Solved 2024/18 P1
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2024/16/16.md
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## \-\-- Day 16: Reindeer Maze \-\--
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It\'s time again for the [Reindeer Olympics](/2015/day/14)! This year,
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the big event is the *Reindeer Maze*, where the Reindeer compete for the
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*[lowest
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score]{title="I would say it's like Reindeer Golf, but knowing Reindeer, it's almost certainly nothing like Reindeer Golf."}*.
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You and The Historians arrive to search for the Chief right as the event
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is about to start. It wouldn\'t hurt to watch a little, right?
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The Reindeer start on the Start Tile (marked `S`) facing *East* and need
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to reach the End Tile (marked `E`). They can move forward one tile at a
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time (increasing their score by `1` point), but never into a wall (`#`).
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They can also rotate clockwise or counterclockwise 90 degrees at a time
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(increasing their score by `1000` points).
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To figure out the best place to sit, you start by grabbing a map (your
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puzzle input) from a nearby kiosk. For example:
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###############
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#.......#....E#
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#.#.###.#.###.#
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#.....#.#...#.#
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#.###.#####.#.#
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#.#.#.......#.#
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#.#.#####.###.#
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#...........#.#
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###.#.#####.#.#
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#...#.....#.#.#
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#.#.#.###.#.#.#
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#.....#...#.#.#
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#.###.#.#.#.#.#
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#S..#.....#...#
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###############
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There are many paths through this maze, but taking any of the best paths
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would incur a score of only `7036`. This can be achieved by taking a
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total of `36` steps forward and turning 90 degrees a total of `7` times:
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###############
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#.......#....E#
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#.#.###.#.###^#
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#.....#.#...#^#
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#.###.#####.#^#
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#.#.#.......#^#
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#.#.#####.###^#
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#..>>>>>>>>v#^#
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###^#.#####v#^#
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#>>^#.....#v#^#
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#^#.#.###.#v#^#
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#^....#...#v#^#
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#^###.#.#.#v#^#
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#S..#.....#>>^#
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###############
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Here\'s a second example:
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#################
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#...#...#...#..E#
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#.#.#.#.#.#.#.#.#
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#.#.#.#...#...#.#
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#.#.#.#.###.#.#.#
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#...#.#.#.....#.#
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#.#.#.#.#.#####.#
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#.#...#.#.#.....#
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#.#.#####.#.###.#
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#.#.#.......#...#
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#.#.###.#####.###
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#.#.#...#.....#.#
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#.#.#.#####.###.#
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#.#.#.........#.#
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#.#.#.#########.#
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#S#.............#
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#################
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In this maze, the best paths cost `11048` points; following one such
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path would look like this:
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#################
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#...#...#...#..E#
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#.#.#.#.#.#.#.#^#
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#.#.#.#...#...#^#
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#.#.#.#.###.#.#^#
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#>>v#.#.#.....#^#
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#^#v#.#.#.#####^#
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#^#v..#.#.#>>>>^#
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#^#v#####.#^###.#
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#^#v#..>>>>^#...#
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#^#v###^#####.###
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#^#v#>>^#.....#.#
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#^#v#^#####.###.#
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#^#v#^........#.#
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#^#v#^#########.#
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#S#>>^..........#
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#################
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Note that the path shown above includes one 90 degree turn as the very
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first move, rotating the Reindeer from facing East to facing North.
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Analyze your map carefully. *What is the lowest score a Reindeer could
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possibly get?*
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Your puzzle answer was `108504`.
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The first half of this puzzle is complete! It provides one gold star: \*
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## \-\-- Part Two \-\-- {#part2}
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Now that you know what the best paths look like, you can figure out the
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best spot to sit.
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Every non-wall tile (`S`, `.`, or `E`) is equipped with places to sit
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along the edges of the tile. While determining which of these tiles
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would be the best spot to sit depends on a whole bunch of factors (how
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comfortable the seats are, how far away the bathrooms are, whether
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there\'s a pillar blocking your view, etc.), the most important factor
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is *whether the tile is on one of the best paths through the maze*. If
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you sit somewhere else, you\'d miss all the action!
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So, you\'ll need to determine which tiles are part of *any* best path
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through the maze, including the `S` and `E` tiles.
