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到目前为止,我已经开发了一个类,可以使用树形图(最好的方法?)表示一个魔方立方体。每种颜色都映射到一个键 0 - 53。键始终保持不变,并由立方体的 2D 视图表示。我做了一个 rotate90 方法,它会采用一种颜色并将颜色面(中间的立方体永远不会移动)顺时针旋转 90 度。所以我的问题是,我如何实现一个好的搜索(也许是 A*?)以使这个立方体朝着它的目标状态(我在代码中也初始化为全局,所以我可以将它与当前状态)。任何朝着正确方向的反馈或提示都会很棒。谢谢!

这是没有旋转 90 方法和 checkInput 方法的代码,它只检查文件文本是否正常。输入只是一个代表 2D 立方体的文本文件,看起来像这样。现在的解决方法只是我在乱搞,并没有真正到达任何地方。

   GGW
   RRG
   RRG
OWWGGOYYR
OGOYYYRBR
YYYRBGRWW
   BOY
   BOB
   BOB
   OGO
   WWB
   WWB

package rubik;

import java.io.BufferedReader;
import java.io.FileReader;
import java.io.IOException;
import java.util.NavigableMap;
import java.util.TreeMap;

public class RubikCube {
final static String FILE_NAME = "rubikTest.txt";
public TreeMap<Integer, Character> goalState;


//swaps two colors given a cube
public static void swapColorValue(int color1, int color2, TreeMap<Integer, Character> rubik){
    char tempColor = rubik.get(color1);
    rubik.put(color1,rubik.get(color2));
    rubik.put(color2, tempColor);
}

//initialize the goal map
public void goalInit(TreeMap<Integer, Character> rubik){
    //initialize the goal state map each rubik.get(magicNumber) is the static center cubie
    TreeMap<Integer, Character> goalMap = new TreeMap<Integer,Character>();
    for(int i =0;i<=8;i++){
    goalMap.put(i,rubik.get(4));
    }
    //the left side
    goalMap.put(9, rubik.get(19));
    goalMap.put(10, rubik.get(19));
    goalMap.put(11, rubik.get(19));
    goalMap.put(18, rubik.get(19));
    goalMap.put(19, rubik.get(19));
    goalMap.put(20, rubik.get(19));
    goalMap.put(27, rubik.get(19));
    goalMap.put(28, rubik.get(19));
    goalMap.put(29, rubik.get(19));
    //the middle
    goalMap.put(12, rubik.get(22));
    goalMap.put(13, rubik.get(22));
    goalMap.put(14, rubik.get(22));
    goalMap.put(21, rubik.get(22));
    goalMap.put(22, rubik.get(22));
    goalMap.put(23, rubik.get(22));
    goalMap.put(30, rubik.get(22));
    goalMap.put(31, rubik.get(22));
    goalMap.put(32, rubik.get(22));
    //right side
    goalMap.put(15, rubik.get(25));
    goalMap.put(16, rubik.get(25));
    goalMap.put(17, rubik.get(25));
    goalMap.put(24, rubik.get(25));
    goalMap.put(25, rubik.get(25));
    goalMap.put(26, rubik.get(25));
    goalMap.put(33, rubik.get(25));
    goalMap.put(34, rubik.get(25));
    goalMap.put(35, rubik.get(25));
    //bottom
    for(int i = 36;i<=44;i++){
        goalMap.put(i, rubik.get(40));
    }
    //back
    for(int i = 45;i<=53;i++){
        goalMap.put(i, rubik.get(49));
    }
    //give it to the global variable
    goalState = (TreeMap<Integer, Character>) goalMap.clone();

}

//Maps a Integer key to a color given a file.
public static NavigableMap<Integer, Character> setup(String file) throws IOException{
    TreeMap<Integer, Character> rubik = new TreeMap<Integer, Character>();
    BufferedReader br = new BufferedReader(new FileReader(file));
    try {
        StringBuilder sb = new StringBuilder();
        String line = br.readLine();
        //add each line (without white spaces) to the stringbuilder
        while (line != null) {
            sb.append(line.trim());
            line = br.readLine();
        }
        //convert the stringbuilder(which has all the input from the file) to a char array
        char [] colors = sb.toString().toCharArray();
        //put the key,color into the Treemap.
        for(int i =0; i < colors.length;i++){
            rubik.put(i, colors[i]);
        }
    } finally {
        br.close();
    }
    //type Tree map
    return rubik;

    }

public int solve(TreeMap<Integer, Character> rubik){
    int j = 1;
    int check = 0;
    int redMatches=0;
    char [] colors = {'r','g','y','b','o','w'};

    for(int i = 0; i < 100;i++ ){
        if(j==6) j = 1;
        redMatches = 0;
        rotate90(colors[j],rubik);
        if(rubik.get(check)==goalState.get(check)){
            System.out.print("rubik match at: "+i+" with: "+rubik.get(i)+"match at goalState: "+i+" with: "+goalState.get(i));
            redMatches++;
        }

        j++;
    }


    return redMatches;
}

public static void main (String[] args){
    try {
        //check if file input is good
        //System.out.print(new RubikCube().checkInput(FILE_NAME));
        //Map the rubik cube(key,Color)
        RubikCube cubeInst = new RubikCube();
        //make sure to set up the mapping before calling rotate and goalInit    
        TreeMap<Integer, Character> cube = (TreeMap<Integer, Character>) (setup(FILE_NAME));
        cubeInst.goalInit(cube);
        //System.out.print(cubeInst.goalState);
        //rotate90('y',cube);
        //rotate90('y',cube);
        //System.out.print(cube);
        System.out.print(cubeInst.solve(cube));
    } catch (IOException e) {
        e.printStackTrace();
    }
}

}
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1 回答 1

1

我从来没有编写过解决魔方的代码,但如果你使用像 A* 这样的启发式图遍历算法,我可以想出几个好的启发式方法来判断你离目标有多远:

  1. 错放的小房间的数量。

  2. 每个小房间距离目标状态的总和,可能使用曼哈顿距离来判断它有多远。

问题是我认为你不能只为每个小房间状态使用一种颜色。您可能需要从某个任意角度将立方体表示为数据结构位置。因此,例如“左上角”是目标状态下的左上角块(这也是左侧和背面的角落小熊......)然后你会知道你的“左上角”小熊是否出局的地方。

于 2013-10-18T18:06:42.863 回答