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Last active February 9, 2016 01:55
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Best-First Search II
license: gpl-3.0
<!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(width, height) {
var cells = new Array(width * height), // each cell’s edge bits
remaining = d3.range(width * height), // cell indexes to visit
previous = new Array(width * height); // current random walk
// Add the starting cell.
var start = remaining.pop();
cells[start] = 0;
// While there are remaining cells,
// add a loop-erased random walk to the maze.
while (!loopErasedRandomWalk());
return cells;
function loopErasedRandomWalk() {
var direction,
index0,
index1,
i,
j;
// Pick a location that’s not yet in the maze (if any).
do if ((index0 = remaining.pop()) == null) return true;
while (cells[index0] >= 0);
// Perform a random walk starting at this location,
previous[index0] = index0;
while (true) {
i = index0 % width;
j = index0 / width | 0;
// picking a legal random direction at each step.
direction = Math.random() * 4 | 0;
if (direction === 0) { if (j <= 0) continue; --j; }
else if (direction === 1) { if (j >= height - 1) continue; ++j; }
else if (direction === 2) { if (i <= 0) continue; --i; }
else { if (i >= width - 1) continue; ++i; }
// If this new cell was visited previously during this walk,
// erase the loop, rewinding the path to its earlier state.
// Otherwise, just add it to the walk.
index1 = j * width + i;
if (previous[index1] >= 0) eraseWalk(index0, index1);
else previous[index1] = index0;
index0 = index1;
// If this cell is part of the maze, we’re done walking.
if (cells[index1] >= 0) {
// Add the random walk to the maze by backtracking to the starting cell.
// Also erase this walk’s history to not interfere with subsequent walks.
while ((index0 = previous[index1]) !== index1) {
direction = index1 - index0;
if (direction === 1) cells[index0] |= E, cells[index1] |= W;
else if (direction === -1) cells[index0] |= W, cells[index1] |= E;
else if (direction < 0) cells[index0] |= N, cells[index1] |= S;
else cells[index0] |= S, cells[index1] |= N;
previous[index1] = NaN;
index1 = index0;
}
previous[index1] = NaN;
return;
}
}
}
function eraseWalk(index0, index1) {
var index;
while ((index = previous[index0]) !== index1) previous[index0] = NaN, index0 = index;
previous[index0] = NaN;
}
}
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>
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