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In the first example, there are `45` tiles (marked `O`) that are part of
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at least one of the various best paths through the maze:
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###############
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#.......#....O#
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#.#.###.#.###O#
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#.....#.#...#O#
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#.###.#####.#O#
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#.#.#.......#O#
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#.#.#####.###O#
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#..OOOOOOOOO#O#
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###O#O#####O#O#
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#OOO#O....#O#O#
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#O#O#O###.#O#O#
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#OOOOO#...#O#O#
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#O###.#.#.#O#O#
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#O..#.....#OOO#
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###############
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In the second example, there are `64` tiles that are part of at least
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one of the best paths:
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#################
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#...#...#...#..O#
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#.#.#.#.#.#.#.#O#
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#.#.#.#...#...#O#
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#.#.#.#.###.#.#O#
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#OOO#.#.#.....#O#
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#O#O#.#.#.#####O#
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#O#O..#.#.#OOOOO#
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#O#O#####.#O###O#
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#O#O#..OOOOO#OOO#
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#O#O###O#####O###
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#O#O#OOO#..OOO#.#
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#O#O#O#####O###.#
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#O#O#OOOOOOO..#.#
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#O#O#O#########.#
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#O#OOO..........#
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#################
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Analyze your map further. *How many tiles are part of at least one of
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the best paths through the maze?*
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Answer:
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Although it hasn\'t changed, you can still [get your puzzle
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input](16/input).
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2024/16/solution.py
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2024/16/solution.py
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#!/bin/python3
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import sys,time,re
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from pprint import pprint
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sys.path.insert(0, '../../')
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from fred import list2int,get_re,nprint,lprint,loadFile,dijkstra,toGrid,dfs,bfs,findInGrid,get_value_in_direction,addTuples,subTuples,create_graph_from_grid,manhattan_distance
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start_time = time.time()
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input_f = 'input'
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#########################################
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# #
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# Part 1 #
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# #
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#########################################
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def part1():
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grid = toGrid(input_f)
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start = findInGrid(grid,'S')
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end = findInGrid(grid,'E')
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print(start,end)
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def a_star(graph, start, end, heuristic):
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import heapq
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# Priority queue stores (f_score, current_node, current_direction)
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priority_queue = [(0, start, None)]
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g_scores = {node: float('inf') for node in graph} # Cost from start to each node
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g_scores[start] = 0
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f_scores = {node: float('inf') for node in graph}
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f_scores[start] = heuristic(start, end)
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previous_nodes = {node: None for node in graph}
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while priority_queue:
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current_f_score, current_node, previous_direction = heapq.heappop(priority_queue)
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if current_node == end:
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break
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for neighbor, weight in graph[current_node]:
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current_direction = (
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neighbor[0] - current_node[0], # Row direction (-1, 0, 1)
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neighbor[1] - current_node[1] # Col direction (-1, 0, 1)
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)
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turn_cost = 1000 if previous_direction and current_direction != previous_direction else 0
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tentative_g_score = g_scores[current_node] + weight + turn_cost
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if tentative_g_score < g_scores[neighbor]:
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g_scores[neighbor] = tentative_g_score
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f_scores[neighbor] = tentative_g_score + heuristic(neighbor, end)
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previous_nodes[neighbor] = current_node
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heapq.heappush(priority_queue, (f_scores[neighbor], neighbor, current_direction))
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path = []
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while end is not None:
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path.append(end)
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end = previous_nodes[end]
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path.reverse()
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return path, g_scores[path[-1]]
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graph = create_graph_from_grid(grid,start,end,'#')
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path, score = a_star(graph,start,end,manhattan_distance)
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#print(path)
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return score #Instead of implementing edge cases, just try with turning (adding 1000) to the result, if that's wrong, just don't add it. I got it right by not turning right away.
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start_time = time.time()
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print('Part 1:',part1(), '\t\t', round((time.time() - start_time)*1000), 'ms')
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#########################################
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# #
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# Part 2 #
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# #
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#########################################
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def part2():
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return
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start_time = time.time()
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print('Part 2:',part2(), '\t\t', round((time.time() - start_time)*1000), 'ms')
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2024/18/18.md
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## \-\-- Day 18: RAM Run \-\--
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You and The Historians look a lot more pixelated than you remember.
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You\'re [inside a computer](/2017/day/2) at the North Pole!
