八数码难题(8 puzzle)深度优先和深度优先算法

1 搜索策略

搜索策略是指在搜索过程中如何选择扩展节点的次序问题。一般来说,搜索策略就是采用试探的方法。它有两种类型:一类是回溯搜索,另一类是图搜索策略。

2 盲目的图搜索策略

图搜索策略又可分为两种:一种称为盲目的图搜索策略,或称无信息图搜索策略;而另一种称为启发式搜索策略,又称为有信息的图搜索策略。最常用的两种无信息图搜索策略是宽度优先搜索和深度优先搜索。

2.1 宽度优先搜索

它是从根节点(起始节点)开始,按层进行搜索,也就是按层来扩展节点。所谓按层扩展,就是前一层的节点扩展完毕后才进行下一层节点的扩展,直到得到目标节点为止。

这种搜索方式的优点是,只要存在有任何解答的话,它能保证最终找到由起始节点到目标节点的最短路径的解,但它的缺点是往往搜索过程很长。

2.2 深度优先搜索

它是从根节点开始,首先扩展最新产生的节点,即沿着搜索树的深度发展下去,一直到没有后继结点处时再返回,换一条路径走下去。就是在搜索树的每一层始终先只扩展一个子节点,不断地向纵深前进直到不能再前进(到达叶子节点或受到深度限制)时,才从当前节点返回到上一级节点,沿另一方向又继续前进。这种方法的搜索树是从树根开始一枝一枝逐渐形成的。

由于一个有解的问题树可能含有无穷分枝,深度优先搜索如果误入无穷分枝(即深度无限),则不可能找到目标节点。为了避免这种情况的出现,在实施这一方法时,定出一个深度界限,在搜索达到这一深度界限而且尚未找到目标时,即返回重找,所以,深度优先搜索策略是不完备的。另外,应用此策略得到的解不一定是最佳解(最短路径)。

3 “八”数码难题的宽度优先搜索与深度优先搜索

3.1“八”数码难题的宽度优先搜索

步骤如下:

1、判断初始节点是否为目标节点,若初始节点是目标节点则搜索过程结束;若不是则转到第2步;

2、由初始节点向第1层扩展,得到3个节点:2、3、4;得到一个节点即判断该节点是否为目标节点,若是则搜索过程结束;若2、3、4节点均不是目标节点则转到第3步;

3、从第1层的第1个节点向第2层扩展,得到节点5;从第1层的第2个节点向第2层扩展,得到3个节点:6、7、8;从第1层的第3个节点向第2层扩展得到节点9;得到一个节点即判断该节点是否为目标节点,若是则搜索过程结束;若6、7、8、9节点均不是目标节点则转到第4步;

4、按照上述方法对下一层的节点进行扩展,搜索目标节点;直至搜索到目标节点为止。

5、搜索过程见附图1所示。

3.2 “八”数码难题的深度优先搜索

步骤如下:

1、设置深度界限,假设为5;

2、判断初始节点是否为目标节点,若初始节点是目标节点则搜索过程结束;若不是则转到第2步;

3、由初始节点向第1层扩展,得到节点2,判断节点2是否为目标节点;若是则搜索过程结束;若不是,则将节点2向第2层扩展,得到节点3;

4、判断节点3是否为目标节点,若是则搜索过程结束;若不是则将节点3向第3层扩展,得到节点4;

5、判断节点4是否为目标节点,若是则搜索过程结束;若不是则将节点4向第4层扩展,得到节点5;

6、判断节点5是否为目标节点,若是则搜索过程结束;若不是则结束此轮搜索,返回到第2层,将节点3向第3层扩展得到节点6;

7、判断节点6是否为目标节点,若是则搜索过程结束;若不是则将节点6向第4层扩展,得到节点7;

8、判断节点7是否为目标节点,若是则结束搜索过程;若不是则将节点6向第4层扩展得到节点8;

9、依次类推,知道得到目标节点为止。

10、搜索过程见附图2所示。

3.3 搜索效率比较

不同搜索策略搜索效率的衡量指标:

