Merge pull request '[2] Лабораторная работа №2' (#300) from bolonkinnm/2026-rff_mp:Task2 into develop
Reviewed-on: UNN/2026-rff_mp#300
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@ -0,0 +1,6 @@
|
|||
<component name="InspectionProjectProfileManager">
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||||
<settings>
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||||
<option name="USE_PROJECT_PROFILE" value="false" />
|
||||
<version value="1.0" />
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||||
</settings>
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</component>
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14
BolonkinNM/.idea/maze_project_submission.iml
Normal file
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|||
<?xml version="1.0" encoding="UTF-8"?>
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||||
<module type="PYTHON_MODULE" version="4">
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<content url="file://$MODULE_DIR$">
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<component name="PyDocumentationSettings">
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<option name="myDocStringFormat" value="Plain" />
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</component>
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</module>
|
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4
BolonkinNM/.idea/misc.xml
Normal file
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@ -0,0 +1,4 @@
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|||
<?xml version="1.0" encoding="UTF-8"?>
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||||
<project version="4">
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<component name="ProjectRootManager" version="2" project-jdk-name="Python 3.11 (maze_project_submission) (2)" project-jdk-type="Python SDK" />
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||||
</project>
|
||||
8
BolonkinNM/.idea/modules.xml
Normal file
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@ -0,0 +1,8 @@
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|||
<?xml version="1.0" encoding="UTF-8"?>
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||||
<project version="4">
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||||
<component name="ProjectModuleManager">
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||||
<modules>
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||||
<module fileurl="file://$PROJECT_DIR$/.idea/maze_project_submission.iml" filepath="$PROJECT_DIR$/.idea/maze_project_submission.iml" />
|
||||
</modules>
|
||||
</component>
|
||||
</project>
|
||||
42
BolonkinNM/.idea/workspace.xml
Normal file
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@ -0,0 +1,42 @@
|
|||
<?xml version="1.0" encoding="UTF-8"?>
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||||
<project version="4">
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<option name="autoReloadType" value="SELECTIVE" />
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<component name="ChangeListManager">
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<list default="true" id="a6ff989d-c5f6-4522-8b0a-933849f2d044" name="Changes" comment="" />
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<option name="SHOW_DIALOG" value="false" />
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<option name="HIGHLIGHT_CONFLICTS" value="true" />
|
||||
<option name="HIGHLIGHT_NON_ACTIVE_CHANGELIST" value="false" />
|
||||
<option name="LAST_RESOLUTION" value="IGNORE" />
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<component name="MarkdownSettingsMigration">
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<option name="stateVersion" value="1" />
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<component name="ProjectColorInfo"><![CDATA[{
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"associatedIndex": 2
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<component name="ProjectId" id="3EB20Mq0B865MSq8Kkl2evaRIZW" />
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<component name="ProjectViewState">
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<option name="hideEmptyMiddlePackages" value="true" />
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<option name="showLibraryContents" value="true" />
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<component name="PropertiesComponent"><![CDATA[{
|
||||
"keyToString": {
|
||||
"RunOnceActivity.OpenProjectViewOnStart": "true",
|
||||
"RunOnceActivity.ShowReadmeOnStart": "true",
|
||||
"last_opened_file_path": "C:/Users/vaz21/Downloads/Task 2 GLOBAL/maze_project_submission"
|
||||
}
|
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}]]></component>
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||||
<component name="SpellCheckerSettings" RuntimeDictionaries="0" Folders="0" CustomDictionaries="0" DefaultDictionary="application-level" UseSingleDictionary="true" transferred="true" />
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<component name="TaskManager">
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<task active="true" id="Default" summary="Default task">
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<changelist id="a6ff989d-c5f6-4522-8b0a-933849f2d044" name="Changes" comment="" />
|
||||
<created>1779637417749</created>
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||||
<option name="number" value="Default" />
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||||
<option name="presentableId" value="Default" />
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<updated>1779637417749</updated>
|
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</task>
|
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<servers />
|
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</component>
|
||||
</project>
|
||||
24
BolonkinNM/README.md
Normal file
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@ -0,0 +1,24 @@
|
|||
# Maze Solver Project
|
||||
|
||||
ООП-проект для поиска выхода из лабиринта с паттернами:
|
||||
- Builder
|
||||
- Strategy
|
||||
- Observer
|
||||
- Command
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||||
|
||||
## Запуск
|
||||
```bash
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||||
python main.py
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||||
```
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||||
|
||||
## Эксперименты
|
||||
```bash
|
||||
python experiment.py
|
||||
```
|
||||
|
||||
Результаты сохраняются в папку `experiment_results/`.
|
||||
|
||||
## Требования
|
||||
```bash
|
||||
pip install -r requirements.txt
|
||||
```
|
||||
0
BolonkinNM/builders/__init__.py
Normal file
7
BolonkinNM/builders/maze_builder.py
Normal file
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@ -0,0 +1,7 @@
|
|||
from abc import ABC, abstractmethod
|
||||
|
||||
|
||||
class MazeBuilder(ABC):
|
||||
@abstractmethod
|
||||
def buildFromFile(self, filename):
|
||||
raise NotImplementedError
|
||||
52
BolonkinNM/builders/text_file_maze_builder.py
Normal file
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@ -0,0 +1,52 @@
|
|||
from core.cell import Cell
|
||||
from core.maze import Maze
|
||||
from builders.maze_builder import MazeBuilder
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||||
|
||||
|
||||
class TextFileMazeBuilder(MazeBuilder):
|
||||
def buildFromFile(self, filename):
|
||||
with open(filename, "r", encoding="utf-8") as f:
|
||||
lines = [line.rstrip("\n") for line in f]
|
||||
|
||||
if not lines:
|
||||
raise ValueError("Maze file is empty")
|
||||
|
||||
width = max(len(line) for line in lines)
|
||||
height = len(lines)
|
||||
|
||||
cells = []
|
||||
startCell = None
|
||||
exitCell = None
|
||||
|
||||
for y, line in enumerate(lines):
|
||||
row = []
|
||||
for x in range(width):
|
||||
ch = line[x] if x < len(line) else "#"
|
||||
|
||||
if ch == "#":
|
||||
cell = Cell(x, y, isWall=True)
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||||
elif ch == "S":
|
||||
if startCell is not None:
|
||||
raise ValueError("Multiple start cells found")
|
||||
cell = Cell(x, y, isWall=False, isStart=True)
|
||||
startCell = cell
|
||||
elif ch == "E":
|
||||
if exitCell is not None:
|
||||
raise ValueError("Multiple exit cells found")
|
||||
cell = Cell(x, y, isWall=False, isExit=True)
|
||||
exitCell = cell
|
||||
elif ch in (" ", "."):
|
||||
cell = Cell(x, y, isWall=False)
|
||||
elif ch.isdigit():
|
||||
cell = Cell(x, y, isWall=False, weight=max(1, int(ch)))
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||||
else:
|
||||
raise ValueError(f"Unsupported symbol '{ch}' at ({x}, {y})")
|
||||
row.append(cell)
|
||||
cells.append(row)
|
||||
|
||||
if startCell is None:
|
||||
raise ValueError("Start cell 'S' not found")
|
||||
if exitCell is None:
|
||||
raise ValueError("Exit cell 'E' not found")
|
||||
|
||||
return Maze(cells, width, height, startCell, exitCell)
|
||||
0
BolonkinNM/commands/__init__.py
Normal file
11
BolonkinNM/commands/command.py
Normal file
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|
@ -0,0 +1,11 @@
|
|||
from abc import ABC, abstractmethod
|
||||
|
||||
|
||||
class Command(ABC):
|
||||
@abstractmethod
|
||||
def execute(self):
|
||||
raise NotImplementedError
|
||||
|
||||
@abstractmethod
|
||||
def undo(self):
|
||||
raise NotImplementedError
|
||||
37
BolonkinNM/commands/move_command.py
Normal file
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|
@ -0,0 +1,37 @@
|
|||
from commands.command import Command
|
||||
|
||||
|
||||
class MoveCommand(Command):
|
||||
DIRECTION_TO_DELTA = {
|
||||
"W": (0, -1),
|
||||
"A": (-1, 0),
|
||||
"S": (0, 1),
|
||||
"D": (1, 0),
|
||||
}
|
||||
|
||||
def __init__(self, player, maze, direction):
|
||||
self.player = player
|
||||
self.maze = maze
|
||||
self.direction = direction.upper()
|
||||
self.previousCell = None
|
||||
|
||||
def execute(self):
|
||||
if self.direction not in self.DIRECTION_TO_DELTA:
|
||||
return False
|
||||
|
||||
dx, dy = self.DIRECTION_TO_DELTA[self.direction]
|
||||
current = self.player.currentCell
|
||||
new_cell = self.maze.getCell(current.x + dx, current.y + dy)
|
||||
|
||||
if new_cell is None or not new_cell.isPassable():
|
||||
return False
|
||||
|
||||
self.previousCell = current
|
||||
self.player.setCell(new_cell)
|
||||
return True
|
||||
|
||||
def undo(self):
|
||||
if self.previousCell is None:
|
||||
return False
|
||||
self.player.setCell(self.previousCell)
|
||||
return True
|
||||
0
BolonkinNM/controller/__init__.py
Normal file
30
BolonkinNM/controller/game_controller.py
Normal file
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|
@ -0,0 +1,30 @@
|
|||
from commands.move_command import MoveCommand
|
||||
|
||||
|
||||
class GameController:
|
||||
def __init__(self, maze, player, view):
|
||||
self.maze = maze
|
||||
self.player = player
|
||||
self.view = view
|
||||
self.history = []
|
||||
|
||||
def move(self, direction):
|
||||
command = MoveCommand(self.player, self.maze, direction)
|
||||
if command.execute():
|
||||
self.history.append(command)
|
||||
self.view.update({"type": "move", "direction": direction})
|
||||
self.view.render(self.maze, player_position=self.player.currentCell)
|
||||
return True
|
||||
print("Cannot move there")
|
||||
return False
|
||||
|
||||
def undo(self):
|
||||
if not self.history:
|
||||
print("Nothing to undo")
|
||||
return False
|
||||
command = self.history.pop()
|
||||
if command.undo():
|
||||
self.view.update({"type": "undo"})
|
||||
self.view.render(self.maze, player_position=self.player.currentCell)
|
||||
return True
|
||||
return False
|
||||
0
BolonkinNM/core/__init__.py
Normal file
26
BolonkinNM/core/cell.py
Normal file
|
|
@ -0,0 +1,26 @@
|
|||
from dataclasses import dataclass
|
||||
|
||||
|
||||
@dataclass
|
||||
class Cell:
|
||||
x: int
|
||||
y: int
|
||||
isWall: bool = False
|
||||
isStart: bool = False
|
||||
isExit: bool = False
|
||||
weight: int = 1
|
||||
|
||||
def isPassable(self):
|
||||
return not self.isWall
|
||||
|
||||
def __repr__(self):
|
||||
parts = [f"Cell({self.x}, {self.y}"]
|
||||
if self.isWall:
|
||||
parts.append("WALL")
|
||||
if self.isStart:
|
||||
parts.append("START")
|
||||
if self.isExit:
|
||||
parts.append("EXIT")
|
||||
if self.weight != 1:
|
||||
parts.append(f"w={self.weight}")
|
||||
return ", ".join(parts) + ")"
|
||||
49
BolonkinNM/core/maze.py
Normal file
|
|
@ -0,0 +1,49 @@
|
|||
class Maze:
|
||||
def __init__(self, cells, width, height, startCell=None, exitCell=None):
|
||||
self.cells = cells
|
||||
self.width = width
|
||||
self.height = height
|
||||
self.startCell = startCell
|
||||
self.exitCell = exitCell
|
||||
|
||||
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 ((0, -1), (0, 1), (-1, 0), (1, 0)):
|
||||
nx, ny = cell.x + dx, cell.y + dy
|
||||
neighbor = self.getCell(nx, ny)
|
||||
if neighbor is not None and neighbor.isPassable():
|
||||
neighbors.append(neighbor)
|
||||
return neighbors
|
||||
|
||||
def render_lines(self, player_position=None, path=None):
|
||||
path_set = {(c.x, c.y) for c in path} if path else set()
|
||||
player_pos = None if player_position is None else (player_position.x, player_position.y)
|
||||
lines = []
|
||||
for y in range(self.height):
|
||||
row = []
|
||||
for x in range(self.width):
|
||||
cell = self.cells[y][x]
|
||||
if player_pos == (x, y):
|
||||
row.append("P")
|
||||
elif cell.isStart:
|
||||
row.append("S")
|
||||
elif cell.isExit:
|
||||
row.append("E")
|
||||
elif cell.isWall:
|
||||
row.append("#")
|
||||
elif (x, y) in path_set:
|
||||
row.append("*")
|
||||
elif cell.weight > 1:
|
||||
row.append(str(cell.weight))
|
||||
else:
|
||||
row.append(" ")
|
||||
lines.append("".join(row))
|
||||
return lines
|
||||
|
||||
def render(self, player_position=None, path=None):
|
||||
return "\n".join(self.render_lines(player_position=player_position, path=path))
|
||||
6
BolonkinNM/core/player.py
Normal file
|
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@ -0,0 +1,6 @@
|
|||
class Player:
|
||||
def __init__(self, currentCell):
|
||||
self.currentCell = currentCell
|
||||
|
||||
def setCell(self, cell):
|
||||
self.currentCell = cell
|
||||
11
BolonkinNM/core/search_stats.py
Normal file
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@ -0,0 +1,11 @@
|
|||
from dataclasses import dataclass, field
|
||||
|
||||
|
||||
@dataclass
|
||||
class SearchStats:
|
||||
timeMs: float
|
||||
visitedCells: int
|
||||
pathLength: int
|
||||
path: list = field(default_factory=list)
|
||||
found: bool = False
|
||||
algorithm: str = ""
|
||||
1
BolonkinNM/docs/README.txt
Normal file
|
|
@ -0,0 +1 @@
|
|||
Place report files and experiment outputs here.
|
||||
249
BolonkinNM/docs/report.md
Normal file
|
|
@ -0,0 +1,249 @@
|
|||
# Отчёт по работе «Поиск выхода из лабиринта»
|
||||
|
||||
## 1. Цель работы
|
||||
Разработать гибкую программу для загрузки лабиринта из файла, поиска пути от старта до выхода с возможностью выбора алгоритма, визуализации процесса и экспериментального сравнения алгоритмов. В работе использованы паттерны проектирования, чтобы отделить логику представления лабиринта, его загрузки, поиска пути и вывода результатов.
|
||||
|
||||
## 2. Описание задачи
|
||||
Лабиринт задаётся в текстовом файле символами:
|
||||
- `#` — стена;
|
||||
- пробел — проход;
|
||||
- `S` — старт;
|
||||
- `E` — выход.
|
||||
|
||||
Программа должна:
|
||||
- загружать лабиринт;
|
||||
- строить его внутреннюю модель;
|
||||
- искать путь разными алгоритмами;
|
||||
- собирать статистику поиска;
|
||||
- визуализировать результат в консоли;
|
||||
- сравнивать стратегии на разных типах лабиринтов.
|
||||
|
||||
## 3. Выбранные паттерны проектирования
|
||||
|
||||
### 3.1 Builder
|
||||
Паттерн Builder используется для загрузки лабиринта из файла. Он скрывает детали парсинга и валидации, а клиент получает готовый объект `Maze`.
|
||||
|
||||
Преимущества:
|
||||
- легко добавить новый формат загрузки;
|
||||
- клиентский код не зависит от формата файла;
|
||||
- создание лабиринта можно расширять без переписывания остальной программы.
|
||||
|
||||
### 3.2 Strategy
|
||||
Паттерн Strategy используется для выбора алгоритма поиска пути. В программе реализованы `BFS`, `DFS`, `A*`, а при необходимости можно добавить Дейкстру или любую другую стратегию.
|
||||
|
||||
Преимущества:
|
||||
- алгоритм можно менять во время выполнения;
|
||||
- код оркестратора не зависит от конкретного метода поиска;
|
||||
- новые алгоритмы добавляются без изменения существующего кода.
|
||||
|
||||
### 3.3 Observer
|
||||
Паттерн Observer используется для обновления консольного интерфейса при изменении состояния программы: загрузка лабиринта, поиск пути, движение игрока.
