我有这个问题,我必须通过向右或向下移动找到NxM网格中从A点(总是左上角)到B点(总是右下角)的最短路径 . 听起来很简单,嗯?好吧,这里有一个问题:我现在只能移动我正坐在的瓷砖上显示的数字 . 让我说明一下:
2 5 1 2
9 2 5 3
3 3 1 1
4 8 2 7
在这个4x4网格中,最短路径将需要3个步骤,从左上角2个节点向下步行到3个,从那里3个节点从右到1,然后从1个节点向下到达目标 .
[2] 5 1 2
9 2 5 3
[3] 3 1 [1]
4 8 2 [7]
如果不是最短的路径,我也可以采取这条路线:
[2] 5 [1][2]
9 2 5 3
3 3 1 [1]
4 8 2 [7]
不幸的是,这将是 whopping 4 steps ,因此,不符合我的利益 . 这应该清楚一点 . Now about the input.
用户输入网格如下:
5 4 // height and width
2 5 2 2 //
2 2 7 3 // the
3 1 2 2 // grid
4 8 2 7 //
1 1 1 1 //
家庭作业
我已经想到了这一点,但是无法找到一个更好的解决方案,而不是将输入的网格简化为未加权的(或负权重)图形,并在其上运行类似dijkstra或A *(或沿着这些线的东西) . 嗯......这是我迷路的部分 . 我实现了一些事情(或者立刻投入到捶打中) . 它与dijkstra或A *或任何东西无关;只是直接的广度优先搜索 .
守则
#include <iostream>
#include <vector>
struct Point;
typedef std::vector<int> vector_1D;
typedef std::vector< std::vector<int> > vector_2D;
typedef std::vector<Point> vector_point;
struct Point {
int y, x;
vector_point Parents;
Point(int yPos = 0, int xPos = 0) : y(yPos), x(xPos) { }
void operator << (const Point& point) { this->Parents.push_back(point); }
};
struct grid_t {
int height, width;
vector_2D tiles;
grid_t() // construct the grid
{
std::cin >> height >> width; // input grid height & width
tiles.resize(height, vector_1D(width, 0)); // initialize grid tiles
for(int i = 0; i < height; i++) //
for(int j = 0; j < width; j++) // input each tile one at a time
std::cin >> tiles[i][j]; // by looping through the grid
}
};
void go_find_it(grid_t &grid)
{
vector_point openList, closedList;
Point previous_node; // the point is initialized as (y = 0, x = 0) if not told otherwise
openList.push_back(previous_node); // (0, 0) is the first point we want to consult, of course
do
{
closedList.push_back(openList.back()); // the tile we are at is good and checked. mark it so.
openList.pop_back(); // we don't need this guy no more
int y = closedList.back().y; // now we'll actually
int x = closedList.back().x; // move to the new point
int jump = grid.tiles[y][x]; // 'jump' is the number shown on the tile we're standing on.
if(y + jump < grid.height) // if we're not going out of bounds
{
openList.push_back(Point(y+jump, x)); //
openList.back() << Point(y, x); // push in the point we're at right now, since it's the parent node
}
if(x + jump < grid.width) // if we're not going out of bounds
{
openList.push_back(Point(y, x+jump)); // push in the new promising point
openList.back() << Point(y, x); // push in the point we're at right now, since it's the parent node
}
}
while(openList.size() > 0); // when there are no new tiles to check, break out and return
}
int main()
{
grid_t grid; // initialize grid
go_find_it(grid); // basically a brute-force get-it-all-algorithm
return 0;
}
我还应该指出,运行时间不能超过1秒,最大网格高度和宽度是1000.所有的图块也是1到1000之间的数字 .
谢谢 .
已编辑的代码
#include <iostream>
#include <vector>
struct Point;
typedef std::vector<int> vector_1D;
typedef std::vector< std::vector<int> > vector_2D;
typedef std::vector<Point> vector_point;
struct Point {
int y, x, depth;
vector_point Parents;
Point(int yPos = 0, int xPos = 0, int dDepth = 0) : y(yPos), x(xPos), depth(dDepth) { }
void operator << (const Point& point) { this->Parents.push_back(point); }
};
struct grid_t {
int height, width;
vector_2D tiles;
grid_t() // construct the grid
{
std::cin >> height >> width; // input grid height & width
tiles.resize(height, vector_1D(width, 0)); // initialize grid tiles
for(int i = 0; i < height; i++) //
for(int j = 0; j < width; j++) // input each tile one at a time
std::cin >> tiles[i][j]; // by looping through the grid
}
};
int go_find_it(grid_t &grid)
{
vector_point openList, closedList;
Point previous_node(0, 0, 0); // the point is initialized as (y = 0, x = 0, depth = 0) if not told otherwise
openList.push_back(previous_node); // (0, 0) is the first point we want to consult, of course
int min_path = 1000000;
do
{
closedList.push_back(openList[0]); // the tile we are at is good and checked. mark it so.
