1
2 // Copyright W.P. McNeill 2010.
3 // Distributed under the Boost Software License, Version 1.0.
4 // (See accompanying file LICENSE_1_0.txt or copy at
5 // http://www.boost.org/LICENSE_1_0.txt)
6
7 // This program uses the A-star search algorithm in the Boost Graph Library to
8 // solve a maze. It is an example of how to apply Boost Graph Library
9 // algorithms to implicit graphs.
10 //
11 // This program generates a random maze and then tries to find the shortest
12 // path from the lower left-hand corner to the upper right-hand corner. Mazes
13 // are represented by two-dimensional grids where a cell in the grid may
14 // contain a barrier. You may move up, down, right, or left to any adjacent
15 // cell that does not contain a barrier.
16 //
17 // Once a maze solution has been attempted, the maze is printed. If a
18 // solution was found it will be shown in the maze printout and its length
19 // will be returned. Note that not all mazes have solutions.
20 //
21 // The default maze size is 20x10, though different dimensions may be
22 // specified on the command line.
23
24 /*
25 IMPORTANT:
26 ~~~~~~~~~~
27
28 This example appears to be broken and crashes at runtime, see
29 https://github.com/boostorg/graph/issues/148
30
31 */
32
33 #include <boost/graph/astar_search.hpp>
34 #include <boost/graph/filtered_graph.hpp>
35 #include <boost/graph/grid_graph.hpp>
36 #include <boost/lexical_cast.hpp>
37 #include <boost/random/mersenne_twister.hpp>
38 #include <boost/random/uniform_int.hpp>
39 #include <boost/random/variate_generator.hpp>
40 #include <boost/unordered_map.hpp>
41 #include <boost/unordered_set.hpp>
42 #include <ctime>
43 #include <iostream>
44
45 boost::mt19937 random_generator;
46
47 // Distance traveled in the maze
48 typedef double distance;
49
50 #define GRID_RANK 2
51 typedef boost::grid_graph< GRID_RANK > grid;
52 typedef boost::graph_traits< grid >::vertex_descriptor vertex_descriptor;
53 typedef boost::graph_traits< grid >::vertices_size_type vertices_size_type;
54
55 // A hash function for vertices.
56 struct vertex_hash
57 {
58 typedef vertex_descriptor argument_type;
59 typedef std::size_t result_type;
operator ()vertex_hash60 std::size_t operator()(vertex_descriptor const& u) const
61 {
62 std::size_t seed = 0;
63 boost::hash_combine(seed, u[0]);
64 boost::hash_combine(seed, u[1]);
65 return seed;
66 }
67 };
68
69 typedef boost::unordered_set< vertex_descriptor, vertex_hash > vertex_set;
70 typedef boost::vertex_subset_complement_filter< grid, vertex_set >::type
71 filtered_grid;
72
73 // A searchable maze
74 //
75 // The maze is grid of locations which can either be empty or contain a
76 // barrier. You can move to an adjacent location in the grid by going up,
77 // down, left and right. Moving onto a barrier is not allowed. The maze can
78 // be solved by finding a path from the lower-left-hand corner to the
79 // upper-right-hand corner. If no open path exists between these two
80 // locations, the maze is unsolvable.
81 //
82 // The maze is implemented as a filtered grid graph where locations are
83 // vertices. Barrier vertices are filtered out of the graph.
84 //
85 // A-star search is used to find a path through the maze. Each edge has a
86 // weight of one, so the total path length is equal to the number of edges
87 // traversed.
88 class maze
89 {
90 public:
91 friend std::ostream& operator<<(std::ostream&, const maze&);
92 friend void random_maze(maze&);
93
maze()94 maze()
95 : m_grid(create_grid(0, 0)), m_barrier_grid(create_barrier_grid()) {};
maze(std::size_t x,std::size_t y)96 maze(std::size_t x, std::size_t y)
97 : m_grid(create_grid(x, y)), m_barrier_grid(create_barrier_grid()) {};
98
99 // The length of the maze along the specified dimension.
length(std::size_t d) const100 vertices_size_type length(std::size_t d) const { return m_grid.length(d); }
101
has_barrier(vertex_descriptor u) const102 bool has_barrier(vertex_descriptor u) const
103 {
104 return m_barriers.find(u) != m_barriers.end();
105 }
106
107 // Try to find a path from the lower-left-hand corner source (0,0) to the
108 // upper-right-hand corner goal (x-1, y-1).
source() const109 vertex_descriptor source() const { return vertex(0, m_grid); }
goal() const110 vertex_descriptor goal() const
111 {
112 return vertex(num_vertices(m_grid) - 1, m_grid);
113 }
114
115 bool solve();
solved() const116 bool solved() const { return !m_solution.empty(); }
solution_contains(vertex_descriptor u) const117 bool solution_contains(vertex_descriptor u) const
118 {
119 return m_solution.find(u) != m_solution.end();
120 }
121
122 private:
123 // Create the underlying rank-2 grid with the specified dimensions.
create_grid(std::size_t x,std::size_t y)124 grid create_grid(std::size_t x, std::size_t y)
125 {
126 boost::array< std::size_t, GRID_RANK > lengths = { { x, y } };
127 return grid(lengths);
128 }
129
130 // Filter the barrier vertices out of the underlying grid.
create_barrier_grid()131 filtered_grid create_barrier_grid()
132 {
133 return boost::make_vertex_subset_complement_filter(m_grid, m_barriers);
134 }
135
136 // The grid underlying the maze
137 grid m_grid;
138 // The barriers in the maze
139 vertex_set m_barriers;
140 // The underlying maze grid with barrier vertices filtered out
141 filtered_grid m_barrier_grid;
142 // The vertices on a solution path through the maze
143 vertex_set m_solution;
144 // The length of the solution path
145 distance m_solution_length;
146 };
147
148 // Euclidean heuristic for a grid
149 //
150 // This calculates the Euclidean distance between a vertex and a goal
151 // vertex.
152 class euclidean_heuristic
153 : public boost::astar_heuristic< filtered_grid, double >
154 {
155 public:
euclidean_heuristic(vertex_descriptor goal)156 euclidean_heuristic(vertex_descriptor goal) : m_goal(goal) {};
157
operator ()(vertex_descriptor v)158 double operator()(vertex_descriptor v)
159 {
160 return sqrt(pow(double(m_goal[0] - v[0]), 2)
161 + pow(double(m_goal[1] - v[1]), 2));
162 }
163
164 private:
165 vertex_descriptor m_goal;
166 };
167
168 // Exception thrown when the goal vertex is found
169 struct found_goal
170 {
171 };
172
173 // Visitor that terminates when we find the goal vertex
174 struct astar_goal_visitor : public boost::default_astar_visitor
175 {
astar_goal_visitorastar_goal_visitor176 astar_goal_visitor(vertex_descriptor goal) : m_goal(goal) {};
177
examine_vertexastar_goal_visitor178 void examine_vertex(vertex_descriptor u, const filtered_grid&)
179 {
180 if (u == m_goal)
181 throw found_goal();
182 }
183
184 private:
185 vertex_descriptor m_goal;
186 };
187
188 // Solve the maze using A-star search. Return true if a solution was found.
solve()189 bool maze::solve()
190 {
191 boost::static_property_map< distance > weight(1);
192 // The predecessor map is a vertex-to-vertex mapping.
193 typedef boost::unordered_map< vertex_descriptor, vertex_descriptor,
194 vertex_hash >
195 pred_map;
196 pred_map predecessor;
197 boost::associative_property_map< pred_map > pred_pmap(predecessor);
198 // The distance map is a vertex-to-distance mapping.
199 typedef boost::unordered_map< vertex_descriptor, distance, vertex_hash >
200 dist_map;
201 dist_map distance;
202 boost::associative_property_map< dist_map > dist_pmap(distance);
203
204 vertex_descriptor s = source();
205 vertex_descriptor g = goal();
206 euclidean_heuristic heuristic(g);
207 astar_goal_visitor visitor(g);
208
209 try
210 {
211 astar_search(m_barrier_grid, s, heuristic,
212 boost::weight_map(weight)
213 .predecessor_map(pred_pmap)
214 .distance_map(dist_pmap)
215 .visitor(visitor));
216 }
217 catch (found_goal fg)
218 {
219 // Walk backwards from the goal through the predecessor chain adding
220 // vertices to the solution path.
221 for (vertex_descriptor u = g; u != s; u = predecessor[u])
222 m_solution.insert(u);
223 m_solution.insert(s);
224 m_solution_length = distance[g];
225 return true;
226 }
227
228 return false;
229 }
230
231 #define BARRIER "#"
232 // Print the maze as an ASCII map.
operator <<(std::ostream & output,const maze & m)233 std::ostream& operator<<(std::ostream& output, const maze& m)
234 {
235 // Header
236 for (vertices_size_type i = 0; i < m.length(0) + 2; i++)
237 output << BARRIER;
238 output << std::endl;
239 // Body
240 for (int y = m.length(1) - 1; y >= 0; y--)
241 {
242 // Enumerate rows in reverse order and columns in regular order so that
243 // (0,0) appears in the lower left-hand corner. This requires that y be
244 // int and not the unsigned vertices_size_type because the loop exit
245 // condition is y==-1.
246 for (vertices_size_type x = 0; x < m.length(0); x++)
247 {
248 // Put a barrier on the left-hand side.
249 if (x == 0)
250 output << BARRIER;
251 // Put the character representing this point in the maze grid.
252 vertex_descriptor u = { { x, vertices_size_type(y) } };
253 if (m.solution_contains(u))
254 output << ".";
255 else if (m.has_barrier(u))
256 output << BARRIER;
257 else
258 output << " ";
259 // Put a barrier on the right-hand side.
260 if (x == m.length(0) - 1)
261 output << BARRIER;
262 }
263 // Put a newline after every row except the last one.
264 output << std::endl;
265 }
266 // Footer
267 for (vertices_size_type i = 0; i < m.length(0) + 2; i++)
268 output << BARRIER;
269 if (m.solved())
270 output << std::endl << "Solution length " << m.m_solution_length;
271 return output;
272 }
273
274 // Return a random integer in the interval [a, b].
random_int(std::size_t a,std::size_t b)275 std::size_t random_int(std::size_t a, std::size_t b)
276 {
277 if (b < a)
278 b = a;
279 boost::uniform_int<> dist(a, b);
280 boost::variate_generator< boost::mt19937&, boost::uniform_int<> > generate(
281 random_generator, dist);
282 return generate();
283 }
284
285 // Generate a maze with a random assignment of barriers.
random_maze(maze & m)286 void random_maze(maze& m)
287 {
288 vertices_size_type n = num_vertices(m.m_grid);
289 vertex_descriptor s = m.source();
290 vertex_descriptor g = m.goal();
291 // One quarter of the cells in the maze should be barriers.
292 int barriers = n / 4;
293 while (barriers > 0)
294 {
295 // Choose horizontal or vertical direction.
296 std::size_t direction = random_int(0, 1);
297 // Walls range up to one quarter the dimension length in this direction.
298 vertices_size_type wall = random_int(1, m.length(direction) / 4);
299 // Create the wall while decrementing the total barrier count.
300 vertex_descriptor u = vertex(random_int(0, n - 1), m.m_grid);
301 while (wall)
302 {
303 // Start and goal spaces should never be barriers.
304 if (u != s && u != g)
305 {
306 wall--;
307 if (!m.has_barrier(u))
308 {
309 m.m_barriers.insert(u);
310 barriers--;
311 }
312 }
313 vertex_descriptor v = m.m_grid.next(u, direction);
314 // Stop creating this wall if we reached the maze's edge.
315 if (u == v)
316 break;
317 u = v;
318 }
319 }
320 }
321
main(int argc,char const * argv[])322 int main(int argc, char const* argv[])
323 {
324 // The default maze size is 20x10. A different size may be specified on
325 // the command line.
326 std::size_t x = 20;
327 std::size_t y = 10;
328
329 if (argc == 3)
330 {
331 x = boost::lexical_cast< std::size_t >(argv[1]);
332 y = boost::lexical_cast< std::size_t >(argv[2]);
333 }
334
335 random_generator.seed(std::time(0));
336 maze m(x, y);
337 random_maze(m);
338 if (m.solve())
339 std::cout << "Solved the maze." << std::endl;
340 else
341 std::cout << "The maze is not solvable." << std::endl;
342 std::cout << m << std::endl;
343 return 0;
344 }
345