1、外显率(P):反映搜索工程中,从初始节点向目标节点进行搜索的区域的宽度

P=L/T;P∈(0,1]

L:从初始节点到达目标的路径长度;

T:整个过程中生成的节点总数(不包括初始节点);

2、有效分支分数(B):表示每个有效节点平均生成的子节点数目

T=B+B2+…+BL,B≥1

当B=1时,T=1,此时搜索效率最高

当B>1时,clip_image002clip_image004

3.3.1 采用宽度优先搜索时的搜索效率 

L=5,T=26,则P=L/T=5/26=0.192,B=1.613;

3.3.1 采用宽度优先搜索时的搜索效率

L=5,T=18,则P=L/T=5/18=0.278,B=1.464;

由以上计算可以看出,深度优先搜索的效率明显高于宽度优先搜索。

3.4上述两种搜索策略的比较

在宽度优先搜索过程中,扩展到第26个节点时找到了目标节点;而在深度优先搜索过程中,扩展到第18个节点时得到了目标节点。

在宽度优先搜索过程中,需要遍历目标节点所在层之前每层的所有节点,即需要遍历所有的分支。而深度优先搜索过程中,则不需要遍历这么多的节点。所以,在“八”数码难题的求解过程中,深度优先搜索的效率明显比宽度优先搜索的效率要高。

一般情况下,深度优先适合深度大的树,不适合广度大的树,广度优先则正好相反。所谓深度大的树就是指起始节点到目标节点的中间节点多的树(可以理解成问题有很多中间解,这些解都可以认为是部分正确的,但要得到完全正确的结果——目标节点,就必须先依次求出这些中间解)。所谓广度大的树就是指起始节点到目标节点的可能节点很多的树(可以理解成问题有很多可能解,这些解要么正确,要么错误。要得到完全正确的结果——目标节点,就必须依次判断这些可能解是否正确)。

多数情况下,深度优先搜索的效率要高于宽度优先搜索。但某些时候,对于这两种搜索策略的优劣(或效率)还需要针对不同的问题进行具体分析比较。

wfs

dfs

深度优先C#代码:

 public class DFS
    {
        static public bool DFSOn = false;       //initial flag. if set initializes the array variables.
        static public bool solving = false;     //solving flag set whilst the algorithm is running.

        static private bool trackBack = false;  //trackBack flag set if the puzzle get stuck to track back moves

        private static Stack stackDFS = new Stack();    //FIFO structure required for DFS
        private static Stack stackMoves = new Stack();  //Stack stores everymove made. used for tracking back

        private static ArrayList xVisitedList = new ArrayList();    //list to store all the states that have been expanded
        private static ArrayList yVisitedList = new ArrayList();

        public static Double[][] xTempPuzzle = new Double[3][];     //actual x & y 2-d arrays strore the pos of squares
        public static Double[][] yTempPuzzle = new Double[3][];

        //gets the number of moves made towards the goal state.
        static public int getNumberOfMovesMade()
        {
            return stackMoves.Count;
        }


        //initialzes the 2-d arrays xTempPuzzle and yTempPuzzle and sets them to the current value of the
        //Puzzle displayed on the screen.
        static public void initializeArray()
        {
            for (int i = 0; i < 3; i++)
            {
                xTempPuzzle[i] = new Double[3];
                yTempPuzzle[i] = new Double[3];
            }

            xTempPuzzle[0][0] = PuzzleData.xPuzzle[0][0];
            xTempPuzzle[0][1] = PuzzleData.xPuzzle[0][1];
            xTempPuzzle[0][2] = PuzzleData.xPuzzle[0][2];
            xTempPuzzle[1][0] = PuzzleData.xPuzzle[1][0];
            xTempPuzzle[1][1] = PuzzleData.xPuzzle[1][1];
            xTempPuzzle[1][2] = PuzzleData.xPuzzle[1][2];
            xTempPuzzle[2][0] = PuzzleData.xPuzzle[2][0];
            xTempPuzzle[2][1] = PuzzleData.xPuzzle[2][1];
            xTempPuzzle[2][2] = PuzzleData.xPuzzle[2][2];

            yTempPuzzle[0][0] = PuzzleData.yPuzzle[0][0];
            yTempPuzzle[0][1] = PuzzleData.yPuzzle[0][1];
            yTempPuzzle[0][2] = PuzzleData.yPuzzle[0][2];
            yTempPuzzle[1][0] = PuzzleData.yPuzzle[1][0];
            yTempPuzzle[1][1] = PuzzleData.yPuzzle[1][1];
            yTempPuzzle[1][2] = PuzzleData.yPuzzle[1][2];
            yTempPuzzle[2][0] = PuzzleData.yPuzzle[2][0];
            yTempPuzzle[2][1] = PuzzleData.yPuzzle[2][1];
            yTempPuzzle[2][2] = PuzzleData.yPuzzle[2][2];
        }


        //resets all the variables. called when the reset button is clicked or the algorithm has finished
        static public void resetAll()
        {
            xVisitedList.Clear();
            yVisitedList.Clear();
            stackDFS.Clear();
            stackMoves.Clear();
            DFSOn = true;
            solving = false;
        }


        //the entry point method of this class. Get's called everytime a next move using DFS is required.
        static public bool solvePuzzle()
        {
            if (DFSOn) { initializeArray(); DFSOn = false; }

            if (PuzzleData.isFinalState(DFS.xTempPuzzle, DFS.yTempPuzzle)) { return true; }

            addNextMove();
            movePuzzle();

            return false;
        }


        //Each square of the shuffle can have 3 values each for x and y position. Those values
        //are 0, 100 & 200. This function checks if a left, up, down or right move is possible.
        //It does so by looking at the current x and y position of the blank square of the puzzle.
        static private bool isValidMove(int direction)
        {
            if (direction == 0) //check if sliding left is possible
            {
                if (DFS.xTempPuzzle[2][2] >= 100) { return true; }
            }
            else if (direction == 1) //check if sliding up is possible
            {
                if (DFS.yTempPuzzle[2][2] >= 100) { return true; }
            }
            else if (direction == 2)//check if sliding right is possible
            {
                if (DFS.xTempPuzzle[2][2] < 200) { return true; }
            }
            else if (direction == 3) //check if sliding down is possible
            {
                if (DFS.yTempPuzzle[2][2] < 200) { return true; }
            }

            return false;
        }


        //Checks if the current state has been expanded before or not contrary to the name
        //it doesn't check all the visited states but expanded states.
        static private bool isVisitedState()
        {
            for (int cnt = xVisitedList.Count - 1; cnt > -1; cnt--)
            {
                int sameElementCnt = 0;

                for (int i = 0; i < 3; i++)
                {
                    for (int j = 0; j < 3; j++)
                    {
                        if ((((Double[][])xVisitedList[cnt])[i][j] == xTempPuzzle[i][j]) &&
                            ((Double[][])yVisitedList[cnt])[i][j] == yTempPuzzle[i][j])
                        {
                            sameElementCnt++;
                        }
                    }
                }

                if (sameElementCnt == 9) { return true; }
            }
            return false;
        }


        //The method below checks for a valid move and then checks if the state has been visited
        //if not the it adds that direction to the stackDFS variable.
        static private void addNextMove()
        {
            bool moveAdded = false;

            if (isValidMove(0))
            {
                PuzzleData.moveLeft(xTempPuzzle, yTempPuzzle);
                if (isVisitedState())
                {
                    PuzzleData.moveRight(xTempPuzzle, yTempPuzzle);
                }
                else
                {
                    PuzzleData.moveRight(xTempPuzzle, yTempPuzzle);
                    stackDFS.Push(0);
                    moveAdded = true;
                }
            }

