回溯迷宫算法似乎并没有一路返回
基本上,我有这样的:首先,一堆代码生成一个不可穿越的迷宫。它根据一些参数在二维阵列的某些空间中随机设置墙壁。然后我有一个回溯算法,通过它来敲除墙壁,直到整个事情是可穿越的。问题是,程序似乎并没有一直返回到堆栈中。
这是非常标准的回溯代码。该算法从随机位置开始,然后以伪代码进行:
move(x, y){
如果你可以上去但还没有去过那里:
移动 (x, y - 1)
如果你可以向右走但还没有去过那里:
移动 (x + 1, y)
...
其他
方向依此类推。每次您移动时,都会在坐标处设置两个独立的二维布尔数组(一个临时的,一个永久的),以表明您已经处于某个元素中。一旦无法继续前进,它就会检查永久二维数组,看看它是否已经无处不在。如果没有,它会随机选择一堵位于已访问空间和未访问空间之间的墙(根据临时数组)并将其删除。整个过程是在 while 循环中调用的,因此一旦它遍历了迷宫的一块,临时 2D 数组就会被重置,同时保留另一个数组,并在另一个随机位置再次遍历,直到永久 2D 数组显示整个迷宫已经完成。被遍历。 move 方法中的检查是与临时 2D 数组进行比较,而不是与永久数组进行比较。
这几乎可行,但我不断在最终生成的迷宫中发现一些无法到达的区域。否则它会按照我想要的方式生成一个迷宫,效果非常好。问题是,我发现这样做的原因是它没有一直回到堆栈中。
如果我将其更改为检查临时二维数组而不是永久数组的完成情况(从而使其在一次运行中进行一次完整遍历以将其标记为完成,而不是在多次迭代中进行完整运行),它将继续下去等等。我必须设置一个计数器来打破它。结果是一个“迷宫”,有太多的墙壁被拆除。检查算法所采用的路线,我发现它没有正确回溯,并且没有回到堆栈中足够远的位置,并且通常只是卡在单个元素上数十次递归,然后无缘无故地声明自己已完成根本没有,并且需要拆除零的墙。
我已经尝试运行前一个迷宫两次,但它不断地撞倒不需要被撞倒的墙壁,并使迷宫变得过于稀疏。我不知道为什么会发生这种事。
Basically, I have this: First, a bunch of code generates a maze that is non-traversable. It randomly sets walls in certain spaces of a 2D array based on a few parameters. Then I have a backtracking algorithm go through it to knock out walls until the whole thing is traversable. The thing is, the program doesn't seem to be going all the way back in the stack.
It's pretty standard backtracking code. The algorithm starts at a random location, then proceeds thus in pseudocode:
move(x, y){
if you can go up and haven't been there already:
move (x, y - 1)
if you can go right and haven't been there already:
move (x + 1, y)
...
}
And so on for the other directions. Every time you move, two separate 2D arrays of booleans (one temporary, one permanent) are set at the coordinates to show that you've been in a certain element. Once it can't go any further, it checks the permanent 2D array to see if it has been everywhere. If not, it randomly picks a wall that borders between a visited and non visited space (according to the temporary array) and removes it. This whole thing is invoked in a while loop, so once it's traversed a chunk of the maze, the temporary 2D array is reset while the other is kept and it traverses again at another random location until the permanent 2D array shows that the whole maze has been traversed. The check in the move method is compared against the temporary 2D array, not the permanent one.
This almost works, but I kept finding a few unreachable areas in the final generated maze. Otherwise it's doing a wonderful job of generating a maze just the way I want it to. The thing is, I'm finding that the reason for this is that it's not going all the way back in the stack.
If I change it to check the temporary 2D array for completion instead of the permanent one (thus making it do one full traversal in a single run to mark it complete instead of doing a full run across multiple iterations), it will go on and on and on. I have to set a counter to break it. The result is a "maze" with far, far too many walls removed. Checking the route the algorithm takes, I find that it has not been properly backtracking and has not gone back in the stack nearly far enough in the stack and often just gets stuck on a single element for dozens of recursions before declaring itself finished for no reason at all and removing a wall that had zero need to be removed.
I've tried running the earlier one twice, but it keeps knocking out walls that don't need to be knocked out and making the maze too sparse. I have no idea why the heck this is happening.
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当我试图制定一种创建迷宫的方法时,我也遇到了类似的问题。
制作迷宫时最重要的是尽量不要在迷宫中创建由相连的房间组成的孤立“岛屿”。这是我的伪代码解决方案
,其中 recursivelyDigNewDoors 很像您的 move() 函数
实际上,您可能想将
但一般原则是:
I've had a similar problem when trying to make a method for creating a labyrinth.
The important thing when making mazes is to try to NOT create isolated "islands" of connected rooms in the maze. Here's my solution in pseudocode
where recursivelyDigNewDoors is a lot like your move() function
In reality, you might like to
But the general principle is: