Finding adjacent nodes in a tree - c++

I'm developing a structure that is like a binary tree but generalized across dimensions so you can set whether it is a binary tree, quadtree, octree, etc by setting the dimension parameter during initialization.
Here is the definition of it:
template <uint Dimension, typename StateType>
class NDTree {
public:
std::array<NDTree*, cexp::pow(2, Dimension)> * nodes;
NDTree * parent;
StateType state;
char position; //position in parents node list
bool leaf;
NDTree const &operator[](const int i) const
{
return (*(*nodes)[i]);
}
NDTree &operator[](const int i)
{
return (*(*nodes)[i]);
}
}
So, to initialize it- I set a dimension and then subdivide. I am going for a quadtree of depth 2 for illustration here:
const uint Dimension = 2;
NDTree<Dimension, char> tree;
tree.subdivide();
for(int i=0; i<tree.size(); i++)
tree[i].subdivide();
for(int y=0; y<cexp::pow(2, Dimension); y++) {
for(int x=0; x<cexp::pow(2, Dimension); x++) {
tree[y][x].state = ((y)*10)+(x);
}
}
std::cout << tree << std::endl;
This will result in a quadtree, the state of each of the values are initialized to [0-4][0-4].
([{0}{1}{2}{3}][{10}{11}{12}{13}][{20}{21}{22}{23}][{30}{31}{32}{33}])
I am having trouble finding adjacent nodes from any piece. What it needs to do is take a direction and then (if necessary) traverse up the tree if the direction goes off of the edge of the nodes parent (e.g. if we were on the bottom right of the quadtree square and we needed to get the piece to the right of it). My algorithm returns bogus values.
Here is how the arrays are laid out:
And here are the structures necessary to know for it:
This just holds the direction for items.
enum orientation : signed int {LEFT = -1, CENTER = 0, RIGHT = 1};
This holds a direction and whether or not to go deeper.
template <uint Dimension>
struct TraversalHelper {
std::array<orientation, Dimension> way;
bool deeper;
};
node_orientation_table holds the orientations in the structure. So in 2d, 0 0 refers to the top left square (or left left square).
[[LEFT, LEFT], [RIGHT, LEFT], [LEFT, RIGHT], [RIGHT, RIGHT]]
And the function getPositionFromOrientation would take LEFT, LEFT and return 0. It is just basically the opposite of the node_orientation_table above.
TraversalHelper<Dimension> traverse(const std::array<orientation, Dimension> dir, const std::array<orientation, Dimension> cmp) const
{
TraversalHelper<Dimension> depth;
for(uint d=0; d < Dimension; ++d) {
switch(dir[d]) {
case CENTER:
depth.way[d] = CENTER;
goto cont;
case LEFT:
if(cmp[d] == RIGHT) {
depth.way[d] = LEFT;
} else {
depth.way[d] = RIGHT;
depth.deeper = true;
}
break;
case RIGHT:
if(cmp[d] == LEFT) {
depth.way[d] = RIGHT;
} else {
depth.way[d] = LEFT;
depth.deeper = true;
}
break;
}
cont:
continue;
}
return depth;
}
std::array<orientation, Dimension> uncenter(const std::array<orientation, Dimension> dir, const std::array<orientation, Dimension> cmp) const
{
std::array<orientation, Dimension> way;
for(uint d=0; d < Dimension; ++d)
way[d] = (dir[d] == CENTER) ? cmp[d] : dir[d];
return way;
}
NDTree * getAdjacentNode(const std::array<orientation, Dimension> direction) const
{
//our first traversal pass
TraversalHelper<Dimension> pass = traverse(direction, node_orientation_table[position]);
//if we are lucky the direction results in one of our siblings
if(!pass.deeper)
return (*(*parent).nodes)[getPositionFromOrientation<Dimension>(pass.way)];
std::vector<std::array<orientation, Dimension>> up; //holds our directions for going up the tree
std::vector<std::array<orientation, Dimension>> down; //holds our directions for going down
NDTree<Dimension, StateType> * tp = parent; //tp is our tree pointer
up.push_back(pass.way); //initialize with our first pass we did above
while(true) {
//continue going up as long as it takes, baby
pass = traverse(up.back(), node_orientation_table[tp->position]);
std::cout << pass.way << " :: " << uncenter(pass.way, node_orientation_table[tp->position]) << std::endl;
if(!pass.deeper) //we've reached necessary top
break;
up.push_back(pass.way);
//if we don't have any parent we must explode upwards
if(tp->parent == nullptr)
tp->reverseBirth(tp->position);
tp = tp->parent;
}
//line break ups and downs
std::cout << std::endl;
//traverse upwards combining the matrices to get our actual position in cube
tp = const_cast<NDTree *>(this);
for(int i=1; i<up.size(); i++) {
std::cout << up[i] << " :: " << uncenter(up[i], node_orientation_table[tp->position]) << std::endl;
down.push_back(uncenter(up[i], node_orientation_table[tp->parent->position]));
tp = tp->parent;
}
//make our way back down (tp is still set to upmost parent from above)
for(const auto & i : down) {
int pos = 0; //we need to get the position from an orientation list
for(int d=0; d<i.size(); d++)
if(i[d] == RIGHT)
pos += cexp::pow(2, d); //consider left as 0 and right as 1 << dimension
//grab the child of treepointer via position we just calculated
tp = (*(*tp).nodes)[pos];
}
return tp;
}
For an example of this:
std::array<orientation, Dimension> direction;
direction[0] = LEFT; //x
direction[1] = CENTER; //y
NDTree<Dimension> * result = tree[3][0]->getAdjacentNode(direction);
This should grab the top right square within bottom left square, e.g. tree[2][1] which would have a value of 21 if we read its state. Which works since my last edit (algorithm is modified). Still, however, many queries do not return correct results.
//Should return tree[3][1], instead it gives back tree[2][3]
NDTree<Dimension, char> * result = tree[1][2].getAdjacentNode({ RIGHT, RIGHT });
//Should return tree[1][3], instead it gives back tree[0][3]
NDTree<Dimension, char> * result = tree[3][0].getAdjacentNode({ RIGHT, LEFT });
There are more examples of incorrect behavior such as tree[0][0](LEFT, LEFT), but many others work correctly.
Here is the folder of the git repo I am working from with this. Just run g++ -std=c++11 main.cpp from that directory if it is necessary.

