--- /dev/null
+# This file is part of NIT ( http://www.nitlanguage.org ).
+#
+# This file is free software, which comes along with NIT. This software is
+# distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
+# without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
+# PARTICULAR PURPOSE. You can modify it is you want, provided this header
+# is kept unaltered, and a notification of the changes is added.
+# You are allowed to redistribute it and sell it, alone or is a part of
+# another product.
+
+# Basic framework for search problems and solver.
+#
+# The module provides a simple abstract class `SearchProblem[S,A]` to be specialized for a specific problem.
+#
+# The concrete class `SearchSolver` is used to configure, query, and run a solver for a given problem.
+module search
+
+import realtime
+import trees
+
+# Abstract search problem over immutable states (`S`) and actions (`A`).
+#
+# This class serves to model problems of planing and path-finding.
+# A state, `S`, is a point in the search problem and fully models a given state of the world.
+# An action, `A`, is an available mean of transition between two states.
+#
+# This abstract class is generic made to work with any kind of states and actions.
+# Therefore, specific subclasses must be developed to implement the required services:
+#
+# * `initial_state`
+# * `actions`
+# * `apply_action`
+# * `is_goal`
+#
+# Note that the implemented methods should not temper with the parameters since it is expected
+# that they remain unmodified.
+#
+#
+# # Basic search
+#
+# These tree method are enough to trigger a basic search.
+#
+# The methods `breadth_first` and `depth_first` return pre-configured solvers for, respectively,
+# a breadth-first search, a depth-first search.
+#
+#
+# # Advanced search
+#
+# The `cost` method can be implemented to represent the cost of a single transition.
+# By default, the cost is 1.
+#
+# The `heuristic` method can be implemented to represent a lower-bound estimation of the remaining
+# cost to reach a goal state.
+# By default, the heuristic is 0.
+#
+# If one of these (or both) methods are implemented, the `astar` method will return a pre-configured
+# solver for a A* search.
+#
+# More configuration and optimization on the search can to be done in the `SearchSolver` class.
+interface SearchProblem[S: Object, A]
+ # The starting state for the problem
+ fun initial_state: S is abstract
+
+ # The available applicable actions for a given state.
+ # While there is a potential large number of distinct states and actions, there should be only
+ # a small number of possible action from a specific state (a small, or at least finite, branching factor).
+ fun actions(state: S): nullable SequenceRead[A] is abstract
+
+ # The new state when applying a given action
+ #
+ # The returned state can be:
+ # * a completely new state,
+ # * an existing state,
+ # * a new state but equals to an existing state
+ # in this case, ensure that the `==` and `hash` method
+ # are correctly implemented.
+ #
+ # Remember, this method should not modify its parameters.
+ #
+ # REQUIRE: `actions(state).has(action)`
+ fun apply_action(state:S, action:A): S is abstract
+
+ # Is the state a goal state?
+ # Once a goal state is found, the solver is automatically stopped.
+ # A problem can have 0, one or more goals if it makes sense
+ # but solver must be used accordingly.
+ # Default: no goals
+ fun is_goal(state:S): Bool do return false
+
+ # The cost for `action` from `old_state` to `new_state`
+ # REQUIRE: `apply_action(old_state, action) == new_state`
+ # Default: `1`.
+ # Note that having a 0 or negative value can make some search
+ # algorithms fail, or not terminate.
+ fun cost(state:S, action:A, state2: S): Float do return 1.0
+
+ # An heuristic of the estimated `cost` going from `state` to a goal state.
+ #
+ # Is is expected that the heuristic is *admissible*, it means its is an
+ # optimistic estimation that never an over-estimate, thus is cannot be#
+ # higher than the lowest possible remaining cost.
+ # See `SearchSolver::do_revisit` for details.
+ #
+ # Default: `0`.
