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#!/usr/bin/env ruby -Ku | |
# encoding: utf-8 | |
=begin | |
Benoit Daloze | |
RPCFN5 : Mazes | |
I extended the test suite, with small but harder examples. | |
I think the tests should have provided more mazes(bigger), to get an idea about the speed | |
Point represent a palce in the maze, by @x and @y. | |
It is just a coordinate system to ease the process. | |
I got kind of an issue, as I create 2-3 instances of every Point, | |
while one is far enough(even for multiple mazes). | |
Keeping them in an Array is too expensive in time, | |
but my which was to rewrite Point.new to return an existing Point if there is. | |
I used 2 kind of methods to solve this challenge | |
1) The tree and get_all_paths, get_paths_to_arrival and get_path_to_arrival | |
I build paths using a simple Tree structure and then | |
I just look if a parent node doesn't include already the Point, to not make circular paths | |
The first method, get_all_paths, is quite slow when there are many possible paths | |
(which is not the case in the test suite given) | |
The two others are taking only the interesting part of the Tree. | |
The last is quite good compared to dijkstra | |
2) Dijkstra's algorithm with dijkstra, dijkstra_to_arrival and dijkstra_optimized | |
There is the dijkstra algorithm for this case (with adjacent cells) | |
=end | |
# tree.rb | |
module Tree | |
class Node | |
attr_accessor :args, :parent, :children | |
def initialize(*args) | |
@args = args | |
@parent = nil | |
@children = [] | |
end | |
def name | |
@args.first | |
end | |
def == o | |
(o.is_a?(Node) and @args == o.args) or | |
@args.include?(o) | |
end | |
def << child | |
case child | |
when Node | |
@children << child | |
child.parent = self | |
child | |
when Array | |
child.each { |c| self << c } | |
self | |
else | |
self << Node.new(child) | |
end | |
end | |
def root | |
root? ? self : @parent.root | |
end | |
# Boolean | |
def root? | |
@parent.nil? | |
end | |
def parent?(p) | |
ascendants.include?(p) | |
end | |
def leaf? | |
@children.empty? | |
end | |
# selectors | |
def all | |
root.descendants | |
end | |
def ascendants # [self, parent, ..., root] array of ancestors in reverse order, includes self | |
root? ? [self] : [self] + parent.ascendants | |
end | |
def descendants # [self, child1, ...] includes self | |
@children.inject([self]) { |desc, c| desc + c.descendants } rescue [] | |
end | |
def leafs | |
descendants.select { |n| n.leaf? } | |
end | |
def single_tree # return a tree containing only this node and his parents | |
ascendants.reverse[1..-1].inject(Tree.new(*root.args)) { |t, n| | |
t.leafs[0] << Node.new(*n.args) | |
} | |
end | |
def linearize | |
descendants.select { |n| n.leaf? }.map { |n| n.ascendants.reverse } | |
end | |
end | |
def new(*args) | |
Node.new(*args) | |
end | |
module_function :new | |
end | |
################################ | |
# maze.rb | |
include Tree | |
module Kernel | |
def ∈(set) | |
set.include?(self) | |
end | |
end | |
class Point | |
attr_reader :x, :y | |
def initialize(x, y) | |
@x, @y = x, y | |
end | |
def + c | |
Point.new(@x + c.x, @y + c.y) | |
end | |
def == o | |
# Should also include o.is_a?(Point), but it's very slower | |
@x == o.x and @y == o.y | |
end | |
# Hash stuff | |
alias :eql? :== | |
def hash | |
@x ^ @y | |
end | |
def to_s | |
"(#{@x},#{@y})" | |
end | |
end | |
class Maze | |
WALL = '#' | |
GROUND = ' ' | |
DEPARTURE = 'A' | |
ARRIVAL = 'B' | |
DIRECTIONS = [ | |
Point.new( 0, -1), # north | |
Point.new( 1, 0), # east | |
Point.new( 0, 1), # south | |
Point.new(-1, 0) # west | |
] | |
Infinity = +1.0/0.0 | |
def initialize(maze) | |
@maze = maze.sub(/\A\n(.+)\Z/, '\1').lines.with_index.map { |l, y| | |
