Python 四大迷宮生成算法實現(1): 遞歸回溯算法

遞歸回溯算法簡介

下圖是算法使用的地圖,地圖最外圍默認是一圈牆,其中白色單元是迷宮單元,黑色單元是牆,相鄰白色單元之前的牆是可以被去掉的。可以看到這個地圖中所有的迷宮單元在地圖中的位置(X,Y),比如(1,1),(5,9)都是奇數,可以表示成(2 * x+1, 2 * y+1), x和y的取值範圍從0到4。在迷宮生成算法中會用到這個表示方式。同時迷宮的長度和寬度必須爲奇數。
地圖示例
遞歸回溯是一個深度優先算法,如果當前單元有相鄰的未訪問過的迷宮單元,就一直向前搜索,直到當前單元沒有未訪問過的迷宮單元,才返回查找之前搜索路徑上未訪問的迷宮單元,所以用堆棧來維護已訪問過的迷宮單位。

算法主循環,重複下面步驟2直到堆棧爲空:
1 隨機選擇一個迷宮單元作爲起點,加入堆棧並標記爲已訪問
2 當堆棧非空時,從棧頂獲取一個迷宮單元(不用出棧),進行循環

  • 如果當前迷宮單元有未被訪問過的相鄰迷宮單元
    • 隨機選擇一個未訪問的相鄰迷宮單元
    • 去掉當前迷宮單元與相鄰迷宮單元之間的牆
    • 標記相鄰迷宮單元爲已訪問,並將它加入堆棧
  • 否則,當前迷宮單元沒有未訪問的相鄰迷宮單元
    • 則棧頂的迷宮單元出棧

關鍵代碼介紹

保存基本信息的地圖類

地圖類用於保存和獲取迷宮算法使用的基礎地圖信息。

  1. 先創建一個map類, 初始化參數設置地圖的長度和寬度,並設置保存地圖信息的二維數據map的值爲0, 值爲0表示該單元可以移動,值爲1表示該單元是牆。定義在算法中用到的Enum 類MAP_ENTRY_TYPE 和 WALL_DIRECTION。
class MAP_ENTRY_TYPE(Enum):
	MAP_EMPTY = 0,
	MAP_BLOCK = 1,

class WALL_DIRECTION(Enum):
	WALL_LEFT = 0,
	WALL_UP = 1,
	WALL_RIGHT = 2,
	WALL_DOWN = 3,

class Map():
	def __init__(self, width, height):
		self.width = width
		self.height = height
		self.map = [[0 for x in range(self.width)] for y in range(self.height)]
  1. 在map類中添加將整個map單元設置爲某個值的函數,設置某個單元爲某個值的函數,和某個單元是否被訪問的函數。
	def resetMap(self, value):
		for y in range(self.height):
			for x in range(self.width):
				self.setMap(x, y, value)
	
	def setMap(self, x, y, value):
		if value == MAP_ENTRY_TYPE.MAP_EMPTY:
			self.map[y][x] = 0
		elif value == MAP_ENTRY_TYPE.MAP_BLOCK:
			self.map[y][x] = 1
	
	def isVisited(self, x, y):
		return self.map[y][x] != 1
  1. 在map類中添加一個顯示地圖的函數,可以看到,這邊只是簡單的打印出所有節點的值,值爲1時打印’#"表示強,或1的意思上面已經說明,在後面顯示尋路算法結果時,會使用到值2,表示一條從開始節點到目標節點的路徑。
	def showMap(self):
		for row in self.map:
			s = ''
			for entry in row:
				if entry == 0:
					s += ' 0'
				elif entry == 1:
					s += ' #'
				else:
					s += ' X'
			print(s)

算法主函數介紹

doRecursiveBacktracker 函數 先調用resetMap函數將地圖都設置爲牆,迷宮單元所在位置爲牆表示未訪問。有個注意點是地圖的長寬和迷宮單元的位置取值範圍的對應關係。
假如地圖的寬度是31,長度是21,對應的迷宮單元的位置取值範圍是 x(0,15), y(0,10), 因爲迷宮單元(x,y)對應到地圖上的位置是(2 * x+1, 2 * y+1)。
recursiveBacktracker 函數就是上面算法主循環的實現。

# recursive backtracker algorithm
def recursiveBacktracker(map, width, height):
	startX, startY = (randint(0, width-1), randint(0, height-1))
	print("start(%d, %d)" % (startX, startY))
	map.setMap(2*startX+1, 2*startY+1, MAP_ENTRY_TYPE.MAP_EMPTY)
	
	checklist = [] 
	checklist.append((startX, startY))
	while len(checklist):
		# use checklist as a stack, get entry from the top of stack 
		entry = checklist[-1]
		if not checkAdjacentPos(map, entry[0], entry[1], width, height, checklist):
			# the entry has no unvisited adjacent entry, so remove it from checklist
			checklist.remove(entry)
			
def doRecursiveBacktracker(map):
	# set all entries of map to wall
	map.resetMap(MAP_ENTRY_TYPE.MAP_BLOCK)
	recursiveBacktracker(map, (map.width-1)//2, (map.height-1)//2)

checkAdjacentPos 函數檢查當前迷宮單元的是否有未訪問的相鄰單元,如果有,則隨即選取一個相鄰單元,標記未已訪問,並去掉當前迷宮單元與相鄰迷宮單元之間的牆。如果沒有,則不做操作。

# find unvisited adjacent entries of four possible entris
# then add random one of them to checklist and mark it as visited
def checkAdjacentPos(map, x, y, width, height, checklist):
	directions = []
	if x > 0:
		if not map.isVisited(2*(x-1)+1, 2*y+1):
			directions.append(WALL_DIRECTION.WALL_LEFT)
				
	if y > 0:
		if not map.isVisited(2*x+1, 2*(y-1)+1):
			directions.append(WALL_DIRECTION.WALL_UP)

	if x < width -1:
		if not map.isVisited(2*(x+1)+1, 2*y+1):
			directions.append(WALL_DIRECTION.WALL_RIGHT)
		
	if y < height -1:
		if not map.isVisited(2*x+1, 2*(y+1)+1):
			directions.append(WALL_DIRECTION.WALL_DOWN)
		
	if len(directions):
		direction = choice(directions)
		if direction == WALL_DIRECTION.WALL_LEFT:
				map.setMap(2*(x-1)+1, 2*y+1, MAP_ENTRY_TYPE.MAP_EMPTY)
				map.setMap(2*x, 2*y+1, MAP_ENTRY_TYPE.MAP_EMPTY)
				checklist.append((x-1, y))
		elif direction == WALL_DIRECTION.WALL_UP:
				map.setMap(2*x+1, 2*(y-1)+1, MAP_ENTRY_TYPE.MAP_EMPTY)
				map.setMap(2*x+1, 2*y, MAP_ENTRY_TYPE.MAP_EMPTY)
				checklist.append((x, y-1))
		elif direction == WALL_DIRECTION.WALL_RIGHT:
				map.setMap(2*(x+1)+1, 2*y+1, MAP_ENTRY_TYPE.MAP_EMPTY)
				map.setMap(2*x+2, 2*y+1, MAP_ENTRY_TYPE.MAP_EMPTY)
				checklist.append((x+1, y))
		elif direction == WALL_DIRECTION.WALL_DOWN:
			map.setMap(2*x+1, 2*(y+1)+1, MAP_ENTRY_TYPE.MAP_EMPTY)
			map.setMap(2*x+1, 2*y+2, MAP_ENTRY_TYPE.MAP_EMPTY)
			checklist.append((x, y+1))
		return True
	else:
		# if not find any unvisited adjacent entry
		return False

代碼的初始化

可以調整地圖的長度,寬度,注意長度和寬度必須爲奇數。

def run():
	WIDTH = 31
	HEIGHT = 21
	map = Map(WIDTH, HEIGHT)
	doRecursiveBacktracker(map)
	map.showMap()	
	
if __name__ == "__main__":
	run()

執行的效果圖如下,start 表示第一個隨機選擇的迷宮單元。迷宮中’#'表示牆,'0’表示通道。
算法生成的迷宮

完整代碼

使用python3.7編譯

from random import randint, choice
from enum import Enum

class MAP_ENTRY_TYPE(Enum):
	MAP_EMPTY = 0,
	MAP_BLOCK = 1,

class WALL_DIRECTION(Enum):
	WALL_LEFT = 0,
	WALL_UP = 1,
	WALL_RIGHT = 2,
	WALL_DOWN = 3,

class Map():
	def __init__(self, width, height):
		self.width = width
		self.height = height
		self.map = [[0 for x in range(self.width)] for y in range(self.height)]
	
	def resetMap(self, value):
		for y in range(self.height):
			for x in range(self.width):
				self.setMap(x, y, value)
	
	def setMap(self, x, y, value):
		if value == MAP_ENTRY_TYPE.MAP_EMPTY:
			self.map[y][x] = 0
		elif value == MAP_ENTRY_TYPE.MAP_BLOCK:
			self.map[y][x] = 1
	
	def isVisited(self, x, y):
		return self.map[y][x] != 1

	def showMap(self):
		for row in self.map:
			s = ''
			for entry in row:
				if entry == 0:
					s += ' 0'
				elif entry == 1:
					s += ' #'
				else:
					s += ' X'
			print(s)

# find unvisited adjacent entries of four possible entris
# then add random one of them to checklist and mark it as visited
def checkAdjacentPos(map, x, y, width, height, checklist):
	directions = []
	if x > 0:
		if not map.isVisited(2*(x-1)+1, 2*y+1):
			directions.append(WALL_DIRECTION.WALL_LEFT)
				
	if y > 0:
		if not map.isVisited(2*x+1, 2*(y-1)+1):
			directions.append(WALL_DIRECTION.WALL_UP)

	if x < width -1:
		if not map.isVisited(2*(x+1)+1, 2*y+1):
			directions.append(WALL_DIRECTION.WALL_RIGHT)
		
	if y < height -1:
		if not map.isVisited(2*x+1, 2*(y+1)+1):
			directions.append(WALL_DIRECTION.WALL_DOWN)
		
	if len(directions):
		direction = choice(directions)
		#print("(%d, %d) => %s" % (x, y, str(direction)))
		if direction == WALL_DIRECTION.WALL_LEFT:
				map.setMap(2*(x-1)+1, 2*y+1, MAP_ENTRY_TYPE.MAP_EMPTY)
				map.setMap(2*x, 2*y+1, MAP_ENTRY_TYPE.MAP_EMPTY)
				checklist.append((x-1, y))
		elif direction == WALL_DIRECTION.WALL_UP:
				map.setMap(2*x+1, 2*(y-1)+1, MAP_ENTRY_TYPE.MAP_EMPTY)
				map.setMap(2*x+1, 2*y, MAP_ENTRY_TYPE.MAP_EMPTY)
				checklist.append((x, y-1))
		elif direction == WALL_DIRECTION.WALL_RIGHT:
				map.setMap(2*(x+1)+1, 2*y+1, MAP_ENTRY_TYPE.MAP_EMPTY)
				map.setMap(2*x+2, 2*y+1, MAP_ENTRY_TYPE.MAP_EMPTY)
				checklist.append((x+1, y))
		elif direction == WALL_DIRECTION.WALL_DOWN:
			map.setMap(2*x+1, 2*(y+1)+1, MAP_ENTRY_TYPE.MAP_EMPTY)
			map.setMap(2*x+1, 2*y+2, MAP_ENTRY_TYPE.MAP_EMPTY)
			checklist.append((x, y+1))
		return True
	else:
		# if not find any unvisited adjacent entry
		return False
			
# recursive backtracker algorithm
def recursiveBacktracker(map, width, height):
	startX, startY = (randint(0, width-1), randint(0, height-1))
	print("start(%d, %d)" % (startX, startY))
	map.setMap(2*startX+1, 2*startY+1, MAP_ENTRY_TYPE.MAP_EMPTY)
	
	checklist = [] 
	checklist.append((startX, startY))
	while len(checklist):
		# use checklist as a stack, get entry from the top of stack 
		entry = checklist[-1]
		if not checkAdjacentPos(map, entry[0], entry[1], width, height, checklist):
			# the entry has no unvisited adjacent entry, so remove it from checklist
			checklist.remove(entry)
			
def doRecursiveBacktracker(map):
	# set all entries of map to wall
	map.resetMap(MAP_ENTRY_TYPE.MAP_BLOCK)
	recursiveBacktracker(map, (map.width-1)//2, (map.height-1)//2)

def run():
	WIDTH = 31
	HEIGHT = 21
	map = Map(WIDTH, HEIGHT)
	doRecursiveBacktracker(map)
	map.showMap()	
	
if __name__ == "__main__":
	run()
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