Source code for slidingpuzzle.heuristics

# Copyright 2023 Stephen Dunn

# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at

#     http://www.apache.org/licenses/LICENSE-2.0

# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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"""
This module provides heuristic functions used to evaluate board states.

Each function accepts a puzzle board as input, and returns a numeric value
that indicates the estimated distance from the goal.
"""

from typing import Callable, Iterator, Optional, TypeAlias

import logging
import math

import numpy as np
import numpy.typing as npt

from slidingpuzzle.board import (
    BLANK,
    Board,
    find_blank,
    find_tile,
    get_goal_tile,
    get_goal_y,
    get_goal_x,
    get_goal_yx,
    freeze_board,
    is_solved,
    swap_tiles,
)


log = logging.getLogger(__name__)
manhattan_tables = {}  # (h, w): {(r, c, tile): manhattan dist}

Heuristic: TypeAlias = Callable[[Board], int | float]


[docs] def euclidean_distance(board: Board) -> float: r""" The distance between each tile and its destination, as measured in Euclidean space .. math:: \sum_{i}^{n} \sqrt{(\text{tile}_{i, x} - \text{goal}_{i, x})^2 + (\text{tile}_{i, y} - \text{goal}_{i, y})^2} Args: board: The board Returns: The sum of all tile distances from their goal positions """ h, w = board.shape dist = 0.0 for y, row in enumerate(board): for x, tile in enumerate(row): if BLANK == tile: continue goal_y, goal_x = get_goal_yx(h, w, tile) a, b = abs(y - goal_y), abs(x - goal_x) dist += math.sqrt(a**2 + b**2) return dist
[docs] def hamming_distance(board: Board) -> int: r""" The count of misplaced tiles. .. math:: \sum_{i}^{n} \text{tile}_i \oplus \text{goal}_i Args: board: The board Returns: The number of tiles out of their goal positions """ h, w = board.shape dist = 0 for y, row in enumerate(board): for x, tile in enumerate(row): if BLANK == tile: continue goal_y, goal_x = get_goal_yx(h, w, tile) if y != goal_y or x != goal_x: dist += 1 return dist
[docs] def has_row_conflict(board: Board, y: int, x: int) -> bool: r""" On row ``y``, we check every tile for conflict with column ``x``. What defines a "conflict"? From the original `paper <hannson_>`_: Definition 6: Two tiles j and k are in a linear conflict if j and k are in the same line, the goal positions of j and k are both in that line, j is to the right of k, and the goal position of j is to the left of the goal position of k. Equivalently: 1. ``j`` and ``k`` are on the same line 2. ``j`` and ``k`` both have goal positions in their current line 3. ``j`` is right of ``k`` 4. ``j`` has a goal left of ``k`` Args: board: The board: y: The row of interest x: The column we will be checking for involvement in any conflicts Returns: True if column ``x`` is involved in any conflicts on row ``y`` .. _hannson: https://academiccommons.columbia.edu/doi/10.7916/D8154QZT/download """ h, w = board.shape for col1 in range(w): k = board[y, col1] # check condition 4 if BLANK == k or get_goal_y(h, w, k) != y: continue for col2 in range(col1 + 1, w): # check condition 1 if col1 != x and col2 != x: continue j = board[y, col2] # check condition 2 if BLANK == j or get_goal_y(h, w, j) != y: continue # check condition 3 if get_goal_x(h, w, j) < get_goal_x(h, w, k): return True return False
[docs] def has_col_conflict(board: Board, y: int, x: int) -> bool: r""" See :func:`has_row_conflict`. This is identical, but swaps rows for columns. """ h, w = board.shape for row1 in range(h): k = board[row1, x] # check condition 4 if BLANK == k or get_goal_x(h, w, k) != x: continue for row2 in range(row1 + 1, h): # check condition 1 if row1 != y and row2 != y: continue j = board[row2, x] # check condition 2 if BLANK == j or get_goal_x(h, w, j) != x: continue # check condition 3 if get_goal_y(h, w, j) < get_goal_y(h, w, k): return True return False
[docs] def has_conflict(board: Board, y: int, x: int): r""" Combines :func:`has_row_conflict` and :func:`has_col_conflict` for convenience. """ return has_row_conflict(board, y, x) or has_col_conflict(board, y, x)
[docs] def last_moves_distance(board: Board, relaxed: bool = True) -> int: r""" Immediately before the last move, one of the tiles adjacent to the blank tile must be in the corner. If not, we must make at least 2 more moves to shuffle. Similarly, for the next-to-last move, the tiles 1-removed from the adjacents must be beside the corner. This is similar to :func:`corner_tiles_distance`, but specifically targets the goal corner, which has slightly different constraints. Args: board: The board relaxed: If False, can be safely combined with :func:`linear_conflict_distance`, :func:`corner_tiles_distance`, or :func:`manhattan_distance`. Returns: 2 if neither of the final tiles to move are in the final corner, else 0. """ h, w = board.shape dist = 0 # first, we check the next to last move tiles # 1 2 3 4 # 5 6 7 8 # 9 10 11 <12> # 13 14 <15> 0 adj1 = get_goal_tile(h, w, (h - 2, w - 1)) # tile in row next to goal adj2 = get_goal_tile(h, w, (h - 1, w - 2)) # tile in col next to goal corner = board[-1, -1] if corner == adj1 or corner == adj2 or is_solved(board): return dist # check for heuristic interactions if not relaxed: # coords of these tiles on cur. board adj1_y, adj1_x = find_tile(board, adj1) adj2_y, adj2_x = find_tile(board, adj2) # prevent interaction with Manhattan if adj1_y > h - 2 or adj2_x > w - 2: return dist # prevent interaction with linear conflict distance if adj1_y == h - 2 and has_row_conflict(board, adj1_y, adj1_x): return dist if adj2_x == w - 2 and has_col_conflict(board, adj2_y, adj2_x): return dist # we are now certain that we can add 2 for the last move corner shuffle dist += 2 # B/c we need to look at 3 squares around the final corner, and the corner # heuristic needs to look at 2, these can interact and overcount tiles on # either the bottom-left corner adjacent or top-right corner adjacent. # Example: # 1 2 3 4 # 5 6 7 8 # 10 13 11 12 # 9 14 15 0 # In this case, we would overcount the 14 tile; once if used with corner heuristic, # but again towards last moves heuristic. if not relaxed and (h < 5 or w < 5): return dist # next, we check the 2nd to last move tiles in a similar way # 1 2 3 4 # 5 6 7 <8> # 9 10 <11> 12 # 13 <14> 15 0 adj3 = get_goal_tile(h, w, (h - 3, w - 1)) adj4 = get_goal_tile(h, w, (h - 2, w - 2)) adj5 = get_goal_tile(h, w, (h - 1, w - 3)) corner_adj1 = board[-1, -2] corner_adj2 = board[-2, -1] # if one of the adjacents is already in its dest, can't add any more if {corner_adj1, corner_adj2} & {adj3, adj4, adj5}: return dist if not relaxed: adj3_y, adj3_x = find_tile(board, adj3) adj4_y, adj4_x = find_tile(board, adj4) adj5_y, adj5_x = find_tile(board, adj5) # prevent interaction with Manhattan if adj3_y > h - 3 or adj4_y > h - 2 or adj4_x > w - 2 or adj5_x > w - 3: return dist # prevent interaction with linear conflict distance if adj3_y == h - 3 and has_row_conflict(board, adj3_y, adj3_x): return dist if (adj4_y == h - 2 and has_row_conflict(board, adj4_y, adj4_x)) or ( adj4_x == w - 2 and has_col_conflict(board, adj4_y, adj4_x) ): return dist if adj5_x == w - 3 and has_col_conflict(board, adj5_y, adj5_x): return dist dist += 2 return dist
[docs] def corner_tiles_distance(board: Board, relaxed: bool = True) -> int: r""" If tiles that belong in corners are not there but the tiles adjacent are correct, additional reshuffling will need to occur. This function adds 2 moves for every correct adjacent tile next to an out-of-place corner. Note: This heuristic will return 0 on boards smaller than 4x4, as the corner adjacent tiles are shared between some corners, resulting in over-counting. Args: board: The board relaxed: If False, can be safely combined with :func:`linear_conflict_distance`. Returns: The additional distance required to shuffle corners into position. """ h, w = board.shape dist = 0 # see note above if h < 4 or w < 4: return 0 def check_adjacent(y, x) -> int: r""" " Helper to ensure this corner-adjacent tile is in its correct position and is not involved in a conflict. """ adj = get_goal_tile(h, w, (y, x)) if adj != board[y, x] or (not relaxed and has_conflict(board, y, x)): return 0 return 2 def check_corner(y, x, adj1, adj2) -> int: r""" Checks if: - Corner tile is out of position - Corner adjacents are in correct position Returns: Either 0, 2, or 4 to be added to distance. """ corner = get_goal_tile(h, w, (y, x)) if BLANK != board[y, x] and corner != board[y, x]: return check_adjacent(*adj1) + check_adjacent(*adj2) return 0 # top-left corner dist += check_corner(0, 0, (0, 1), (1, 0)) # top-right corner dist += check_corner(0, w - 1, (0, w - 2), (1, w - 1)) # bottom-left corner dist += check_corner(h - 1, 0, (h - 1, 1), (h - 2, 0)) return dist