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Just as you\'re about to check out your surroundings, a program runs up
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to you. \"This region of memory isn\'t safe! The User misunderstood what
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a [pushdown
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automaton](https://en.wikipedia.org/wiki/Pushdown_automaton)
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is and their algorithm is pushing whole *bytes* down on top of us!
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Run!\"
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The algorithm is fast - it\'s going to cause a byte to fall into your
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memory space once every
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[nanosecond](https://www.youtube.com/watch?v=9eyFDBPk4Yw)!
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Fortunately, you\'re *faster*, and by quickly scanning the algorithm,
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you create a *list of which bytes will fall* (your puzzle input) in the
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order they\'ll land in your memory space.
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Your memory space is a two-dimensional grid with coordinates that range
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from `0` to `70` both horizontally and vertically. However, for the sake
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of example, suppose you\'re on a smaller grid with coordinates that
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range from `0` to `6` and the following list of incoming byte positions:
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5,4
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4,2
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4,5
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3,0
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2,1
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6,3
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2,4
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1,5
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0,6
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3,3
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2,6
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5,1
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1,2
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5,5
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2,5
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6,5
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1,4
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0,4
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6,4
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1,1
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6,1
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1,0
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0,5
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1,6
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2,0
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Each byte position is given as an `X,Y` coordinate, where `X` is the
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distance from the left edge of your memory space and `Y` is the distance
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from the top edge of your memory space.
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You and The Historians are currently in the top left corner of the
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memory space (at `0,0`) and need to reach the exit in the bottom right
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corner (at `70,70` in your memory space, but at `6,6` in this example).
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You\'ll need to simulate the falling bytes to plan out where it will be
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safe to run; for now, simulate just the first few bytes falling into
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your memory space.
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As bytes fall into your memory space, they make that coordinate
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*corrupted*. Corrupted memory coordinates cannot be entered by you or
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The Historians, so you\'ll need to plan your route carefully. You also
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cannot leave the boundaries of the memory space; your only hope is to
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reach the exit.
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In the above example, if you were to draw the memory space after the
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first `12` bytes have fallen (using `.` for safe and `#` for corrupted),
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it would look like this:
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...#...
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..#..#.
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....#..
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...#..#
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..#..#.
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.#..#..
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#.#....
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You can take steps up, down, left, or right. After just 12 bytes have
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corrupted locations in your memory space, the shortest path from the top
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left corner to the exit would take `22` steps. Here (marked with `O`) is
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one such path:
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OO.#OOO
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.O#OO#O
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.OOO#OO
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...#OO#
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..#OO#.
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.#.O#..
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#.#OOOO
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Simulate the first kilobyte (`1024` bytes) falling onto your memory
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space. Afterward, *what is the minimum number of steps needed to reach
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the exit?*
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Your puzzle answer was `294`.
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The first half of this puzzle is complete! It provides one gold star: \*
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## \-\-- Part Two \-\-- {#part2}
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The Historians aren\'t as used to moving around in this pixelated
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universe as you are. You\'re afraid they\'re not going to be fast enough
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to make it to the exit before the path is completely blocked.
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To determine how fast everyone needs to go, you need to determine *the
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first byte that will cut off the path to the exit*.
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In the above example, after the byte at `1,1` falls, there is still a
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path to the exit:
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O..#OOO
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O##OO#O
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O#OO#OO
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OOO#OO#
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###OO##
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.##O###
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#.#OOOO
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However, after adding the very next byte (at `6,1`), there is no longer
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a path to the exit:
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...#...
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.##..##
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.#..#..
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...#..#
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###..##
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.##.###
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#.#....
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So, in this example, the coordinates of the first byte that prevents the
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exit from being reachable are `6,1`.
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Simulate more of the bytes that are about to corrupt your memory space.
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*What are the coordinates of the first byte that will prevent the exit
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from being reachable from your starting position?* (Provide the answer
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as two integers separated by a comma with no other characters.)
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Answer:
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Although it hasn\'t changed, you can still [get your puzzle
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input](18/input).
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2024/18/solution.py
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2024/18/solution.py
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#!/bin/python3
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import sys,time,re
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from pprint import pprint
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sys.path.insert(0, '../../')
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from fred import list2int,get_re,nprint,lprint,loadFile,bfs,get_value_in_direction,addTuples,grid_valid
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start_time = time.time()
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input_f = 'input'
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#########################################
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# #
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# Part 1 #
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# #
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#########################################
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def part1():
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instructions = []
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grid = []
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w = 70
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h = 70
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end = (h,w)
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start = (0,0)
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with open(input_f) as file:
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for line in file:
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l = list2int(line.rstrip().split(','))
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instructions.append((l[0],l[1]))
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#print(instructions)
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grid = [[ '.' for x in range(0,w+1)] for y in range(0,h+1)]
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for i in range(1024):
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x = instructions[i]
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grid[x[0]][x[1]] = '#'
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def is_goal(node):
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#print(node)
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return True if node == end else False
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def get_neighbors(node):
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directions = ['up','down','left','right']
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offsets = {
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'up': (-1, 0),
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'down': (1, 0),
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'left': (0, -1),
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'right': (0, 1),
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}
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neighbors = []
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# Loop through all the directions
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for d in directions:
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tmp = addTuples(offsets[d],node)
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if get_value_in_direction(grid,node,d) != '#' and grid_valid(tmp[0],tmp[1],grid):
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neighbors.append((tmp[0],tmp[1]))
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# Return the list of valid neighbors
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return neighbors
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goal_nodes, path = bfs((0,0),is_goal,get_neighbors)
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print(goal_nodes)
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return len(path[goal_nodes[0]])-1
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start_time = time.time()
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print('Part 1:',part1(), '\t\t', round((time.time() - start_time)*1000), 'ms')
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#########################################
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# #
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# Part 2 #
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# #
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#########################################
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def part2():
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return
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start_time = time.time()
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print('Part 2:',part2(), '\t\t', round((time.time() - start_time)*1000), 'ms')
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121
fred.py
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fred.py
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from itertools import permutations
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from termcolor import colored
|
||||
|
||||
def findInGrid(grid:list,x:str) -> set:
|
||||
"""Find the location of a character in a grid.
|
||||
|
||||
|
||||
"""
|
||||
|
||||
for r,row in enumerate(grid):
|
||||
for c, char in enumerate(row):
|
||||
if char == x:
|
||||
return (r,c)
|
||||
|
||||
def loadFile(input_f):
|
||||
"""
|
||||
Loads a file and returns its lines as a list.
|
||||
@ -179,7 +190,6 @@ def dprint(graph: dict):
|
||||
except Exception as e:
|
||||
raise RuntimeError(f"An error occurred while printing the dictionary: {e}")
|
||||
|
||||
|
||||
def lprint(x: str, log: bool):
|
||||
"""
|
||||
Prints a string if logging is enabled.
|
||||
@ -271,7 +281,10 @@ def nprint(grid, cur: set = None, sign: str = None, positions:list = None):
|
||||
for idx, i in enumerate(grid):
|
||||
for jdx, j in enumerate(i):
|
||||
if jdx == 0:
|
||||
prepend = str(idx)+' '
|
||||
if idx < 10:
|
||||
prepend = ' '+str(idx)+' '
|
||||
else:
|
||||
prepend = ''+str(idx)+' '
|
||||
else:
|
||||
prepend = ''
|
||||
|
||||
@ -286,7 +299,7 @@ def nprint(grid, cur: set = None, sign: str = None, positions:list = None):
|
||||
else:
|
||||
if positions is not None:
|
||||
if (idx,jdx) in positions:
|
||||
print(prepend+colored(grid[idx][jdx],'red'),end=' ')
|
||||
print(prepend+colored(grid[idx][jdx],'green'),end=' ')
|
||||
else:
|
||||
print(prepend+grid[idx][jdx], end=' ')
|
||||
else:
|
||||
@ -296,8 +309,26 @@ def nprint(grid, cur: set = None, sign: str = None, positions:list = None):
|
||||
|
||||
for r in range(len(grid[0])):
|
||||
if r == 0:
|
||||
print(' ',end='')
|
||||
print(' 0',end='')
|
||||
|
||||
else:
|
||||
if r%2 == 0:
|
||||
print(r,end='')
|
||||
else:
|
||||
print(' ',end='')
|
||||
print()
|
||||
for r in range(len(grid[0])):
|
||||
if r == 0:
|
||||
print(' ',end='')
|
||||
|
||||
else:
|
||||
if r%2 != 0:
|
||||
print(r,end='')
|
||||
else:
|
||||
if r != 9:
|
||||
print(' ',end='')
|
||||
else:
|
||||
print('',end='')
|
||||
print()
|
||||
|
||||
def list2int(x):
|
||||
@ -647,6 +678,9 @@ def dfs(grid:list, pos:set) -> list:
|
||||
dfs(pos[0], pos[1])
|
||||
return list(visited)
|
||||
|
||||
def manhattan_distance(node, goal):
|
||||
return abs(node[0] - goal[0]) + abs(node[1] - goal[1])