|
||||
|
||||
Преимущества:
|
||||
- вывод отделён от логики;
|
||||
- можно заменить консольный интерфейс на графический без изменения поискового кода;
|
||||
- упрощается расширение визуализации.
|
||||
|
||||
### 3.4 Command
|
||||
Паттерн Command используется для пошагового перемещения игрока и отмены последнего хода.
|
||||
|
||||
Преимущества:
|
||||
- каждое действие оформляется как отдельный объект;
|
||||
- легко реализовать undo;
|
||||
- история ходов хранится отдельно от логики перемещения.
|
||||
|
||||
## 4. Диаграмма классов
|
||||
Ниже приведена упрощённая диаграмма классов в формате Mermaid:
|
||||
|
||||
```mermaid
|
||||
classDiagram
|
||||
class Cell {
|
||||
+int x
|
||||
+int y
|
||||
+bool isWall
|
||||
+bool isStart
|
||||
+bool isExit
|
||||
+isPassable()
|
||||
}
|
||||
|
||||
class Maze {
|
||||
+cells
|
||||
+width
|
||||
+height
|
||||
+startCell
|
||||
+exitCell
|
||||
+getCell(x, y)
|
||||
+getNeighbors(cell)
|
||||
}
|
||||
|
||||
class MazeBuilder {
|
||||
<<interface>>
|
||||
+buildFromFile(filename)
|
||||
}
|
||||
|
||||
class TextFileMazeBuilder {
|
||||
+buildFromFile(filename)
|
||||
}
|
||||
|
||||
class PathFindingStrategy {
|
||||
<<interface>>
|
||||
+findPath(maze, start, exitCell)
|
||||
}
|
||||
|
||||
class BFSStrategy {
|
||||
+findPath(maze, start, exitCell)
|
||||
}
|
||||
|
||||
class DFSStrategy {
|
||||
+findPath(maze, start, exitCell)
|
||||
}
|
||||
|
||||
class AStarStrategy {
|
||||
+findPath(maze, start, exitCell)
|
||||
}
|
||||
|
||||
class SearchStats {
|
||||
+timeMs
|
||||
+visitedCells
|
||||
+pathLength
|
||||
+path
|
||||
}
|
||||
|
||||
class MazeSolver {
|
||||
+maze
|
||||
+strategy
|
||||
+setStrategy(strategy)
|
||||
+solve()
|
||||
}
|
||||
|
||||
class Observer {
|
||||
<<interface>>
|
||||
+update(event)
|
||||
}
|
||||
|
||||
class ConsoleView {
|
||||
+update(event)
|
||||
+render(maze, player_position, path)
|
||||
}
|
||||
|
||||
class Command {
|
||||
<<interface>>
|
||||
+execute()
|
||||
+undo()
|
||||
}
|
||||
|
||||
class MoveCommand {
|
||||
+execute()
|
||||
+undo()
|
||||
}
|
||||
|
||||
class Player {
|
||||
+currentCell
|
||||
+setCell(cell)
|
||||
}
|
||||
|
||||
Maze <|-- TextFileMazeBuilder : creates
|
||||
MazeBuilder <|.. TextFileMazeBuilder
|
||||
PathFindingStrategy <|.. BFSStrategy
|
||||
PathFindingStrategy <|.. DFSStrategy
|
||||
PathFindingStrategy <|.. AStarStrategy
|
||||
MazeSolver --> Maze
|
||||
MazeSolver --> PathFindingStrategy
|
||||
MazeSolver --> SearchStats
|
||||
Observer <|.. ConsoleView
|
||||
Command <|.. MoveCommand
|
||||
MoveCommand --> Player
|
||||
MoveCommand --> Maze
|
||||
ConsoleView --> Maze
|
||||
Maze --> Cell
|
||||
```
|
||||
|
||||
## 5. Ключевые классы и их роль
|
||||
|
||||
### Cell
|
||||
Хранит координаты клетки и её тип. Позволяет быстро проверять, является ли клетка проходимой.
|
||||
|
||||
### Maze
|
||||
Содержит двумерную карту клеток, размер лабиринта, а также ссылки на старт и выход. Даёт доступ к соседним клеткам по четырём направлениям.
|
||||
|
||||
### TextFileMazeBuilder
|
||||
Читает текстовый файл, создаёт объекты `Cell`, определяет старт и выход, затем возвращает готовый `Maze`.
|
||||
|
||||
### BFSStrategy
|
||||
Ищет кратчайший путь по числу шагов. Подходит для случая, когда все переходы одинаковой стоимости.
|
||||
|
||||
### DFSStrategy
|
||||
Быстро исследует пространство, но не гарантирует кратчайший путь. Полезен как сравнительный алгоритм.
|
||||
|
||||
### AStarStrategy
|
||||
Использует эвристику Манхэттенского расстояния. Обычно посещает меньше клеток, чем BFS, если эвристика удачно направляет поиск к цели.
|
||||
|
||||
### MazeSolver
|
||||
Оркестратор, который хранит лабиринт и текущую стратегию. Вызывает поиск, измеряет время и собирает статистику.
|
||||
|
||||
### SearchStats
|
||||
Содержит итог поиска: время выполнения, количество посещённых клеток и длину пути.
|
||||
|
||||
### ConsoleView
|
||||
Реализует наблюдателя и умеет выводить лабиринт и найденный путь в консоль.
|
||||
|
||||
### MoveCommand
|
||||
Оформляет ход игрока как объект-команду. Поддерживает отмену последнего перемещения.
|
||||
|
||||
## 6. Экспериментальная часть
|
||||
|
||||
### 6.1 Подготовка тестовых лабиринтов
|
||||
Для сравнения стратегий использовались следующие типы лабиринтов:
|
||||
- маленький 10×10 с простым путём;
|
||||
- средний 50×50 с тупиками;
|
||||
- большой 100×100 со сложной структурой;
|
||||
- пустой лабиринт без стен;
|
||||
- лабиринт без выхода.
|
||||
|
||||
### 6.2 Методика измерений
|
||||
Для каждой стратегии и каждого лабиринта поиск запускался несколько раз, после чего вычислялись средние значения:
|
||||
- время поиска в миллисекундах;
|
||||
- количество посещённых клеток;
|
||||
- длина найденного пути.
|
||||
|
||||
Результаты сохранялись в CSV-файл в двух вариантах:
|
||||
- сырой набор измерений;
|
||||
- усреднённая таблица.
|
||||
|
||||
## 7. Анализ эффективности
|
||||
|
||||
### BFS
|
||||
BFS гарантирует кратчайший путь по числу шагов, если все переходы имеют одинаковую стоимость. На простых и пустых лабиринтах работает стабильно и предсказуемо. Минус — может посещать много клеток, особенно на больших лабиринтах.
|
||||
|
||||
### DFS
|
||||
DFS может быстро найти какой-то путь, но он не обязательно будет кратчайшим. На сложных лабиринтах иногда работает быстро, но на других может уйти далеко от цели и пройти лишние области.
|
||||
|
||||
### A*
|
||||
A* использует эвристику и обычно показывает хороший баланс между скоростью и качеством пути. На больших и запутанных лабиринтах часто посещает меньше клеток, чем BFS, потому что поиск направлен в сторону выхода.
|
||||
|
||||
### Лабиринт без пути
|
||||
Если пути нет, все алгоритмы вынуждены исследовать доступную область. В этом случае длина пути равна 0, а различия между алгоритмами проявляются в количестве просмотренных клеток и времени выполнения.
|
||||
|
||||
### Вывод по выбору алгоритма
|
||||
- BFS стоит выбирать, когда нужен гарантированно кратчайший путь и веса переходов одинаковы.
|
||||
- DFS полезен как простой и быстрый по реализации вариант, но без гарантии оптимальности.
|
||||
- A* подходит для практических задач, где нужно ускорить поиск и сократить число посещённых клеток.
|
||||
- При взвешенных переходах лучше использовать Дейкстру или взвешенный A*.
|
||||
|
||||
## 8. Роль ООП и паттернов
|
||||
ООП и паттерны сделали код более гибким и расширяемым. Благодаря этому:
|
||||
- можно заменить алгоритм поиска без переписывания логики программы;
|
||||
- можно добавить новый формат загрузки лабиринта;
|
||||
- можно поменять способ визуализации;
|
||||
- можно расширить управление игроком и добавить отмену действий.
