Adding value from parent node - ruby

I am trying to implement the A* Algorithm to find the shortest path from A to B. I am using a linked list with nodes to find the best path.
One of the values I need to calculate is g, which is the cost of movement from the starting point to the current node. Moving horizontal or vertical cost 10, and moving diagonal costs 14.
For example,
11 22 33
44 55 66
Moving from 11 to 22 cost 10. From 22 to 66 cost 14, so moving from 11 to 66 cost 24 total according to that particular path.
In my node class, I have a method that calculate g from the previous node to the current node, in the previous example, 22 to 66. In order to find the total g cost, I added the g value from the parent's node. However, this is extremely expensive and takes forever to run, especially when the number of possible paths is huge.
What can I do to speed up this algorithm? Is there a better way to calculate the g value?
Here is the relevant code from my Node class.
class Node
attr_accessor :position, :g, :h, :parent
def initialize(position, parent = nil)
#position = position
#parent = parent
if parent.nil?
#g = 0
else
#g = calc_g + #parent.g #<= this line costs the issue.
end
end
def calc_h(end_pos)
(#position.first - end_pos.first).abs + (#position.last - end_pos.last).abs
end
def calc_g
row_diff = (#position.first - self.parent.position.first).abs
col_diff = (#position.last - self.parent.position.last).abs
if [row_diff, col_diff] == [1,1]
g = 14
else
g = 10
end
end
end
Here is my MazeSolver class.
require_relative 'node'
class MazeSolver
attr_accessor :open_list, :closed_list, :maze, :start_node, :end_node, :current_node
def initialize(file_name)
#open_list = []
#closed_list = {}
#maze = create_maze_array(file_name)
#start_node = Node.new(find_point("S"))
#end_node = Node.new(find_point("E"))
#current_node = #start_node
end
def create_maze_array(file_name)
maze = File.readlines(file_name).map(&:chomp)
maze.map! do |line|
line.split('')
end
maze
end
def find_point(sym)
#maze.each_with_index do |line, row|
line.each_with_index do |el, col|
return [row, col] if el == sym
end
end
end
def find_neighbors(position)
row, col = position
(row-1..row+1).each do |r|
(col-1..col+1).each do |c|
next if #closed_list.values.include?([r, c])
unless #maze[r][c] == '*'
#open_list << Node.new([r, c], #current_node)
end
end
end
#open_list
end
def solved?
#current_node.position == #end_node.position
end
def solve
until solved?
#closed_list[#current_node] = #current_node.position
find_neighbors(#current_node.position)
#current_node = lowest_f(#open_list)
#open_list.delete(#current_node)
end
path = get_path(#current_node)
display_route(path)
end
# determine the lowest f score node
def lowest_f(nodes)
f_score = {}
nodes.each do |node|
f_score[node] = node.g + node.calc_h(#end_node.position)
end
f_score.sort_by { |node, score| score }.first.first
end
# create path array
def get_path(node)
path = []
until node.position == #start_node.position
path << node.position
node = node.parent
end
path
end
# display maze without route and maze with route
def display_route(path)
display_maze
path.each do |move|
unless #maze[move.first][move.last] == 'E'
#maze[move.first][move.last] = 'X'
end
end
puts
display_maze
end
# display the maze as it is.
def display_maze
#maze.each do |line|
puts line.join
end
end
end
if __FILE__ == $PROGRAM_NAME
puts "What is the name of the maze file?"
begin
MazeSolver.new(gets.chomp).solve
rescue
puts "File does not exist. Try Again"
retry
end
end
Here is the link to repl with example mazes that I worked with. maze1.txt is the one that takes a long time to run.