[docs] def linear_conflict_distance(board: Board, optimized: bool = True) -> int: r""" Starts with Manhattan distance, then for each row and column, the number of tiles "in conflict" are identified, and 2 * this number is added to the total distance. (It will take at least 2 additional moves to reshuffle the conflicting tiles into their correct positions.) This is an admissible improvement over :func:`manhattan_distance` (`Hansson, Mayer, Young, 1985 <hannson_>`_). The :func:`last_moves_distance` and :func:`corner_tiles_distance` are included (`Korf and Taylor, 1996 <korf_>`_). Args: board: The board optimized: If False, will not include :func:`manhattan_distance`, :func:`last_moves_distance` and :func:`corner_tiles_distance`. It will return only the base number of linear conflicts, which may be useful in the design of new heuristics. Returns: Estimated distance to goal. .. _hannson: https://academiccommons.columbia.edu/doi/10.7916/D8154QZT/download .. _korf: https://www.aaai.org/Library/AAAI/1996/aaai96-178.php """ h, w = board.shape dist = manhattan_distance(board) if optimized else 0 def line_generator() -> Iterator[tuple[npt.NDArray, list]]: r""" Helper to generate all lines on a board (rows followed by columns) along with a bool specifying whether the tile is in its goal line. Returns: A tuple of 2 iterables. The first is an array that contains the tile values for the line. The second is a list of Booleans corresponding to each tile. A value of ``True`` indicates a tile is in its goal row or column. """ for y, row in enumerate(board): yield row, [y == get_goal_y(h, w, tile) for tile in row] for x, col in enumerate(board.T): yield col, [x == get_goal_x(h, w, tile) for tile in col] def get_line_conflicts(line, goals) -> npt.NDArray[np.integer]: r""" Helper to return a list of conflict counts for a line. Args: line: The tile values in the line goals: True/False if goal position for each tile is in this line Returns: Conflict counts for each tile """ conflicts = np.zeros(len(line), dtype=int) for pos1, (tile1, goal1) in enumerate(zip(line, goals)): # check if this tile is in it's goal line if not goal1 or BLANK == tile1: continue # now check tiles after this next_pos = pos1 + 1 for pos2, (tile2, goal2) in enumerate( zip(line[next_pos:], goals[next_pos:]), next_pos ): # same checks for tile2 if not goal2 or BLANK == tile2: continue # check if these tiles are in conflict if tile2 < tile1: conflicts[pos1] += 1 conflicts[pos2] += 1 return conflicts for line, goals in line_generator(): line = np.copy(line) # don't modify original board while np.any(conflicts := get_line_conflicts(line, goals)): dist += 2 line[np.argmax(conflicts)] = BLANK # remove largest conflict if optimized: dist += corner_tiles_distance(board, relaxed=False) dist += last_moves_distance(board, relaxed=False) return dist
[docs] def prepare_manhattan_table(h, w) -> dict[tuple[int, int, int], int]: r""" Used on first invocation of :func:`manhattan_distance` to cache the board distances. """ log.debug(f"Preparing first use of Manhattan table {h}x{w}x{h*w}...") table = {} for y in range(h): for x in range(w): for tile in range(h * w): if BLANK == tile: table[(y, x, tile)] = 0 else: goal_y, goal_x = get_goal_yx(h, w, tile) table[(y, x, tile)] = abs(y - goal_y) + abs(x - goal_x) return table
[docs] def manhattan_distance(board: Board) -> int: r""" The minimum number of moves needed to restore the board to the goal state, if tiles could be moved through each other. .. math:: \sum_{i}^{n} |\text{tile}_{i, x} - \text{goal}_{i, x}| + |\text{tile}_{i, y} - \text{goal}_{i, y}| Args: board: The board Returns: The sum of all tile distances from their goal positions """ h, w = board.shape table = manhattan_tables.get((h, w), None) if table is None: table = prepare_manhattan_table(h, w) manhattan_tables[(h, w)] = table dist = 0 for y, row in enumerate(board): for x, tile in enumerate(row): dist += table[(y, x, tile)] return dist
[docs] def random_distance(board: Board) -> int: r""" A random distance computed as a hash of the board state. Useful as a baseline. .. math:: hash(\text{board}) Args: board: The board Returns: A random distance that is consistent for a given board state """ return hash(freeze_board(board))
[docs] def relaxed_adjacency_distance(board: Board) -> int: r""" Repeatedly swap misplaced tiles into their goal positions, ignoring legal board distance and rules. We repeat this process until the board is solved. This heuristic is a slight improvement to Hamming distance. Args: board: The board Returns: The estimated distance to goal. """ h, w = board.shape board = np.copy(board) dist = 0 def swap_first_misplaced(blank_yx: tuple[int, int]) -> None: for y in range(h): for x in range(w): if get_goal_yx(h, w, board[y][x]) != (y, x): swap_tiles(board, (y, x), blank_yx) return while not is_solved(board): blank_yx = find_blank(board) if blank_yx == get_goal_yx(h, w, BLANK): swap_first_misplaced(blank_yx) else: swap_tiles(board, get_goal_tile(h, w, blank_yx), blank_yx) dist += 1 return dist