|
||||
|
||||
Без паттернов пришлось бы связывать загрузку, поиск, отображение и управление в один большой блок кода. Это усложнило бы отладку и дальнейшие изменения.
|
||||
|
||||
## 9. Вывод
|
||||
В ходе работы была создана расширяемая программа для поиска пути в лабиринте. Использование паттернов Builder, Strategy, Observer и Command позволило разделить обязанности между классами, упростить поддержку кода и сделать архитектуру удобной для дальнейшего развития. Эксперименты показали, что выбор алгоритма сильно зависит от типа лабиринта: BFS даёт кратчайший путь, DFS иногда быстрее в реализации, а A* чаще всего наиболее практичен на больших картах.
|
||||
|
||||
## 10. Приложения
|
||||
- Листинги ключевых классов.
|
||||
- CSV-файлы с результатами экспериментов.
|
||||
- Графики сравнений.
|
||||
- Файлы с тестовыми лабиринтами.
|
||||
225
BolonkinNM/experiment.py
Normal file
|
|
@ -0,0 +1,225 @@
|
|||
from pathlib import Path
|
||||
from statistics import mean
|
||||
import csv
|
||||
import random
|
||||
|
||||
import matplotlib.pyplot as plt
|
||||
|
||||
from core.cell import Cell
|
||||
from core.maze import Maze
|
||||
from solver.maze_solver import MazeSolver
|
||||
from strategies.astar_strategy import AStarStrategy
|
||||
from strategies.bfs_strategy import BFSStrategy
|
||||
from strategies.dfs_strategy import DFSStrategy
|
||||
from strategies.dijkstra_strategy import DijkstraStrategy
|
||||
|
||||
|
||||
BASE_DIR = Path(__file__).resolve().parent
|
||||
OUT_DIR = BASE_DIR / "experiment_results"
|
||||
|
||||
|
||||
def build_maze_from_symbols(lines):
|
||||
height = len(lines)
|
||||
width = max(len(line) for line in lines)
|
||||
cells = []
|
||||
start = None
|
||||
exit_cell = None
|
||||
for y, line in enumerate(lines):
|
||||
row = []
|
||||
for x in range(width):
|
||||
ch = line[x] if x < len(line) else "#"
|
||||
if ch == "#":
|
||||
cell = Cell(x, y, isWall=True)
|
||||
elif ch == "S":
|
||||
cell = Cell(x, y, isWall=False, isStart=True)
|
||||
start = cell
|
||||
elif ch == "E":
|
||||
cell = Cell(x, y, isWall=False, isExit=True)
|
||||
exit_cell = cell
|
||||
elif ch == " " or ch == ".":
|
||||
cell = Cell(x, y, isWall=False)
|
||||
elif ch.isdigit():
|
||||
cell = Cell(x, y, isWall=False, weight=int(ch))
|
||||
else:
|
||||
raise ValueError(f"Unknown symbol '{ch}' at {x},{y}")
|
||||
row.append(cell)
|
||||
cells.append(row)
|
||||
return Maze(cells, width, height, start, exit_cell)
|
||||
|
||||
|
||||
def generate_empty_maze(width, height):
|
||||
lines = [" " * width for _ in range(height)]
|
||||
lines = [list(row) for row in lines]
|
||||
lines[1][1] = "S"
|
||||
lines[height - 2][width - 2] = "E"
|
||||
return build_maze_from_symbols(["".join(row) for row in lines])
|
||||
|
||||
|
||||
def generate_simple_maze(width, height):
|
||||
grid = [["#" for _ in range(width)] for _ in range(height)]
|
||||
for x in range(1, width - 1):
|
||||
grid[1][x] = " "
|
||||
for y in range(1, height - 1):
|
||||
grid[y][width - 2] = " "
|
||||
grid[1][1] = "S"
|
||||
grid[height - 2][width - 2] = "E"
|
||||
return build_maze_from_symbols(["".join(row) for row in grid])
|
||||
|
||||
|
||||
def generate_branching_maze(width, height, seed=42, wall_density=0.30):
|
||||
rng = random.Random(seed)
|
||||
grid = [["#" for _ in range(width)] for _ in range(height)]
|
||||
x, y = 1, 1
|
||||
grid[y][x] = "S"
|
||||
while (x, y) != (width - 2, height - 2):
|
||||
candidates = []
|
||||
for dx, dy in [(1, 0), (0, 1)]:
|
||||
nx, ny = x + dx, y + dy
|
||||
if 1 <= nx < width - 1 and 1 <= ny < height - 1:
|
||||
candidates.append((nx, ny))
|
||||
if not candidates:
|
||||
break
|
||||
x, y = rng.choice(candidates)
|
||||
grid[y][x] = " "
|
||||
grid[height - 2][width - 2] = "E"
|
||||
|
||||
# carve extra corridors and dead ends
|
||||
for yy in range(1, height - 1):
|
||||
for xx in range(1, width - 1):
|
||||
if grid[yy][xx] == "#" and rng.random() > wall_density:
|
||||
grid[yy][xx] = " "
|
||||
grid[1][1] = "S"
|
||||
grid[height - 2][width - 2] = "E"
|
||||
return build_maze_from_symbols(["".join(row) for row in grid])
|
||||
|
||||
|
||||
def generate_no_path_maze(width, height):
|
||||
grid = [[" " for _ in range(width)] for _ in range(height)]
|
||||
for x in range(width):
|
||||
grid[height // 2][x] = "#"
|
||||
grid[1][1] = "S"
|
||||
grid[height - 2][width - 2] = "E"
|
||||
return build_maze_from_symbols(["".join(row) for row in grid])
|
||||
|
||||
|
||||
def generate_weighted_maze(width, height, seed=123):
|
||||
rng = random.Random(seed)
|
||||
grid = [[" " for _ in range(width)] for _ in range(height)]
|
||||
for y in range(height):
|
||||
for x in range(width):
|
||||
r = rng.random()
|
||||
if r < 0.12:
|
||||
grid[y][x] = "#"
|
||||
elif r < 0.25:
|
||||
grid[y][x] = "3"
|
||||
elif r < 0.40:
|
||||
grid[y][x] = "2"
|
||||
else:
|
||||
grid[y][x] = "1"
|
||||
# ensure path-ish
|
||||
for x in range(width):
|
||||
grid[1][x] = "1"
|
||||
for y in range(1, height):
|
||||
grid[y][width - 2] = "1"
|
||||
grid[1][1] = "S"
|
||||
grid[height - 2][width - 2] = "E"
|
||||
return build_maze_from_symbols(["".join(row) for row in grid])
|
||||
|
||||
|
||||
def bench_one_maze(maze_name, maze, strategies, repeats=5):
|
||||
summary_rows = []
|
||||
raw_rows = []
|
||||
for strategy_name, strategy_factory in strategies:
|
||||
times, visiteds, lengths = [], [], []
|
||||
for run in range(1, repeats + 1):
|
||||
solver = MazeSolver(maze)
|
||||
solver.setStrategy(strategy_factory())
|
||||
stats = solver.solve()
|
||||
raw_rows.append([maze_name, strategy_name, run, f"{stats.timeMs:.6f}", stats.visitedCells, stats.pathLength])
|
||||
times.append(stats.timeMs)
|
||||
visiteds.append(stats.visitedCells)
|
||||
lengths.append(stats.pathLength)
|
||||
summary_rows.append([maze_name, strategy_name, f"{mean(times):.6f}", f"{mean(visiteds):.2f}", f"{mean(lengths):.2f}", repeats])
|
||||
return summary_rows, raw_rows
|
||||
|
||||
|
||||
def save_csv(path, rows):
|
||||
with open(path, "w", newline="", encoding="utf-8") as f:
|
||||
csv.writer(f).writerows(rows)
|
||||
|
||||
|
||||
def plot_summary(summary_rows):
|
||||
by_maze = {}
|
||||
for row in summary_rows[1:]:
|
||||
maze_name, strategy, avg_time, avg_visited, avg_len, runs = row
|
||||
by_maze.setdefault(maze_name, []).append((strategy, float(avg_time), float(avg_visited), float(avg_len)))
|
||||
|
||||
for maze_name, items in by_maze.items():
|
||||
items.sort(key=lambda t: t[0])
|
||||
strategies = [i[0] for i in items]
|
||||
x = list(range(len(strategies)))
|
||||
|
||||
plt.figure(figsize=(8, 4))
|
||||
plt.bar(x, [i[1] for i in items])
|
||||
plt.xticks(x, strategies)
|
||||
plt.ylabel("ms")
|
||||
plt.title(f"{maze_name} — avg time")
|
||||
plt.tight_layout()
|
||||
plt.savefig(OUT_DIR / f"{maze_name}_time.png", dpi=150)
|
||||
plt.close()
|
||||
|
||||
plt.figure(figsize=(8, 4))
|
||||
plt.bar(x, [i[2] for i in items])
|
||||
plt.xticks(x, strategies)
|
||||
plt.ylabel("cells")
|
||||
plt.title(f"{maze_name} — visited cells")
|
||||
plt.tight_layout()
|
||||
plt.savefig(OUT_DIR / f"{maze_name}_visited.png", dpi=150)
|
||||
plt.close()
|
||||
|
||||
plt.figure(figsize=(8, 4))
|
||||
plt.bar(x, [i[3] for i in items])
|
||||
plt.xticks(x, strategies)
|
||||
plt.ylabel("cells")
|
||||
plt.title(f"{maze_name} — path length")
|
||||
plt.tight_layout()
|
||||
plt.savefig(OUT_DIR / f"{maze_name}_length.png", dpi=150)
|
||||
plt.close()
|
||||
|
||||
|
||||
def main():
|
||||
OUT_DIR.mkdir(exist_ok=True)
|
||||
|
||||
strategies = [
|
||||
("BFS", BFSStrategy),
|
||||
("DFS", DFSStrategy),
|
||||
("A*", AStarStrategy),
|
||||
("Dijkstra", DijkstraStrategy),
|
||||
]
|
||||
|
||||
mazes = [
|
||||
("small_10x10", generate_simple_maze(10, 10)),
|
||||
("medium_50x50", generate_branching_maze(50, 50)),
|
||||
("large_100x100", generate_branching_maze(100, 100, seed=99, wall_density=0.35)),
|
||||
("empty_30x30", generate_empty_maze(30, 30)),
|
||||
("no_path_30x30", generate_no_path_maze(30, 30)),
|
||||
("weighted_30x30", generate_weighted_maze(30, 30)),
|
||||
]
|
||||
|
||||
summary = [["maze", "strategy", "avg_time_ms", "avg_visited_cells", "avg_path_length", "runs"]]
|
||||
raw = [["maze", "strategy", "run", "time_ms", "visited_cells", "path_length"]]
|
||||
|
||||
for maze_name, maze in mazes:
|
||||
s_rows, r_rows = bench_one_maze(maze_name, maze, strategies, repeats=5)
|
||||
summary.extend(s_rows)
|
||||
raw.extend(r_rows)
|
||||
|
||||
save_csv(OUT_DIR / "summary.csv", summary)
|
||||
save_csv(OUT_DIR / "raw.csv", raw)
|
||||
plot_summary(summary)
|
||||
|
||||
print("Saved to", OUT_DIR.resolve())
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
||||
BIN
BolonkinNM/experiment_results/empty_30x30_length.png
Normal file
|
After Width: | Height: | Size: 24 KiB |
BIN
BolonkinNM/experiment_results/empty_30x30_time.png
Normal file
|
After Width: | Height: | Size: 18 KiB |
BIN
BolonkinNM/experiment_results/empty_30x30_visited.png
Normal file
|
After Width: | Height: | Size: 20 KiB |
BIN
BolonkinNM/experiment_results/large_100x100_length.png
Normal file
|
After Width: | Height: | Size: 25 KiB |
BIN
BolonkinNM/experiment_results/large_100x100_time.png
Normal file
|
After Width: | Height: | Size: 18 KiB |
BIN
BolonkinNM/experiment_results/large_100x100_visited.png
Normal file
|
After Width: | Height: | Size: 22 KiB |
BIN
BolonkinNM/experiment_results/medium_50x50_length.png
Normal file
|
After Width: | Height: | Size: 22 KiB |
BIN
BolonkinNM/experiment_results/medium_50x50_time.png
Normal file
|
After Width: | Height: | Size: 20 KiB |
BIN
BolonkinNM/experiment_results/medium_50x50_visited.png
Normal file
|
After Width: | Height: | Size: 24 KiB |
BIN
BolonkinNM/experiment_results/no_path_30x30_length.png
Normal file
|
After Width: | Height: | Size: 20 KiB |
BIN
BolonkinNM/experiment_results/no_path_30x30_time.png
Normal file
|
After Width: | Height: | Size: 19 KiB |
BIN
BolonkinNM/experiment_results/no_path_30x30_visited.png
Normal file
|
After Width: | Height: | Size: 20 KiB |
121
BolonkinNM/experiment_results/raw.csv
Normal file
|
|
@ -0,0 +1,121 @@
|
|||
maze,strategy,run,time_ms,visited_cells,path_length
|
||||
small_10x10,BFS,1,0.044300,15,15
|
||||
small_10x10,BFS,2,0.022800,15,15
|
||||
small_10x10,BFS,3,0.020400,15,15
|
||||
small_10x10,BFS,4,0.020300,15,15
|
||||
small_10x10,BFS,5,0.018700,15,15
|
||||
small_10x10,DFS,1,0.031200,15,15
|
||||
small_10x10,DFS,2,0.022000,15,15
|
||||
small_10x10,DFS,3,0.021200,15,15
|
||||
small_10x10,DFS,4,0.020800,15,15
|
||||
small_10x10,DFS,5,0.020500,15,15
|
||||
small_10x10,A*,1,0.048900,15,15
|
||||
small_10x10,A*,2,0.034700,15,15
|
||||
small_10x10,A*,3,0.029400,15,15
|
||||
small_10x10,A*,4,0.029100,15,15
|
||||
small_10x10,A*,5,0.029300,15,15
|
||||
small_10x10,Dijkstra,1,0.037900,15,15
|
||||
small_10x10,Dijkstra,2,0.028500,15,15
|
||||
small_10x10,Dijkstra,3,0.026800,15,15
|
||||
small_10x10,Dijkstra,4,0.026400,15,15
|
||||
small_10x10,Dijkstra,5,0.026700,15,15
|
||||
medium_50x50,BFS,1,2.105800,1579,95
|
||||
medium_50x50,BFS,2,1.928700,1579,95
|
||||
medium_50x50,BFS,3,1.969500,1579,95
|
||||
medium_50x50,BFS,4,1.938800,1579,95
|
||||
medium_50x50,BFS,5,1.943600,1579,95
|
||||
medium_50x50,DFS,1,1.927300,1277,647
|
||||
medium_50x50,DFS,2,1.856300,1277,647
|
||||
medium_50x50,DFS,3,1.890100,1277,647
|
||||
medium_50x50,DFS,4,1.868000,1277,647
|
||||
medium_50x50,DFS,5,1.865500,1277,647
|
||||
medium_50x50,A*,1,2.359000,927,95
|
||||
medium_50x50,A*,2,2.193700,927,95
|
||||
medium_50x50,A*,3,2.178400,927,95
|
||||
medium_50x50,A*,4,2.181800,927,95
|
||||
medium_50x50,A*,5,2.174500,927,95
|
||||
medium_50x50,Dijkstra,1,3.534700,1579,95
|
||||
medium_50x50,Dijkstra,2,3.435500,1579,95
|
||||
medium_50x50,Dijkstra,3,3.457600,1579,95
|
||||
medium_50x50,Dijkstra,4,3.417300,1579,95
|
||||
medium_50x50,Dijkstra,5,3.538000,1579,95
|
||||
large_100x100,BFS,1,8.624100,5566,195
|
||||
large_100x100,BFS,2,7.706900,5566,195
|
||||
large_100x100,BFS,3,9.723300,5566,195
|
||||
large_100x100,BFS,4,7.585700,5566,195
|
||||
large_100x100,BFS,5,8.031300,5566,195
|
||||
large_100x100,DFS,1,5.512400,3543,1531
|
||||
large_100x100,DFS,2,5.329300,3543,1531
|
||||
large_100x100,DFS,3,5.223300,3543,1531
|
||||
large_100x100,DFS,4,5.729900,3543,1531
|
||||
large_100x100,DFS,5,5.497400,3543,1531
|
||||
large_100x100,A*,1,2.101500,853,195
|
||||
large_100x100,A*,2,2.264500,853,195
|
||||
large_100x100,A*,3,2.064100,853,195
|
||||
large_100x100,A*,4,2.031700,853,195
|
||||
large_100x100,A*,5,2.046500,853,195
|
||||
large_100x100,Dijkstra,1,25.021300,5571,195
|
||||
large_100x100,Dijkstra,2,13.541100,5571,195
|
||||
large_100x100,Dijkstra,3,12.884100,5571,195
|
||||
large_100x100,Dijkstra,4,13.481800,5571,195
|
||||
large_100x100,Dijkstra,5,12.748000,5571,195
|
||||
empty_30x30,BFS,1,1.234300,896,55
|
||||
empty_30x30,BFS,2,1.163400,896,55
|
||||
empty_30x30,BFS,3,1.145700,896,55
|
||||
empty_30x30,BFS,4,1.177300,896,55
|
||||
empty_30x30,BFS,5,1.175100,896,55
|
||||
empty_30x30,DFS,1,1.338000,842,815
|
||||
empty_30x30,DFS,2,1.296500,842,815
|
||||
empty_30x30,DFS,3,1.296700,842,815
|
||||
empty_30x30,DFS,4,1.280100,842,815
|
||||
empty_30x30,DFS,5,1.290800,842,815
|
||||
empty_30x30,A*,1,2.183400,784,55
|
||||
empty_30x30,A*,2,2.522900,784,55
|
||||
empty_30x30,A*,3,1.985000,784,55
|
||||
empty_30x30,A*,4,1.972100,784,55
|
||||
empty_30x30,A*,5,2.088600,784,55
|
||||
empty_30x30,Dijkstra,1,2.080400,896,55
|
||||
empty_30x30,Dijkstra,2,2.100100,896,55
|
||||
empty_30x30,Dijkstra,3,2.130700,896,55
|
||||
empty_30x30,Dijkstra,4,2.073600,896,55
|
||||
empty_30x30,Dijkstra,5,2.095900,896,55
|
||||
no_path_30x30,BFS,1,0.645900,450,0
|
||||
no_path_30x30,BFS,2,0.566600,450,0
|
||||
no_path_30x30,BFS,3,0.566000,450,0
|
||||
no_path_30x30,BFS,4,0.583500,450,0
|
||||
no_path_30x30,BFS,5,0.568900,450,0
|
||||
no_path_30x30,DFS,1,0.692100,450,0
|
||||
no_path_30x30,DFS,2,0.676900,450,0
|
||||
no_path_30x30,DFS,3,0.703500,450,0
|
||||
no_path_30x30,DFS,4,0.722300,450,0
|
||||
no_path_30x30,DFS,5,0.672000,450,0
|
||||
no_path_30x30,A*,1,1.112700,450,0
|
||||
no_path_30x30,A*,2,1.130000,450,0
|
||||
no_path_30x30,A*,3,1.096100,450,0
|
||||
no_path_30x30,A*,4,1.111400,450,0
|
||||
no_path_30x30,A*,5,1.183500,450,0
|
||||
no_path_30x30,Dijkstra,1,1.023300,450,0
|
||||
no_path_30x30,Dijkstra,2,1.011700,450,0
|
||||
no_path_30x30,Dijkstra,3,1.127200,450,0
|
||||
no_path_30x30,Dijkstra,4,1.110200,450,0
|
||||
no_path_30x30,Dijkstra,5,1.043900,450,0
|
||||
weighted_30x30,BFS,1,1.074700,788,55
|
||||
weighted_30x30,BFS,2,0.997700,788,55
|
||||
weighted_30x30,BFS,3,0.992700,788,55
|
||||
weighted_30x30,BFS,4,1.010800,788,55
|
||||
weighted_30x30,BFS,5,1.035000,788,55
|
||||
weighted_30x30,DFS,1,1.130200,693,479
|
||||
weighted_30x30,DFS,2,1.057400,693,479
|
||||
weighted_30x30,DFS,3,1.049900,693,479
|
||||
weighted_30x30,DFS,4,1.051600,693,479
|
||||
weighted_30x30,DFS,5,1.059100,693,479
|
||||
weighted_30x30,A*,1,0.402200,126,55
|
||||
weighted_30x30,A*,2,0.384100,126,55
|
||||
weighted_30x30,A*,3,0.360000,126,55
|
||||
weighted_30x30,A*,4,0.360700,126,55
|
||||
weighted_30x30,A*,5,0.353500,126,55
|
||||
weighted_30x30,Dijkstra,1,1.834900,781,55
|
||||
weighted_30x30,Dijkstra,2,1.759000,781,55
|
||||
weighted_30x30,Dijkstra,3,1.786300,781,55
|
||||
weighted_30x30,Dijkstra,4,1.740500,781,55
|
||||
weighted_30x30,Dijkstra,5,1.807100,781,55
|
||||
|
BIN
BolonkinNM/experiment_results/small_10x10_length.png
Normal file
|
After Width: | Height: | Size: 18 KiB |
BIN
BolonkinNM/experiment_results/small_10x10_time.png
Normal file
|
After Width: | Height: | Size: 24 KiB |
BIN
BolonkinNM/experiment_results/small_10x10_visited.png
Normal file
|
After Width: | Height: | Size: 18 KiB |
25
BolonkinNM/experiment_results/summary.csv
Normal file
|
|
@ -0,0 +1,25 @@
|
|||
maze,strategy,avg_time_ms,avg_visited_cells,avg_path_length,runs
|
||||
small_10x10,BFS,0.025300,15.00,15.00,5
|
||||
small_10x10,DFS,0.023140,15.00,15.00,5
|
||||
small_10x10,A*,0.034280,15.00,15.00,5
|
||||
small_10x10,Dijkstra,0.029260,15.00,15.00,5
|
||||
medium_50x50,BFS,1.977280,1579.00,95.00,5
|
||||
medium_50x50,DFS,1.881440,1277.00,647.00,5
|
||||
medium_50x50,A*,2.217480,927.00,95.00,5
|
||||
medium_50x50,Dijkstra,3.476620,1579.00,95.00,5
|
||||
large_100x100,BFS,8.334260,5566.00,195.00,5
|
||||
large_100x100,DFS,5.458460,3543.00,1531.00,5
|
||||
large_100x100,A*,2.101660,853.00,195.00,5
|
||||
large_100x100,Dijkstra,15.535260,5571.00,195.00,5
|
||||
empty_30x30,BFS,1.179160,896.00,55.00,5
|
||||
empty_30x30,DFS,1.300420,842.00,815.00,5
|
||||
empty_30x30,A*,2.150400,784.00,55.00,5
|
||||
empty_30x30,Dijkstra,2.096140,896.00,55.00,5
|
||||
no_path_30x30,BFS,0.586180,450.00,0.00,5
|
||||
no_path_30x30,DFS,0.693360,450.00,0.00,5
|
||||
no_path_30x30,A*,1.126740,450.00,0.00,5
|
||||
no_path_30x30,Dijkstra,1.063260,450.00,0.00,5
|
||||
weighted_30x30,BFS,1.022180,788.00,55.00,5
|
||||
weighted_30x30,DFS,1.069640,693.00,479.00,5
|
||||
weighted_30x30,A*,0.372100,126.00,55.00,5
|
||||
weighted_30x30,Dijkstra,1.785560,781.00,55.00,5
|
||||
|
BIN
BolonkinNM/experiment_results/weighted_30x30_length.png
Normal file
|
After Width: | Height: | Size: 21 KiB |
BIN
BolonkinNM/experiment_results/weighted_30x30_time.png
Normal file
|
After Width: | Height: | Size: 22 KiB |
BIN
BolonkinNM/experiment_results/weighted_30x30_visited.png
Normal file
|
After Width: | Height: | Size: 25 KiB |
59
BolonkinNM/main.py
Normal file
|
|
@ -0,0 +1,59 @@
|
|||
from builders.text_file_maze_builder import TextFileMazeBuilder
|
||||
from core.player import Player
|
||||
from observer.console_view import ConsoleView
|
||||
from solver.maze_solver import MazeSolver
|
||||
from strategies.astar_strategy import AStarStrategy
|
||||
from strategies.bfs_strategy import BFSStrategy
|
||||
from strategies.dfs_strategy import DFSStrategy
|
||||
from controller.game_controller import GameController
|
||||
|
||||
|
||||
from pathlib import Path
|
||||
|
||||
BASE_DIR = Path(__file__).resolve().parent
|
||||
|
||||
|
||||
def run_demo():
|
||||
builder = TextFileMazeBuilder()
|
||||
maze = builder.buildFromFile(str(BASE_DIR / "mazes" / "maze_small.txt"))
|
||||
|
||||
view = ConsoleView()
|
||||
view.update({"type": "maze_loaded", "message": "Maze loaded"})
|
||||
view.render(maze)
|
||||
|
||||
solver = MazeSolver(maze)
|
||||
