""" A_star 2D @author: huiming zhou """ import os import sys sys.path.append(os.path.dirname(os.path.abspath(__file__)) + "/../../Search-based Planning/") from Search_2D import queue from Search_2D import plotting from Search_2D import env class Astar: def __init__(self, x_start, x_goal, e, heuristic_type): self.xI, self.xG = x_start, x_goal self.heuristic_type = heuristic_type self.Env = env.Env() # class Env self.e = e self.u_set = self.Env.motions # feasible input set self.obs = self.Env.obs # position of obstacles self.g = {self.xI: 0, self.xG: float("inf")} self.OPEN = queue.QueuePrior() # priority queue / OPEN self.OPEN.put(self.xI, self.fvalue(self.xI)) self.CLOSED = [] self.Parent = {self.xI: self.xI} def searching(self): """ Searching using A_star. :return: planning path, action in each node, visited nodes in the planning process """ while not self.OPEN.empty(): s = self.OPEN.get() self.CLOSED.append(s) if s == self.xG: # stop condition break for u_next in self.u_set: # explore neighborhoods of current node s_next = tuple([s[i] + u_next[i] for i in range(len(s))]) if s_next not in self.obs and s_next not in self.CLOSED: new_cost = self.g[s] + self.get_cost(s, u_next) if s_next not in self.g: self.g[s_next] = float("inf") if new_cost < self.g[s_next]: # conditions for updating cost self.g[s_next] = new_cost self.Parent[s_next] = s self.OPEN.put(s_next, self.fvalue(s_next)) return self.extract_path(), self.CLOSED def fvalue(self, x): h = self.e * self.Heuristic(x) return self.g[x] + h def extract_path(self): """ Extract the path based on the relationship of nodes. :return: The planning path """ path_back = [self.xG] x_current = self.xG while True: x_current = self.Parent[x_current] path_back.append(x_current) if x_current == self.xI: break return list(path_back) @staticmethod def get_cost(x, u): """ Calculate cost for this motion :param x: current node :param u: input :return: cost for this motion :note: cost function could be more complicate! """ return 1 def Heuristic(self, state): """ Calculate heuristic. :param state: current node (state) :param goal: goal node (state) :param heuristic_type: choosing different heuristic functions :return: heuristic """ heuristic_type = self.heuristic_type goal = self.xG if heuristic_type == "manhattan": return abs(goal[0] - state[0]) + abs(goal[1] - state[1]) elif heuristic_type == "euclidean": return ((goal[0] - state[0]) ** 2 + (goal[1] - state[1]) ** 2) ** (1 / 2) else: print("Please choose right heuristic type!") def main(): x_start = (5, 5) # Starting node x_goal = (49, 25) # Goal node astar = Astar(x_start, x_goal, 1, "euclidean") plot = plotting.Plotting(x_start, x_goal) # class Plotting fig_name = "A* Algorithm" path, visited = astar.searching() plot.animation(path, visited, fig_name) # animation generate if __name__ == '__main__': main()