+ fun heuristic(state: S): Float do return 0.0
+
+ # return a new breadth-first solver
+ fun breadth_first: SearchSolver[S, A]
+ do
+ var todo = (new Array[SearchNode[S, A]]).as_fifo
+ var sol = new SearchSolver[S, A](self, todo)
+ return sol
+ end
+
+ # return a new depth-first solver
+ fun depth_first: SearchSolver[S, A]
+ do
+ var todo = (new List[SearchNode[S, A]]).as_lifo
+ var sol = new SearchSolver[S, A](self, todo)
+ return sol
+ end
+
+ # return a new best-first solver
+ #
+ # notes:
+ # * if `heuristic` is not defined, this is basically a Dijkstra search.
+ # * if `cost` in not defined either, this is basically a breadth-first search.
+ fun astar: SearchSolver[S, A]
+ do
+ var cpt = new NodeComparator[S, A]
+ var todo = new MinHeap[SearchNode[S, A]](cpt)
+ var sol = new SearchSolver[S, A](self, todo)
+ return sol
+ end
+
+ # Create the initial node in the search-tree.
+ # Used internally by the solvers but made public for those who want to replay a plan.
+ fun initial_node: SearchNode[S, A]
+ do
+ var res = new SearchNode[S,A](self, initial_state, null, null, 0.0, 0)
+ res.compute_heuristic
+ return res
+ end
+
+ # Negligible quantity for float comparisons
+ # Because of float imprecision, two really near float values should be considered equals.
+ # However, the specific epsilon value could be specific to the problem.
+ #
+ # The epsilon value is used for cost comparisons.
+ #
+ # Default: 1E-9
+ fun epsilon: Float do return 0.000000001
+
+ # Run and evaluate solvers with multiple configuration.
+ # This method can be used to evaluate which configuration to choose by default for a given problem.
+ #
+ # `steps` is the maximum number of steps a giver configuration can run.
+ fun run_configs(steps: Int)
+ do
+ var s
+
+ var c = 0
+ loop
+ if astar.run_config(steps, c, "A*") then break
+ c += 1
+ end
+ end
+
+ # Various Map implementations of memory.
+ # In order to try more configurations with `run_config`, this method
+ # is called to provide alternative implementation.
+ #
+ # For instance, a subclass can redefine this method and extends the result with an additional `RBTreeMap`.
+ # Note: because the true nature of the sates `S` is left to the user, some
+ # specific Map implementation could be more efficient than a HashMop.
+ #
+ # Default: A `HashMap`
+ fun make_memory: Array[Map[S, SearchNode[S, A]]]
+ do
+ var res = new Array[Map[S, SearchNode[S, A]]]
+ res.add new HashMap[S, SearchNode[S, A]]
+ return res
+ end
+end
+
+# A running solver for a given problem, to configure and control.
+#
+# For a given problem, a lot of variation of search algorithms can be made.
+# Thus this class permit the user to control the parameters of the search algorithm.
+#
+# Note that this class is not meant to be specialized, and usually not instantiated directly.
+#
+#
+# # Basic run and result.
+#
+# 1. Instantiate it with the method `breadth_first`, `depth_first`, or `astar` from `SearchProblem`.
+# 2. Apply the method `run`, that will search and return a solution.
+# 3. Retrieve information from the solution.
+#
+# ~~~~
+# var p: SearchProblem = new MyProblem
+# var res = p.astar.run
+# if res != null then print "Found plan with {res.depth} actions, that cost {res.cost}: {res.plan.join(", ")}"
+# ~~~~
+#
+#
+# # Step-by-step runs and multiple runs
+#
+# The `run_steps` method (see also `steps`, and `steps_limit`) can be used to run only a maximum number of steps.
+# This method can be used as a *co-routine* and run them periodically for a small amount of time.
+#
+# `run` and `run_steps` return the next solution.
+# A subsequent call to `run` returns the following solution and so on.
+#
+# When there is no more solutions available, `is_running` become false.
+#
+#
+# # Search-trees
+#
+# Internally, solvers use a search-tree where nodes are labeled with states, and edges are labeled with actions.
+# See `SearchNode` for details.
+#
+# The `run` method return a `SearchNode` that can be used to retrieve a lot of useful information,
+# like the full `path` or the `plan`.
+#
+#
+# # Configuration
+#
+# The solver provide some *knobs* to control how the search-tree is visited.
+#
+# * `memorize` (see also `memorize_late`)
+# * `do_revisit` (see also `revisits`)
+# * `depth_limit` (see also `iterative_deepening` and `depth_limit_reached`)
+class SearchSolver[S: Object, A]
+ # The problem currently solved
+ var problem: SearchProblem[S, A]
+
+ # The currently open nodes to process.
+ # They are the open nodes.
+ #
+ # It is the nature of the queue that control how the solver works.
+ # However, the methods `SearchProblem::breadth_first`, `SearchProblem::depth_first`,
+ # and `SearchProblem::astar` takes care of its correct initialization.
+ private var todo: Queue[SearchNode[S, A]]
+
+ # Is the solver still running?
+ # A running solver has not yet exhausted all the possible solutions.
+ var is_running: Bool = true
+
+ # Does the solver need to memorize visited states?
+ # When activated, there is an increased memory consumption since
+ # all visited states must be kept in memory,
+ # However, there is real a gain, since visited nodes are not
+ # revisited (unless needed by `do_revisit`)
+ #
+ # Default: `true`
+ #
+ # Note: If the graph of states has circuits, then a memory-less search may not terminate.
+ var memorize: Bool = true is writable
+
+ # Use memory only on visited (closed) state.
+ # Less memory operations, but two big drawbacks:
+ # * duplicated nodes can fill the `todo` queue (and the memory)
+ # * duplicated nodes require more invocation of `SearchProblem::heuristic`
+ #
+ # Note: if `memorize` is false, then this has no effect.
+ #
+ # Default: `false`
+ var memorize_late: Bool = false is writable
+
+ # Storage of nodes when `memorize` is activated
+ # Each state is associated with a node.
+ # This permit:
+ # * to avoid to revisit visited nodes (see `do_revisit`)
+ # * to avoid to reinvoke `heuristic` on known states (unless `memorize_late` is set)
+ private var memory: Map[S, SearchNode[S, A]] = new HashMap[S, SearchNode[S, A]]
+
+ # Total number of time an already memorized node is seen again.
+ # If `memorize_late` is set, then only visited nodes are counted.
+ # Otherwise, nodes in the todo-list are also considered.
+ var memorized = 0
+
+ # Revisit states when a better path to them is found.
+ # Such revisits generally triggers more revisits because they yield
+ # better path to their neighbors.
+ #
+ # If `false`, visited states are never revisited.
+ #
+ # With astar and an admissible heuristic, no visited node should be revisited.
+ # If the heuristic is not admissible, one may consider set this to `true`.
+ #
+ # Obviously, if `memorize` is false, then the value has no specific effect
+ # since all states are considered unvisited.
+ #
+ # Default: `false`.
+ #
+ # See also `revisits` and `SearchNode::revisits`.
+ var do_revisit: Bool = false is writable
+
+ # Total number of states (potentially) revisited.
+ #
+ # It is the number of time that a better path to a visited state is found.
+ # With astar and a really admissible heuristic, this number should stay 0.
+ # So check this value if you are not sure of the heuristic.
+ #
+ # Note that states are effectively revisited if `do_revisit` is activated.
+ var revisits = 0
+
+ # The solution found by the last `run`.
+ #
+ # ensure `solution != null implies problem.is_goal(solution.state)`
+ var solution: nullable SearchNode[S,A] = null
+
+ # Nearest solution found (up to date).
+ # The nearest solution is the one with the smallest heuristic value.
+ # The cost is not considered.
+ var nearest_solution: nullable SearchNode[S,A] = null
+
+ # Limit in the depth search.
+ #
+ # States found above this limit are not considered.
+ #
+ # Use 0 for no limit.
+ # Default: 0
+ # See also: `iterative_deepening`
+ var depth_limit: Int = 0 is writable
+
+ # How much time a `depth_limit` was reached?
+ #
+ # This can be used to query if some solutions may have been
+ # ignored because of a `depth_limit`.
+ #
+ # This is also used automatically if `iterative_deepening` is activated.
+ var depth_limit_reached: Int = 0
+
+ # Increase amount for an iterative deepening search.
+ # It =0, then the iterative deepening search is disabled.
+ # If >0, then `depth_limit` is automatically increased when the todo
+ # queue is empty but the `depth_limit` was reached in the previous iteration.
+ # Default: 0
+ var iterative_deepening: Int = 0
+
+ # The total steps executed since the beginning
+ # A step is the visit of a node in the `todo`-list
+ var steps: Int = 0
+
+ # The total number of nodes created
+ var nodes = 0
+
+ # Limit in the number of steps for a `run`.
+ #
+ # One can modify this value then `run` or just call `run_steps`.
+ #
+ # Use 0 for no limit.
+ # Default: 0
+ var steps_limit: Int = 0 is writable
+
+ # Total number of neighbors considered.
+ var neighbors = 0
+
+ # The average number of neighbors by nodes.
+ fun branching_factor: Float do return neighbors.to_f / steps.to_f
+
+ # Update `steps_limit` then just run some additional steps
+ # Return the best solution so far (if any)
+ fun run_steps(steps: Int): nullable SearchNode[S,A]
+ do
+ assert steps > 0
+ self.steps_limit = self.steps + steps
+ return run
+ end
+
+ # Reset the search from the initial state.
+ # Is used at the beginning and with `iterative_deepening`.
+ private fun start
+ do
+ assert todo.is_empty
+ depth_limit_reached = 0
+ var initial_node = problem.initial_node
+ if memorize and not memorize_late then memory[initial_node.state] = initial_node
+ initial_node.id = nodes
+ nodes += 1
+ todo.add initial_node
+ end
+
+ # Run the solver and return the next solution (if any)
+ # Return null is one of these is true:
+ # * `steps_limit` is reached
+ # * the `todo` queue is empty (eg. no reachable solution)
+ fun run: nullable SearchNode[S,A]
+ do
+ if steps == 0 then start
+
+ var nearest = nearest_solution
+ loop
+ # Enough work
+ if steps_limit > 0 and steps >= steps_limit then break
+
+ #print "todo={todo.length}"
+ #print " {todo.join("\n ")}"
+
+ # Next node, please
+ if todo.is_empty then
+ # iterative depth search?
+ if depth_limit <= 0 or iterative_deepening <= 0 or depth_limit_reached == 0 then
+ is_running = false
+ break
+ end
+
+ depth_limit += iterative_deepening
+ start
+ end
+ var node = todo.take
+
+ # Skip `old` stuff
+ # Because `Queue` has no remove :(
+ if node.drop then continue
+
+ var state = node.state
+
+ if memorize and memorize_late then
+ # Is the state already visited?
+ var old = memory.get_or_null(state)
+ if old != null then
+ memorized += 1
+ if old.cost - node.cost < problem.epsilon then continue
+ revisits += 1
+ if not do_revisit then
+ old.revisits += 1
+ continue
+ end
+ node.revisits = old.revisits + 1
+ end
+ memory[state] = node
+ end
+
+ steps += 1
+ assert node.steps == 0
+ node.steps = steps
+ self.node = node
+
+ # Keep trace to the nearest
+ if nearest == null or node.heuristic < nearest.heuristic then
+ nearest = node
+ nearest_solution = node
+ end
+
+ #print "try {node}"
+ #print "try {node}; todo={todo.length}"
+
+ # Won?
+ if problem.is_goal(state) then
+ solution = node
+ return node
+ end
+
+ # Ignore successors states if the depth limit is reached
+ if depth_limit > 0 and node.depth >= depth_limit then
+ depth_limit_reached += 1
+ continue
+ end
+
+ # Now, expand!
+ var actions = problem.actions(state)
+ if actions == null then continue
+ for action in actions do
+ neighbors += 1
+
+ # Fast track if no memory or late memory
+ if not memorize or memorize_late then
+ var new_node = node.apply_action(action)
+ new_node.id = nodes
+ nodes += 1
+ todo.add(new_node)
+ continue
+ end
+
+ # Get the state and the cost. Do not create the node yet.