l.chomp.chars.with_index.map { |c, x| | |
case c | |
when WALL then :wall | |
when GROUND then :ground | |
when DEPARTURE | |
@d = Point.new(x,y) | |
:departure | |
when ARRIVAL | |
@a = Point.new(x,y) | |
:arrival | |
else | |
raise "Unknown character in maze's string: #{c}" | |
end | |
} | |
} | |
@reachable = {} | |
end | |
def to_s | |
@maze.map { |l| | |
l.map { |c| | |
case c | |
when :wall then WALL | |
when :ground then GROUND | |
when :departure then DEPARTURE | |
when :arrival then ARRIVAL | |
end | |
}.join | |
}.join("\n") | |
end | |
def [](c) | |
return :wall unless c.y.∈(0...@maze.length) and c.x.∈(0...@maze[c.y].length) | |
@maze[c.y][c.x] | |
end | |
def solvable? | |
@a.∈ all_reachable | |
end | |
# Return (example) {(1,0)=>:wall, (0,1)=>:ground, (-1,0)=>:wall, (0,-1)=>:ground} | |
# {Point => Symbol} of neighbours of c with their states | |
def neighbors(c) | |
DIRECTIONS.inject({}) { |h, d| | |
h.merge({d => self[c + d]}) | |
} | |
end | |
# [Point] that can be reached from c | |
def reachable(c) | |
@reachable[c] ||= DIRECTIONS.inject([]) { |r, d| | |
next(r) if self[p = c + d] == :wall | |
r << p | |
}.freeze | |
end | |
def all_reachable | |
@all_reachable ||= begin | |
to_look = [@d] | |
looked = [@d] | |
while c = to_look.pop | |
to_look += reachable(c).reject { |r| r.∈ looked } | |
looked << c | |
end | |
looked | |
end | |
end | |
def get_all_paths | |
t = Tree.new(@d) | |
# A leaf is a node without parent in a Tree | |
# here it is a Point without reachebale Point next to it (or who has not been looked yet) | |
until t.leafs.all? { |leaf| | |
# We don't want to go at the same Point we passed | |
leaf << reachable(leaf.name).reject { |c| leaf.parent?(c) } | |
leaf.leaf? # Did we found any Point reacheable ? | |
} | |
end | |
t | |
end | |
def get_paths_to_arrival | |
t = Tree.new(@d) | |
until t.leafs.all? { |leaf| | |
unless leaf == @a | |
leaf << reachable(leaf.name).reject { |c| leaf.parent?(c) } | |
end | |
leaf.leaf? | |
} | |
end | |
t | |
end | |
def get_path_to_arrival # Notice the singular | |
t = Tree.new(@d) | |
loop do | |
t.leafs.each { |leaf| | |
# We can be sure this is the shortest, as we advance step by step for each path | |
return leaf.single_tree if leaf == @a | |
leaf << reachable(leaf.name).reject { |c| leaf.parent?(c) } | |
leaf.leaf? | |
} | |
end | |
end | |
def select_shortest_path(paths) | |
paths.linearize. | |
select { |path| @a.∈ path }. | |
map { |p| | |
p[0...p.index(@a)] # let's take the part to the arrival, we won't go further | |
}.map(&:length).min # And get the length of shortest one | |
end | |
def steps(method = :do) | |
return 0 if not solvable? | |
case method | |
when :dijkstra, :d | |
dijkstra[@a] | |
when :dijkstra_to_arrival, :da | |
dijkstra_to_arrival[@a] | |
when :dijkstra_optimized, :do | |
dijkstra_optimized | |
else | |
select_shortest_path(send(method)) | |
end | |
end | |
def dijkstra | |
dist = Hash.new(Infinity) # Unknown distance function from source to v | |
prev = {} # Previous node in optimal path from source | |
dist[@d] = 0 # Distance from source to source | |
q = all_reachable.dup # All nodes in the graph are unoptimized - thus are in Q | |
until q.empty? | |
u = q.min_by { |v| dist[v] } # vertex in Q with smallest dist | |
break if dist[u] == Infinity # all remaining vertices are inaccessible from source | |
q.delete(u) | |
reachable(u).each do |v| # where v has not yet been removed from Q | |
alt = dist[u] + 1 # dist_between(u, v) = 1 because they are neighbors | |
if alt < dist[v] # Relax (u,v,a) | |
dist[v] = alt | |
prev[v] = u | |
end | |
end | |
end | |
dist | |
end | |
def dijkstra_to_arrival # return when we reach arrival | |
dist = Hash.new(Infinity) | |
prev = {} | |
dist[@d] = 0 | |
q = all_reachable.dup | |