openList.erase(openList.begin()); // we don't need this guy no more
int y = closedList.back().y; // now we'll actually move to the new point
int x = closedList.back().x; //
int depth = closedList.back().depth; // the new depth
if(y == grid.height-1 && x == grid.width-1) return depth; // the first path is the shortest one. return it
int jump = grid.tiles[y][x]; // 'jump' is the number shown on the tile we're standing on.
if(y + jump < grid.height) // if we're not going out of bounds
{
openList.push_back(Point(y+jump, x, depth+1)); //
openList.back() << Point(y, x); // push in the point we're at right now, since it's the parent node
}
if(x + jump < grid.width) // if we're not going out of bounds
{
openList.push_back(Point(y, x+jump, depth+1)); // push in the new promising point
openList.back() << Point(y, x); // push in the point we're at right now, since it's the parent node
}
}
while(openList.size() > 0); // when there are no new tiles to check, break out and return false
return 0;
}
int main()
{
grid_t grid; // initialize grid
int min_path = go_find_it(grid); // basically a brute-force get-it-all-algorithm
std::cout << min_path << std::endl;
//system("pause");
return 0;
}
该程序现在打印正确的答案 . 现在我必须优化(运行时间太大) . 有关这一个的任何提示吗?优化是我吮吸的一件事 .
答案
最后,解决方案似乎只包含很少的代码 . 我喜欢它越少越好 . 感谢DejanJovanović的美丽解决方案
#include <iostream>
#include <vector>
#include <algorithm>
struct grid_t {
int height, width;
std::vector< std::vector<int> > tiles;
std::vector< std::vector<int> > distance;
grid_t() // construct the grid
{
std::cin >> height >> width; // input grid height & width
tiles.resize(height, std::vector<int>(width, 0)); // initialize grid tiles
distance.resize(height, std::vector<int>(width, 1000000)); // initialize grid tiles
for(int i = 0; i < height; i++) //
for(int j = 0; j < width; j++) // input each tile one at a time
std::cin >> tiles[i][j]; // by looping through the grid
}
};
int main()
{
grid_t grid; // initialize grid
grid.distance[0][0] = 0;
for(int i = 0; i < grid.height; i++) {
for(int j = 0; j < grid.width; j++) {
if(grid.distance[i][j] < 1000000) {
int d = grid.tiles[i][j];
if (i + d < grid.height) {
grid.distance[i+d][j] = std::min(grid.distance[i][j] + 1, grid.distance[i+d][j]);
}
if (j + d < grid.width) {
grid.distance[i][j+d] = std::min(grid.distance[i][j] + 1, grid.distance[i][j+d]);
}
}
}
}
if(grid.distance[grid.height-1][grid.width-1] == 1000000) grid.distance[grid.height-1][grid.width-1] = 0;
std::cout << grid.distance[grid.height-1][grid.width-1] << std::endl;
//system("pause");
return 0;
}
4 回答
需要构建图形,这可以通过使用矩阵上的一次扫描的动态编程来容易地解决 .
您可以在开始时将距离矩阵D [i,j]设置为inf,D [0,0] = 0.在遍历矩阵时,您只需执行
最终的最小距离为D [M -1,N-1] . 如果您希望重建路径,可以保留一个单独的矩阵,标记最短路径的来源 .
你是在思考它 . :)运行广度优先搜索 . 解空间是二叉树,其中每个节点分支为“右”或“向下” . 从当前点开始,生成下点和右点,将其坐标填入队列,重复直到完成 .
没有检查,这样的事情:
丑陋的C离开作为读者的练习:p
构建一个未加权的有向图:
有
N
xM
个顶点 . 在下文中,顶点v
对应于网格方形v
.如果您可以在一次移动中从网格方形
u
跳转到方形v
,则从顶点u
到v
有一个圆弧 .现在应用从右上顶点到左下角的最短路径算法 .
最后,请注意您实际上并不需要构建图形 . 您可以根据原始网格简单地实现最短路径算法 .
从蛮力方法开始,让它工作,然后从那里进行优化 . 蛮力是直截了当的:递归地运行它 . 采取你的两个动作,递归那些,依此类推 . 收集所有有效答案并保留最低要求 . 如果运行时间太长,那么您可以通过各种方式进行优化 . 例如,某些移动可能无效(因为它们超出了网格的维度)并且可以被消除,等等 . 保持优化,直到最坏情况输入以所需速度运行 .
话虽如此,性能要求只有在使用相同的系统和输入时才有意义,即便如此,也有一些警告 . Big O表示法是一种更好的分析性能的方法,而且它可以指向一个算法并消除分析的需要 .