/******************************************************************************* * Copyright 2014 See AUTHORS file. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. ******************************************************************************/ package com.badlogic.gdx.ai.pfa.indexed; import com.badlogic.gdx.ai.pfa.Connection; import com.badlogic.gdx.ai.pfa.GraphPath; import com.badlogic.gdx.ai.pfa.Heuristic; import com.badlogic.gdx.ai.pfa.PathFinder; import com.badlogic.gdx.ai.pfa.PathFinderQueue; import com.badlogic.gdx.ai.pfa.PathFinderRequest; import com.badlogic.gdx.utils.Array; import com.badlogic.gdx.utils.BinaryHeap; import com.badlogic.gdx.utils.TimeUtils; /** A fully implemented {@link PathFinder} that can perform both interruptible and non-interruptible pathfinding. * <p> * This implementation is a common variation of the A* algorithm that is faster than the general A*. * <p> * In the general A* implementation, data are held for each node in the open or closed lists, and these data are held as a * NodeRecord instance. Records are created when a node is first considered and then moved between the open and closed lists, as * required. There is a key step in the algorithm where the lists are searched for a node record corresponding to a particular * node. This operation is something time-consuming. * <p> * The indexed A* algorithm improves execution speed by using an array of all the node records for every node in the graph. Nodes * must be numbered using sequential integers (see {@link IndexedGraph#getIndex(Object)}), so we don't need to search for a node in the * two lists at all. We can simply use the node index to look up its record in the array (creating it if it is missing). This * means that the close list is no longer needed. To know whether a node is open or closed, we use the {@link NodeRecord#category * category} of the node record. This makes the search step very fast indeed (in fact, there is no search, and we can go straight * to the information we need). Unfortunately, we can't get rid of the open list because we still need to be able to retrieve the * element with the lowest cost. However, we use a {@link BinaryHeap} for the open list in order to keep performance as high as * possible. * * @param <N> Type of node * * @author davebaol */ public class IndexedAStarPathFinder<N> implements PathFinder<N> { IndexedGraph<N> graph; NodeRecord<N>[] nodeRecords; BinaryHeap<NodeRecord<N>> openList; NodeRecord<N> current; public Metrics metrics; /** The unique ID for each search run. Used to mark nodes. */ private int searchId; private static final int UNVISITED = 0; private static final int OPEN = 1; private static final int CLOSED = 2; public IndexedAStarPathFinder (IndexedGraph<N> graph) { this(graph, false); } @SuppressWarnings("unchecked") public IndexedAStarPathFinder (IndexedGraph<N> graph, boolean calculateMetrics) { this.graph = graph; this.nodeRecords = (NodeRecord<N>[])new NodeRecord[graph.getNodeCount()]; this.openList = new BinaryHeap<NodeRecord<N>>(); if (calculateMetrics) this.metrics = new Metrics(); } @Override public boolean searchConnectionPath (N startNode, N endNode, Heuristic<N> heuristic, GraphPath<Connection<N>> outPath) { // Perform AStar boolean found = search(startNode, endNode, heuristic); if (found) { // Create a path made of connections generateConnectionPath(startNode, outPath); } return found; } @Override public boolean searchNodePath (N startNode, N endNode, Heuristic<N> heuristic, GraphPath<N> outPath) { // Perform AStar boolean found = search(startNode, endNode, heuristic); if (found) { // Create a path made of nodes generateNodePath(startNode, outPath); } return found; } protected boolean search (N startNode, N endNode, Heuristic<N> heuristic) { initSearch(startNode, endNode, heuristic); // Iterate through processing each node do { // Retrieve the node with smallest estimated total cost from the open list current = openList.pop(); current.category = CLOSED; // Terminate if we reached the goal node if (current.node == endNode) return true; visitChildren(endNode, heuristic); } while (openList.size > 0); // We've run out of nodes without finding the goal, so there's no solution return false; } @Override public boolean search (PathFinderRequest<N> request, long timeToRun) { long lastTime = TimeUtils.nanoTime(); // We have to initialize the search if the status has just changed if (request.statusChanged) { initSearch(request.startNode, request.endNode, request.heuristic); request.statusChanged = false; } // Iterate through processing each node do { // Check the available time long currentTime = TimeUtils.nanoTime(); timeToRun -= currentTime - lastTime; if (timeToRun <= PathFinderQueue.TIME_TOLERANCE) return false; // Retrieve the node with smallest estimated total cost from the open list current = openList.pop(); current.category = CLOSED; // Terminate if we reached the goal node; we've found a path. if (current.node == request.endNode) { request.pathFound = true; generateNodePath(request.startNode, request.resultPath); return true; } // Visit current node's children visitChildren(request.endNode, request.heuristic); // Store the current time lastTime = currentTime; } while (openList.size > 0); // The open list is empty and we've not found a path. request.pathFound = false; return true; } protected void initSearch (N startNode, N endNode, Heuristic<N> heuristic) { if (metrics != null) metrics.reset(); // Increment the search id if (++searchId < 0) searchId = 1; // Initialize the open list openList.clear(); // Initialize the record for the start node and add it to the open list NodeRecord<N> startRecord = getNodeRecord(startNode); startRecord.node = startNode; startRecord.connection = null; startRecord.costSoFar = 0; addToOpenList(startRecord, heuristic.estimate(startNode, endNode)); current = null; } protected void visitChildren (N endNode, Heuristic<N> heuristic) { // Get current node's outgoing connections Array<Connection<N>> connections = graph.getConnections(current.node); // Loop through each connection in turn for (int i = 0; i < connections.size; i++) { if (metrics != null) metrics.visitedNodes++; Connection<N> connection = connections.get(i); // Get the cost estimate for the node N node = connection.getToNode(); float nodeCost = current.costSoFar + connection.getCost(); float nodeHeuristic; NodeRecord<N> nodeRecord = getNodeRecord(node); if (nodeRecord.category == CLOSED) { // The node is closed // If we didn't find a shorter route, skip if (nodeRecord.costSoFar <= nodeCost) continue; // We can use the node's old cost values to calculate its heuristic // without calling the possibly expensive heuristic function nodeHeuristic = nodeRecord.getEstimatedTotalCost() - nodeRecord.costSoFar; } else if (nodeRecord.category == OPEN) { // The node is open // If our route is no better, then skip if (nodeRecord.costSoFar <= nodeCost) continue; // Remove it from the open list (it will be re-added with the new cost) openList.remove(nodeRecord); // We can use the node's old cost values to calculate its heuristic // without calling the possibly expensive heuristic function nodeHeuristic = nodeRecord.getEstimatedTotalCost() - nodeRecord.costSoFar; } else { // the node is unvisited // We'll need to calculate the heuristic value using the function, // since we don't have a node record with a previously calculated value nodeHeuristic = heuristic.estimate(node, endNode); } // Update node record's cost and connection nodeRecord.costSoFar = nodeCost; nodeRecord.connection = connection; // Add it to the open list with the estimated total cost addToOpenList(nodeRecord, nodeCost + nodeHeuristic); } } protected void generateConnectionPath (N startNode, GraphPath<Connection<N>> outPath) { // Work back along the path, accumulating connections // outPath.clear(); while (current.node != startNode) { outPath.add(current.connection); current = nodeRecords[graph.getIndex(current.connection.getFromNode())]; } // Reverse the path outPath.reverse(); } protected void generateNodePath (N startNode, GraphPath<N> outPath) { // Work back along the path, accumulating nodes // outPath.clear(); while (current.connection != null) { outPath.add(current.node); current = nodeRecords[graph.getIndex(current.connection.getFromNode())]; } outPath.add(startNode); // Reverse the path outPath.reverse(); } protected void addToOpenList (NodeRecord<N> nodeRecord, float estimatedTotalCost) { openList.add(nodeRecord, estimatedTotalCost); nodeRecord.category = OPEN; if (metrics != null) { metrics.openListAdditions++; metrics.openListPeak = Math.max(metrics.openListPeak, openList.size); } } protected NodeRecord<N> getNodeRecord (N node) { int index = graph.getIndex(node); NodeRecord<N> nr = nodeRecords[index]; if (nr != null) { if (nr.searchId != searchId) { nr.category = UNVISITED; nr.searchId = searchId; } return nr; } nr = nodeRecords[index] = new NodeRecord<N>(); nr.node = node; nr.searchId = searchId; return nr; } /** This nested class is used to keep track of the information we need for each node during the search. * * @param <N> Type of node * * @author davebaol */ static class NodeRecord<N> extends BinaryHeap.Node { /** The reference to the node. */ N node; /** The incoming connection to the node */ Connection<N> connection; /** The actual cost from the start node. */ float costSoFar; /** The node category: {@link #UNVISITED}, {@link #OPEN} or {@link #CLOSED}. */ int category; /** ID of the current search. */ int searchId; /** Creates a {@code NodeRecord}. */ public NodeRecord () { super(0); } /** Returns the estimated total cost. */ public float getEstimatedTotalCost () { return getValue(); } } /** A class used by {@link IndexedAStarPathFinder} to collect search metrics. * * @author davebaol */ public static class Metrics { public int visitedNodes; public int openListAdditions; public int openListPeak; public Metrics () { } public void reset () { visitedNodes = 0; openListAdditions = 0; openListPeak = 0; } } }