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Last active February 26, 2019 22:38
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Best-First Search
license: gpl-3.0
redirect: https://observablehq.com/@mbostock/best-first-search
<!DOCTYPE html>
<meta charset="utf-8">
<style>
body {
background: #000;
}
</style>
<body>
<script src="//d3js.org/d3.v3.min.js"></script>
<script>
var width = 960,
height = 500;
var N = 1 << 0,
S = 1 << 1,
W = 1 << 2,
E = 1 << 3;
var cellSize = 4,
cellSpacing = 4,
cellWidth = Math.floor((width - cellSpacing) / (cellSize + cellSpacing)),
cellHeight = Math.floor((height - cellSpacing) / (cellSize + cellSpacing)),
cells = generateMaze(cellWidth, cellHeight), // each cell’s edge bits
parent = new Array(cellHeight * cellWidth), // path tracking
minScore = Infinity,
minIndex = (cellHeight - 1) * cellWidth,
goalX = cellWidth - 1,
goalY = 0,
frontier = minHeap(function(a, b) { return score(a) - score(b); });
frontier.push(minIndex);
parent[minIndex] = null;
var canvas = d3.select("body").append("canvas")
.attr("width", width)
.attr("height", height);
var context = canvas.node().getContext("2d");
context.translate(
Math.round((width - cellWidth * cellSize - (cellWidth + 1) * cellSpacing) / 2),
Math.round((height - cellHeight * cellSize - (cellHeight + 1) * cellSpacing) / 2)
);
context.fillStyle = "#fff";
for (var y = 0, i = 0; y < cellHeight; ++y) {
for (var x = 0; x < cellWidth; ++x, ++i) {
fillCell(i);
if (cells[i] & S) fillSouth(i);
if (cells[i] & E) fillEast(i);
}
}
context.fillStyle = "#777";
d3.timer(function() {
for (var i = 0; i < 10; ++i) {
if (exploreFrontier()) {
return true;
}
}
});
function exploreFrontier() {
var i0 = frontier.pop(),
i1,
s0 = score(i0);
fillCell(i0);
if (s0 < minScore) {
fillPath(minIndex);
context.fillStyle = "magenta";
minScore = s0, minIndex = i0;
fillPath(minIndex);
context.fillStyle = "#777";
if (!s0) return true;
}
if (cells[i0] & E && isNaN(parent[i1 = i0 + 1])) parent[i1] = i0, fillEast(i0), frontier.push(i1);
if (cells[i0] & W && isNaN(parent[i1 = i0 - 1])) parent[i1] = i0, fillEast(i1), frontier.push(i1);
if (cells[i0] & S && isNaN(parent[i1 = i0 + cellWidth])) parent[i1] = i0, fillSouth(i0), frontier.push(i1);
if (cells[i0] & N && isNaN(parent[i1 = i0 - cellWidth])) parent[i1] = i0, fillSouth(i1), frontier.push(i1);
}
function fillPath(i1) {
while (true) {
fillCell(i1);
var i0 = parent[i1];
if (i0 == null) break;
(Math.abs(i0 - i1) === 1 ? fillEast : fillSouth)(Math.min(i0, i1));
i1 = i0;
}
}
function score(i) {
var x = goalX - (i % cellWidth), y = goalY - (i / cellWidth | 0);
return x * x + y * y;
}
function fillCell(i) {
var x = i % cellWidth, y = i / cellWidth | 0;
context.fillRect(x * cellSize + (x + 1) * cellSpacing, y * cellSize + (y + 1) * cellSpacing, cellSize, cellSize);
}
function fillEast(i) {
var x = i % cellWidth, y = i / cellWidth | 0;
context.fillRect((x + 1) * (cellSize + cellSpacing), y * cellSize + (y + 1) * cellSpacing, cellSpacing, cellSize);
}
function fillSouth(i) {
var x = i % cellWidth, y = i / cellWidth | 0;
context.fillRect(x * cellSize + (x + 1) * cellSpacing, (y + 1) * (cellSize + cellSpacing), cellSize, cellSpacing);
}
function generateMaze(cellWidth, cellHeight) {
var cells = new Array(cellWidth * cellHeight),
frontier = [],
startIndex = (cellHeight - 1) * cellWidth;
cells[startIndex] = 0;
frontier.push({index: startIndex, direction: N});
frontier.push({index: startIndex, direction: E});
while ((edge = popRandom(frontier)) != null) {
var edge,
i0 = edge.index,
d0 = edge.direction,
i1 = i0 + (d0 === N ? -cellWidth : d0 === S ? cellWidth : d0 === W ? -1 : +1),
x0 = i0 % cellWidth,
y0 = i0 / cellWidth | 0,
x1,
y1,
d1,
open = cells[i1] == null; // opposite not yet part of the maze
if (d0 === N) x1 = x0, y1 = y0 - 1, d1 = S;
else if (d0 === S) x1 = x0, y1 = y0 + 1, d1 = N;
else if (d0 === W) x1 = x0 - 1, y1 = y0, d1 = E;
else x1 = x0 + 1, y1 = y0, d1 = W;
if (open) {
cells[i0] |= d0, cells[i1] |= d1;
if (y1 > 0 && cells[i1 - cellWidth] == null) frontier.push({index: i1, direction: N});
if (y1 < cellHeight - 1 && cells[i1 + cellWidth] == null) frontier.push({index: i1, direction: S});
if (x1 > 0 && cells[i1 - 1] == null) frontier.push({index: i1, direction: W});
if (x1 < cellWidth - 1 && cells[i1 + 1] == null) frontier.push({index: i1, direction: E});
}
}
return cells;
}
function minHeap(compare) {
var heap = {},
array = [],
size = 0;
heap.empty = function() {
return !size;
};
heap.push = function(value) {
up(array[size] = value, size++);
return size;
};
heap.pop = function() {
if (size <= 0) return;
var removed = array[0], value;
if (--size > 0) value = array[size], down(array[0] = value, 0);
return removed;
};
function up(value, i) {
while (i > 0) {
var j = ((i + 1) >> 1) - 1,
parent = array[j];
if (compare(value, parent) >= 0) break;
array[i] = parent;
array[i = j] = value;
}
}
function down(value, i) {
while (true) {
var r = (i + 1) << 1,
l = r - 1,
j = i,
child = array[j];
if (l < size && compare(array[l], child) < 0) child = array[j = l];
if (r < size && compare(array[r], child) < 0) child = array[j = r];
if (j === i) break;
array[i] = child;
array[i = j] = value;
}
}
return heap;
}
function popRandom(array) {
if (!array.length) return;
var n = array.length, i = Math.random() * n | 0, t;
t = array[i], array[i] = array[n - 1], array[n - 1] = t;
return array.pop();
}
</script>
@LeartS
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LeartS commented Apr 25, 2014

Man, all your gists are awesome. So is D3.
A fan.

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