Thanks to some help from people here, I was able to get my code for Tasmanian camels puzzle working. However, it is horribly slow (I think. I\'m not sure because this is my
Well, I can't really say quite where your algorithm is running astray, but I just went ahead and made my own. In the interest of doing the simplest thing that could possibly work, I used a bastardized version of Dijkstra's algorithm, where open nodes are visited in arbitrary order, without consideration of distance. This means I don't have to come up with a heuristic.
""" notation: a game state is a string containing angle
brackets ('>' and '<') and blanks
'>>> <<<'
"""
def get_moves(game):
result = []
lg = len(game)
for i in range(lg):
if game[i] == '>':
if i < lg-1 and game[i+1] == ' ': # '> ' -> ' >'
result.append(game[:i]+' >'+game[i+2:])
if i < lg-2 and game[i+1] != ' ' and game[i+2] == ' ': # '>< ' -> ' <>'
result.append(game[:i]+' '+game[i+1]+'>'+game[i+3:])
if game[i] == '<':
if i >= 1 and game[i-1] == ' ': # ' <' -> '< '
result.append(game[:i-1]+'< '+game[i+1:])
if i >= 2 and game[i-1] != ' ' and game[i-2] == ' ': # ' ><' -> '<> '
result.append(game[:i-2]+'<'+game[i-1]+' '+game[i+1:])
return result
def wander(start, stop):
fringe = [start]
paths = {}
paths[start] = ()
def visit(state):
path = paths[state]
moves = [move for move in get_moves(state) if move not in paths]
for move in moves:
paths[move] = paths[state] + (state,)
fringe.extend(moves)
while stop not in paths:
visit(fringe.pop())
print "still open: ", len(fringe)
print "area covered: " , len(paths)
return paths[stop] + (stop,)
if __name__ == "__main__":
start = '>>>> <<<<'
stop = '<<<< >>>>'
print start, " --> ", stop
pathway = wander(start,stop)
print len(pathway), "moves: ", pathway