["посещено_клеток"], marker='o', label=strat) plt.title("Количество посещённых клеток") plt.xlabel("Лабиринт") plt.ylabel("Посещено клеток") plt.legend() plt.grid(True) plt.xticks(rotation=45) plt.tight_layout() plt.savefig("results/visited_comparison.png") plt.close() if __name__ == "__main__": run_experiment()