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Python PriorityQueue.empty方法代码示例

本文整理汇总了Python中PriorityQueue.PriorityQueue.empty方法的典型用法代码示例。如果您正苦于以下问题:Python PriorityQueue.empty方法的具体用法?Python PriorityQueue.empty怎么用?Python PriorityQueue.empty使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在PriorityQueue.PriorityQueue的用法示例。


在下文中一共展示了PriorityQueue.empty方法的5个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。

示例1: search

# 需要导入模块: from PriorityQueue import PriorityQueue [as 别名]
# 或者: from PriorityQueue.PriorityQueue import empty [as 别名]
 def search(self, startHex, goalHex):
     startNode = HexNode(startHex, None)
     goalNode = HexNode(goalHex, None)
     frontier = PriorityQueue()
     frontier.put(startNode, 0)
     cameFrom = {}
     currCost = {}
     cameFrom[startNode] = None
     currCost[startNode] = 0
     
     while not frontier.empty():
         currNode = frontier.get()
         
         if currNode.h == goalNode.h:
             break
         
         for nextNode in self.getNeighborNodes(currNode.h):
             newCost = currCost[currNode] + self.cost(currNode, nextNode)
             if nextNode not in currCost or newCost < currCost[nextNode]:
                 currCost[nextNode] = newCost
                 priority = newCost + HexMap.heuristic(goalNode, nextNode)
                 frontier.put(nextNode, priority)
                 cameFrom[nextNode] = currNode
     
     return cameFrom, currCost
开发者ID:eurruty,项目名称:pygameExperiments,代码行数:27,代码来源:HexMap.py

示例2: a_star_search

# 需要导入模块: from PriorityQueue import PriorityQueue [as 别名]
# 或者: from PriorityQueue.PriorityQueue import empty [as 别名]
    def a_star_search(self, start, goal):
        frontier = PriorityQueue()
        frontier.put(start, 0)

        came_from = {}
        cost_so_far = {}

        came_from[start] = start
        cost_so_far[start] = 0

        while not frontier.empty():
            current = frontier.get()
            if current.position_x == goal.position_x and current.position_y == goal.position_y:
                break

            for next in self.neighbors(current):
                next_cell = Cell(next[0], next[1])

                if next_cell.position_x == goal.position_x and next_cell.position_y == goal.position_y:
                    next_cell = goal
                new_cost = cost_so_far[current] + self.heuristic(current, next_cell)

                if next_cell not in cost_so_far or new_cost < cost_so_far[next_cell]:
                    cost_so_far[next_cell] = new_cost
                    priority = new_cost + self.heuristic(goal, next_cell)
                    frontier.put(next_cell, priority)
                    came_from[next_cell] = current

        return came_from  # , cost_so_far
开发者ID:ruanvictorreis,项目名称:WumpusGame,代码行数:31,代码来源:AStar2.py

示例3: test1

# 需要导入模块: from PriorityQueue import PriorityQueue [as 别名]
# 或者: from PriorityQueue.PriorityQueue import empty [as 别名]
    def test1():
        from PriorityQueue import PriorityQueue
        import random
        print("test1")
        ITERATIONS = 10000
        que = PriorityQueue()
        heap = BinomialHeap()
        length = 0
        for i in range(ITERATIONS):
            if i % 300 == 0:
                print("Progress: {:.0%}".format(float(i) / ITERATIONS))
            op = random.randint(0, 99)

            if op < 1:  # Clear
                heap.check_structure()
                for j in range(length):
                    if heap.dequeue() != que.extractMin():
                        raise AssertionError()
                if not que.empty():
                    raise AssertionError()
                length = 0

            elif op < 2:  # Peek
                heap.check_structure()
                if length > 0:
                    val = que.extractMin()
                    if heap.peek() != val:
                        raise AssertionError()
                    que.insert(val)

            elif op < 60:  # Add
                n = random.randint(1, 100)
                for j in range(n):
                    val = random.randint(0, 9999)
                    que.insert(val)
                    heap.enqueue(val)
                length += n

            elif op < 70:  # Merge
                n = random.randint(1, 100)
                temp = BinomialHeap()
                for j in range(n):
                    val = random.randint(0, 9999)
                    que.insert(val)
                    temp.enqueue(val)
                heap.merge(temp)
                if len(temp) != 0:
                    raise AssertionError()
                length += n

            elif op < 100:  # Remove
                n = min(random.randint(1, 100), length)
                for j in range(n):
                    if heap.dequeue() != que.extractMin():
                        raise AssertionError()
                length -= n

            else:
                raise AssertionError()

            if len(heap) != length:
                raise AssertionError()

        print("Test passed")
开发者ID:p10rahulm,项目名称:python-basics,代码行数:66,代码来源:BinomialHeap.py

