有三个妖怪和三个和尚要利用唯一一条小船过河,这条小船每次至少载一个人最多载两个人,无论是在河的两岸还是在船上,只要妖怪的数量大于和尚的数量,妖怪们就会将和尚吃掉。现在需要选择一种过河的安排,保证和尚和妖怪都能过河且和尚不能被妖怪吃掉。
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace MonkTest
{
class Program
{
static void Main(string[] args)
{
new AcrossRiver().SearchState();
Console.Read();
}
}
}
/// <summary>
/// 过河问题求解类
/// 思路: 把抽象问题转化成计算能处理的数学模型
/// 算法原理:利用状态树求解 (采用深度优先搜索)
/// 效率优化: 采用剪枝、去重
/// </summary>
public class AcrossRiver
{
//过河动作枚举
private enum ActionName
{
//一个妖怪过河
ONE_MONSTER_GO,
//两个妖怪过河
TWO_MONSTER_GO,
//一个和尚过河
ONE_MONK_GO,
//两个和尚过河
TWO_MONK_GO,
//一个妖怪和一个和尚过河
ONE_MONSTER_ONE_MONK_GO,
//一个妖怪返回
ONE_MONSTER_BACK,
//两个妖怪返回
TWO_MONSTER_BACK,
//一个和尚返回
ONE_MONK_BACK,
//两个和尚返回
TWO_MONK_BACK,
//一个妖怪和一个和尚返回
ONE_MONSTER_ONE_MONK_BACK
};
//船的行使方向枚举
private enum BoatLocation
{
REMOTE, //对岸
LOCAL //本岸
}
//过河动作数学模型
private class ActionEffection
{
public ActionName act;
public BoatLocation boat_to;//船移动的方向
public int move_monster;//此次移动的妖怪数量
public int move_monk;//此次移动的和尚数量
public ActionEffection(ActionName act, BoatLocation boat_to, int move_monster, int move_monk)
{
this.act = act;
this.boat_to = boat_to;
this.move_monster = move_monster;
this.move_monk = move_monk;
}
}
private class ItemState
{
public int local_monster = 3;
public int local_monk = 3;
public int remote_monster = 0;
public int remote_monk = 0;
public BoatLocation boat = BoatLocation.LOCAL;
public ActionName curAct;
public const int MAX_MONSTER_COUNT = 3;
public const int MAX_MONK_COUNT = 3;
//此方法用于剪枝
public bool CanTakeAction(ActionEffection ae)
{
if (boat == ae.boat_to)
return false;
int local_move_monster = local_monster + ae.move_monster;
int local_move_monk = local_monk + ae.move_monk;
int remote_move_monster = remote_monster - ae.move_monster;
int remote_move_monk = remote_monk - ae.move_monk;
//数量判断
if (local_move_monster < 0 || local_move_monster > MAX_MONSTER_COUNT)
return false;
if (local_move_monk < 0 || local_move_monk > MAX_MONK_COUNT)
return false;
return true;
}
//判断当前状态是否为最终状态
public bool IsFinalState()
{
if (remote_monster == MAX_MONSTER_COUNT && remote_monk == MAX_MONK_COUNT)
return true;
return false;
}
//判断是否为有效状态
public bool IsValidState()
{
//如果妖怪数量>=和尚数量,则和尚会被吃掉。
if ((local_monk > 0 && local_monster > local_monk) || (remote_monk > 0 && remote_monster > remote_monk))
return false;
return true;
}
public override string ToString()
{
string s = string.Format("{0}_{1}_{2}_{3}_{4}", boat, local_monster, local_monk, remote_monster, remote_monk);
return s;
}
public ItemState Clone()
{
ItemState state = new ItemState();
state.local_monster = local_monster;
state.local_monk = local_monk;
state.remote_monster = remote_monster;
state.remote_monk = remote_monk;
state.boat = boat;
state.curAct = curAct;
return state;
}
}
//过河动作列表
private ActionEffection[] actEffect = new ActionEffection[10];
private StateStack states = new StateStack();
private ItemState last_local_state = null;
public AcrossRiver()
{
//初始化10种过河动作
actEffect[0] = new ActionEffection(ActionName.ONE_MONSTER_GO, BoatLocation.REMOTE, -1, 0);
actEffect[1] = new ActionEffection(ActionName.TWO_MONSTER_GO, BoatLocation.REMOTE, -2, 0);
actEffect[2] = new ActionEffection(ActionName.ONE_MONK_GO, BoatLocation.REMOTE, 0, -1);
actEffect[3] = new ActionEffection(ActionName.TWO_MONK_GO, BoatLocation.REMOTE, 0, -2);
actEffect[4] = new ActionEffection(ActionName.ONE_MONSTER_ONE_MONK_GO, BoatLocation.REMOTE, -1, -1);
actEffect[5] = new ActionEffection(ActionName.ONE_MONSTER_BACK, BoatLocation.LOCAL, 1, 0);
actEffect[6] = new ActionEffection(ActionName.TWO_MONSTER_BACK, BoatLocation.LOCAL, 2, 0);
actEffect[7] = new ActionEffection(ActionName.ONE_MONK_BACK, BoatLocation.LOCAL, 0, 1);
actEffect[8] = new ActionEffection(ActionName.TWO_MONK_BACK, BoatLocation.LOCAL, 0, 2);
actEffect[9] = new ActionEffection(ActionName.ONE_MONSTER_ONE_MONK_BACK, BoatLocation.LOCAL, 1, 1);
//初始化栈
states.Push(new ItemState());
}
public void SearchState()
{
ItemState current = states.Back();
if (null == current)
return;
if (current.IsFinalState())
{
states.PrintStack();
return;
}
//尝试用10种动作分别与当前状态组合
for (int i = 0; i < actEffect.Length; i++)
{
SearchStateOnNewAction(current, actEffect[i]);
}
}
private void SearchStateOnNewAction(ItemState current, ActionEffection ae)
{
ItemState nextState = MakeActionNewState(current, ae);
if (null != nextState)
{
if (nextState.IsValidState() && !states.IsProcessedState(nextState))
{
states.Push(nextState);
SearchState();
states.Pop();
}
}
}
private ItemState MakeActionNewState(ItemState curState, ActionEffection ae)
{
ItemState newState = null;
if (null == last_local_state)
{
last_local_state = curState;
}
if (curState.CanTakeAction(ae))
{
newState = curState.Clone();
newState.local_monster += ae.move_monster;
newState.local_monk += ae.move_monk;
newState.remote_monster -= ae.move_monster;
newState.remote_monk -= ae.move_monk;
newState.boat = ae.boat_to;
newState.curAct = ae.act;
}
return newState;
}
/// <summary>
/// 状态栈
/// </summary>
private class StateStack
{
private List<ItemState> list = new List<ItemState>();
private Dictionary<string, bool> dic = new Dictionary<string, bool>();
private int way = 1;
public ItemState Back()
{
ItemState state = null;
if (list.Count > 0)
{
state = list[list.Count - 1];
}
return state;
}
public void Push(ItemState state)
{
string key = state.ToString();
if (dic.ContainsKey(key))
return;
dic.Add(key, true);
list.Add(state);
}
public void Pop()
{
if (list.Count > 0)
{
ItemState state = list[list.Count - 1];
list.RemoveAt(list.Count - 1);
dic.Remove(state.ToString());
}
}
public void Clear()
{
list.Clear();
dic.Clear();
way = 1;
}
//判断是否为已搜索过的状态(即,去重)
public bool IsProcessedState(ItemState state)
{
return dic.ContainsKey(state.ToString());
}
public void PrintStack()
{
Console.WriteLine("方案: {0} ({1}步)", way++, list.Count);
ItemState state = null;
for (int i = 0; i < list.Count; i++)
{
state = list[i];
Console.WriteLine("{0} ({1}, {2}, {3}, {4})",
state.curAct, state.local_monster, state.local_monk, state.remote_monster, state.remote_monk);
}
Console.WriteLine("end");
}
}
}
运行效果: