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......@@ -11,17 +11,97 @@ class Edge {
}
export function solveByBFS(maze) {
// TODO: stub
const backpointers = new Map();
const worklist = new Queue();
worklist.insert(new Edge(undefined, maze.entrance));
while (worklist.size > 0) {
const workitem = worklist.remove();
if (backpointers.has(workitem.to)) {
continue;
}
workitem.to.type = CellType.CONSIDERED;
backpointers.set(workitem.to, workitem);
if (workitem.to === maze.exit) {
const reversedPath = [];
for (let current = workitem.to;
// cells to CellType.SOLUTION
// current.type = CellType.SOLUTION;
current !== undefined;
current = backpointers.get(current).from) {
reversedPath.push(current);
current.type = CellType.SOLUTION;
}
return reversedPath.reverse();
}
for (const incidence of workitem.to.neighbors) {
worklist.insert(new Edge(workitem.to, incidence));
}
}
return undefined;
}
export function solveByDijkstras(maze) {
// TODO: stub
const backpointers = new Map();
const worklist = new PriorityQueue();
worklist.insert(new Edge(undefined, maze.entrance, 0), 0);
while (worklist.size > 0) {
const workitem = worklist.remove();
if (backpointers.has(workitem.to)) {
continue;
}
workitem.to.type = CellType.CONSIDERED;
backpointers.set(workitem.to, workitem);
if (workitem.to === maze.exit) {
const reversedPath = [];
for (let current = maze.exit;
current !== undefined;
current = backpointers.get(current).from) {
reversedPath.push(current);
current.type = CellType.SOLUTION;
}
return reversedPath.reverse();
}
for (const incidence of workitem.to.neighbors) {
worklist.insert(
new Edge(workitem.to, incidence, workitem.distance + 1),
workitem.distance,
);
}
}
return undefined;
}
function heuristic(maze, cell) {
return 0; // TODO: stub
return Math.abs(maze.exit.x - cell.x) + Math.abs(maze.exit.y - cell.y);
}
export function solveByAStar(maze) {
// TODO: stub
const backpointers = new Map();
const worklist = new PriorityQueue();
worklist.insert(
new Edge(undefined, maze.entrance, 0),
0 + heuristic(maze, maze.exit),
);
while (worklist.size > 0) {
const workitem = worklist.remove();
if (backpointers.has(workitem.to)) {
continue;
}
workitem.to.type = CellType.CONSIDERED;
backpointers.set(workitem.to, workitem);
if (workitem.to === maze.exit) {
for (let current = maze.exit;
current !== undefined;
current = backpointers.get(current).from) {
current.type = CellType.SOLUTION;
}
return;
}
for (const neighbor of workitem.to.neighbors) {
worklist.insert(
new Edge(workitem.to, neighbor, workitem.distance + 1),
workitem.distance + 1 + heuristic(maze, neighbor),
);
}
}
}