魔方机器人matlab编程,C++实现超赞的解魔方的机器人代码

C++实现超赞的解魔方的机器人代码,这段代码精简实用,作者的脑子不知道是怎么长的,厉害。

/**********************************************************************

*

* A cube 'state' is a vector with 40 entries, the first 20

* are a permutation of {0,...,19} and describe which cubie is at

* a certain position (regarding the input ordering). The first

* twelve are for edges, the last eight for corners.

*

* The last 20 entries are for the orientations, each describing

* how often the cubie at a certain position has been turned

* counterclockwise away from the correct orientation. Again the

* first twelve are edges, the last eight are corners. The values

* are 0 or 1 for edges and 0, 1 or 2 for corners.

*

* http://www.sharejs.com

**********************************************************************/

#include

#include

#include

#include

#include

#include

using namespace std;

//----------------------------------------------------------------------

typedef vector vi;

//----------------------------------------------------------------------

int applicableMoves[] = { 0, 262143, 259263, 74943, 74898 };

// TODO: Encode as strings, e.g. for U use "ABCDABCD"

int affectedCubies[][8] = {

{ 0, 1, 2, 3, 0, 1, 2, 3 }, // U

{ 4, 7, 6, 5, 4, 5, 6, 7 }, // D

{ 0, 9, 4, 8, 0, 3, 5, 4 }, // F

{ 2, 10, 6, 11, 2, 1, 7, 6 }, // B

{ 3, 11, 7, 9, 3, 2, 6, 5 }, // L

{ 1, 8, 5, 10, 1, 0, 4, 7 }, // R

};

vi applyMove ( int move, vi state ) {

int turns = move % 3 + 1;

int face = move / 3;

while( turns-- ){

vi oldState = state;

for( int i=0; i<8; i++ ){

int isCorner = i > 3;

int target = affectedCubies[face][i] + isCorner*12;

int killer = affectedCubies[face][(i&3)==3 ? i-3 : i+1] + isCorner*12;;

int orientationDelta = (i<4) ? (face>1 && face<4) : (face<2) ? 0 : 2 - (i&1);

state[target] = oldState[killer];

//state[target+20] = (oldState[killer+20] + orientationDelta) % (2 + isCorner);

state[target+20] = oldState[killer+20] + orientationDelta;

if( !turns )

state[target+20] %= 2 + isCorner;

}

}

return state;

}

int inverse ( int move ) {

return move + 2 - 2 * (move % 3);

}

//----------------------------------------------------------------------

int phase;

//----------------------------------------------------------------------

vi id ( vi state ) {

//--- Phase 1: Edge orientations.

if( phase < 2 )

return vi( state.begin() + 20, state.begin() + 32 );

//-- Phase 2: Corner orientations, E slice edges.

if( phase < 3 ){

vi result( state.begin() + 31, state.begin() + 40 );

for( int e=0; e<12; e++ )

result[0] |= (state[e] / 8) << e;

return result;

}

//--- Phase 3: Edge slices M and S, corner tetrads, overall parity.

if( phase < 4 ){

vi result( 3 );

for( int e=0; e<12; e++ )

result[0] |= ((state[e] > 7) ? 2 : (state[e] & 1)) << (2*e);

for( int c=0; c<8; c++ )

result[1] |= ((state[c+12]-12) & 5) << (3*c);

for( int i=12; i<20; i++ )

for( int j=i+1; j<20; j++ )

result[2] ^= state[i] > state[j];

return result;

}

//--- Phase 4: The rest.

return state;

}

//----------------------------------------------------------------------

int main ( int argc, char** argv ) {

//--- Define the goal.

string goal[] = { "UF", "UR", "UB", "UL", "DF", "DR", "DB", "DL", "FR", "FL", "BR", "BL",

"UFR", "URB", "UBL", "ULF", "DRF", "DFL", "DLB", "DBR" };

//--- Prepare current (start) and goal state.

vi currentState( 40 ), goalState( 40 );

for( int i=0; i<20; i++ ){

//--- Goal state.

goalState[i] = i;

//--- Current (start) state.

string cubie = argv[i+1];

while( (currentState[i] = find( goal, goal+20, cubie ) - goal) == 20){

cubie = cubie.substr( 1 ) + cubie[0];

currentState[i+20]++;

}

}

//--- Dance the funky Thistlethwaite...

while( ++phase < 5 ){

//--- Compute ids for current and goal state, skip phase if equal.

vi currentId = id( currentState ), goalId = id( goalState );

if( currentId == goalId )

continue;

//--- Initialize the BFS queue.

queue q;

q.push( currentState );

q.push( goalState );

//--- Initialize the BFS tables.

map predecessor;

map direction, lastMove;

direction[ currentId ] = 1;

direction[ goalId ] = 2;

//--- Dance the funky bidirectional BFS...

while( 1 ){

//--- Get state from queue, compute its ID and get its direction.

vi oldState = q.front();

q.pop();

vi oldId = id( oldState );

int& oldDir = direction[oldId];

//--- Apply all applicable moves to it and handle the new state.

for( int move=0; move<18; move++ ){

if( applicableMoves[phase] & (1 << move) ){

//--- Apply the move.

vi newState = applyMove( move, oldState );

vi newId = id( newState );

int& newDir = direction[newId];

//--- Have we seen this state (id) from the other direction already?

//--- I.e. have we found a connection?

if( newDir && newDir != oldDir ){

//--- Make oldId represent the forwards and newId the backwards search state.

if( oldDir > 1 ){

swap( newId, oldId );

move = inverse( move );

}

//--- Reconstruct the connecting algorithm.

vi algorithm( 1, move );

while( oldId != currentId ){

algorithm.insert( algorithm.begin(), lastMove[ oldId ] );

oldId = predecessor[ oldId ];

}

while( newId != goalId ){

algorithm.push_back( inverse( lastMove[ newId ] ));

newId = predecessor[ newId ];

}

//--- Print and apply the algorithm.

for( int i=0; i

cout << "UDFBLR"[algorithm[i]/3] << algorithm[i]%3+1;

currentState = applyMove( algorithm[i], currentState );

}

//--- Jump to the next phase.

goto nextPhasePlease;

}

//--- If we've never seen this state (id) before, visit it.

if( ! newDir ){

q.push( newState );

newDir = oldDir;

lastMove[ newId ] = move;

predecessor[ newId ] = oldId;

}

}

}

}

nextPhasePlease:

;

}

}

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