solver.addObserver(view)
|
||||
|
||||
for strategy in (BFSStrategy(), DFSStrategy(), AStarStrategy()):
|
||||
solver.setStrategy(strategy)
|
||||
stats = solver.solve()
|
||||
|
||||
print()
|
||||
print(f"=== {strategy.name} ===")
|
||||
print(f"Time: {stats.timeMs:.3f} ms")
|
||||
print(f"Visited cells: {stats.visitedCells}")
|
||||
print(f"Path length: {stats.pathLength}")
|
||||
print(f"Path found: {'yes' if stats.found else 'no'}")
|
||||
|
||||
view.render(maze, path=stats.path)
|
||||
|
||||
player = Player(maze.startCell)
|
||||
controller = GameController(maze, player, view)
|
||||
|
||||
print("Manual mode: W/A/S/D move, Z undo, Q quit")
|
||||
view.render(maze, player_position=player.currentCell)
|
||||
|
||||
while True:
|
||||
cmd = input("Command: ").strip().upper()
|
||||
if cmd == "Q":
|
||||
break
|
||||
if cmd == "Z":
|
||||
controller.undo()
|
||||
elif cmd in {"W", "A", "S", "D"}:
|
||||
controller.move(cmd)
|
||||
else:
|
||||
print("Unknown command")
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
run_demo()
|
||||
9
BolonkinNM/mazes/maze_empty.txt
Normal file
|
|
@ -0,0 +1,9 @@
|
|||
S
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
E
|
||||
11
BolonkinNM/mazes/maze_large.txt
Normal file
|
|
@ -0,0 +1,11 @@
|
|||
####################################################################################################
|
||||
#S # # # # # # # # # # # # # # # E#
|
||||
# # ### ### # ###### # ### # ## # #### # ####### # #### # # ### ## # ## # # ## # ## # ##### ### ##
|
||||
# # # # # # # # # # # # # # # # # # # # # # # # # # #
|
||||
# ##### # ######## # ### # ## # #### # ####### ## ### # # #### ####### ## ####### ####### # ### ##
|
||||
# # # # # # # # # # # # # # # # # # # # #
|
||||
### # # ###### # ########### ########### ### ####### # ####### ### # # ###### # ### ### # ### ####
|
||||
# # # # # # # # # # # # # # # # # # # # # #
|
||||
# ### ###### # ##### # ### # ####### # ### ### ## # ###### # ### # ### ###### # ### # ### ### ## #
|
||||
# # # # # # # # #
|
||||
####################################################################################################
|
||||
11
BolonkinNM/mazes/maze_medium.txt
Normal file
|
|
@ -0,0 +1,11 @@
|
|||
##################################################
|
||||
#S # # # # # # E#
|
||||
# # ### ### # ###### # ### # ## # #### # ####### ##
|
||||
# # # # # # # # # # # # # #
|
||||
# ##### # ######## # ### # ## # #### # ####### ## #
|
||||
# # # # # # # # # #
|
||||
### # # ###### # ########### ########### ### ######
|
||||
# # # # # # # # # # #
|
||||
# ### ###### # ##### # ### # ####### # ### ### ## #
|
||||
# # # # #
|
||||
##################################################
|
||||
9
BolonkinNM/mazes/maze_no_path.txt
Normal file
|
|
@ -0,0 +1,9 @@
|
|||
##########
|
||||
#S #
|
||||
# ###### #
|
||||
# # #
|
||||
##########
|
||||
# #E#
|
||||
# ###### #
|
||||
# #
|
||||
##########
|
||||
7
BolonkinNM/mazes/maze_small.txt
Normal file
|
|
@ -0,0 +1,7 @@
|
|||
##########
|
||||
#S #E#
|
||||
# ## # # ##
|
||||
# # #
|
||||
# #### # #
|
||||
# # #
|
||||
##########
|
||||
10
BolonkinNM/mazes/maze_weighted.txt
Normal file
|
|
@ -0,0 +1,10 @@
|
|||
1111111111111111111111111111
|
||||
1S11111111111111111111111111
|
||||
1111111111111111111111111111
|
||||
1111111111111111111111111111
|
||||
1111111111111222222222222111
|
||||
1111111111111222222222222111
|
||||
1111111111111333333333333111
|
||||
1111111111111333333333333111
|
||||
111111111111111111111111111E
|
||||
1111111111111111111111111111
|
||||
0
BolonkinNM/observer/__init__.py
Normal file
26
BolonkinNM/observer/console_view.py
Normal file
|
|
@ -0,0 +1,26 @@
|
|||
import os
|
||||
from observer.observer import Observer
|
||||
|
||||
|
||||
class ConsoleView(Observer):
|
||||
def update(self, event):
|
||||
if isinstance(event, str):
|
||||
print(f"[EVENT] {event}")
|
||||
elif isinstance(event, dict):
|
||||
event_type = event.get("type", "unknown")
|
||||
if event_type == "search_finished":
|
||||
stats = event.get("stats")
|
||||
print(f"[EVENT] search finished: {stats}")
|
||||
else:
|
||||
print(f"[EVENT] {event_type}: {event}")
|
||||
else:
|
||||
print("[EVENT] unknown")
|
||||
|
||||
def clear(self):
|
||||
os.system("cls" if os.name == "nt" else "clear")
|
||||
|
||||
def render(self, maze, player_position=None, path=None, clear_screen=False):
|
||||
if clear_screen:
|
||||
self.clear()
|
||||
print(maze.render(player_position=player_position, path=path))
|
||||
print()
|
||||
7
BolonkinNM/observer/observer.py
Normal file
|
|
@ -0,0 +1,7 @@
|
|||
from abc import ABC, abstractmethod
|
||||
|
||||
|
||||
class Observer(ABC):
|
||||
@abstractmethod
|
||||
def update(self, event):
|
||||
raise NotImplementedError
|
||||
1
BolonkinNM/requirements.txt
Normal file
|
|
@ -0,0 +1 @@
|
|||
matplotlib
|
||||
0
BolonkinNM/solver/__init__.py
Normal file
50
BolonkinNM/solver/maze_solver.py
Normal file
|
|
@ -0,0 +1,50 @@
|
|||
import time
|
||||
from core.search_stats import SearchStats
|
||||
|
||||
|
||||
class MazeSolver:
|
||||
def __init__(self, maze, strategy=None):
|
||||
self.maze = maze
|
||||
self.strategy = strategy
|
||||
self.observers = []
|
||||
|
||||
def setStrategy(self, strategy):
|
||||
self.strategy = strategy
|
||||
|
||||
def addObserver(self, observer):
|
||||
if observer not in self.observers:
|
||||
self.observers.append(observer)
|
||||
|
||||
def removeObserver(self, observer):
|
||||
if observer in self.observers:
|
||||
self.observers.remove(observer)
|
||||
|
||||
def notify(self, event):
|
||||
for observer in self.observers:
|
||||
observer.update(event)
|
||||
|
||||
def solve(self):
|
||||
if self.strategy is None:
|
||||
raise ValueError("Strategy is not set")
|
||||
self.notify({"type": "search_started", "strategy": self.strategy.name})
|
||||
|
||||
start_time = time.perf_counter()
|
||||
path = self.strategy.findPath(self.maze, self.maze.startCell, self.maze.exitCell)
|
||||
end_time = time.perf_counter()
|
||||
|
||||
stats = SearchStats(
|
||||
timeMs=(end_time - start_time) * 1000.0,
|
||||
visitedCells=getattr(self.strategy, "visitedCount", 0),
|
||||