here is one property you can try to exploit:
consider just the 4 nodes:
00 01
10 11
Any node can have up to 4 neighbor nodes; two will exist in the same structure (larger square) and you have to look for the other two in neighboring structures.
Let's focus on identifying the neighbors which are in the same structure: the neighbors for 00 are 01 and 10; the neighbors for 11 are 01 and 10. Notice that only one bit differs between neighbor nodes and that neighbors can be classified in horizontal and vertical. SO
00 - 01 00 - 01 //horizontal neighbors
| |
10 11 //vertical neighbors
Notice how flipping the MSB gets the vertical neighbor and flipping the LSB gets the horizontal node? Let's have a close look:
MSB: 0 -> 1 gets the node directly below
1 -> 0 sets the node directly above
LSB: 0 -> 1 gets the node to the right
1 -> 0 gets the node to the left
So now we can determine the node's in each direction assuming they exist in the same substructure. What about the node to the left of 00 or above 10?? According to the logic so far if you want a horizontal neighbor you should flip the LSB; but flipping it would retrieve 10 ( the node to the right). So let's add a new rule, for impossible operations:
you can't go left for x0 ,
you can't go right for x1,
you can't go up for 0x,
you can't go down for 1x
*impossible operations refers to operations within the same structure.
Let's look at the bigger picture which are the up and left neighbors for 00? if we go left for 00 of strucutre 0 (S0), we should end up with 01 of(S1), and if we go up we end up with node 10 of S(2). Notice that they are basically the same horizontal/ veritical neighbor values form S(0) only they are in different structures. So basically if we figure out how to jump from one structure to another we have an algorithm.
Let's go back to our example: going up from node 00 (S0). We should end up in S2; so again 00->10 flipping the MSB. So if we apply the same algorithm we use within the structure we should be fine.
Bottom line:
valid transition within a strucutres
MSB 0, go down
1, go up
LSB 0, go right
1, go left
for invalid transitions (like MSB 0, go up)
determine the neighbor structure by flipping the MSB for vertical and LSB for vertical
and get the neighbor you are looking for by transforming a illegal move in structure A
into a legal one in strucutre B-> S0: MSB 0 up, becomes S2:MSB 0 down.
I hope this idea is explicit enough

Check out this answer for neighbor search in octrees: https://stackoverflow.com/a/21513573/3146587. Basically, you need to record in the nodes the traversal from the root to the node and manipulate this information to generate the required traversal to reach the adjacent nodes.

The simplest answer I can think of is to get back your node from the root of your tree.
Each cell can be assigned a coordinate mapping to the deepest nodes of your tree. In your example, the (x,y) coordinates would range from 0 to 2dimension-1 i.e. 0 to 3.
First, compute the coordinate of the neighbour with whatever algorithm you like (for instance, decide if a right move off the edge should wrap to the 1st cell of the same row, go down to the next row or stay in place).
Then, feed the new coordinates to your regular search function. It will return the neighbour cell in dimension steps.
You can optimize that by looking at the binary value of the coordinates. Basically, the rank of the most significant bit of difference tells you how many levels up you should go.
For instance, let's take a quadtree of depth 4. Coordinates range from 0 to 15.
Assume we go left from cell number 5 (0101b). The new coordinate is 4 (0100b). The most significant bit changed is bit 0, which means you can find the neighbour in the current block.
Now if you go right, the new coordinate is 6 (0110b), so the change is affecting bit 1, which means you have to go up one level to access your cell.
All this being said, the computation time and volume of code needed to use such tricks seems hardly worth the effort to me.

Related

How can write a mapping program in c++

I have a question about c++ and a problem which I have to solve. Actually, I don't have any idea about solving this problem. I'd be delighted if anyone could help me and give me any clues. Thanks
I want to print the output for every 2 natural numbers a, b which make a/b fraction.
for example for the number (2) it should print 1 1 in the output because we don't consider (0,0) and the second point which we reach in the coordinate on the spiral path is (1,1).
the input should be a natural number and the output should be vertical and horizontal coordinate.
for example, the input is 12 and its output is 2 2.
more information is here in these photos:
Nice question, not that easy to implement.
The approach is to first analyze the requirements, then do a design, refine the design until it is OK and finally, at the very end, write the code.
Let us look at the requirements
We have coordinate system, where we will move in
Movement will follow a spiral pattern
Already occupied coordinates in the coordinate system, cannot be reused
Fractions shall be generated, derived from the position in the coordinate system
Since a position with a column 0 would result in an illegal 0-denominator, the coordinate system will not have a column 0.
So, after moving to a new position, a reduced unique fraction shall be generated
A given number of moves shall be performed
According to the description, it would be sufficient to just show the last reduced fraction as a result. However, the whole sequence is of interest
Good. Now we have analyzed those requirements and know, what should be done.
Next step. We start to think on how the requirements shall be implemented.
Obviously, we need some implementation of a “fraction” class. The fraction class will only store reduced fractions. The sign will be normalized. Meaning, if there are signs, they are evaluated and if the resulting fraction is negative, the numerator will get the minus sign. All fractions having a 0 as numerator, will get a 1 as denominator. We use the one, because later, during output we will suppress the output of “1” denominator and show just the numerator.
All this we will do during creation of the fraction using the constructor. That is somehow simple.
The requirement of unique fractions, can be solved by storing them in an appropriate container. Because the order is not important (only the uniqueness), we can use a std::unordered_set. This has the additional advantage that we have fast access via hash algorithms. For that we need to add a hash function and an equal operator to our fraction class.
For reducing fractions, we will use the standard approach and divide numerator and denominator by the greatest common divisor (GCD). Luckily C++ has a ready to use function for this.
Last, but not least, we will overwrite the inserter operator <<, for generating some output easily.
Now, moving along a spiral pattern. A spiral pattern can be created by folling the following approach.
We have a start position and a start direction
Depending on the direction we will look for a potential next position and next direction. The idea to get a spiral is the following:
If current direction is right, then the preferred next direction is up
If current direction is up, then the preferred next direction is left
If current direction is left, then the preferred next direction is down
If current direction is down, then the preferred next direction is right
All the above of course only, if that new position is not occupied
To check, if a position is occupied, we will store all visited positions as unique value in a container.
We again need select the std::unordered_set
We need to add a hash functor for this
If the potential new position, calculated with the above logic, is free (not occupied / not in our std::unordered_set), then we will add the new position to it.
If the potential next position is already occupied, then we continue to move in the original direction
Moving along columns, we have to skip column 0. It is not existing.
After having the new position, we create a (reduced) fraction out of it. The row of the position will be the numerator, the column will be the denominator
Then, we check, if we have seen this fraction already, by trying to insert it into the above described std::unordered_set for the fractions (do not mix up with container for positions)
If it could be inserted, then it was not in before, so, it is no duplicate, and can be put into the result-vector
All the above (and a little bit more) can now be implemented into code.
This will lead to one of many potential solutions:
#include <iostream>
#include <numeric>
#include <vector>
#include <utility>
#include <unordered_set>
struct RFraction {
// We will store reduced fractions. And show numerator and denominator separately
int numerator{};
int denominator{};
// Contructor will take a fraction, a nominater and denominater, reduce the fraction and mormalize the sign
RFraction(const int n, const int d) : numerator(std::abs(n)), denominator(std::abs(d)) {
if (n == 0) denominator = 1; // All faction with a 0 numerator will get a 1 as denominator
reduce(); // Reduce fraction
if ((n < 0 and d >= 0) or (n >= 0 and d < 0)) numerator = -numerator; // Handle sign uniformly
}
// Simple reduce function using standardapproach with gcd
void reduce() { int gcd = std::gcd(numerator, denominator); numerator /= gcd; denominator /= gcd; }
// Hash Functor
struct Hash { size_t operator()(const RFraction& r) const { return std::hash<int>()(r.numerator) ^ std::hash<int>()(r.denominator); } };
// Equality, basedon fraction and not on a double
bool operator == (const RFraction& other) const { return numerator == other.numerator and denominator == other.denominator; }
// Simple output
friend std::ostream& operator << (std::ostream& os, const RFraction& f) {
if (f.denominator == 1) os << f.numerator;
else os << f.numerator << " / " << f.denominator;
return os;
}
};
using Position = std::pair<int, int>;
struct PairHash { std::size_t operator() (const Position& p) const { return std::hash<int>()(p.first) ^ std::hash<int>()(p.second); } };
using Matrix = std::unordered_set<Position, PairHash>;
using Sequence = std::vector<RFraction>;
using UniqueRFraction = std::unordered_set<RFraction, RFraction::Hash>;
enum class Direction { right, up, left, down };
Sequence getSequence(const size_t maxIndex) {
// Current position and direction
Position position{ 0,2 };
Direction direction{ Direction::right };
// Here we will store all occupied positions
Matrix matrix{ {0,1}, {0,2} };
// Thsi is a helper to store in the end only unique fractions
UniqueRFraction uniqueRFraction{ {0,1} };
// Result. All unique fractions along the path
Sequence result{ {0,1} };
// Find all elements of the sequence
for (size_t k{}; k < maxIndex; ) {
Position potentialNextPosition(position);
// Depending of the current direction, we want to get new position and new direction
switch (direction) {
case Direction::right:
// Check position above. Get position above current position
++potentialNextPosition.first;
// Check, if this is already occupied
if (matrix.count(potentialNextPosition) == 0) {
// If not occupied then use this new direction and the new position
direction = Direction::up;
position = potentialNextPosition;
}
// Keep on going right
else if(++position.second == 0) ++position.second;
break;
case Direction::up:
// Check position left. Get position left of current position
if(--potentialNextPosition.second == 0) --potentialNextPosition.second;
// Check, if this is already occupied
if (matrix.count(potentialNextPosition) == 0) {
// If not occupied then use this new direction and the new position
direction = Direction::left;
position = potentialNextPosition;
}
// Keep on going up
else ++position.first;
break;
case Direction::left:
// Check position below. Get position below current position
--potentialNextPosition.first;
// Check, if this is already occupied
if (matrix.count(potentialNextPosition) == 0) {
// If not occupied then use this new direction and the new position
direction = Direction::down;
position = potentialNextPosition;
}
// Keep on going left
else if (--position.second == 0) --position.second;
break;
case Direction::down:
// Check position right. Get position right of current position
if (++potentialNextPosition.second == 0) ++potentialNextPosition.second;
// Check, if this is already occupied
if (matrix.count(potentialNextPosition) == 0) {
// If not occupied then use this new direction and the new position
direction = Direction::right;
position = potentialNextPosition;
}
// Keep on going down
else --position.first;
break;
}
// Add new position to the matrix, to indicate that it is occuppied
matrix.insert(position);
// Check, if the fraction, created out of the position, is unique. If so, the add it to the result
if (const auto [iter, isOK] = uniqueRFraction.insert({ position.first, position.second }); isOK) {
result.push_back(*iter);
++k;
}
}
return result;
}
int main() {
// Calculate the sequence of fractions up to a given index (index starts with 0)
Sequence seq = getSequence(25);
// Shwo the result
std::cout << "\nResult: \t" << seq.back() << "\n\nSequence:\n\n";
// And for debug purposes, also the complete sequence.
for (size_t k{}; k < seq.size(); ++k)
std::cout << k << '\t' << seq[k] << '\n';
return 0;
}

Error reconstructing path in a grid using BFS

The problem I am facing is the following:
I have a function based on the BFS search algorithm that I use in a NxM grid, the mission of this function is to return the following Direction from a set of possible Directions = {Up, Down, Left , Right} (No diagonal moves!)to which a player has to move, so that in each "round / frame" where there is a type of item of a game (For example, in this specific case, a bazooka) is closer to the item.
To address the problem, I have created a Map class made of vector <vector <Cell> > where vector is from the standard library and Cell is what the grid is made of and has some consulting methods on what is in one of the NxM cells (if there is a building, an enemy, a Bazooka, etc.)
So, for implementing a solution for this, I made a struct TrackingBFS to reconstruct the path of the BFS search:
struct TrackingBFS {
pair <int,int> anterior;
bool visited;
};
And this is the BFS search implementation:
//Pre: origen is a valid position on the grid where the player is
//Post:Returns a pair of bool and a direction to the closest bazooka. If we have access to a bazooka, then we will return a pair (true,Dir) where Dir is a direction to take to be closer to the bazooka else a pair (false, Dir) where dir is just the same direction as origen.
pair <bool,Dir> direction_to_closest_gun (const Pos& origen) {
//R = board_rows() C = board_cols()
//m = mapa
//sr,sc = origin positions
int sr = origen.i;
int sc = origen.j;
//Variables para mantener tracking de los pasos cogidos
queue <int> rq; //Queue of x-row coordinates
queue <int> cq; //Queue of y-row coordinates
int move_count = 0; //Number of steps
int nodes_left_in_layer = 1; //How many nodes we need to de-queue before doing a step
int nodes_in_next_layer = 0; //How many nodes we add to the expansio of the BFS so we can upgrade nodes_left_in_layer in the next iteration
bool arma_mejor_encontrada = false;
//Visited is a MxN matrix of TrackingBFS that for every i,j stores the following information:
//If we visited the cell at position visited [i][j], then the TrackingBFS struct will be visited = true and last_node = (k,l) where k and l are the components of the LAST cell on the grid we visited in the BFS search.
//Else if we didn't visited the cell at [i][j], the TrackingBFS struct will be visited = true and last_node (-1,-1).
TrackingBFS aux;
aux.last_node = make_pair(-1,-1);
aux.visited = false;
//We create a Matrix of TrackingBFS named visited of NxM filled with the unvisited cells
vector < vector <TrackingBFS> > visited (board_rows(), vector <TrackingBFS> (board_cols(),aux));
//--------------------------------SOLVE---------------------------------
rq.push(sr);
cq.push(sc);
visited[sr][sc].visited = true;
visited[sr][sc].last_node = make_pair(sr,sc);
int xfound;
int yfound;
while (!rq.empty()) {
int r = rq.front();
int c = cq.front();
rq.pop();
cq.pop();
if (mapa[r][c].weapon == Bazooka) {
arma_mejor_encontrada = true;
xfound = r;
yfound = c;
break;
}
//Explore neighbours
Pos p (r,c);
for (Dir d : dirs) {
Pos searching = p + d;
int rr = searching.i;
int cc = searching.j;
//If the position we are searching is out of range or it's been visited before or there is a obstacle then continue
if (!pos_ok(searching) or visited[rr][cc].visited or mapa[rr][cc].type == Building or mapa[rr][cc].resistance != -1 or mapa[rr][cc].id != -1) {
//NADA
}
//Else we add the visited node to the queue, and fill the information on visited[rr][cc] with the node we are coming and mark it as visited
else {
rq.push(rr);
cq.push(cc);
visited[rr][cc].visited = true;
visited[rr][cc].last_node = make_pair (r,c);
nodes_in_next_layer++;
}
}
nodes_left_in_layer--;
if (nodes_left_in_layer == 0) {
nodes_left_in_layer = nodes_in_next_layer;
nodes_in_next_layer = 0;
move_count++;
}
}
//If we found the Bazooka
if (arma_mejor_encontrada) {
//Return the pair (true,next direction of the player at position (sr,sc) to approach the bazooka)
return make_pair(arma_mejor_encontrada, reconstruir_camino(visited,xfound,yfound,sr,sc));
}
else {
//If there is no bazooka we return (false,Up (this second component is meaningless))
return make_pair(arma_mejor_encontrada, Up);
}
}
The reconstruir_camino (recosntruct_path in english) implementation:
//This function is made to reconstruct the path from where we found de bazooka (x,y) to where our player is (ox,oy), whe are only interested in the next position of because this is run each frame, so we are constantly refreshing the state of the map.
Dir reconstruir_camino(const vector < vector <TrackingBFS> >& visited, const int& x, const int& y, const int& ox, const int& oy) {
