<p>本文使用BFS廣度優先搜索算法實現求解迷宮的最短路徑(C++),使用到了隊列先進先出的性質,依次搜索路徑直到找到目標出口(如果迷宮能走通)求解到的路徑即爲該迷宮的最短路徑,找到返回true,找不到返回false,本文使用vexmap一個map容器記錄隊列的搜索路徑(記錄隊列路徑的實現有點草率,可以再優化)。</p><p> </p><pre class="cpp" name="code">#include<iostream>
#include<queue>
using namespace std;
typedef unsigned long long iUINT64;
map<iUINT64,int> vexmap;
const int g_errNUM = 88888;
offsets myMove4[4] = {//各個方向的偏移表
{-1,0,"N"},
{0,1,"E"},
{1,0,"S"},
{0,-1,"W"},
};
class Itmes
{
public:
iUINT64 x,y;//偏移量x,y和試探方向
Itmes():x(g_errNUM),y(g_errNUM)
{
}
};
bool BFS(Itmes star,Itmes end,int& cntNum)
{
cntNum = 0;
iUINT64 curx,cury,searchx,searchy;
queue<Itmes> ItemQ;
ItemQ.push(star);
iUINT64 Star = star.x << 32 | star.y;
vexMap[Star] = g_errNUM;
mark[star.x][star.y] = 1;
while (!ItemQ.empty())
{
Itmes tmp = ItemQ.front();
curx = tmp.x; cury = tmp.y;
ItemQ.pop();
for (int i = 0; i < 4; i++)
{
searchx = curx + myMove4[i].a;
searchy = cury + myMove4[i].b;
if (Maze[searchx][searchy] == 0 && mark[searchx][searchy] == 0)
{
mark[searchx][searchy] = 1;
Itmes tmp2;
tmp2.x = searchx;
tmp2.y = searchy;
iUINT64 NodeCur = curx << 32 | cury;
iUINT64 NodeSearch = searchx << 32 | searchy;
vexMap[NodeSearch] = NodeCur;
ItemQ.push(tmp2);
//出口條件
if (searchx == end.x && searchy == end.y)
{
iUINT64 Index = searchx << 32 | searchy;
while (vexMap[Index] != g_errNUM)
{
Index = vexMap[Index];
cntNum++;
if (cntNum > 1000000)//防護防止出現死循環,可優化
{
return false;
}
}
return true;
}
}
}
}
return false;
}
BFS求解迷宮最短路徑
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