pathLength=len(path),
|
||||
path=path,
|
||||
found=bool(path),
|
||||
algorithm=getattr(self.strategy, "name", "")
|
||||
)
|
||||
|
||||
if stats.found:
|
||||
self.notify({"type": "path_found", "strategy": stats.algorithm, "length": stats.pathLength})
|
||||
else:
|
||||
self.notify({"type": "path_not_found", "strategy": stats.algorithm})
|
||||
|
||||
self.notify({"type": "search_finished", "stats": stats})
|
||||
return stats
|
||||
0
BolonkinNM/strategies/__init__.py
Normal file
45
BolonkinNM/strategies/astar_strategy.py
Normal file
|
|
@ -0,0 +1,45 @@
|
|||
import heapq
|
||||
from strategies.pathfinding_strategy import PathFindingStrategy
|
||||
|
||||
|
||||
class AStarStrategy(PathFindingStrategy):
|
||||
name = "A*"
|
||||
|
||||
def heuristic(self, cell, exitCell):
|
||||
return abs(cell.x - exitCell.x) + abs(cell.y - exitCell.y)
|
||||
|
||||
def findPath(self, maze, start, exitCell):
|
||||
self.visitedCount = 0
|
||||
if start is None or exitCell is None:
|
||||
return []
|
||||
|
||||
open_set = []
|
||||
heapq.heappush(open_set, (0, 0, start.x, start.y, start))
|
||||
parent = {}
|
||||
g_score = {(start.x, start.y): 0}
|
||||
closed = set()
|
||||
|
||||
while open_set:
|
||||
f_score, current_g, _, _, current = heapq.heappop(open_set)
|
||||
pos = (current.x, current.y)
|
||||
|
||||
if pos in closed:
|
||||
continue
|
||||
|
||||
closed.add(pos)
|
||||
self.visitedCount += 1
|
||||
|
||||
if current.x == exitCell.x and current.y == exitCell.y:
|
||||
return self._restore_path(parent, start, exitCell)
|
||||
|
||||
for neighbor in maze.getNeighbors(current):
|
||||
npos = (neighbor.x, neighbor.y)
|
||||
tentative_g = current_g + getattr(neighbor, "weight", 1)
|
||||
|
||||
if tentative_g < g_score.get(npos, float("inf")):
|
||||
g_score[npos] = tentative_g
|
||||
parent[npos] = current
|
||||
new_f = tentative_g + self.heuristic(neighbor, exitCell)
|
||||
heapq.heappush(open_set, (new_f, tentative_g, neighbor.x, neighbor.y, neighbor))
|
||||
|
||||
return []
|
||||
31
BolonkinNM/strategies/bfs_strategy.py
Normal file
|
|
@ -0,0 +1,31 @@
|
|||
from collections import deque
|
||||
from strategies.pathfinding_strategy import PathFindingStrategy
|
||||
|
||||
|
||||
class BFSStrategy(PathFindingStrategy):
|
||||
name = "BFS"
|
||||
|
||||
def findPath(self, maze, start, exitCell):
|
||||
self.visitedCount = 0
|
||||
if start is None or exitCell is None:
|
||||
return []
|
||||
|
||||
queue = deque([start])
|
||||
visited = {(start.x, start.y)}
|
||||
parent = {}
|
||||
|
||||
while queue:
|
||||
current = queue.popleft()
|
||||
self.visitedCount += 1
|
||||
|
||||
if current.x == exitCell.x and current.y == exitCell.y:
|
||||
return self._restore_path(parent, start, exitCell)
|
||||
|
||||
for neighbor in maze.getNeighbors(current):
|
||||
pos = (neighbor.x, neighbor.y)
|
||||
if pos not in visited:
|
||||
visited.add(pos)
|
||||
parent[pos] = current
|
||||
queue.append(neighbor)
|
||||
|
||||
return []
|
||||
35
BolonkinNM/strategies/dfs_strategy.py
Normal file
|
|
@ -0,0 +1,35 @@
|
|||
from strategies.pathfinding_strategy import PathFindingStrategy
|
||||
|
||||
|
||||
class DFSStrategy(PathFindingStrategy):
|
||||
name = "DFS"
|
||||
|
||||
def findPath(self, maze, start, exitCell):
|
||||
self.visitedCount = 0
|
||||
if start is None or exitCell is None:
|
||||
return []
|
||||
|
||||
stack = [start]
|
||||
visited = set()
|
||||
parent = {}
|
||||
|
||||
while stack:
|
||||
current = stack.pop()
|
||||
pos = (current.x, current.y)
|
||||
if pos in visited:
|
||||
continue
|
||||
|
||||
visited.add(pos)
|
||||
self.visitedCount += 1
|
||||
|
||||
if current.x == exitCell.x and current.y == exitCell.y:
|
||||
return self._restore_path(parent, start, exitCell)
|
||||
|
||||
neighbors = maze.getNeighbors(current)
|
||||
for neighbor in reversed(neighbors):
|
||||
npos = (neighbor.x, neighbor.y)
|
||||
if npos not in visited:
|
||||
parent[npos] = current
|
||||
stack.append(neighbor)
|
||||
|
||||
return []
|
||||
41
BolonkinNM/strategies/dijkstra_strategy.py
Normal file
|
|
@ -0,0 +1,41 @@
|
|||
import heapq
|
||||
from strategies.pathfinding_strategy import PathFindingStrategy
|
||||
|
||||
|
||||
class DijkstraStrategy(PathFindingStrategy):
|
||||
name = "Dijkstra"
|
||||
|
||||
def findPath(self, maze, start, exitCell):
|
||||
self.visitedCount = 0
|
||||
if start is None or exitCell is None:
|
||||
return []
|
||||
|
||||
pq = [(0, start.x, start.y, start)]
|
||||
dist = {(start.x, start.y): 0}
|
||||
parent = {}
|
||||
closed = set()
|
||||
|
||||
while pq:
|
||||
current_cost, _, _, current = heapq.heappop(pq)
|
||||
pos = (current.x, current.y)
|
||||
|
||||
if pos in closed:
|
||||
continue
|
||||
|
||||
closed.add(pos)
|
||||
self.visitedCount += 1
|
||||
|
||||
if current.x == exitCell.x and current.y == exitCell.y:
|
||||
return self._restore_path(parent, start, exitCell)
|
||||
|
||||
for neighbor in maze.getNeighbors(current):
|
||||
npos = (neighbor.x, neighbor.y)
|
||||
step_cost = getattr(neighbor, "weight", 1)
|
||||
new_cost = current_cost + step_cost
|
||||
|
||||
if new_cost < dist.get(npos, float("inf")):
|
||||
dist[npos] = new_cost
|
||||
parent[npos] = current
|
||||
heapq.heappush(pq, (new_cost, neighbor.x, neighbor.y, neighbor))
|
||||
|
||||
return []
|
||||
30
BolonkinNM/strategies/pathfinding_strategy.py
Normal file
|
|
@ -0,0 +1,30 @@
|
|||
from abc import ABC, abstractmethod
|
||||
|
||||
|
||||
class PathFindingStrategy(ABC):
|
||||
name = "Base"
|
||||
|
||||
def __init__(self):
|
||||
self.visitedCount = 0
|
||||
|
||||
@abstractmethod
|
||||
def findPath(self, maze, start, exitCell):
|
||||
raise NotImplementedError
|
||||
|
||||
def _restore_path(self, parent, start, exitCell):
|
||||
if exitCell is None or start is None:
|
||||
return []
|
||||
|
||||
path = []
|
||||
current = exitCell
|
||||
|
||||
while True:
|
||||
path.append(current)
|
||||
if current.x == start.x and current.y == start.y:
|
||||
break
|
||||
current = parent.get((current.x, current.y))
|
||||
if current is None:
|
||||
return []
|
||||
|
||||
path.reverse()
|
||||
return path
|
||||