            if (isValidMove(1))
            {
                PuzzleData.moveUp(xTempPuzzle, yTempPuzzle);
                if (isVisitedState())
                {
                    PuzzleData.moveDown(xTempPuzzle, yTempPuzzle);
                }
                else
                {
                    PuzzleData.moveDown(xTempPuzzle, yTempPuzzle);
                    stackDFS.Push(1);
                    moveAdded = true;
                }
            }

            if (isValidMove(2))
            {
                PuzzleData.moveRight(xTempPuzzle, yTempPuzzle);
                if (isVisitedState())
                {
                    PuzzleData.moveLeft(xTempPuzzle, yTempPuzzle);
                }
                else
                {
                    PuzzleData.moveLeft(xTempPuzzle, yTempPuzzle);
                    stackDFS.Push(2);
                    moveAdded = true;
                }
            }

            if (isValidMove(3))
            {
                PuzzleData.moveDown(xTempPuzzle, yTempPuzzle);
                if (isVisitedState())
                {
                    PuzzleData.moveUp(xTempPuzzle, yTempPuzzle);
                }
                else
                {
                    PuzzleData.moveUp(xTempPuzzle, yTempPuzzle);
                    stackDFS.Push(3);
                    moveAdded = true;
                }
            }


            //if no move could be found happens when the current state cannot get out because all the
            //neighbouring states have already been expanded. It adds the opposite of the last move made
            //which makes the puzzle go back one step.
            if (!moveAdded)
            {
                int lastMove = (int)stackMoves.Pop();
                if (lastMove == 0) { lastMove = 2; }
                else if (lastMove == 1) { lastMove = 3; }
                else if (lastMove == 2) { lastMove = 0; }
                else if (lastMove == 3) { lastMove = 1; }

                stackDFS.Push(lastMove);
                trackBack = true;   //trackBack flag is set for the movePuzzle method. see there for more explanation.
            }
        }


        //Method that updates the puzzle with the direction popped of the DFS stack. Then adds the new puzzle state
        //to the visited list.
        static private void movePuzzle()
        {
            int direction = (int)stackDFS.Pop();

            if (direction == 0) //Move Left
            {
                PuzzleData.moveLeft(xTempPuzzle, yTempPuzzle);
            }
            else if (direction == 1) //Move Up
            {
                PuzzleData.moveUp(xTempPuzzle, yTempPuzzle);
            }
            else if (direction == 2) //Move Right
            {
                PuzzleData.moveRight(xTempPuzzle, yTempPuzzle);
            }
            else if (direction == 3) //Move Down
            {
                PuzzleData.moveDown(xTempPuzzle, yTempPuzzle);
            }

            //if the trackBack flag is set as there were no moves, it doesn't add the move to the movesList stack.
            if (!trackBack) { addMove(direction); }
            addVisitedList();

            trackBack = false;
        }


        //adds the cuurent state the puzzle is in to the visitedList.
        static private void addVisitedList()
        {
            Double[][] xTemp = new Double[3][];
            xTemp[0] = new Double[3];
            xTemp[1] = new Double[3];
            xTemp[2] = new Double[3];
            for (int i = 0; i < 3; i++)
            {
                for (int j = 0; j < 3; j++)
                {
                    xTemp[i][j] = xTempPuzzle[i][j];
                }
            }
            xVisitedList.Add(xTemp);

            Double[][] yTemp = new Double[3][];
            yTemp[0] = new Double[3];
            yTemp[1] = new Double[3];
            yTemp[2] = new Double[3];
            for (int i = 0; i < 3; i++)
            {
                for (int j = 0; j < 3; j++)
                {
                    yTemp[i][j] = yTempPuzzle[i][j];
                }
            }
            yVisitedList.Add(yTemp);
        }


        //adds the previous move (while NOT trackingBack) to the visited list.
        static private void addMove(int direction)
        {
            stackMoves.Push(direction);
        }
    }

最后运行效果图:

8puzzle

程序可执行文件下载

posted on 2011-02-26 14:10  Melou  阅读(41270)  评论(4编辑  收藏  举报