+ var new_state = problem.apply_action(state, action)
+ var new_cost = node.cost + problem.cost(state, action, new_state)
+
+ # So check if the state was already seen
+ var old = memory.get_or_null(new_state)
+ if old != null then
+ memorized += 1
+ # If not better, then skip
+ if old.cost - new_cost < problem.epsilon then continue
+ # If visited and do not revisit, then skip
+ if old.steps > 0 and not do_revisit then
+ old.revisits += 1
+ revisits += 1
+ continue
+ end
+ # Even if `==`, reuse the same state object so
+ # * it may helps the GC
+ # * user-cached things in the previous state can be reused
+ new_state = old.state
+ end
+
+ # Finally, create the node
+ var new_node = new SearchNode[S, A](problem, new_state, node, action, new_cost, node.depth+1)
+ new_node.id = nodes
+ nodes += 1
+
+ if old == null then
+ # Compute heuristic and cost
+ new_node.compute_heuristic
+ else
+ # Reuse heuristic and update the cost
+ var h = old.heuristic
+ new_node.heuristic = h
+ new_node.score = new_cost + h
+
+ # Is `old` a visited node?
+ if old.steps == 0 then
+ # Old is still in the todo list, so drop it
+ old.drop = true
+ else
+ # Old was visited, so revisit it
+ new_node.revisits = old.revisits + 1
+ revisits += 1
+ #print "found {old.cost}>{new_cost}:{old.cost>new_cost} d={old.cost-new_cost}\n\t{old}\nthat is worse than\n\t{new_node}"
+ end
+ end
+ memory[new_state] = new_node
+
+ todo.add(new_node)
+ end
+ end
+ return null
+ end
+
+ # The last visited node.
+ # Unless when debugging, the last visited node is not really meaningful.
+ var node: nullable SearchNode[S, A] = null
+
+ redef fun to_s
+ do
+ var res ="steps={steps} nodes={nodes} todo={todo.length}"
+ if neighbors > 0 then res += " n={neighbors} (bf={branching_factor})"
+ if revisits > 0 then res += " re={revisits}"
+ if memorized > 0 then res += " mem={memorized}"
+ var n = solution
+ if n != null then
+ res += " last={n}"
+ else
+ n = nearest_solution
+ if n != null then res += " near={n}"
+ end
+ return res
+ end
+
+ # Run the configuration number `i`, for `steps` number of steps.
+ # The message `msg` suffixed by the name of the configuration is printed followed by the result
+ #
+ # This method is used by `SearchProblem::run_configs`
+ fun run_config(steps: Int, i: Int, msg: String): Bool
+ do
+ do
+ if i == 0 then
+ msg += " -mem"
+ memorize = false
+ break
+ end
+ i -= 1
+
+ var mems = problem.make_memory
+ memory = mems[i % mems.length]
+ msg += " {memory.class_name}"
+ i = i / mems.length
+
+ if i % 2 == 0 then
+ msg += " +mem"
+ memorize = true
+ memorize_late = false
+ else
+ msg += " +mem_late"
+ memorize = true
+ memorize_late = true
+ end
+ i = i / 2
+
+ if i % 2 == 0 then
+ msg += " +revisit"
+ do_revisit = true
+ else
+ msg += " -revisit"
+ do_revisit = false
+ end
+ i = i / 2
+
+ if i >= 1 then return true
+
+ end
+ print msg
+
+ var t = new Clock
+ var res = run_steps(steps)
+ print "\t{self}"
+ var l = t.lapse
+ print "\ttime={l}"
+ return false
+ end
+end
+
+# Used to compare nodes with their score.
+# Smaller is score, smaller is the node.
+private class NodeComparator[S: Object, A]
+ super Comparator[SearchNode[S, A]]
+ redef fun compare(a,b) do return a.score <=> b.score
+end
+
+# A node in the search-tree visited by a `SearchSolver`.
+# In search-trees, nodes are labeled with states (`S`), and edges by actions (`A`).
+#
+# The root node is labeled by the initial state of the problem.
+#
+# This class is exposed to allow queries on the solution provided by the solver.
+class SearchNode[S: Object, A]
+ # A flag that indicate that `self` is virtually removed from the todo-list.
+ # `self` was added to the todo-list but that a better node for the
+ # same state was found latter.
+ private var drop = false
+
+ # The associated problem
+ var problem: SearchProblem[S, A]
+
+ # The state associated to `self`.
+ # The state labels the node `self`.
+ var state: S
+
+ # Is `self` a root node of the search-tree?
+ # ensure: `result` == `parent == null` and `result`== `action == null`
+ fun is_root: Bool do return parent == null
+
+ # The previous node in the search-tree (if not root).
+ var parent: nullable SearchNode[S, A]
+
+ # The action used to go from `parent` to `self` (if not root)
+ # The action labels the edge from `parent` to `self`.
+ var action: nullable A
+
+ # The past cost (g) from the root node to `self`.
+ var cost: Float
+
+ # The heuristic from self to the goal (according to `problem.heuristic(state)`
+ # It is the future cost (h)
+ var heuristic: Float is noinit
+
+ # The sum of `cost` and `heuristic`
+ # It is the f function.
+ var score: Float is noinit
+
+ # Update `heuristic` and `score` according to `problem`.
+ private fun compute_heuristic
+ do
+ var h = problem.heuristic(state)
+ heuristic = h
+ score = cost + h
+ end
+
+ # The depth of `self` in the search tree
+ # It is the number of parents to the root node.
+ var depth: Int
+
+ # The number of steps needed by the solver to process `self`
+ # It is just a useless generation number, but could be used to evaluate
+ # the behavior of search algorithms.
+ var steps: Int = 0
+
+ # The rank of creation of nodes by the solver.
+ # It is just a useless generation number, but could be used to evaluate
+ # the behavior of search algorithms.
+ var id: Int = 0
+
+ # The number of (potential) revisits of `node`.
+ # This information can be used to debug search algorithms.
+ # And to detect when heuristics are not admissible.
+ #
+ # See `SearchSolver::revisits` and `SearchSolver::do_revisit`
+ # for details.
+ var revisits: Int = 0
+
+ # Create a new child node for the next state, according to `problem`.
+ # Used internally by the solvers but made public for those who want to replay a plan.
+ #
+ # ensure `result.parent == self`
+ # ensure `result.action == action`
+ fun apply_action(action: A): SearchNode[S, A]
+ do
+ var new_state = problem.apply_action(state, action)
+ var new_cost = problem.cost(state, action, new_state)
+ var new_node = new SearchNode[S, A](problem, new_state, self, action, cost + new_cost, depth+1)
+ new_node.compute_heuristic
+ return new_node
+ end
+
+ # Build the sequence of nodes from the initial node to `self`
+ #
+ # ensure `result.first.is_root and result.last == self`
+ fun path: Sequence[SearchNode[S, A]]
+ do
+ var res = new List[SearchNode[S, A]]
+ res.add(self)
+ var node = parent
+ while node != null do
+ res.unshift(node)
+ node = node.parent
+ end
+ return res
+ end
+
+ # Build a sequence of actions from the initial state to `self`
+ # See `path` for a more detailed plan.
+ fun plan: Sequence[A]
+ do
+ var res = new List[A]
+ var node: nullable SearchNode[S, A] = self
+ while node != null do
+ var a = node.action
+ if a != null then res.unshift(a)
+ node = node.parent
+ end
+ return res
+ end
+
+ # Just print a detailed path on the screen
+ fun dump
+ do
+ print "result:{state}"
+ for n in path do
+ var a = n.action
+ if a != null then print " + {a or else ""}"
+ print " {n.steps}: {n.state} ({n.cost}$)"
+ end
+ end
+
+ redef fun to_s do return "#{steps}/{id} d={depth} f={cost+heuristic} g={cost} h={heuristic}: {state}"
+ #redef fun to_s do return "#{steps} f={(cost+heuristic).to_i} g={cost.to_i} h={heuristic.to_i}"
+end