Sliding puzzle

Description

Program solve scrabble shown on ukladanka.png

Source: PrologTutorial (on-line tutorial

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Program source code: sliding_puzzle.pl

Listing

/* 8_puzzle.pl */
 
 
 
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 
%%%
 
%%%     A* Algorithm
 
%%%
 
%%%
 
%%%     Nodes have form    S#D#F#A
 
%%%            where S describes the state or configuration
 
%%%                  D is the depth of the node
 
%%%                  F is the evaluation function value
 
%%%                  A is the ancestor list for the node
 
 
 
:- op(400,yfx,'#').    /* Node builder notation */
 
 
 
solve(State,Soln) :- f_function(State,0,F),
 
                     search([State#0#F#[]],S), reverse(S,Soln).
 
 
 
f_function(State,D,F) :- h_function(State,H),
 
                         F is D + H.
 
 
 
search([State#_#_#Soln|_], Soln) :- goal(State).
 
search([B|R],S) :- expand(B,Children),
 
                   insert_all(Children,R,Open),
 
                   search(Open,S).
 
 
 
insert_all([F|R],Open1,Open3) :- insert(F,Open1,Open2),
 
                                 insert_all(R,Open2,Open3).
 
insert_all([],Open,Open).
 
 
 
insert(B,Open,Open) :- repeat_node(B,Open), ! .
 
insert(B,[C|R],[B,C|R]) :- cheaper(B,C), ! .
 
insert(B,[B1|R],[B1|S]) :- insert(B,R,S), !.
 
insert(B,[],[B]).
 
 
 
repeat_node(P#_#_#_, [P#_#_#_|_]).
 
 
 
cheaper( _#_#F1#_ , _#_#F2#_ ) :- F1 < F2.
 
 
 
expand(State#D#_#S,All_My_Children) :-
 
     bagof(Child#D1#F#[Move|S],
 
           (D1 is D+1,
 
             move(State,Child,Move),
 
             f_function(Child,D1,F)),
 
           All_My_Children).
 
 
 
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 
%%%
 
%%%     8-puzzle solver
 
%%%
 
%%%
 
%%%     State have form    A/B/C/D/E/F/G/H/I
 
%%%            where {A,...,I} = {0,...,8}
 
%%%               0 represents the empty tile
 
%%%             
 
 
 
goal(1/2/3/8/0/4/7/6/5).
 
 
 
   %%% The puzzle moves
 
 
 
left( A/0/C/D/E/F/H/I/J , 0/A/C/D/E/F/H/I/J ).
 
left( A/B/C/D/0/F/H/I/J , A/B/C/0/D/F/H/I/J ).
 
left( A/B/C/D/E/F/H/0/J , A/B/C/D/E/F/0/H/J ).
 
left( A/B/0/D/E/F/H/I/J , A/0/B/D/E/F/H/I/J ).
 
left( A/B/C/D/E/0/H/I/J , A/B/C/D/0/E/H/I/J ).
 
left( A/B/C/D/E/F/H/I/0 , A/B/C/D/E/F/H/0/I ).
 
 
 
up( A/B/C/0/E/F/H/I/J , 0/B/C/A/E/F/H/I/J ).
 
up( A/B/C/D/0/F/H/I/J , A/0/C/D/B/F/H/I/J ).
 
up( A/B/C/D/E/0/H/I/J , A/B/0/D/E/C/H/I/J ).
 
up( A/B/C/D/E/F/0/I/J , A/B/C/0/E/F/D/I/J ).
 
up( A/B/C/D/E/F/H/0/J , A/B/C/D/0/F/H/E/J ).
 
up( A/B/C/D/E/F/H/I/0 , A/B/C/D/E/0/H/I/F ).
 
 
 
right( A/0/C/D/E/F/H/I/J , A/C/0/D/E/F/H/I/J ).
 
right( A/B/C/D/0/F/H/I/J , A/B/C/D/F/0/H/I/J ).
 
right( A/B/C/D/E/F/H/0/J , A/B/C/D/E/F/H/J/0 ).
 
right( 0/B/C/D/E/F/H/I/J , B/0/C/D/E/F/H/I/J ).
 
right( A/B/C/0/E/F/H/I/J , A/B/C/E/0/F/H/I/J ).
 
right( A/B/C/D/E/F/0/I/J , A/B/C/D/E/F/I/0/J ).
 
 
 
down( A/B/C/0/E/F/H/I/J , A/B/C/H/E/F/0/I/J ).
 
down( A/B/C/D/0/F/H/I/J , A/B/C/D/I/F/H/0/J ).
 
down( A/B/C/D/E/0/H/I/J , A/B/C/D/E/J/H/I/0 ).
 
down( 0/B/C/D/E/F/H/I/J , D/B/C/0/E/F/H/I/J ).
 
down( A/0/C/D/E/F/H/I/J , A/E/C/D/0/F/H/I/J ).
 
down( A/B/0/D/E/F/H/I/J , A/B/F/D/E/0/H/I/J ).
 
 
 
   %%% the heuristic function
 
h_function(Puzz,H) :- p_fcn(Puzz,P),
 
                      s_fcn(Puzz,S),
 
                      H is P + 3*S.
 
 
 
 
 
   %%% the move
 
move(P,C,left) :-  left(P,C).
 
move(P,C,up) :-  up(P,C).
 
move(P,C,right) :-  right(P,C).
 
move(P,C,down) :-  down(P,C).
 
 
 
   %%% the Manhattan distance function
 
p_fcn(A/B/C/D/E/F/G/H/I, P) :-
 
     a(A,Pa), b(B,Pb), c(C,Pc),
 
     d(D,Pd), e(E,Pe), f(F,Pf),
 
     g(G,Pg), h(H,Ph), i(I,Pi),
 
     P is Pa+Pb+Pc+Pd+Pe+Pf+Pg+Ph+Pg+Pi.
 
 
 
a(0,0). a(1,0). a(2,1). a(3,2). a(4,3). a(5,4). a(6,3). a(7,2). a(8,1).
 
b(0,0). b(1,1). b(2,0). b(3,1). b(4,2). b(5,3). b(6,2). b(7,3). b(8,2).
 
c(0,0). c(1,2). c(2,1). c(3,0). c(4,1). c(5,2). c(6,3). c(7,4). c(8,3).
 
d(0,0). d(1,1). d(2,2). d(3,3). d(4,2). d(5,3). d(6,2). d(7,2). d(8,0).
 
e(0,0). e(1,2). e(2,1). e(3,2). e(4,1). e(5,2). e(6,1). e(7,2). e(8,1).
 
f(0,0). f(1,3). f(2,2). f(3,1). f(4,0). f(5,1). f(6,2). f(7,3). f(8,2).
 
g(0,0). g(1,2). g(2,3). g(3,4). g(4,3). g(5,2). g(6,2). g(7,0). g(8,1).
 
h(0,0). h(1,3). h(2,3). h(3,3). h(4,2). h(5,1). h(6,0). h(7,1). h(8,2).
 
i(0,0). i(1,4). i(2,3). i(3,2). i(4,1). i(5,0). i(6,1). i(7,2). i(8,3).
 
 
 
   %%% the out-of-cycle function
 
s_fcn(A/B/C/D/E/F/G/H/I, S) :-
 
     s_aux(A,B,S1), s_aux(B,C,S2), s_aux(C,F,S3),
 
     s_aux(F,I,S4), s_aux(I,H,S5), s_aux(H,G,S6),
 
     s_aux(G,D,S7), s_aux(D,A,S8), s_aux(E,S9),
 
     S is S1+S2+S3+S4+S5+S6+S7+S8+S9.
 
 
 
s_aux(0,0) :- !.
 
s_aux(_,1).
 
 
 
s_aux(X,Y,0) :- Y is X+1, !.
 
s_aux(8,1,0) :- !.
 
s_aux(_,_,2).
 
 
 
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 
%%%
 
%%%     8-puzzle animation -- using VT100 character graphics
 
%%%
 
%%%
 
%%%             
 
 
 
puzzle(P) :- solve(P,S), 
 
             animate(P,S),
 
             message.
 
 
 
animate(P,S) :- initialize(P),
 
                cursor(1,2), write(S), 
 
                cursor(1,22), write('Hit ENTER to step solver.'),
 
                get0(_X),
 
                play_back(S).
 
 
 
:- dynamic location/3.   %%% So that location of a tile 
 
                         %%%  can be retracted/asserted.
 
                         %%% Location(s) asserted and retracted
 
                         %%%  by puzzle animator below
 
 
 
initialize(A/B/C/D/E/F/H/I/J) :-
 
  cls,
 
  retractall(location(_,_,_)),    
 
  assert(location(A,20,5)),  
 
  assert(location(B,30,5)),  
 
  assert(location(C,40,5)),  
 
  assert(location(F,40,10)), 
 
  assert(location(J,40,15)), 
 
  assert(location(I,30,15)), 
 
  assert(location(H,20,15)), 
 
  assert(location(D,20,10)),
 
  assert(location(E,30,10)), draw_all. 
 
 
 
draw_all :- draw(1), draw(2), draw(3), draw(4),
 
            draw(5), draw(6), draw(7), draw(8).
 
 
 
   %%% play_back([left,right,up,...]).
 
play_back([M|R]) :- call(M), get0(_X), play_back(R).
 
play_back([]) :- cursor(1,24).  %%% Put cursor out of the way
 
 
 
message :- nl,nl,
 
   write('    ********************************************'), nl, 
 
   write('    *  Enter 8-puzzle goals in the form ...    *'), nl,
 
   write('    *     ?-  puzzle(0/8/1/2/4/3/7/6/5).       *'), nl,
 
   write('    *   Enter goal ''message'' to reread this.   *'), nl,
 
   write('    ********************************************'), nl, nl.
 
 
 
 
 
cursor(X,Y) :- put(27), put(91), %%% ESC [
 
               write(Y),
 
               put(59),           %%%   ;
 
               write(X),
 
               put(72).           %%%   M
 
 
 
   %%% clear the screen, quickly
 
cls :-  put(27), put("["), put("2"), put("J").
 
 
 
   %%% video attributes -- bold and blink not working
 
plain         :- put(27), put("["), put("0"), put("m").
 
reverse_video :- put(27), put("["), put("7"), put("m").
 
 
 
 
 
   %%% Tile objects, character map(s)
 
   %%% Each tile should be drawn using the character map,
 
   %%%   drawn at 'location', which is asserted and retracted
 
   %%%   by 'playback'.
 
character_map(N, [ [' ',' ',' ',' ',' ',' ',' '],
 
                   [' ',' ',' ', N ,' ',' ',' '],
 
                   [' ',' ',' ',' ',' ',' ',' '] ]).
 
 
 
 
 
   %%% move empty tile (spot) to the left
 
left :- retract(location(0,X0,Y0)),
 
        Xnew is X0 - 10,
 
        location(Tile,Xnew,Y0),
 
        assert(location(0,Xnew,Y0)),
 
        right(Tile),right(Tile),right(Tile),
 
        right(Tile),right(Tile),
 
        right(Tile),right(Tile),right(Tile),
 
        right(Tile),right(Tile).
 
 
 
up :- retract(location(0,X0,Y0)),
 
      Ynew is Y0 - 5,
 
      location(Tile,X0,Ynew),
 
      assert(location(0,X0,Ynew)),
 
      down(Tile),down(Tile),down(Tile),down(Tile),down(Tile).
 
 
 
right :- retract(location(0,X0,Y0)),
 
         Xnew is X0 + 10,
 
         location(Tile,Xnew,Y0),
 
         assert(location(0,Xnew,Y0)),
 
         left(Tile),left(Tile),left(Tile),left(Tile),left(Tile),
 
         left(Tile),left(Tile),left(Tile),left(Tile),left(Tile).
 
 
 
down :- retract(location(0,X0,Y0)),
 
        Ynew is Y0 + 5,
 
        location(Tile,X0,Ynew),
 
        assert(location(0,X0,Ynew)),
 
        up(Tile),up(Tile),up(Tile),up(Tile),up(Tile).
 
 
 
 
 
draw(Obj) :- reverse_video, character_map(Obj,M),
 
             location(Obj,X,Y),
 
             draw(X,Y,M), plain.
 
 
 
 %%% hide tile
 
hide(Obj) :- character_map(Obj,M),
 
             location(Obj,X,Y),
 
             hide(X,Y,M).
 
 
 
hide(_,_,[]).
 
hide(X,Y,[R|G]) :- hide_row(X,Y,R),
 
                   Y1 is Y + 1,
 
                   hide(X,Y1,G).
 
 
 
hide_row(_,_,[]).
 
hide_row(X,Y,[_|R]) :- cursor(X,Y),
 
                       write(' '),
 
                       X1 is X + 1,
 
                       hide_row(X1,Y,R).
 
 
 
   %%% draw tile
 
draw(_,_,[]).
 
draw(X,Y,[R|G]) :- draw_row(X,Y,R),
 
                   Y1 is Y + 1,
 
                   draw(X,Y1,G).
 
 
 
draw_row(_,_,[]).
 
draw_row(X,Y,[P|R]) :- cursor(X,Y),
 
                       write(P),
 
                       X1 is X + 1,
 
                       draw_row(X1,Y,R).
 
 
 
   %%% Move an Object up
 
up(Obj)    :- hide(Obj),
 
              retract(location(Obj,X,Y)),
 
              Y1 is Y - 1,
 
              assert(location(Obj,X,Y1)), 
 
              draw(Obj).
 
 
 
down(Obj)  :- hide(Obj),
 
              retract(location(Obj,X,Y)),
 
              Y1 is Y + 1,
 
              assert(location(Obj,X,Y1)),
 
              draw(Obj).
 
 
 
left(Obj)  :- hide(Obj),
 
              retract(location(Obj,X,Y)),
 
              X1 is X - 1,
 
              assert(location(Obj,X1,Y)),
 
              draw(Obj).
 
 
 
right(Obj) :- hide(Obj),
 
              retract(location(Obj,X,Y)),
 
              X1 is X + 1,
 
              assert(location(Obj,X1,Y)),
 
              draw(Obj).
 
 
 
:- message.
 
 
 
% ?- solve(0/8/1/2/4/3/7/6/5, S).

Comments

pl/prolog/pllib/sliding_puzzle.txt · ostatnio zmienione: 2019/06/27 15:50 (edycja zewnętrzna)
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