深度优先算法走迷宫

什么是深度优先算法? 

其实就类似我们自己走迷宫,我们会找一条路一直走,走到死胡同里了就回退到上一个分叉路口,继续选择一条之前没走过的路。如此重复,一定能找到终点。

理解起来很简单,那怎么用代码去实现呢?

其实就是把这句话用代码去实现    我们会找一条路一直走,走到死胡同里了就回退到上一个分叉路口,继续选择一条之前没走过的路。如此重复 

1、

关键词回退,怎么回退,可以用栈结构存储你所走过的坐标点,如果走到死胡同,就往后退一格(即出栈),再走,还是死胡同,再退,再走······

2、

什么是死胡同就是周围都是墙或者是已经走过的路

3、

怎么判断路走没走过:现在我们用数组(1为墙,0为路)保存迷宫,那么我们可以再定义一个相同大小的【走过】数组,先全赋值为0,如果走过迷宫处某点,就把对应位置的【走过】数组赋1

4、

怎么选择方向:其实方向可以随意选择,在这里我们用先一直往上走,走不了了再换成左,走不了了再换成下,走不了了再换成右

用数组自定义一个迷宫

int Map[10][10] = {//自定义迷宫
	1,1,1,1,1,1,1,1,1,1,
	1,0,0,0,0,1,0,0,0,1,
	1,0,0,1,0,1,0,1,0,1,
	1,0,0,1,0,1,0,0,0,1,
	1,1,1,1,0,1,0,1,0,1,
	1,0,0,0,0,1,0,1,0,1,
	1,0,1,1,0,0,0,1,0,1,
	1,0,0,1,0,1,0,1,0,1,
	1,0,0,1,0,0,0,1,0,1,
	1,1,1,1,1,1,1,1,1,1,
	};

简单的源代码

#include<iostream>
#include<string>
#include<stack>
using namespace std;


struct MyPoint {//表示迷宫上的点坐标
    int row;
    int col;
};


int main()
{
	int Map[10][10] = {//自定义迷宫
	1,1,1,1,1,1,1,1,1,1,
	1,0,0,0,0,1,0,0,0,1,
	1,0,0,1,0,1,0,1,0,1,
	1,0,0,1,0,1,0,0,0,1,
	1,1,1,1,0,1,0,1,0,1,
	1,0,0,0,0,1,0,1,0,1,
	1,0,1,1,0,0,0,1,0,1,
	1,0,0,1,0,1,0,1,0,1,
	1,0,0,1,0,0,0,1,0,1,
	1,1,1,1,1,1,1,1,1,1,
	};

int isFind[10][10] = {//存储地图是否走过的信息
	0,0,0,0,0,0,0,0,0,0,
	0,0,0,0,0,0,0,0,0,0,
	0,0,0,0,0,0,0,0,0,0,
	0,0,0,0,0,0,0,0,0,0,
	0,0,0,0,0,0,0,0,0,0,
	0,0,0,0,0,0,0,0,0,0,
	0,0,0,0,0,0,0,0,0,0,
	0,0,0,0,0,0,0,0,0,0,
	0,0,0,0,0,0,0,0,0,0,
	0,0,0,0,0,0,0,0,0,0,	
	};

	stack<MyPoint> ms;
	MyPoint beginPoint = { 2,2 };//自定义起点
	MyPoint endPoint = { 8,8 };//自定义终点
	ms.push(beginPoint);

	
	MyPoint currentPoint = beginPoint;//当前走到的位置
	isFind[currentPoint.row][currentPoint.col] = 1;

	while (1)//while循环一直走下去,一直走到终点
	{
		//上
		if (Map[currentPoint.row - 1][currentPoint.col] == 0 && 
			isFind[currentPoint.row - 1][currentPoint.col] == 0)//可以向上走的条件
		{
			isFind[currentPoint.row - 1][currentPoint.col] = 1;
			currentPoint.row = currentPoint.row - 1;
			ms.push(currentPoint);
		}
		//左
		else if (Map[currentPoint.row][currentPoint.col-1] == 0 &&
			isFind[currentPoint.row][currentPoint.col-1] == 0)//可以向左走的条件
		{
			isFind[currentPoint.row][currentPoint.col - 1] = 1;
			currentPoint.col = currentPoint.col - 1;
			ms.push(currentPoint);
		}
		//下
		else if (Map[currentPoint.row + 1][currentPoint.col] == 0 &&
		isFind[currentPoint.row + 1][currentPoint.col] == 0)//可以向下走的条件
		{
			isFind[currentPoint.row + 1][currentPoint.col] = 1;
			currentPoint.row = currentPoint.row + 1;
			ms.push(currentPoint);
		}
		//右
		else if (Map[currentPoint.row][currentPoint.col+1] == 0 &&
			isFind[currentPoint.row][currentPoint.col+1] == 0)//可以向右走的条件
		{
			isFind[currentPoint.row][currentPoint.col + 1] = 1;
			currentPoint.col = currentPoint.col + 1;
			ms.push(currentPoint);
		}
		else//死胡同,即上下左右都无法走
		{
			ms.pop();
			currentPoint = ms.top();
		}

		if (currentPoint.row == endPoint.row && currentPoint.col == endPoint.col)
		{
			cout << "找到终点!路径回退:" << endl;
			break;
		}
		if (ms.empty())
		{
			cout << "找不到路!" << endl;
			break;
		}
	}

	while (!ms.empty())//打印路径
	{
		MyPoint temp = ms.top();
		cout << "row = " << temp.row << " col = " << temp.col << endl;
		ms.pop();
	}


    return 0;
}

结果

其实基于这个原理我们还可以自己去生成迷宫。

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