回老家跟侄子玩,因為不想慣著他玩手機的臭毛病,就跟他玩一些紙筆遊戲,比如這個:
從起點出發抵達終點,如何在不走重複格子的前提下,走過儘可能多的格子,並吃到儘可能多的金幣?其中,黑色格子是牆壁不能走。
感覺還挺有意思的,不妨就來寫一個“一筆畫”的求解器,找出所有最優的軌跡。
思路:
可以先輸出所有從起點到終點的軌跡,然後建立一個評分系統對所有軌跡進行評估:每走一個格子+1分,每吃一個金幣+1分,最後輸出評分最高的軌跡即可。
Step1:建模
一個如圖的迷宮可以很自然地用矩陣描述,對於每一個元素,值0表示空格子,值1表示金幣,值-1表示牆壁,值2表示起點,值3表示終點。
import numpy as np ROW, COL = 6, 4 maze = np.zeros((ROW,COL)) START = (0, 3) OUT = (5, 0) maze[START] = 2 maze[OUT] = 3 maze[1, 1] = 1 maze[5, 3] = 1 maze[2, 1] = -1 maze[4, 2] = -1
Step2:尋跡演算法
一條軌跡可以拆分成多個“步”,在走每一步之前,所做的事情是一樣的:找到下一步能到達的合法位置,然後選擇其中一個。如果新位置是死路或者是終點,那麼結束或輸出該軌跡,並返回到上一步所在的位置,選擇其他步。這一過程可以很好地由遞迴函式表達:
def step(start, track, env): x, y = start next_pos = [] for i, j in [(x-1, y), (x+1, y), (x, y-1), (x, y+1)]: if 0 <= i <= ROW-1 and 0 <= j <= COL-1: # 邊界限制 if (i, j) in track: # 重複的格子不能走 continue if env[i,j] == -1: # 有牆壁的格子不能走 continue next_pos.append((i, j)) for i, j in next_pos: # 如果next_pos為空,不會進入迴圈,所以無需專門處理邊界情況 track_new = track.copy() track_new.append((i, j)) if (i, j) == OUT: global tracks tracks.append(track_new) return start_new = (i, j) step(start_new, track_new, env)
執行一下:
tracks = [] step(START, [START], maze) print(len(tracks))
輸出為192,說明從起點到終點的軌跡有192條。
Step3:評分器
每走一個格子+1分,每吃一個金幣+1分,輸出評分最高的軌跡。
def findOptimalTracks(tracks): # 統計所有track的分數 # 分數:每走過一個格子+1,若是金幣格子則額外+1 scores = [] for track in tracks: score = 0 if (1, 1) in track: score += 1 if (5, 3) in track: score += 1 score += len(track) scores.append(score) tracks_optimal = [] maxScore = max(scores) for i, score in enumerate(scores): if score == maxScore: tracks_optimal.append(tracks[i]) return tracks_optimal
執行一下:
tracks_optimal = findOptimalTracks(tracks) print(len(tracks_optimal))
輸出為9,說明最優的軌跡有9條。
Step4:視覺化
其實事情到上一步就已經結束了,這裡就當看個樂子吧!用pygame把所有軌跡呈現出來:
class tracksRender(): def __init__(self, tracks, env): pygame.init() SIZE = 75 ROW, COL = env.shape self.window = pygame.display.set_mode((COL*SIZE, ROW*SIZE)) pygame.display.set_caption('一筆畫') self.running = True self.clock = pygame.time.Clock() # 幀數控制 self.time = time.time() # 時間控制 self.INTERVAL = 0.1 # 動作間隔 self.FPS = 30 # 幀數 self.env = env self.tracks = tracks self.track = [] # 存放當前將顯示的軌跡 self.track_render = [] # 存放當前顯示的部分軌跡 def processInput(self): for event in pygame.event.get(): # 按下右上角的退出鍵 if event.type == pygame.QUIT: self.running = False break def update(self): if time.time() - self.time < self.INTERVAL: # 設定更新間隔 return if self.tracks == []: # 如果已經顯示完所有軌跡 則函式返回 return if self.track == []: # 如果當前軌跡已經完全顯示 則顯示下一條軌跡 self.track = self.tracks.pop(0) self.track_render = [] self.track_render.append(self.track.pop(0)) self.time = time.time() def render(self): SIZE = 75 ROW, COL = self.env.shape BGCOLOR = (226, 240, 217) # 淺草綠 self.window.fill(BGCOLOR) DarkKhaki = (189, 183, 107) # 深卡其布 Wall = (139, 126, 102) # 灰牆 Orange = (255, 165, 0) # 橘子 DodgerBlue = (30, 144, 255) # 道奇藍 Gold = (255, 215, 0) # 黃金 Font = pygame.font.SysFont('arial', 40) # 畫分隔線 for i in range(ROW + 1): pygame.draw.line(self.window, DarkKhaki, (0, i*SIZE), (COL*SIZE, i*SIZE), 3) for i in range(COL + 1): pygame.draw.line(self.window, DarkKhaki, (i*SIZE, 0), (i*SIZE, ROW*SIZE), 3) # 畫特殊格子 for i in range(ROW): for j in range(COL): if self.env[i, j] == -1: # 牆壁 pygame.draw.polygon(self.window, Wall, ((j*SIZE, i*SIZE), ((j+1)*SIZE, i*SIZE), ((j+1)*SIZE, (i+1)*SIZE), (j*SIZE, (i+1)*SIZE)) ,0) if self.env[i, j] == 2: # 起點 Start_text = Font.render('S', True, Orange) self.window.blit(Start_text, ((j+0.3)*SIZE, (i+0.2)*SIZE)) if self.env[i, j] == 3: # 終點 Start_text = Font.render('E', True, DodgerBlue) self.window.blit(Start_text, ((j+0.3)*SIZE, (i+0.2)*SIZE)) if self.env[i, j] == 1: # 金幣 pygame.draw.circle(self.window, Gold, ((j+0.5)*SIZE,(i+0.5)*SIZE), 20) # 畫軌跡線 if len(self.track_render) > 1: for i, point in enumerate(self.track_render): if i == 0: continue x_, y_ = self.track_render[i-1] x, y = point pygame.draw.line(self.window, Orange, ((y_+0.5)*SIZE, (x_+0.5)*SIZE), ((y+0.5)*SIZE, (x+0.5)*SIZE), 5) pygame.display.update() # 重新整理顯示 def run(self): while self.running: self.processInput() self.update() self.render() self.clock.tick(self.FPS)
效果如下:
整體程式碼如下:
""" 走迷宮 玩家從起點出發,到達終點走出迷宮 迷宮可由矩陣描述,例如以下6×4的迷宮 [ 0 0 0 2 0 1 0 0 0 -1 0 0 0 0 0 0 0 0 -1 0 3 0 0 1 ] 其中,2表示起點,3表示終點,-1表示牆壁(無法行動到該位置),1表示金幣 問,如何在不走重複格子的前提下,走出迷宮,並吃到最多的金幣,且走過最多的格子?請列印路徑 """ import numpy as np import pygame import time def step(start, track, env): x, y = start next_pos = [] for i, j in [(x-1, y), (x+1, y), (x, y-1), (x, y+1)]: if 0 <= i <= ROW-1 and 0 <= j <= COL-1: # 邊界限制 if (i, j) in track: # 重複的格子不走 continue if env[i,j] == -1: # 有牆壁的格子不能走 continue next_pos.append((i, j)) for i, j in next_pos: track_new = track.copy() track_new.append((i, j)) if (i, j) == OUT: global tracks tracks.append(track_new) return start_new = (i, j) step(start_new, track_new, env) def findOptimalTracks(tracks): # 統計所有track的分數 # 分數:每走過一個格子+1,若是金幣格子則額外+1 scores = [] for track in tracks: score = 0 if (1, 1) in track: score += 1 if (5, 3) in track: score += 1 score += len(track) scores.append(score) tracks_optimal = [] maxScore = max(scores) for i, score in enumerate(scores): if score == maxScore: tracks_optimal.append(tracks[i]) return tracks_optimal class tracksRender(): def __init__(self, tracks, env): pygame.init() SIZE = 75 ROW, COL = env.shape