Related

Need help to create a breadth-first search function

I’m currently doing Knight’s Travails project.
In this project you need to find the shortest way from A to B for the chess knight.
I don’t know why my program crashes when it comes to breadth-first search function. I cannot catch it with debugger because VScode freezes at reading variable “root” inside knight_moves.
Could you help me find the ussue?
I’ve created the board. It has links to every cell of the board according position of the cell.
I’ve created links between cells with add_edges function. Links are possible ways to move.
So far I’ve got the code below
class Node
attr_reader :pos
attr_accessor :children, :search_info
def initialize (row, column)
#pos = [row, column]
#children = nil
#search_info = Hash.new
end
end
class Board
attr_reader :show
def initialize
create_board
end
def create_board
board = []
8.times do |x|
board<<[x]
end
board.each_with_index do |item, index|
8.times do |x|
board[index] << x unless x == index
end
end
board.each do |x|
x.sort!
end
#board = board
end
def show
#board
end
def fill_with_nodes
#board.each_with_index do |item, index|
item.map! {|column| Node.new(index,column)}
end
end
def add_edges
#board.each_with_index do |row, index|
row.each do |node|
node.children = []
node.children = node.children << #board[node.pos[0]-2][node.pos[1]-1] if (0..7).include?(node.pos[0]-2) && (0..7).include?(node.pos[1]-1)
node.children = node.children << #board[node.pos[0]-2][node.pos[1]+1] if (0..7).include?(node.pos[0]-2) && (0..7).include?(node.pos[1]+1)
node.children = node.children << #board[node.pos[0]+2][node.pos[1]-1] if (0..7).include?(node.pos[0]+2) && (0..7).include?(node.pos[1]-1)
node.children = node.children << #board[node.pos[0]+2][node.pos[1]+1] if (0..7).include?(node.pos[0]+2) && (0..7).include?(node.pos[1]+1)
node.children = node.children << #board[node.pos[0]-1][node.pos[1]-2] if (0..7).include?(node.pos[0]-1) && (0..7).include?(node.pos[1]-2)
node.children = node.children << #board[node.pos[0]+1][node.pos[1]-2] if (0..7).include?(node.pos[0]+1) && (0..7).include?(node.pos[1]-2)
node.children = node.children << #board[node.pos[0]-1][node.pos[1]+2] if (0..7).include?(node.pos[0]-1) && (0..7).include?(node.pos[1]+2)
node.children = node.children << #board[node.pos[0]+1][node.pos[1]+2] if (0..7).include?(node.pos[0]+1) && (0..7).include?(node.pos[1]+2)
end
end
end
def cell (row, column)
#board[row][column]
end
def knight_moves (start, finish)
raise StandardError.new("Invalid start") unless (0..7).include?(start[0]) || (0..7).include?(start[1])
raise StandardError.new("Invalid finish") unless (0..7).include?(finish[0]) || (0..7).include?(finish[1])
queue = []
root = #board[finish[0]][finish[1]]
root.search_info[:distanse] = 0
queue << root
until queue.empty?
node = queue.shift
break if node.pos == [start[0],start[1]]
node.children.each do |child|
unless child.search_info[:distanse]
child.search_info[:distanse] = node.search_info[:distanse] + 1
child.search_info[:predecessor] = node
queue << child
end
end
end
end
end
#This part is for testing
puts a = Board.new
puts a.show.to_s
a.fill_with_nodes
puts a.show.to_s
a.add_edges
a.knight_moves([0,0], [0,1])
def show_cell(board,row, column)
puts ""
puts board.cell(row,column).pos.to_s, board.cell(row,column).children.map {|child| child.pos}.to_s ,board.cell(row,column).search_info.to_s
end
show_cell(a,2,2)
Edit: I've found that line "child.search_info[:predecessor] = node" crashes the programm. And if I use #variable to store "predecessor" instead of hash the programm runs. I don't know why though. What's the reason?
As for me, the main issue with the code is its unnecessary ("incidental") complexity.
Yes, the task you're solving can be reduced to a graph traversal problem, but it doesn't mean you must represent the graph explicitly. For this particular task - where all the possible moves from the arbitrary cell are well-defined and the board itself is limited - you can easily calculate the graph edges on the fly (and without all this additional machinery that makes your code so hard to reason about - even for you). Explicit representation of the board looks redundant too (again, for this particular task).
Taking all this into account, the solution might be as simple as:
class Knight
def initialize
#knight_moves = [[-2, -1], [-2, 1], [-1, -2], [-1, 2], [1, -2], [1, 2], [2, -1], [2, 1]]
end
def move(start, stop)
visited = {}
queue = [[stop, nil]]
while queue.any?
current_cell, next_cell = queue.shift
next if visited.has_key?(current_cell)
visited[current_cell] = next_cell
return build_path(start, stop, visited) if current_cell == start
possible_moves(current_cell).each do |next_move|
queue << [next_move, current_cell] unless visited.has_key?(next_move)
end
end
end
private
def possible_moves(cell)
#knight_moves.
map { |x, y| [cell.first + x, cell.last + y] }.
select(&method(:valid_move?))
end
def build_path(start, stop, visited)
path = [start]
while next_cell = visited[path.last]
path << next_cell
end
path.last == stop ? path : nil
end
def valid_move?(cell)
cell.all? { |n| n >= 0 && n <= 7 }
end
end
knight = Knight.new
knight.move [0,0], [0,1] #=> [[0, 0], [2, 1], [1, 3], [0, 1]]

Minimax algorithm Ruby Tic Tac Toe

I am writing unbeatable tic tac toe game using minimax algorithm. For some reason my scores hash lose its value as it comes out for the loop. If it is happening then I must be doing something wrong that I am unable to catch. I am new to coding. Need help!!!
mark is the mark for current player
mark1 and mark2 are the two marks for player1 and player2 respectively
spots is the empty spots on the board
require_relative 'board'
class ComputerPlayer
attr_reader :board
def initialize
#board = Board.new
#optimal_moves = [0, 2, 4, 6, 8]
end
def get_position(name, spots, mark, mark1, mark2)
position = nil
other_mark = nil
mark == mark1 ? other_mark = mark2 : other_mark = mark1
if spots.length == 9
position = #optimal_moves.sample.to_i
else
position = best_move(spots, mark, other_mark)
end
print "Enter your move #{name}: #{position}\n"
position
end
def best_move(spots, mark, other_mark, depth = 0, scores = {})
return 1 if board.winner == mark
return 0 if board.draw?
return -1 if board.winner == other_mark
spots.each do |move|
board.place_mark(move, mark)
scores[move] = best_move(spots[1..-1], mark, other_mark, depth += 1, {})
board.reset_position(move)
end
# it does not keep the value of scores. scores here is {}
return scores.max_by { |key, value| value }[0] if depth == 0
return scores.max_by { |key, value| value }[1] if depth > 0
return scores.min_by { |key, value| value }[1] if depth < 0
end
end
It looks like you are passing an empty hash back into best_move every time. What you're probably wanting to do is pass scores in on each recurrence to build up an object with moves and scores.
scores[move] = best_move(spots[1..-1], mark, other_mark, depth += 1, scores)

Keeping track of the path, Knights travel

So far my shortest path method will stop when it reaches the goal position, printing out everything it did along the way. I would like to know how I could go about implementing parent positions so I can print the path along with the goal. This is an assignment.
class Knight
attr_accessor :x, :y, :prev_position, :moves
def initialize(position)
#x = position[0]
#y = position[1]
#prev_position = nil
#moves = [
[-1,-2],
[-2,-1],
[-2,+1],
[-1,+2],
[+1,-2],
[+2,-1],
[+2,+1],
[+1,+2]]
end
def possible
move_list = Array.new
#moves.each do |moves|
x = #x + moves[0]
y = #y + moves[1]
if x.between?(0,7)
if y.between?(0,7)
move_list << [x,y]
end
end
end
move_list
end
end
def shortest_path(position,goal)
paths = Array.new
#start_knight = Knight.new(position)
until #start_knight.x == goal[0] and
#start_knight.y == goal[1]
#start_knight.possible.each do |p| paths << p end
shifted = paths.shift
#start_knight.x = shifted[0]
#start_knight.y = shifted[1]
puts "[#{#start_knight.x},#{#start_knight.y}]"
end
end
shortest_path([0,0],[7,7])

Ruby Code-Cutting (few lines as possible)

