def algorithm(draw, grid, start, end): count = 0 open_set = PriorityQueue() open_set.put((0, count, start)) came_from = {} g_score = {node: float("inf") for row in grid for node in row} g_score[start] = 0 f_score = {node: float("inf") for row in grid for node in row} f_score[start] = h(start.get_pos(), end.get_pos()) open_set_hash = {start} while not open_set.empty(): for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() current = open_set.get()[2] open_set_hash.remove(current) if current == end: reconstruct_path(came_from, end, draw) end.make_end() return True for neighbour in current.neighbours: temp_g_score = g_score[current] + 1 if temp_g_score < g_score[neighbour]: came_from[neighbour] = current g_score[neighbour] = temp_g_score f_score[neighbour] = temp_g_score + h(neighbour.get_pos(), end.get_pos()) if neighbour not in open_set_hash: count += 1 open_set.put((f_score[neighbour], count, neighbour)) open_set_hash.add(neighbour) neighbour.make_open() draw() if current != start: current.make_closed() return False解释这段代码
时间: 2024-02-10 19:20:07 浏览: 110
适值函数定义适值比值自调整适值函数法.zip_K._search algorithm_site:www.pudn.com_tot
这段代码是实现 A* 算法的主要函数,输入参数包括绘图函数 draw、地图 grid、起点 start 和终点 end。在算法过程中,首先初始化一些变量,包括一个优先队列 open_set、一个字典 came_from、两个字典 g_score 和 f_score。open_set 用于保存待扩展节点,came_from 保存每个节点的前驱节点,g_score 和 f_score 分别表示从起点到每个节点的实际代价和估计代价。算法开始时将起点加入 open_set,然后不断从 open_set 中取出代价最小的节点进行扩展,扩展的过程中更新各个节点的代价和前驱节点,并将扩展出的节点加入 open_set,直到找到终点为止。如果找到了终点,则通过 came_from 字典回溯路径并绘制出路径;如果 open_set 已经空了但还没有找到终点,则说明不存在可行路径。其中,h() 函数是计算两个节点间的曼哈顿距离。整个函数的返回值为布尔值,表示是否找到了可行路径。
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