until q.empty? | |
u = q.min_by { |v| dist[v] } | |
return dist if u == @a | |
break if dist[u] == Infinity | |
q.delete(u) | |
reachable(u).each do |v| | |
alt = dist[u] + 1 | |
if alt < dist[v] | |
dist[v] = alt | |
prev[v] = u | |
end | |
end | |
end | |
end | |
def dijkstra_optimized # Without prev {} | |
dist = Hash.new(Infinity) | |
dist[@d] = 0 | |
q = all_reachable.dup | |
until q.empty? | |
u = q.min_by { |v| dist[v] } | |
return dist[@a] if u == @a | |
q.delete(u) | |
reachable(u).each do |v| | |
alt = dist[u] + 1 | |
dist[v] = alt if alt < dist[v] | |
end | |
end | |
end | |
end | |
################################ | |
# test_maze.rb | |
require 'test/unit' | |
MAZE1 = %{ | |
##################################### | |
# # # #A # # # | |
# # # # # # ####### # ### # ####### # | |
# # # # # # # # # | |
# ##### # ################# # ####### | |
# # # # # # # # # | |
##### ##### ### ### # ### # # # # # # | |
# # # # # # B# # # # # # | |
# # ##### ##### # # ### # # ####### # | |
# # # # # # # # # # # # | |
# ### ### # # # # ##### # # # ##### # | |
# # # # # # # | |
#####################################} | |
# Maze 1 should SUCCEED | |
MAZE2 = %{ | |
##################################### | |
# # # # # # | |
# ### ### # ########### ### # ##### # | |
# # # # # # # # # # | |
# # ###A##### # # # # ### ########### | |
# # # # # # # # # | |
####### # ### ####### # ### ####### # | |
# # # # # # # # | |
# ####### # # # ####### # ##### # # # | |
# # # # # # # # # # # | |
# ##### # # ##### ######### # ### # # | |
# # # # #B# | |
#####################################} | |
# Maze 2 should SUCCEED | |
MAZE3 = %{ | |
##################################### | |
# # # # # | |
# ### # ####### # # # ############# # | |
# # # # # # # # # # | |
### ##### ### ####### # ##### ### # # | |
# # # # A # # # # # | |
# ######### ##### # ####### ### ### # | |
# ### # # # # # | |
# ### ### ####### ####### # # # # ### | |
# # # # # #B# # # # # # # | |
# # # ##### ### # # # # ### # ##### # | |
# # # # # # | |
#####################################} | |
# Maze 3 should FAIL | |
### Perso | |
MAZE4 = ' | |
######## | |
#A # | |
###### # | |
# B# # | |
# #### # | |
# # | |
######## | |
' # 19 | |
MAZE5 = ' | |
############ | |
# ##### | |
# ## # | |
# B#### # | |
#### #### # | |
#A # | |
############ | |
' # 25 | |
MAZE6 = ' | |
############# | |
#A B# | |
###### ##### | |
############# | |
' # 10 | |
MAZE7 = ' | |
####### | |
# # | |
#A B # | |
# # | |
####### | |
' # 2 | |
MAZE8 = ' | |
# | |
A # B | |
' # 8 | |
MAZE9 = ' | |
# | |
#A# | |
# # | |
#B# | |
# | |
' # 2 | |
MAZE10 = ' | |
A | |
B | |
' # 10 | |
class MazeTest < Test::Unit::TestCase | |
def test_good_mazes | |
assert_equal true, Maze.new(MAZE1).solvable? | |
assert_equal true, Maze.new(MAZE2).solvable? | |
end | |
def test_bad_mazes | |
assert_equal false, Maze.new(MAZE3).solvable? | |
end | |
def test_maze_steps | |
assert_equal 44, Maze.new(MAZE1).steps | |
assert_equal 75, Maze.new(MAZE2).steps | |
assert_equal 0, Maze.new(MAZE3).steps | |
end | |
def test_perso | |
assert_equal 19, Maze.new(MAZE4).steps | |
assert_equal 25, Maze.new(MAZE5).steps | |
assert_equal 10, Maze.new(MAZE6).steps | |
assert_equal 2, Maze.new(MAZE7).steps | |
end | |
def test_without_ext_walls | |
assert_equal 8, Maze.new(MAZE8).steps | |
end | |
def test_not_rectangular | |
assert_equal 2, Maze.new(MAZE9).steps | |
end | |
def test_open | |
assert_equal 10, Maze.new(MAZE10).steps | |
end | |
end | |
# Time on my laptop for each method (ruby 1.9.2) | |
# 0.105 dijkstra_optimized | |
# 0.107 dijkstra_to_arrival | |
# 0.119 dijkstra | |
# 0.166 get_path_to_arrival | |
# 2.154 get_paths_to_arrival | |
# 6.533 get_all_paths: 7.51 |
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