So the code below is what I'm trying to cut down to as few lines as possible. Any other ruby tricks out there I could use to shorten it? I appreciate all help anyone can offer.
Article Class:
class Article
attr_accessor :id, :price, :quantity
def initialize(id, price, quantity)
#id, #price, #quantity = id, Float(price), quantity.to_i
end
end
Order Class:
class Order
def initialize(name)
#a, i = [], 0
input = File.open(name, "r")
while(id = input.gets.chomp)
j, price = 0, input.gets.chomp
while(j<#a.length)
if(#a[j].id.eql?(id.to_i))
#a[j].quantity += 1
end
end
else
#a[i] = new Article(id,price,1)
i+=1
end
end
end
def orderCost
sum = 0
#a.each { |e| sum+=(e.price * e.quantity)}
sum = ((sum*1.07) + 2.99)
end
def displaySelectArticles
min, max = #a[0], #a[0]
#a.each do |e|
if(min.cost > e.cost)
min = e
end
if(max.cost < e.cost)
max = e
end
sum += e.cost*e.quantity and q += e.quantity
end
puts "Min: #{min.cost} | Max: #{max.cost} | Avg: #{Float(sum)/q}"
end
end
I did my best here but your initialize method didnt make any logical sense to me. Hopefully this can at least guide you into the right direction. Disclaimer: None of this was tested and I wrote it off of what methods I could remember.
class Order
def initialize(name)
#a, i = [], 0
File.readlines(name) do |line|
# This while loop makes no sense to me
# Seems like a surefire infiniteloop because if id = 3, it is always true
# Maybe you meant to do an operator like == for comparison
while(id = line)
j, price = 0, line
while j < #a.length
#a[j].quantity += 1 if(#a[j].id.eql?(id.to_i))
end
else
#a[i] = new Article(id, price, 1)
i += 1
end
end
end
def orderCost
# I would probably make this two lines because its unreadable
(#a.inject(0) { |accum, e| accum + (e.price * e.quantity) } * 1.07) + 2.99
end
def displaySelectArticles
min, max = #a[0], #a[0]
#a.each do |e|
min = e if min.cost > e.cost
max = e if max.cost < e.cost
sum += e.cost * e.quantity
q += e.quantity # I have no idea how you got a q
end
puts "Min: #{min.cost} | Max: #{max.cost} | Avg: #{Float(sum)/q}"
end
end
The Article class needs serious attention because of that jumble of junk where
three variables are assigned at the same time. Split that out into three very
simple assignments:
class Article
attr_accessor :id, :price, :quantity
def initialize(id, price, quantity)
#id = id
#price = price.to_f
#quantity = quantity.to_i
end
end
Using x.to_f is preferable to Float(x), it's a gentler approach to
converting. If you're doing financial calculations I'd stronly encourage
you to use something like BigDecimal
as floating point numbers are notoriously problematic. $1.99 has a way of
becoming $1.989999423489 which when rounded can appear to "lose" a cent here
or there. The BigDecimal class avoids this by representing values as exact.
The rest is basically attacking the problem of not using Enumerable
effectively and instead writing your own routines to do what should be simple:
class Order
def initialize(name)
#items = [ ]
File.open(name, "r") do |input|
while(id = input.gets.chomp)
price = input.gets.chomp
# find locates the first matching thing in the array, if any.
existing = #items.find do |item|
item.id == id
end
if (existing)
existing.quantity += 1
else
items << Article.new(id, price, 1)
end
end
end
def item_cost
# Inject is good at iterating and accumulating
#items.inject(0.0) do |sum, item|
sum + item.price * item.quantity
end
end
def item_count
#items.inject(0) do |sum, item|
sum + item.quantity
end
end
def order_cost
item_cost * 1.07 + 2.99
end
def display_select_articles
# minmax_by finds min and max entries based on arbitrary criteria
min, max = #items.minmax_by { |item| item.price }
sum = item_cost
count = item_count
puts "Min: %f | Max: %f | Avg: %f" % [
min ? min.cost : 0.0,
max ? max.cost : 0.0,
count > 0.0 ? (sum / count) : 0.0
]
end
end
Whenever possible go with the grain, and that means using Ruby's structures and their native methods. The more you deviate from this the more code you'll have to write, and the uglier your code will get. Sometimes you're solving a difficult problem and you have no choice, but this example is not one of those cases. Everything here is simpler if you just do it the Ruby way.

Ruby Program to solve Circular Primes below number x

I'm working on project Euler #35. I am getting the wrong number returned and I can't find where I have done wrong!
def is_prime?(num)
(2..Math.sqrt(num)).each { |i| return false if num % i == 0}
true
end
def is_circular?(num)
len = num.to_s.length
return true if len == 1
(len - 1).times do
new_n = cycle(num)
break unless is_prime?(new_n)
end
end
def cycle(num)
ary = num.to_s.split("")
return ary.rotate!.join.to_i
end
def how_many
circulars = []
(2..1000000).each do |num|
if is_prime?(num) && is_circular?(num)
circulars << num
end
end
p circulars.count
end
how_many #=> 14426
The returned number is '14426'. I am only returning the circular primes, supposedly the correct answer is '55'
I have edited your code with few fixes in Ruby way. Your mistake was including corect set of [a, b, c] three times to count, instead of counting them as a one circular prime number. Your answer was correct, while 55 is the number of unique sets.
require 'prime'
class Euler35
def is_circular?(num)
circulars_for(num).all?{ |el| ::Prime.instance.prime?(el) }
end
def circulars_for(a)
a.to_s.split("").length.times.map{|el| a.to_s.split("").rotate(el).join.to_i }
end
def how_many
circulars = []
::Prime.each(1_000_000) do |num|
continue if circulars.include?(num)
if is_circular?(num)
circulars << circulars_for(num)
end
end
circulars.count
end
end
puts Euler35.new.how_many # => 55

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