//In v we save the pair of coordinates of our path, this was done only for debuging and in debug_matriz_tracking(visited) is also only for debuging
vector <pair<int,int>> path;
debug_matriz_tracking(visited);
//
int i = visited[x][y].last_node.first;
int j = visited[x][y].last_node.second;
while (not (i == ox and j == oy)) { //While the next node is not iqual as the original node we started de search (The one where our player is)
path.push_back(make_pair(i,j)); //Just for debuging
i = visited[i][j].last_node.first;
j = visited[i][j].last_node.second;
}
//So now in path we have the start and end nodes of every edge on the path
int siguiente_x = path.back().first;
int siguiente_y = path.back().second;
debug_camino(path);
return direccion_contiguos(ox,oy,siguiente_x,siguiente_y);
}
And direccion_contiguos (contiguous direction / relative direction in english) implementation:
//Returns the RELATIVE direction to go if we want to go from (ox, oy) to (dx, dy) being these two contiguous positions, that is, (dx, dy) is in Up, Down, Left or Right with respect to (ox, oy) IT WORKS FINE, NOTHING WRONG WITH THIS DON'T TOUCH
Dir direccion_contiguos (const int& ox, const int& oy, const int& dx, const int& dy) {
Pos o (ox,oy);
Pos d (dx,dy);
if (o + Up == d) {
return Up;
}
else if (o + Down == d){
return Down;
}
else if (o + Left == d) {
return Left;
}
else if (o + Right == d) {
return Right;
}
return Down;
}
So now in visited, we have the information to reconstruct the path, in fact I debuged it (it's kinda messy i know, sorry), in a visual way so this is what I got for a Player in origen = (7,10) and bazooka at position = (4,11):
[Imgur link of the Visual representation of the Matrix for reconstructing the path from origin to bazooka][1]
To read this image, at the top and left there are the coordinates of every cell of the visited matrix, the ones with green font, are the ones that have been visited, and they store THE NEXT cell/vertex of the path, and the ones with (-1,-1) are the ones that have not been visited by the BFS algorithm and thus they don't have any previous node and are in white.
So, NICE! It seems to work, at least the visited matrix.
My problem is when I debug the vector of edges/directions of the graph/grid, this is what I used in the example of the image:
void debug_camino(const vector <pair<int,int>>& v) {
cerr << "----------------------CAMINO-------------------- DEBUG_CAMINO" << endl;
for (long unsigned int i = 0; i < v.size(); ++i) {
cerr << "(" << v[i].first << "," << v[i].second << "),";
}
cerr << endl;
}
And when I executed the program, this is the path that I got with debug_camino():
If you see the image attached you can see that that's almost the path but not quite yet.
(4,12),(4,13),(4,14),(3,15),(3,16),(4,16),(5,16),(6,16),(7,15),(7,14),(7,13),(7,12),(7,11)
These ones bolded are not real (even valid because they are diagonal moves) reconstructions of the path and I don't really know WHY this is happening, but it's provoking my player to not following right path, and I want to fix the error and I'm kinda desperate because I don't really know where the error is and I've been trying for days :( ! I hope somebody can help me with this. Thanks for reading all this and sorry if the code is in some parts in Spanish or if it's not all that readable.
[1]: https://i.stack.imgur.com/vZ2Go.png
Okay, I actually managed to fix this error, i was overwriting the i variable so that was causing the error.
//This function is made to reconstruct the path from where we found de bazooka (x,y) to where our player is (ox,oy), whe are only interested in the next position of because this is run each frame, so we are constantly refreshing the state of the map.
Dir reconstruir_camino(const vector < vector <TrackingBFS> >& visited, const int& x, const int& y, const int& ox, const int& oy) {
//In v we save the pair of coordinates of our path, this was done only for debuging and in debug_matriz_tracking(visited) is also only for debuging
vector <pair<int,int>> path;
debug_matriz_tracking(visited);
//
int i = visited[x][y].last_node.first;
int j = visited[x][y].last_node.second;
while (not (i == ox and j == oy)) { //While the next node is not iqual as the original node we started de search (The one where our player is)
path.push_back(make_pair(i,j)); //Just for debuging
**i** = visited[i][j].last_node.first;
j = visited[**i**][j].last_node.second;
}
//So now in path we have the start and end nodes of every edge on the path
int siguiente_x = path.back().first;
int siguiente_y = path.back().second;
debug_camino(path);
return direccion_contiguos(ox,oy,siguiente_x,siguiente_y);
}
It's already fixed