示例4: __init__

# 需要导入模块: from PriorityQueue import PriorityQueue [as 别名]
# 或者: from PriorityQueue.PriorityQueue import empty [as 别名]
class Game:
    """ Defines a running instance of a Murder Mystery.
        Handles the initialization of the various game states.
    """
    def __init__(self, abilities, players):
        self.gm = players[0]
        self.errorAbility = ErrorAbility()
        self.eventQueue = PriorityQueue()
        self.parser = Parser()
        self.inbox = Inbox()
        self.outbox = Outbox()

        self.players = {}
        for player in players[1:]:
            self.players[player.getName().lower()] = player

        self.abilities = {}
        for ability in abilities:
            self.abilities[ability.getName().lower()] = ability

    def getGameMaster(self):
        return self.gm

    def addEvent(self, event):
        """ Schedules an event to be run.
        """
        self.eventQueue.put(event)

    def addEvents(self, events):
        """ Schedules a list of events to be run.
        """
        if(events):
            for event in events:
                self.eventQueue.put(event)

    def removeEvent(self, event):
        """ Removes a specific event from the priority queue
        """
        self.eventQueue.remove(event)

    def getOutbox(self):
        return self.outbox

    def isValidAbility(self, name):
        return name.lower() in self.abilities

    def getAbility(self, name):
        return self.abilities[name.lower()]

    def getAbilityNames(self):
        return self.abilities.keys()

    def isValidPlayer(self, name):
        return name.lower() in self.players

    def getPlayer(self, name):
        return self.players[name.lower()]

    def getPlayerNames(self):
        return self.players.keys()

    def removePlayer(self, name):
        if( self.isValidPlayer(name) ):
            del self.players[name.lower()]

    def run(self):
        """ Run the game, and Don't stop.
            Ever.
        """
        print "Starting the main loop!"
        while( True ):
            self.step()
            time.sleep(5)

    def step(self):
        """ Perform one step of the game logic.
            You need to call this repeatedly to make the game run.
        """
        #process incoming messages
        newMessages = self.inbox.poll()
        commands = self.parser.parse(self.abilities.values(), newMessages, self.errorAbility)
        for (sender,ability,args) in commands:
            print "Handling '"+ability.getName()+"' for '"+sender+"'"
            for player in self.players.values():
                if( player.getContact() == sender ):
                    print "\tRunning the ability!"
                    self.addEvents(ability.getEventsFor(self, player, args))
                    break

        #Process the queue of events
        while( not self.eventQueue.empty() ):
            event = self.eventQueue.get()
            if( event.when() < datetime.now() ):
                print "Performing an event"
                self.addEvents(event.perform(self))
            else:
                #Doesn't support peeking, so shove it back in the queue if it
                #shouldn't happen yet
                self.eventQueue.put(event)
                break
开发者ID:fimad,项目名称:TextToKill,代码行数:102,代码来源:Game.py

示例5: PathFinder

# 需要导入模块: from PriorityQueue import PriorityQueue [as 别名]
# 或者: from PriorityQueue.PriorityQueue import empty [as 别名]

#.........这里部分代码省略.........
            except:
                print >> sys.stderr, 'Vertex not found in points'
                return

            # find the neighbors of this point
            row = self.visibility_graph[index]
            for i in range(0, len(row)):
                neighbor = self.points[i]
                if row[i] == 1 and neighbor not in self.visited:
                    if self.is_goal(neighbor):
                        # If this child is the goal node, we're done!
                        last_node = BFSNode(neighbor, current_node)
                        self.frontier.append(last_node)
                        self.search_snapshots.append(Snapshot(list(self.visited), list(self.frontier), uses_bfs_nodes=True))
                        self.reconstruct_path_from_last_node(last_node)
                        return
                    else:
                        # Add this child to the end of the queue
                        self.frontier.append(BFSNode(neighbor, current_node))

        # If we get to this point, then the frontier became empty before we found the goal
        print "BFS failed to find the goal"

    def reconstruct_path_from_last_node(self, last_node):
        self.path = []
        node = last_node
        while node:
            self.path.insert(0, node.my_point)
            node = node.parent

    ############################
    ###   A-STAR ALGORITHM   ###
    ############################
    def get_a_star_path(self):
        print "Running A* to Get Path"
        self.a_star_search()
        return self.path

    def a_star_search(self):
        self.clear_history()
        self.frontier = PriorityQueue()
        self.frontier.put(AStarNode(self.points[0], None, 0), 0)
        last_node = None

        # iterate until the frontier is empty
        while not self.frontier.empty():
            snapshot = Snapshot(list(self.visited), self.frontier.getNodes(), uses_a_star_nodes=True)
            self.search_snapshots.append(snapshot)
            current = self.frontier.get()
            if current.my_point in self.visited:
                #  Never mind, we didn't want that snapshot :)
                self.search_snapshots.remove(snapshot)
                continue
            self.visited.append(current.my_point)

            # end immediately if the goal is found
            if self.is_goal(current.my_point):
                last_node = current
                break

            # find out which point we're dealing with
            try:
                index = self.points.index(current.my_point)
            except:
                print >> sys.stderr, 'Vertex not found in points'
                return False

            # prepare qualified new neighbors to be added to frontier
            row = self.visibility_graph[index]
            index = 0
            for item in row:
                neighbor = self.points[index]
                if item == 1 and neighbor not in self.visited:
                    distance = current.cost
                    distance += self.distance(neighbor, current.my_point)   # distance so far
                    est_distance_remaining = distance + self.distance(neighbor, self.points[1])    # est. distance to go
                    self.frontier.put(AStarNode(neighbor, current, distance), est_distance_remaining)
                index += 1

        # unwind path back to start
        while not last_node == None:
            self.path.insert(0, last_node.my_point)
            last_node = last_node.parent


    ################################
    ### SEARCH ALGORITHM HELPERS ###
    ################################

    def clear_history(self):
        self.visited = []
        self.frontier = []
        self.path = []
        self.search_snapshots = []

    def is_goal(self, point):
        return point == self.points[1]  # the goal point is always the second one in our list of points

    def distance(self, point1, point2):
        return math.sqrt((point1[0]-point2[0])**2 + (point1[1] - point2[1]) ** 2)
开发者ID:thyer,项目名称:CS470,代码行数:104,代码来源:PathFinder.py


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