A* Search Algorithm
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There are many articles on this in the internet. One, which is well written and well explained is found here:
Ref:
[https://github.com/laurentluce/python-algorithms/blob/master/algorithms/a\_star\_path\_finding.py](https://github.com/laurentluce/python-algorithms/blob/master/algorithms/a_star_path_finding.py)
import heapq
class Cell(object):
def __init__(self, x, y, reachable):
"""Initialize new cell.
@param reachable is cell reachable? not a wall?
@param x cell x coordinate
@param y cell y coordinate
@param g cost to move from the starting cell to this cell.
@param h estimation of the cost to move from this cell
to the ending cell.
@param f f = g + h
"""
self.reachable = reachable
self.x = x
self.y = y
self.parent = None
self.g = 0
self.h = 0
self.f = 0
class AStar(object):
def __init__(self):
# open list
self.opened = []
heapq.heapify(self.opened)
# visited cells list
self.closed = set()
# grid cells
self.cells = []
self.grid_height = None
self.grid_width = None
def init_grid(self, width, height, walls, start, end):
"""Prepare grid cells, walls.
@param width grid's width.
@param height grid's height.
@param walls list of wall x,y tuples.
@param start grid starting point x,y tuple.
@param end grid ending point x,y tuple.
"""
self.grid_height = height
self.grid_width = width
for x in range(self.grid_width):
for y in range(self.grid_height):
if (x, y) in walls:
reachable = False
else:
reachable = True
self.cells.append(Cell(x, y, reachable))
self.start = self.get_cell(*start)
self.end = self.get_cell(*end)
def get_heuristic(self, cell):
"""Compute the heuristic value H for a cell.
Distance between this cell and the ending cell multiply by 10.
@returns heuristic value H
My Notes: This example uses manhattan distance to calculate the estimated distance.
Euclidean distance and other techniques can be used as well to compute the
estimated distance
"""
return 10 * (abs(cell.x - self.end.x) + abs(cell.y - self.end.y))
def get_cell(self, x, y):
"""Returns a cell from the cells list.
@param x cell x coordinate
@param y cell y coordinate
@returns cell
"""
return self.cells[x * self.grid_height + y]
def get_adjacent_cells(self, cell):
"""Returns adjacent cells to a cell.
Clockwise starting from the one on the right.
@param cell get adjacent cells for this cell
@returns adjacent cells list.
"""
cells = []
if cell.x < self.grid_width-1:
cells.append(self.get_cell(cell.x+1, cell.y))
if cell.y > 0:
cells.append(self.get_cell(cell.x, cell.y-1))
if cell.x > 0:
cells.append(self.get_cell(cell.x-1, cell.y))
if cell.y < self.grid_height-1:
cells.append(self.get_cell(cell.x, cell.y+1))
return cells
def get_path(self):
cell = self.end
path = [(cell.x, cell.y)]
while cell.parent is not self.start:
cell = cell.parent
path.append((cell.x, cell.y))
path.append((self.start.x, self.start.y))
path.reverse()
return path
def update_cell(self, adj, cell):
"""Update adjacent cell.
@param adj adjacent cell to current cell
@param cell current cell being processed
"""
adj.g = cell.g + 10
adj.h = self.get_heuristic(adj)
adj.parent = cell
adj.f = adj.h + adj.g
def solve(self):
"""Solve maze, find path to ending cell.
@returns path or None if not found.
"""
# add starting cell to open heap queue
heapq.heappush(self.opened, (self.start.f, self.start))
while len(self.opened):
# pop cell from heap queue
f, cell = heapq.heappop(self.opened)
# add cell to closed list so we don't process it twice
self.closed.add(cell)
# if ending cell, return found path
if cell is self.end:
return self.get_path()
# get adjacent cells for cell
adj_cells = self.get_adjacent_cells(cell)
for adj_cell in adj_cells:
if adj_cell.reachable and adj_cell not in self.closed:
if (adj_cell.f, adj_cell) in self.opened:
# if adj cell in open list, check if current path is
# better than the one previously found
# for this adj cell.
if adj_cell.g > cell.g + 10:
self.update_cell(adj_cell, cell)
else:
self.update_cell(adj_cell, cell)
# add adj cell to open list
heapq.heappush(self.opened, (adj_cell.f, adj_cell))