Buggy Robot Gym - 101291C bfs暴搜(优先队列(负)优化)

https://vjudge.net/problem/Gym-101291C
永远的痛。。。。。
一个月前写这道题,怎么都是wa,今天早上突然想起来这道题,去看了以前的代码,md,一下就找到错误出在哪了。。。。。。
傻逼题。。。。。。。
题意:
给你一个图,给你一个已经写好的操作序列,你可以任意插入 删除修改这个序列。。 问你最少修改几次能使机器人经过终点。
这道题跟uva10047是一毛一样的。 刘汝佳的大白上有这道题。
我们可以以处理好的原操作序列为时间轴,以所用操作数为这个点的权值。
其实本质上就是把每种状态单独看成一个点,因为原操作数最多是50.
图最大也只有50*50 那么只要插入2500次(也许不止,反正可以接受就是了)就铁定能到达终点。
然后就可以跑bfs了。。 新建数组dp[i][j][k] 表示 处理完前i个原操作指令现在到达的点是j k 时的最小花费,用于剪枝。
一个月前我是直接用迪杰特斯拉写的。。。。 脑抽没想到直接跑dij会丢失最优解。。 然后怼了一整天。。。。

#include<iostream>
#include<cstdio>
#include<algorithm>
#include<cstring>
#include<vector>
#include<queue>
#include<cmath>
using namespace std;
#define lson l,m,rt<<1
#define rson m+1,r,rt<<1|1
#define fuck(x) cout<<x<<endl
int dp[55][55][55];
class node
{
public:
    int step,ni,nj,w;
    node(int ni,int nj,int step,int w):step(step),w(w),ni(ni),nj(nj) {}
    bool operator < (const node& b) const
    {
        if(w==b.w)
            return step>b.step;// 当添加操作数一样时  优先处理原有指令消耗少的。
        return w>b.w;
    }
    node() {}
};
int n,m;
char maps[55][55];
char zhiling[55];
int diri[5]= {1,-1,0,0,0};
int dirj[5]= {0,0,-1,1,0};
int vis[2500][55][55];
priority_queue<node> PQ;
int dirs(char x)
{
    if(x=='U')
        return 1;
    else if(x=='D')
        return 0;
    else if(x=='L')
        return 2;
    else if(x=='R')
        return 3;
}
bool check(node & next)
{
    if(next.ni<0 || next.nj<0 || next.ni>=n || next.nj>=m||maps[next.ni][next.nj]=='#')
        return false;
    else
    {
        return true;
    }
}
int dij(int si,int sj,int ei,int ej,int len)
{
    node now,next;
    PQ.push(node(si,sj,0,0));
    while(!PQ.empty())
    {
        now=PQ.top();PQ.pop();
        if(now.w<dp[now.step][now.ni][now.nj])
        {
            dp[now.step][now.ni][now.nj]=now.w;
        }
        else continue;
        if(now.step<len)
        {
            int cnt = dirs(zhiling[now.step]);
            next = node(now.ni+diri[cnt],now.nj+dirj[cnt],now.step+1,now.w);
            if(check(next))// 有没有碰壁
                PQ.push(next);
            else
                PQ.push(node(now.ni,now.nj,now.step+1,now.w));// 碰壁之后
            next=node(now.ni,now.nj,now.step+1,now.w+1);//删除这一步,在原地不动
            if(check(next))
            {
                PQ.push(next);
            }
        }
        //cout<<vis[2][0][2]<<endl;
        for(int i=0; i<4; i++)//往四个方向增加一个指令
        {
            next = node(now.ni+diri[i],now.nj+dirj[i],now.step,now.w+1);
            if(check(next))
            {
                PQ.push(next);
            }
        }
    }
}
int main()
{
    cin>>n>>m;
    memset(dp,0x3f,sizeof dp);
    int si,sj,ei,ej;
    for(int i=0; i<n; i++)
        scanf("%s",maps[i]);
    for(int i=0; i<n; i++)
    {
        for(int j = 0; j<m; j++)
        {
            if(maps[i][j] == 'R')
            {
                si=i;
                sj=j;
            }
            else if(maps[i][j] == 'E')
            {
                ei=i;
                ej=j;
            }
        }
    }
    scanf("%s",zhiling);
    int len=strlen(zhiling);
    int ans=0x3f3f3f3f;
    dij(si,sj,ei,ej,len);
    for(int i=0;i<=len;i++)
        ans=min(ans,dp[i][ei][ej]);
    cout<<ans<<endl;

