这篇文章是作者人工智能导论课的大作业,发出来供大家学习参考(有完整代码)。想要论文WORD文件的可以在本文资源处下载(可能还在审核)。
摘要: 本文章聚焦于基于A-Star搜索算法的迷宫小游戏设计,通过深入剖析A-Star算法的核心理论,涵盖当前代价、预估代价、启发函数等关键概念,同时结合Pygame技术的实际应用,展示了A-Star算法在路径规划中的高效和准确表现。
关键词: A-Star搜索算法,耗散值,启发函数,曼哈顿距离,Pygame
A-star搜索算法是一种常用于图搜索和路径规划的启发式搜索算法。它结合了Dijkstra算法的最短路径搜索和贪婪最优化搜索的优势,通过引入一个启发式评估函数来加速搜索过程。A-Star搜索算法是在搜索A算法的基础上,对启发函数进行条件限制得来的。
这里直接附上完整代码,直接放到pycharm里就能运行(要提前下载pygame包)。
import pygame
import math
from queue import PriorityQueue
import tkinter as tk
from tkinter import messagebox
# pygame初始化
pygame.init()
# 设置窗口大小
WIDTH = 900 # 高度与宽度一致
WIN = pygame.display.set_mode((WIDTH, WIDTH)) # pygame窗口大小
pygame.display.set_caption("A-star")
# 定义颜色
RED = (255, 0, 0) # close表
GREEN = (0, 255, 0) # open表
BLUE = (0, 0, 255) # end
YELLOW = (255, 255, 0) # start
WHITE = (255, 255, 255)
BLACK = (0, 0, 0) # 障碍
PURPLE = (128, 0, 128) # A-star算法下的最短路径
ORANGE = (255, 165, 0) # Start点
GREY = (128, 128, 128) # 灰色的网格线
PINK = (255, 0, 255) # End点
# 提示弹窗
def show_popup_message(message):
root = tk.Tk()
root.withdraw() # 隐藏主窗口
# 弹出窗口
messagebox.showinfo("A-star最短路径搜索·操作介绍", message)
# 文字内容
message_content = "1. 第一次点击鼠标左键,放置“Sta”方块\n2. 第二次点击鼠标左键,放置“End”方块\n3. 继续点击鼠标左键,放置“障碍物”方块\n4. 选中方块点击鼠标右键,清除方块\n5. 按下空格开始寻找最短路径\n6. 按下q键清空当前页面"
# 创建方格类
class Spot:
def __init__(self, row, col, width, total_rows):
self.row = row # 行
self.col = col # 列
self.x = row * width # 行坐标
self.y = col * width # 列坐标
self.color = WHITE
self.neighbors = [] # 相邻点的列表
self.width = width
self.total_rows = total_rows
self.text = "" # 用于存储文字内容
def get_pos(self):
return self.row, self.col
def is_closed(self):
return self.color == RED # close表
def is_open(self):
return self.color == GREEN # open表
def is_barrier(self):
return self.color == BLACK # 障碍
def is_start(self):
return self.color == ORANGE # 起点
def is_end(self):
return self.color == TURQUOISE # 终点
def make_start(self):
self.color = ORANGE
def make_closed(self):
self.color = RED
def make_open(self):
self.color = GREEN
def make_barrier(self):
self.color = BLACK
self.text = "" # 用来清除原先留下的文本
def make_end(self):
self.color = PINK
def make_path(self): # 回溯路径使用
self.color = PURPLE
def make_clear(self):# 重置对应方格(重置为WHITE)
self.color = WHITE
self.text = "" # 用来清除原先留下的文本
def set_text(self, text): # 标记文本
self.text = text
def draw(self, win):
pygame.draw.rect(win, self.color, (self.x, self.y, self.width, self.width))
if self.text:
font = pygame.font.Font(None, 24)
text_surface = font.render(self.text, True, WHITE)
text_rect = text_surface.get_rect(center=(self.x + self.width // 2, self.y + self.width // 2))
win.blit(text_surface, text_rect)
def update_neighbors(self, grid):
self.neighbors = []
if self.row < self.total_rows - 1 and not grid[self.row + 1][self.col].is_barrier(): # 向下搜索,添加下方格到neighbors
self.neighbors.append(grid[self.row + 1][self.col])
if self.row > 0 and not grid[self.row - 1][self.col].is_barrier(): # 向上搜索,添加上方格到neighbors
self.neighbors.append(grid[self.row - 1][self.col])
if self.col < self.total_rows - 1 and not grid[self.row][self.col + 1].is_barrier(): # 向右搜索,添加右方格到neighbors
self.neighbors.append(grid[self.row][self.col + 1])
if self.col > 0 and not grid[self.row][self.col - 1].is_barrier(): # 向左搜索,添加左方格到neighbors
self.neighbors.append(grid[self.row][self.col - 1])
def __lt__(self, other):
return False
# 计算两个点的曼哈顿距离
def Mh(p1, p2):
x1, y1 = p1
x2, y2 = p2
return abs(x1 - x2) + abs(y1 - y2)
# 构造路径
def reconstruct_path(came_from, current, draw):
while current in came_from:
current = came_from[current]
current.make_path()
draw()
# A* 算法实现
# 参考链接:https://www.redblobgames.com/pathfinding/a-star/introduction.html#graphs(写的很好)
def A_star_algorithm(draw, grid, start, end):
count = 0
open_set = PriorityQueue() # open表,用于存储待探索的节点
open_set.put((0, count, start)) # 将起点放入优先队列,优先级为0
came_from = {} # 当前方块到之前方块的映射
g_score = {spot: float("inf") for row in grid for spot in row} # 当前代价,预估代价为曼哈顿距离
g_score[start] = 0
f_score = {spot: float("inf") for row in grid for spot in row} # 总代价
f_score[start] = Mh(start.get_pos(), end.get_pos())
open_set_hash = {start} # keep trace of the nodes
while not open_set.empty(): # open表非空
current = open_set.get()[2]
open_set_hash.remove(current) # 移出open表
if current == end:
reconstruct_path(came_from, end, draw)
end.make_end()
start.make_start()
return True
for neighbor in current.neighbors:
temp_g_score = g_score[current] + 1
if temp_g_score < g_score[neighbor]:
came_from[neighbor] = current
g_score[neighbor] = temp_g_score
f_score[neighbor] = temp_g_score + Mh(neighbor.get_pos(), end.get_pos())
if neighbor != start and neighbor != end :
neighbor.set_text(str(f_score[neighbor])) # 标记总代价
if neighbor not in open_set_hash:
count += 1
open_set.put((f_score[neighbor], count, neighbor))
open_set_hash.add(neighbor)
neighbor.make_open()
draw()
if current != start:
current.make_closed()
return False
# 创建方格网格
def make_grid(rows, width):
grid = [] # 创建一个空列表,用于存储方格
gap = width // rows # 一个单元格的大小
for i in range(rows):
grid.append([])
for j in range(rows):
spot = Spot(i, j, gap, rows)
grid[i].append(spot)
return grid # 返回创建的列表
# 绘制网格线
def draw_grid(win, rows, width):
gap = width // rows
for i in range(rows):
pygame.draw.line(win, GREY, (0, i * gap), (width, i * gap))
for j in range(rows):
pygame.draw.line(win, GREY, (j * gap, 0), (j * gap, width))
# 绘制最优路径
def draw(win, grid, rows, width):
win.fill(WHITE)
for row in grid:
for spot in row:
spot.draw(win)
draw_grid(win, rows, width)
pygame.display.update()
# 获取鼠标点击的位置
def get_clicked_pos(pos, rows, width):
gap = width // rows
y, x = pos
row = y // gap
col = x // gap
return row, col
# 主函数
def main(win, width):
ROWS = 25 # 一列中方格的个数
grid = make_grid(ROWS, width)
# clear_flag = False # 按下空格清屏
start = None
end = None
run = True
started = False
show_popup_message(message_content)
while run:
draw(win, grid, ROWS, width)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if started:
continue
if pygame.mouse.get_pressed()[0]: # 左键
pos = pygame.mouse.get_pos()
row, col = get_clicked_pos(pos, ROWS, width)
spot = grid[row][col]
if not start and spot != end: # 第一次按下对应的是Star
start = spot
start.make_start()
start.set_text("Sta") # 标记Start点
elif not end and spot != start: # 第二次按下对应的是End
end = spot
end.make_end()
end.set_text("End") # 标记End点
elif spot != end and spot != start: # 之后按下的对应的是障碍
spot.make_barrier()
elif pygame.mouse.get_pressed()[2]: # 右键
pos = pygame.mouse.get_pos()
row, col = get_clicked_pos(pos, ROWS, width)
spot = grid[row][col]
spot.make_clear()
if spot == start:
start = None
elif spot == end:
end = None
if event.type == pygame.KEYDOWN: # 检测按键按下
if event.key == pygame.K_SPACE and start and end : # 空格键对应开始寻找最短路径
for row in grid:
for spot in row:
if spot != start and spot != end and spot.color != BLACK:
spot.make_clear()
for row in grid:
for spot in row:
spot.update_neighbors(grid)
A_star_algorithm(lambda: draw(win, grid, ROWS, width), grid, start, end)
elif event.key == pygame.K_q: # 按下英文字母q键对应清空屏幕
start = None
end = None
grid = make_grid(ROWS, width)
pygame.event.clear()
pygame.quit()
# 运行主函数
main(WIN, WIDTH)