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machine_learning
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astar.py
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machine_learning
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astar.py
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"""
The A* algorithm combines features of uniform-cost search and pure
heuristic search to efficiently compute optimal solutions.
A* algorithm is a best-first search algorithm in which the cost
associated with a node is f(n) = g(n) + h(n),
where g(n) is the cost of the path from the initial state to node n and
h(n) is the heuristic estimate or the cost or a path
from node n to a goal.A* algorithm introduces a heuristic into a
regular graph-searching algorithm,
essentially planning ahead at each step so a more optimal decision
is made.A* also known as the algorithm with brains
"""
import
numpy
as
np
class
Cell
(
object
):
"""
Class cell represents a cell in the world which have the property
position : The position of the represented by tupleof x and y
coordinates initially set to (0,0)
parent : This contains the parent cell object which we visited
before arrinving this cell
g,h,f : The parameters for constructing the heuristic function
which can be any function. for simplicity used line
distance
"""
def
__init__
(
self
):
self
.
position
=
(
0
,
0
)
self
.
parent
=
None
self
.
g
=
0
self
.
h
=
0
self
.
f
=
0
"""
overrides equals method because otherwise cell assign will give
wrong results
"""
def
__eq__
(
self
,
cell
):
return
self
.
position
==
cell
.
position
def
showcell
(
self
):
print
(
self
.
position
)
class
Gridworld
(
object
):
"""
Gridworld class represents the external world here a grid M*M
matrix
world_size: create a numpy array with the given world_size default is 5
"""
def
__init__
(
self
,
world_size
=
(
5
,
5
)):
self
.
w
=
np
.
zeros
(
world_size
)
self
.
world_x_limit
=
world_size
[
0
]
self
.
world_y_limit
=
world_size
[
1
]
def
show
(
self
):
print
(
self
.
w
)
def
get_neigbours
(
self
,
cell
):
"""
Return the neighbours of cell
"""
neughbour_cord
=
[
(
-
1
,
-
1
),
(
-
1
,
0
),
(
-
1
,
1
),
(
0
,
-
1
),
(
0
,
1
),
(
1
,
-
1
),
(
1
,
0
),
(
1
,
1
),
]
current_x
=
cell
.
position
[
0
]
current_y
=
cell
.
position
[
1
]
neighbours
=
[]
for
n
in
neughbour_cord
:
x
=
current_x
+
n
[
0
]
y
=
current_y
+
n
[
1
]
if
0
<=
x
<
self
.
world_x_limit
and
0
<=
y
<
self
.
world_y_limit
:
c
=
Cell
()
c
.
position
=
(
x
,
y
)
c
.
parent
=
cell
neighbours
.
append
(
c
)
return
neighbours
def
astar
(
world
,
start
,
goal
):
"""
Implementation of a start algorithm
world : Object of the world object
start : Object of the cell as start position
stop : Object of the cell as goal position
>>> p = Gridworld()
>>> start = Cell()
>>> start.position = (0,0)
>>> goal = Cell()
>>> goal.position = (4,4)
>>> astar(p, start, goal)
[(0, 0), (1, 1), (2, 2), (3, 3), (4, 4)]
"""
_open
=
[]
_closed
=
[]
_open
.
append
(
start
)
while
_open
:
min_f
=
np
.
argmin
([
n
.
f
for
n
in
_open
])
current
=
_open
[
min_f
]
_closed
.
append
(
_open
.
pop
(
min_f
))
if
current
==
goal
:
break
for
n
in
world
.
get_neigbours
(
current
):
for
c
in
_closed
:
if
c
==
n
:
continue
n
.
g
=
current
.
g
+
1
x1
,
y1
=
n
.
position
x2
,
y2
=
goal
.
position
n
.
h
=
(
y2
-
y1
)
**
2
+
(
x2
-
x1
)
**
2
n
.
f
=
n
.
h
+
n
.
g
for
c
in
_open
:
if
c
==
n
and
c
.
f
<
n
.
f
:
continue
_open
.
append
(
n
)
path
=
[]
while
current
.
parent
is
not
None
:
path
.
append
(
current
.
position
)
current
=
current
.
parent
path
.
append
(
current
.
position
)
return
path
[::
-
1
]
if
__name__
==
"__main__"
:
world
=
Gridworld
()
# stat position and Goal
start
=
Cell
()
start
.
position
=
(
0
,
0
)
goal
=
Cell
()
goal
.
position
=
(
4
,
4
)
print
(
f"path from
{
start
.
position
}
to
{
goal
.
position
}
"
)
s
=
astar
(
world
,
start
,
goal
)
# Just for visual reasons
for
i
in
s
:
world
.
w
[
i
]
=
1
print
(
world
.
w
)
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