}
以下是 Moon-Buggy 的代码: ```c #include <stdio.h> #include <stdlib.h> #include <string.h> #include <signal.h> #include <curses.h> #include <time.h> #define VERSION "1.0" #define MAX(x,y) ((x) > (y) ? (x) : (y)) #define MIN(x,y) ((x) < (y) ? (x) : (y)) #define WIDTH 64 #define HEIGHT 16 #define PLAYER_POS_X 4 #define PLAYER_POS_Y (HEIGHT-3) #define DISTANCE_PER_FRAME 8 #define OBSTACLE_PERIOD 8 #define JUMP_DURATION 12 #define JUMP_HEIGHT 3 #define GRAVITY 1 #define SPRITE_GAP 2 static char player_up[] = {'O',0,'-','^',0,'|',0,0,'|',0,'^',0,'-',0,'O',0}; static char player_down[] = {'O',0,'-','v',0,'|',0,0,'|',0,'v',0,'-',0,'O',0}; static char obstacle1[] = {'*',' ',' ',0,'*','*',0,'*',' ',0,'*','*',0,'*',' ',0,'*',0}; static char obstacle2[] = {'*',0,0,'*',' ',0,'*','*',0,'*','*',0,'*',' ',0,'*',0,0}; static char *obstacles[] = {obstacle1, obstacle2}; static int sprite_widths[] = {16, 17}; static int obstacle_probabilities[] = {60, 40}; static int obstacle_y[] = {HEIGHT-3, HEIGHT-4}; static char *title[] = { "", " Moon Buggy", "", "", "", " Press SPACE to start", " Press Q to quit", "", " Version " VERSION, "", "", "", "", "", "", NULL }; static char *gameover[] = { "", "", "", " GAME OVER", "", "", "", " Press SPACE to restart", " Press Q to quit", "", "", "", "", "", "", NULL }; static char *score_prefix[] = { "SCORE: ", NULL }; static char score[16]; static int obstacle_pos = WIDTH-1; static int obstacle_type = 0; static int obstacle_speed = 1; static int obstacle_visible = 0; static int player_pos_y = PLAYER_POS_Y; static int player_speed_y = 0; static int player_jump_remaining = 0; static int distance = 0; static int score_length; static int frame_count = 0; static int frame_rate = 20; static int frame_period = 1000/frame_rate; static int screen_width = WIDTH+1; static int screen_height = HEIGHT+4; static WINDOW *win; static void draw_sprite(int x, int y, char *sprite, int width) { int i, j; for (i = 0; i < width; i++) { if (sprite[i]) { mvwaddch(win, y, x+i, sprite[i]); } } } static void draw_title() { int i; int y = (screen_height - sizeof(title)/sizeof(title[0])) / 2; for (i = 0; title[i]; i++) { mvwaddstr(win, y+i, (screen_width-strlen(title[i]))/2, title[i]); } } static void draw_gameover() { int i; int y = (screen_height - sizeof(gameover)/sizeof(gameover[0])) / 2; for (i = 0; gameover[i]; i++) { mvwaddstr(win, y+i, (screen_width-strlen(gameover[i]))/2, gameover[i]); } } static void draw_score() { sprintf(score, "%d", distance); mvwaddstr(win, 0, screen_width-score_length-1, score_prefix[0]); wattron(win, A_REVERSE); mvwaddstr(win, 0, screen_width-score_length-1+strlen(score_prefix[0]), score); wattroff(win, A_REVERSE); } static void draw_player() { if (player_jump_remaining) { draw_sprite(PLAYER_POS_X, player_pos_y, player_up, sprite_widths[0]); } else { draw_sprite(PLAYER_POS_X, player_pos_y, player_down, sprite_widths[1]); } } static void draw_obstacle() { if (obstacle_visible) { draw_sprite(obstacle_pos, obstacle_y[obstacle_type], obstacles[obstacle_type], sprite_widths[obstacle_type]); } } static void draw() { werase(win); draw_score(); draw_player(); draw_obstacle(); wrefresh(win); } static void update_player() { if (player_jump_remaining) { player_pos_y -= player_speed_y; player_speed_y -= GRAVITY; if (player_pos_y >= PLAYER_POS_Y) { player_jump_remaining = 0; player_pos_y = PLAYER_POS_Y; player_speed_y = 0; } } } static void update_obstacle() { if (++frame_count % OBSTACLE_PERIOD == 0) { if (!obstacle_visible) { obstacle_visible = 1; obstacle_type = rand() % 2; obstacle_pos = WIDTH - sprite_widths[obstacle_type]; obstacle_speed = 1 + rand() % 3; } } if (obstacle_visible) { obstacle_pos -= obstacle_speed; if (obstacle_pos < -sprite_widths[obstacle_type]) { obstacle_visible = 0; } } } static void update_distance() { distance += DISTANCE_PER_FRAME; score_length = strlen(score_prefix[0]) + strlen(score); } static void handle_input() { int c = getch(); if (c == ' ') { if (player_pos_y == PLAYER_POS_Y) { player_jump_remaining = JUMP_DURATION; player_speed_y = JUMP_HEIGHT; } else if (!obstacle_visible) { distance = 0; } } else if (c == 'q') { endwin(); exit(0); } } static void init() { initscr(); cbreak(); noecho(); curs_set(0); nodelay(stdscr, TRUE); win = newwin(screen_height, screen_width, 0, 0); srand(time(NULL)); } static void cleanup() { delwin(win); endwin(); } static void game_loop() { for (;;) { update_player(); update_obstacle(); update_distance(); draw(); handle_input(); if (player_pos_y == PLAYER_POS_Y && obstacle_visible && obstacle_type == 0 && obstacle_pos == PLAYER_POS_X && obstacle_y[0] == PLAYER_POS_Y) { draw_gameover(); wrefresh(win); while (getch() != ' ') { /* wait for space */ } distance = 0; obstacle_visible = 0; player_pos_y = PLAYER_POS_Y; player_speed_y = 0; player_jump_remaining = 0; frame_count = 0; } napms(frame_period); } } int main(int argc, char *argv[]) { init(); draw_title(); wrefresh(win); while (getch() != ' ') { /* wait for space */ } game_loop(); cleanup(); return 0; } ``` 这个代码是一个使用 curses 库的 Moon-Buggy 游戏。游戏中,玩家需要控制一辆月球车,躲避障碍物并尽可能地前进,直到撞上障碍物或按下 Q 键退出游戏。
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