1. The importance of Searching
- 1D search
- 2D search (space search)
2. Generators
Generators are a kind of iterator that are defined like functions. A generator function looks just like a regular function, except that it uses yield instead of return.
2.1. Get Next Element of Iterator an_iter.next( )
def foo():
x = yield 1
print 'Yielded:', x
yield 2
bar = foo()
print bar.next()
print bar.next()
2.2. Get Next Element and Send Value to Generator a_gen.send( )
def add1genf(n):
while n != None:
print 'Before:', n
n = yield n + 1
print 'After:', n
add1gen = add1genf(10)
print '---'
print add1gen.send('This first value is ignored.')
print '---'
print add1gen.send(3)
print '---'
print add1gen.send(17)
3. Stacks and Queues
Stack class (LIFO: Last in First out):
http://www.codeskulptor.org/#user39_KvzEKByK1u_0.py
Queue class (FIFO: First in First out):
http://www.codeskulptor.org/#poc_queue.py
4. Inheritance
# Simple inheritance
class Base:
def hello(self):
print "hello"
def message(self, msg):
print msg
class Sub(Base):
def message(self, msg):
print "sub:", msg
obj = Sub()
obj.hello()
obj.message("what's going to happen?")
baseobj = Base()
baseobj.hello()
baseobj.message("another message")
5. Grid Class
Grid Class:
http://www.codeskulptor.org/#poc_grid.py
6. Grid search (BFS)
Breadth-first search (BFS) is a search strategy that models the growth of a fire in which the search proceeds radially outward from the initial search locations.
Recording whether a cell has been visited can be done efficiently using a grid. The grid cells are initialized to EMPTY to indicate that the cells have not been visited. Each time a cell is visited, the corresponding entry in the grid is set to FULL .
At the start of the search, the queue boundary is initialized to contain one or more cells. The entries in the grid visited corresponding to these cells should also be set as FULL to indicate that these cells have been visited by the search. With that background, here is a high-level description of the search in English:
while boundary is not empty:
current_cell ← dequeue boundary
for all neighbors neighbor_cell of current_cell:
if neighbor_cell is not in visited:
add neighbor_cell to visited
enqueue neighbor_cell onto boundary
Note that use of a queue in this search causes the search to be radial in nature. At any point in the search, breadth-first search process all of the cells on the current boundary of the search before processing any new cells added to the search boundary. Replacing the queue by a stack in BFS yields an entirely different kind of search strategy call depth=first search (DFS). During depth-first search, the search propagates outward in one preferred direction until it can no longer proceed in that direction.
example: wildfire
http://www.codeskulptor.org/#poc_wildfire_student.py
7. Mini-project # week 1 – Zombies Apocalypse
"""
Student portion of Zombie Apocalypse mini-project
"""
import random
import poc_grid
import poc_queue
import poc_zombie_gui
# global constants
EMPTY = 0
FULL = 1
FOUR_WAY = 0
EIGHT_WAY = 1
OBSTACLE = "obstacle"
HUMAN = "human"
ZOMBIE = "zombie"
class Zombie(poc_grid.Grid):
"""
Class for simulating zombie pursuit of human on grid with
obstacles
"""
def __init__(self, grid_height, grid_width, obstacle_list = None,
zombie_list = None, human_list = None):
"""
Create a simulation of given size with given obstacles,
humans, and zombies
"""
poc_grid.Grid.__init__(self, grid_height, grid_width)
if obstacle_list != None:
for cell in obstacle_list:
self.set_full(cell[0], cell[1])
if zombie_list != None:
self._zombie_list = list(zombie_list)
else:
self._zombie_list = []
if human_list != None:
self._human_list = list(human_list)
else:
self._human_list = []
def clear(self):
"""
Set cells in obstacle grid to be empty
Reset zombie and human lists to be empty
"""
poc_grid.Grid.clear(self)
self._zombie_list = []
self._human_list = []
def add_zombie(self, row, col):
"""
Add zombie to the zombie list
"""
self._zombie_list.append((row, col))
def num_zombies(self):
"""
Return number of zombies
"""
return len(self._zombie_list)
def zombies(self):
"""
Generator that yields the zombies in the order they were
added.