|
||||
|
||||
# Should probably be added to the regular dfs.
|
||||
def flood_fill(cells, pos):
|
||||
"""
|
||||
@ -678,3 +712,82 @@ def flood_fill(cells, pos):
|
||||
|
||||
dfs(pos)
|
||||
return list(visited)
|
||||
|
||||
def create_graph_from_grid(grid, start, end,wall):
|
||||
"""
|
||||
Converts a grid into a graph representation for use in pathfinding algorithms.
|
||||
|
||||
Parameters:
|
||||
- grid: A 2D list representing the grid, where '#' is a wall, and '.' is a path.
|
||||
- start: The coordinates of the start node (row, col).
|
||||
- end: The coordinates of the end node (row, col).
|
||||
- wall: The string of the wall node.
|
||||
|
||||
Returns:
|
||||
- graph: A dictionary where each key is a node (row, col), and the value is a list of tuples.
|
||||
Each tuple represents (neighbor, weight).
|
||||
"""
|
||||
rows, cols = len(grid), len(grid[0])
|
||||
graph = {}
|
||||
|
||||
# Helper to get neighbors
|
||||
def neighbors(r, c):
|
||||
for dr, dc in [(-1, 0), (1, 0), (0, -1), (0, 1)]: # Up, Down, Left, Right
|
||||
nr, nc = r + dr, c + dc
|
||||
if 0 <= nr < rows and 0 <= nc < cols and grid[nr][nc] != '#':
|
||||
yield (nr, nc)
|
||||
|
||||
for r in range(rows):
|
||||
for c in range(cols):
|
||||
if grid[r][c] != '#': # Only process valid cells
|
||||
graph[(r, c)] = [(neighbor, 1) for neighbor in neighbors(r, c)] # Weight is 1
|
||||
|
||||
return graph
|
||||
|
||||
def a_star(graph, start, end, heuristic):
|
||||
"""
|
||||
A* Algorithm to find the shortest path between two nodes in a graph.
|
||||
|
||||
Parameters:
|
||||
- graph: A dictionary where each key is a node, and the value is a list of tuples.
|
||||
Each tuple represents (neighbor, distance).
|
||||
- start: The starting node (row, col).
|
||||
- end: The destination node (row, col).
|
||||
- heuristic: A function that estimates the cost from a node to the end.
|
||||
|
||||
Returns:
|
||||
- path: A list of nodes that represent the shortest path from start to end.
|
||||
- total_cost: The total cost of the shortest path.
|
||||
"""
|
||||
priority_queue = [(0, start)] # (f_score, current_node)
|
||||
g_scores = {node: float('inf') for node in graph} # Cost from start to each node
|
||||
g_scores[start] = 0
|
||||
|
||||
f_scores = {node: float('inf') for node in graph} # Estimated total cost (g + h)
|
||||
f_scores[start] = heuristic(start, end)
|
||||
|
||||
previous_nodes = {node: None for node in graph}
|
||||
|
||||
while priority_queue:
|
||||
current_f_score, current_node = heapq.heappop(priority_queue)
|
||||
|
||||
if current_node == end:
|
||||
break
|
||||
|
||||
for neighbor, weight in graph[current_node]:
|
||||
tentative_g_score = g_scores[current_node] + weight
|
||||
|
||||
if tentative_g_score < g_scores[neighbor]:
|
||||
g_scores[neighbor] = tentative_g_score
|
||||
f_scores[neighbor] = tentative_g_score + heuristic(neighbor, end)
|
||||
previous_nodes[neighbor] = current_node
|
||||
heapq.heappush(priority_queue, (f_scores[neighbor], neighbor))
|
||||
|
||||
# Reconstruct the path
|
||||
path = []
|
||||
while end is not None:
|
||||
path.append(end)
|
||||
end = previous_nodes[end]
|
||||
path.reverse()
|
||||
|
||||
return path, g_scores[path[-1]]
|
Loading…
Reference in New Issue
Block a user