Tallest tower with stacked boxes in the given order

Given N boxes. How can i find the tallest tower made with them in the given order ? (Given order means that the first box must be at the base of the tower and so on). All boxes must be used to make a valid tower.
It is possible to rotate the box on any axis in a way that any of its 6 faces gets parallel to the ground, however the perimeter of such face must be completely restrained inside the perimeter of the superior face of the box below it. In the case of the first box it is possible to choose any face, because the ground is big enough.
To solve this problem i've tried the following:
- Firstly the code generates the rotations for each rectangle (just a permutation of the dimensions)
- secondly constructing a dynamic programming solution for each box and each possible rotation
- finally search for the highest tower made (in the dp table)
But my algorithm is taking wrong answer in unknown test cases. What is wrong with it ? Dynamic programming is the best approach to solve this problem ?
Here is my code:
#include <cstdio>
#include <vector>
#include <algorithm>
#include <cstdlib>
#include <cstring>
struct rectangle{
int coords[3];
rectangle(){ coords[0] = coords[1] = coords[2] = 0; }
rectangle(int a, int b, int c){coords[0] = a; coords[1] = b; coords[2] = c; }
};
bool canStack(rectangle &current_rectangle, rectangle &last_rectangle){
for (int i = 0; i < 2; ++i)
if(current_rectangle.coords[i] > last_rectangle.coords[i])
return false;
return true;
}
//six is the number of rotations for each rectangle
int dp(std::vector< std::vector<rectangle> > &v){
int memoization[6][v.size()];
memset(memoization, -1, sizeof(memoization));
//all rotations of the first rectangle can be used
for (int i = 0; i < 6; ++i) {
memoization[i][0] = v[0][i].coords[2];
}
//for each rectangle
for (int i = 1; i < v.size(); ++i) {
//for each possible permutation of the current rectangle
for (int j = 0; j < 6; ++j) {
//for each permutation of the previous rectangle
for (int k = 0; k < 6; ++k) {
rectangle &prev = v[i - 1][k];
rectangle &curr = v[i][j];
//is possible to put the current rectangle with the previous rectangle ?
if( canStack(curr, prev) ) {
memoization[j][i] = std::max(memoization[j][i], curr.coords[2] + memoization[k][i-1]);
}
}
}
}
//what is the best solution ?
int ret = -1;
for (int i = 0; i < 6; ++i) {
ret = std::max(memoization[i][v.size()-1], ret);
}
return ret;
}
int main ( void ) {
int n;
scanf("%d", &n);
std::vector< std::vector<rectangle> > v(n);
for (int i = 0; i < n; ++i) {
rectangle r;
scanf("%d %d %d", &r.coords[0], &r.coords[1], &r.coords[2]);
//generate all rotations with the given rectangle (all combinations of the coordinates)
for (int j = 0; j < 3; ++j)
for (int k = 0; k < 3; ++k)
if(j != k) //micro optimization disease
for (int l = 0; l < 3; ++l)
if(l != j && l != k)
v[i].push_back( rectangle(r.coords[j], r.coords[k], r.coords[l]) );
}
printf("%d\n", dp(v));
}
Input Description
A test case starts with an integer N, representing the number of boxes (1 ≤ N ≤ 10^5).
Following there will be N rows, each containing three integers, A, B and C, representing the dimensions of the boxes (1 ≤ A, B, C ≤ 10^4).
Output Description
Print one row containing one integer, representing the maximum height of the stack if it’s possible to pile all the N boxes, or -1 otherwise.
Sample Input
2
5 2 2
1 3 4
Sample Output
6
Sample image for the given input and output.
Usually you're given the test case that made you fail. Otherwise, finding the problem is a lot harder.
You can always approach it from a different angle! I'm going to leave out the boring parts that are easily replicated.
struct Box { unsigned int dim[3]; };
Box will store the dimensions of each... box. When it comes time to read the dimensions, it needs to be sorted so that dim[0] >= dim[1] >= dim[2].
The idea is to loop and read the next box each iteration. It then compares the second largest dimension of the new box with the second largest dimension of the last box, and same with the third largest. If in either case the newer box is larger, it adjusts the older box to compare the first largest and third largest dimension. If that fails too, then the first and second largest. This way, it always prefers using a larger dimension as the vertical one.
If it had to rotate a box, it goes to the next box down and checks that the rotation doesn't need to be adjusted there too. It continues until there are no more boxes or it didn't need to rotate the next box. If at any time, all three rotations for a box failed to make it large enough, it stops because there is no solution.
Once all the boxes are in place, it just sums up each one's vertical dimension.
int main()
{
unsigned int size; //num boxes
std::cin >> size;
std::vector<Box> boxes(size); //all boxes
std::vector<unsigned char> pos(size, 0); //index of vertical dimension
//gets the index of dimension that isn't vertical
//largest indicates if it should pick the larger or smaller one
auto get = [](unsigned char x, bool largest) { if (largest) return x == 0 ? 1 : 0; return x == 2 ? 1 : 2; };
//check will compare the dimensions of two boxes and return true if the smaller one is under the larger one
auto check = [&boxes, &pos, &get](unsigned int x, bool largest) { return boxes[x - 1].dim[get(pos[x - 1], largest)] < boxes[x].dim[get(pos[x], largest)]; };
unsigned int x = 0, y; //indexing variables
unsigned char change; //detects box rotation change
bool fail = false; //if it cannot be solved
for (x = 0; x < size && !fail; ++x)
{
//read in the next three dimensions
//make sure dim[0] >= dim[1] >= dim[2]
//simple enough to write
//mine was too ugly and I didn't want to be embarrassed
y = x;
while (y && !fail) //when y == 0, no more boxes to check
{
change = pos[y - 1];
while (check(y, true) || check(y, false)) //while invalid rotation
{
if (++pos[y - 1] == 3) //rotate, when pos == 3, no solution
{
fail = true;
break;
}
}
if (change != pos[y - 1]) //if rotated box
--y;
else
break;
}
}
if (fail)
{
std::cout << -1;
}
else
{
unsigned long long max = 0;
for (x = 0; x < size; ++x)
max += boxes[x].dim[pos[x]];
std::cout << max;
}
return 0;
}
It works for the test cases I've written, but given that I don't know what caused yours to fail, I can't tell you what mine does differently (assuming it also doesn't fail your test conditions).
If you are allowed, this problem might benefit from a tree data structure.
First, define the three possible cases of block:
1) Cube - there is only one possible option for orientation, since every orientation results in the same height (applied toward total height) and the same footprint (applied to the restriction that the footprint of each block is completely contained by the block below it).
2) Square Rectangle - there are three possible orientations for this rectangle with two equal dimensions (for examples, a 4x4x1 or a 4x4x7 would both fit this).
3) All Different Dimensions - there are six possible orientations for this shape, where each side is different from the rest.
For the first box, choose how many orientations its shape allows, and create corresponding nodes at the first level (a root node with zero height will allow using simple binary trees, rather than requiring a more complicated type of tree that allows multiple elements within each node). Then, for each orientation, choose how many orientations the next box allows but only create nodes for those that are valid for the given orientation of the current box. If no orientations are possible given the orientation of the current box, remove that entire unique branch of orientations (the first parent node with multiple valid orientations will have one orientation removed by this pruning, but that parent node and all of its ancestors will be preserved otherwise).
By doing this, you can check for sets of boxes that have no solution by checking whether there are any elements below the root node, since an empty tree indicates that all possible orientations have been pruned away by invalid combinations.
If the tree is not empty, then just walk the tree to find the highest sum of heights within each branch of the tree, recursively up the tree to the root - the sum value is your maximum height, such as the following pseudocode:
std::size_t maximum_height() const{
if(leftnode == nullptr || rightnode == nullptr)
return this_node_box_height;
else{
auto leftheight = leftnode->maximum_height() + this_node_box_height;
auto rightheight = rightnode->maximum_height() + this_node_box_height;
if(leftheight >= rightheight)
return leftheight;
else
return rightheight;
}
}
The benefits of using a tree data structure are
1) You will greatly reduce the number of possible combinations you have to store and check, because in a tree, the invalid orientations will be eliminated at the earliest possible point - for example, using your 2x2x5 first box, with three possible orientations (as a Square Rectangle), only two orientations are possible because there is no possible way to orient it on its 2x2 end and still fit the 4x3x1 block on it. If on average only two orientations are possible for each block, you will need a much smaller number of nodes than if you compute every possible orientation and then filter them as a second step.
2) Detecting sets of blocks where there is no solution is much easier, because the data structure will only contain valid combinations.
3) Working with the finished tree will be much easier - for example, to find the sequence of orientations of the highest, rather than just the actual height, you could pass an empty std::vector to a modified highest() implementation, and let it append the actual orientation of each highest node as it walks the tree, in addition to returning the height.

Depth First Search: Formatting output?

If I have the following graph:
Marisa Mariah
\ /
Mary---Maria---Marian---Maryanne
|
Marley--Marla
How should be Depth First Search function be implemented such that I get the output if "Mary" is my start point ?
Mary
Maria
Marisa
Mariah
Marian
Maryanne
Marla
Merley
I do realize that the number of spaces equal to depth of the vertex( name ) but I don't how to code that. Following is my function:
void DFS(Graph g, Vertex origin)
{
stack<Vertex> vertexStack;
vertexStack.push(origin);
Vertex currentVertex;
int currentDepth = 0;
while( ! vertexStack.empty() )
{
currentVertex = vertexStack.top();
vertexStack.pop();
if(currentVertex.visited == false)
{
cout << currentVertex.name << endl;
currentVertex.visited = true;
for(int i = 0; i < currentVertex.adjacencyList.size(); i++)
vertexStack.push(currentVertex.adjacencyList[i]);
}
}
}
Thanks for any help !
Just store the node and its depth your stack:
std::stack<std::pair<Vertex, int>> vertexStack;
vertexStack.push(std::make_pair(origin, 0));
// ...
std::pair<Vertex, int> current = vertexStack.top();
Vertex currentVertex = current.first;
int depth = current.second;
If you want to get fancy, you can extra the two values using std::tie():
Vertex currentVertex;
int depth;
std::tie(currentVertex, depth) = vertexStack.top();
With knowing the depth you'd just indent the output appropriately.
The current size of your stack is, BTW, unnecessarily deep! I think for a complete graph it may contain O(N * N) elements (more precisely, (N-1) * (N-2)). The problem is that you push many nodes which may get visited.
Assuming using an implicit stack (i.e., recursion) is out of question (it won't work for large graphs as you may get a stack overflow), the proper way to implement a depth first search would be:
push the current node and edge on the stack
mark the top node visited and print it, using the stack depth as indentation
if there is no node
if the top nodes contains an unvisited node (increment the edge iterator until such a node is found) go to 1.
otherwise (the edge iterator reached the end) remove the top node and go to 3.
In code this would look something like this:
std::stack<std::pair<Node, int> > stack;
stack.push(std::make_pair(origin, 0));
while (!stack.empty()) {
std::pair<Node, int>& top = stack.top();
for (; top.second < top.first.adjacencyList.size(); ++top.second) {
Node& adjacent = top.first.adjacencyList[top.second];
if (!adjacent.visited) {
adjacent.visted = true;
stack.push(std::make_pair(adjacent, 0));
print(adjacent, stack.size());
break;
}
}
if (stack.top().first.adjacencyList.size() == stack.top().second) {
stack.pop();
}
}
Let Rep(Tree) be the representation of the tree Tree. Then, Rep(Tree) looks like this:
Root
<Rep(Subtree rooted at node 1)>
<Rep(Subtree rooted at node 2)>
.
.
.
So, have your dfs function simply return the representation of the subtree rooted at that node and modify this value accordingly. Alternately, just tell every dfs call to print the representation of the tree rooted at that node but pass it the current depth. Here's an example implementation of the latter approach.
void PrintRep(const Graph& g, Vertex current, int depth)
{
cout << std::string(' ', 2*depth) << current.name << endl;
current.visited = true;
for(int i = 0; i < current.adjacencyList.size(); i++)
if(current.adjacencyList[i].visited == false)
PrintRep(g, current.adjacencyList[i], depth+1);
}
You would call this function with with your origin and depth 0 like this:
PrintRep(g, origin, 0);

shortest path algorithm from text input

I've been trying to do this shortest path problem and I realised that the way I was trying to it was almost completely wrong and that I have no idea to complete it.
The question requires you to find the shortest path from one point to another given a text file of input.
The input looks like this with the first value representing how many levels there are.
4
14 10 15
13 5 22
13 7 11
5
This would result in an answer of: 14+5+13+11+5=48
The question asks for the shortest path from the bottom left to the top right.
The way I have attempted to do this is to compare the values of either path possible and then add them to a sum. e.g the first step from the input I provided would compare 14 against 10 + 15. I ran into the problem that if both values are the same it will stuff up the rest of the working.
I hope this makes some sense.
Any suggestions on an algorithm to use or any sample code would be greatly appreciated.
Assume your data file is read into a 2D array of the form:
int weights[3][HEIGHT] = {
{14, 10, 15},
{13, 5, 22},
{13, 7, 11},
{X, 5, X}
};
where X can be anything, doesn't matter. For this I'm assuming positive weights and therefore there is never a need to consider a path that goes "down" a level.
In general you can say that the minimum cost is lesser of the following 2 costs:
1) The cost of rising a level: The cost of the path to the opposite side from 1 level below, plus the cost of coming up.
2) The cost of moving across a level : The cost of the path to the opposite from the same level, plus the cost of coming across.
int MinimumCost(int weight[3][HEIGHT]) {
int MinCosts[2][HEIGHT]; // MinCosts[0][Level] stores the minimum cost of reaching
// the left node of that level
// MinCosts[1][Level] stores the minimum cost of reaching
// the right node of that level
MinCosts[0][0] = 0; // cost nothing to get to the start
MinCosts[0][1] = weight[0][1]; // the cost of moving across the bottom
for (int level = 1; level < HEIGHT; level++) {
// cost of coming to left from below right
int LeftCostOneStep = MinCosts[1][level - 1] + weight[2][level - 1];
// cost of coming to left from below left then across
int LeftCostTwoStep = MinCosts[0][level - 1] + weight[0][level - 1] + weight[1][level];
MinCosts[0][level] = Min(LeftCostOneStep, LeftCostTwoStep);
// cost of coming to right from below left
int RightCostOneStep = MinCosts[0][level - 1] + weight[0][level - 1];
// cost of coming to right from below right then across
int RightCostTwoStep = MinCosts[1][level - 1] + weight[1][level - 1] + weight[1][level];
MinCosts[1][level] = Min(RightCostOneStep, RightCostTwoStep);
}
return MinCosts[1][HEIGHT - 1];
}
I haven't double checked the syntax, please only use it to get a general idea of how to solve the problem. You could also rewrite the algorithm so that MinCosts uses constant memory, MinCosts[2][2] and your whole algorithm could become a state machine.
You could also use dijkstra's algorithm to solve this, but that's a bit like killing a fly with a nuclear warhead.
My first idea was to represent the graph with a matrix and then run a DFS or Dijkstra to solve it. But for this given question, we can do better.
So, here is a possible solution of this problem that runs in O(n). 2*i means left node of level i and 2*i+1 means right node of level i. Read the comments in this solution for an explanation.
#include <stdio.h>
struct node {
int lup; // Cost to go to level up
int stay; // Cost to stay at this level
int dist; // Dist to top right node
};
int main() {
int N;
scanf("%d", &N);
struct node tab[2*N];
// Read input.
int i;
for (i = 0; i < N-1; i++) {
int v1, v2, v3;
scanf("%d %d %d", &v1, &v2, &v3);
tab[2*i].lup = v1;
tab[2*i].stay = tab[2*i+1].stay = v2;
tab[2*i+1].lup = v3;
}
int v;
scanf("%d", &v);
tab[2*i].stay = tab[2*i+1].stay = v;
// Now the solution:
// The last level is obvious:
tab[2*i+1].dist = 0;
tab[2*i].dist = v;
// Now, for each level, we compute the cost.
for (i = N - 2; i >= 0; i--) {
tab[2*i].dist = tab[2*i+3].dist + tab[2*i].lup;
tab[2*i+1].dist = tab[2*i+2].dist + tab[2*i+1].lup;
// Can we do better by staying at the same level ?
if (tab[2*i].dist > tab[2*i+1].dist + tab[2*i].stay) {
tab[2*i].dist = tab[2*i+1].dist + tab[2*i].stay;
}
if (tab[2*i+1].dist > tab[2*i].dist + tab[2*i+1].stay) {
tab[2*i+1].dist = tab[2*i].dist + tab[2*i+1].stay;
}
}
// Print result
printf("%d\n", tab[0].dist);
return 0;
}
(This code has been tested on the given example.)
Use a depth-first search and add only the minimum values. Then check which side is the shortest stair. If it's a graph problem look into a directed graph. For each stair you need 2 vertices. The cost from ladder to ladder can be something else.
The idea of a simple version of the algorithm is the following:
define a list of vertices (places where you can stay) and edges (walks you can do)
every vertex will have a list of edges connecting it to other vertices
for every edge store the walk length
for every vertex store a field with 1000000000 with the meaning "how long is the walk to here"
create a list of "active" vertices initialized with just the starting point
set the walk-distance field of starting vertex with 0 (you're here)
Now the search algorithm proceeds as
pick the (a) vertex from the "active list" with lowest walk_distance and remove it from the list
if the vertex is the destination you're done.
otherwise for each edge in that vertex compute the walk distance to the other_vertex as
new_dist = vertex.walk_distance + edge.length
check if the new distance is shorter than other_vertex.walk_distance and in this case update other_vertex.walk_distance to the new value and put that vertex in the "active list" if it's not already there.
repeat from 1
If you run out of nodes in the active list and never processed the destination vertex it means that there was no way to reach the destination vertex from the starting vertex.
For the data structure in C++ I'd use something like
struct Vertex {
double walk_distance;
std::vector<struct Edge *> edges;
...
};
struct Edge {
double length;
Vertex *a, *b;
...
void connect(Vertex *va, Vertex *vb) {
a = va; b = vb;
va->push_back(this); vb->push_back(this);
}
...
};
Then from the input I'd know that for n levels there are 2*n vertices needed (left and right side of each floor) and 2*(n-1) + n edges needed (one per each stair and one for each floor walk).
For each floor except the last you need to build three edges, for last floor only one.
I'd also allocate all edges and vertices in vectors first, fixing the pointers later (post-construction setup is an anti-pattern but here is to avoid problems with reallocations and still maintaining things very simple).
int n = number_of_levels;
std::vector<Vertex> vertices(2*n);
std::vector<Edge> edges(2*(n-1) + n);
for (int i=0; i<n-1; i++) {
Vertex& left = &vertices[i*2];
Vertex& right = &vertices[i*2 + 1];
Vertex& next_left = &vertices[(i+1)*2];
Vertex& next_right = &vertices[(i+1)*2 + 1];
Edge& dl_ur = &edges[i*3]; // down-left to up-right stair
Edge& dr_ul = &edges[i*3+1]; // down-right to up-left stair
Edge& floor = &edges[i*3+2];
dl_ur.connect(left, next_right);
dr_ul.connect(right, next_left);
floor.connect(left, right);
}
// Last floor
edges.back().connect(&vertex[2*n-2], &vertex[2*n-1]);
NOTE: untested code
EDIT
Of course this algorithm can solve a much more general problem where the set of vertices and edges is arbitrary (but lengths are non-negative).
For the very specific problem a much simpler algorithm is possible, that doesn't even need any data structure and that can instead compute the result on the fly while reading the input.
#include <iostream>
#include <algorithm>
int main(int argc, const char *argv[]) {
int n; std::cin >> n;
int l=0, r=1000000000;
while (--n > 0) {
int a, b, c; std::cin >> a >> b >> c;
int L = std::min(r+c, l+b+c);
int R = std::min(r+b+a, l+a);
l=L; r=R;
}
int b; std::cin >> b;
std::cout << std::min(r, l+b) << std::endl;
return 0;
}
The idea of this solution is quite simple:
l variable is the walk_distance for the left side of the floor
r variable is the walk_distance for the right side
Algorithm:
we initialize l=0 and r=1000000000 as we're on the left side
for all intermediate steps we read the three distances:
a is the length of the down-left to up-right stair
b is the length of the floor
c is the length of the down-right to up-left stair
we compute the walk_distance for left and right side of next floor
L is the minimum between r+c and l+b+c (either we go up starting from right side, or we go there first starting from left side)
R is the minimum betwen l+a and r+b+a (either we go up starting from left, or we start from right and cross the floor first)
for the last step we just need to chose what is the minimum between r and coming there from l by crossing the last floor