"""
# replace with an actual generator
for cell in self._zombie_list:
yield cell
def add_human(self, row, col):
"""
Add human to the human list
"""
self._human_list.append((row, col))
def num_humans(self):
"""
Return number of humans
"""
return len(self._human_list)
def humans(self):
"""
Generator that yields the humans in the order they were added.
"""
# replace with an actual generator
for cell in self._human_list:
yield cell
def compute_distance_field(self, entity_type):
"""
Function computes a 2D distance field
Distance at member of entity_queue is zero
Shortest paths avoid obstacles and use distance_type distances
"""
self._height = self.get_grid_height()
self._width = self.get_grid_width()
self._visited = poc_grid.Grid(self._height, self._width)
self._distance_field = [[self._height * self._width for dummy_col in range(self._width)]
for dummy_row in range(self._height)]
self._boundry = poc_queue.Queue()
if entity_type == HUMAN:
for cell in self.humans():
self._boundry.enqueue((cell[0], cell[1]))
self._visited.set_full(cell[0], cell[1])
self._distance_field[cell[0]][cell[1]] = 0
elif entity_type == ZOMBIE:
for cell in self.zombies():
self._boundry.enqueue((cell[0], cell[1]))
self._visited.set_full(cell[0], cell[1])
self._distance_field[cell[0]][cell[1]] = 0
#while boundary is not empty:
# current_cell ← dequeue boundary
# for all neighbor_cell of current_cell:
# if neighbor_cell is not in visited:
# add neighbor_cell to visited
# enqueue neighbor_cell onto boundary
while self._boundry.__len__():
current_cell = self._boundry.dequeue()
neighbors = self.four_neighbors(current_cell[0], current_cell[1])
for neighbor in neighbors:
if self._visited.is_empty(neighbor[0], neighbor[1]) and self.is_empty(neighbor[0], neighbor[1]):
self._visited.set_full(neighbor[0], neighbor[1])
self._boundry.enqueue(neighbor)
self._distance_field[neighbor[0]][neighbor[1]] = self._distance_field[current_cell[0]][current_cell[1]] + 1
return self._distance_field
def move_humans(self, zombie_distance):
"""
Function that moves humans away from zombies, diagonal moves
are allowed
"""
next_human_list = []
for current_cell in self.humans():
_current_distance = zombie_distance[current_cell[0]][current_cell[1]]
_distance_list = [[current_cell], [], []]
neighbors = self.eight_neighbors(current_cell[0], current_cell[1])
for neighbor in neighbors:
dummy_idx = zombie_distance[neighbor[0]][neighbor[1]] - _current_distance
if 0 <= dummy_idx < 3:
_distance_list[dummy_idx].append(neighbor)
if len(_distance_list[2]) > 0:
next_cell = random.choice(_distance_list[2])
elif len(_distance_list[1]) > 0:
next_cell = random.choice(_distance_list[1])
else:
next_cell = random.choice(_distance_list[0])
next_human_list.append(next_cell)
self._human_list = next_human_list
def move_zombies(self, human_distance):
"""
Function that moves zombies towards humans, no diagonal moves
are allowed
"""
next_zombie_list = []
for current_cell in self.zombies():
_current_distance = human_distance[current_cell[0]][current_cell[1]]
_distance_list = [[current_cell], []]
neighbors = self.four_neighbors(current_cell[0], current_cell[1])
for neighbor in neighbors:
dummy_idx = _current_distance - human_distance[neighbor[0]][neighbor[1]]
if dummy_idx >= 0:
_distance_list[dummy_idx].append(neighbor)
if len(_distance_list[1]) > 0:
next_cell = random.choice(_distance_list[1])
else:
next_cell = random.choice(_distance_list[0])
next_zombie_list.append(next_cell)
self._zombie_list = next_zombie_list
# Start up gui for simulation - You will need to write some code above
# before this will work without errors
poc_zombie_gui.run_gui(Zombie(30, 40))