self.window = pygame.display.set_mode((COL*SIZE, ROW*SIZE)) pygame.display.set_caption('一筆畫') self.running = True self.clock = pygame.time.Clock() # 幀數控制 self.time = time.time() # 時間控制 self.INTERVAL = 0.1 # 動作間隔 self.FPS = 30 # 幀數 self.env = env self.tracks = tracks self.track = [] # 存放當前將顯示的軌跡 self.track_render = [] # 存放當前顯示的部分軌跡 def processInput(self): for event in pygame.event.get(): # 按下右上角的退出鍵 if event.type == pygame.QUIT: self.running = False break def update(self): if time.time() - self.time < self.INTERVAL: # 設定更新間隔 return if self.tracks == []: # 如果已經顯示完所有軌跡 則函式返回 return if self.track == []: # 如果當前軌跡已經完全顯示 則顯示下一條軌跡 self.track = self.tracks.pop(0) self.track_render = [] self.track_render.append(self.track.pop(0)) self.time = time.time() def render(self): SIZE = 75 ROW, COL = self.env.shape BGCOLOR = (226, 240, 217) # 淺草綠 self.window.fill(BGCOLOR) DarkKhaki = (189, 183, 107) # 深卡其布 Wall = (139, 126, 102) # 灰牆 Orange = (255, 165, 0) # 橘子 DodgerBlue = (30, 144, 255) # 道奇藍 Gold = (255, 215, 0) # 黃金 Font = pygame.font.SysFont('arial', 40) # 畫分隔線 for i in range(ROW + 1): pygame.draw.line(self.window, DarkKhaki, (0, i*SIZE), (COL*SIZE, i*SIZE), 3) for i in range(COL + 1): pygame.draw.line(self.window, DarkKhaki, (i*SIZE, 0), (i*SIZE, ROW*SIZE), 3) # 畫特殊格子 for i in range(ROW): for j in range(COL): if self.env[i, j] == -1: # 牆壁 pygame.draw.polygon(self.window, Wall, ((j*SIZE, i*SIZE), ((j+1)*SIZE, i*SIZE), ((j+1)*SIZE, (i+1)*SIZE), (j*SIZE, (i+1)*SIZE)) ,0) if self.env[i, j] == 2: # 起點 Start_text = Font.render('S', True, Orange) self.window.blit(Start_text, ((j+0.3)*SIZE, (i+0.2)*SIZE)) if self.env[i, j] == 3: # 終點 Start_text = Font.render('E', True, DodgerBlue) self.window.blit(Start_text, ((j+0.3)*SIZE, (i+0.2)*SIZE)) if self.env[i, j] == 1: # 金幣 pygame.draw.circle(self.window, Gold, ((j+0.5)*SIZE,(i+0.5)*SIZE), 20) # 畫軌跡線 if len(self.track_render) > 1: for i, point in enumerate(self.track_render): if i == 0: continue x_, y_ = self.track_render[i-1] x, y = point pygame.draw.line(self.window, Orange, ((y_+0.5)*SIZE, (x_+0.5)*SIZE), ((y+0.5)*SIZE, (x+0.5)*SIZE), 5) pygame.display.update() # 重新整理顯示 def run(self): while self.running: self.processInput() self.update() self.render() self.clock.tick(self.FPS) if __name__ == "__main__": ROW, COL = 6, 4 maze = np.zeros((ROW,COL)) START = (0, 3) OUT = (5, 0) maze[START] = 2 maze[OUT] = 3 maze[1, 1] = 1 maze[5, 3] = 1 maze[2, 1] = -1 maze[4, 2] = -1 print(' Maze:\n', maze) tracks = [] step(START, [START], maze) tracks_optimal = findOptimalTracks(tracks) tracksRender = tracksRender(tracks_optimal, maze) tracksRender.run() pygame.quit()