This is an individual assignment. You must complete this lab on your own, although you may discuss lab concepts with other students. Please keep the Academic Integrity Policy in mind---do not show your code to anyone outside of the professors and ninjas, and do not look at anyone else's code for this lab. If you need help, please post a question on Piazza, or contact the professor.
The main goal of this lab are to use data structures to implement algorithms. Concepts you will be familiar with after this lab include:
Click here to get all the files containing the starter code for this project.
Update: copy-paste the code from the file test.cpp and add it to your project. In CLion, replace main.cpp by test.cpp in CMakeLists.txt
and compile and run the project to run the tests. Replace test.cpp back to main.cpp to change it back to the original project.
In this lab, you will implement two search algorithms—depth-first search and breadth-first search—for finding a path through a maze.
Algorithm MazeSearch: mark Start as visited // add the start to the unordered_map as its own previous add Start to DataStructure // either stack (for DFS) or queue (for BFS) while (DataStructure is not empty): Current = remove location from DataStructure if (Current == Destination): // found a path! build the Path found by tracing back previous pointers in the unordered_map return Path else get the list of neighbors of current for each Neighbor of Current: if Neighbor not visited: // you can tell by checking if Neighbor can be found in unordered_map record that Neighbor has Current as its previous add Neighbor to DataStructure return no Path existsThe way this algorithm traverses through locations depends on which data structure is used to store visited locations. When we use a stack, the algorithm is called Depth-First Search (DFS). When a queue is used, it is commonly called Breadth-First Search (BFS).
In this lab you will implement both DFS and BFS, use them to find
paths through a 2-D maze, and explore how the two search algorithms
produce different paths.
Below is an overview of the
files required for submitting this lab. Those highlighted
in blue
will require implementation on your part.
Those highlighted in black
are complete and
should not be modified except for comments.
position.h
, position.cpp
:
The Position class, which keeps track of the contents of a
position in a maze.maze.h, maze.cpp
: The Maze class, which is used
to represent a maze and provide solutions to it.mazeUtils.h, mazeUtils.cpp
: definitions for
Maze helper functions which load a maze from a file and render an
answer.main.cpp
: the main program which loads a maze from a file, solves it, and prints out the result.Makefile
: The build instructions for your lab.For each .cpp file, read the corresponding .h file very carefully. The comments that precede each function and method give you precise information about what the function or method is supposed to do.
Each maze is a rectangular grid. Each space in the grid is assumed to be connected to the adjacent spaces (left, right, up, and down, but not the diagonally adjacent spaces. The starting point of each maze is the upper left corner; the exit is in the bottom right corner.
The layout of a particular maze will be stored in a file with the extension .map; you can find several examples in your labyrinths.zip. A map file contains the following information:
5 3 .#.#. .#... ...#.We have given you the code which loads files in this format; this explanation is just for reference.
We will represent a maze as a two-dimensional grid of pointers to Position objects. Each Position object contains relevant information for one place in the maze: the (X,Y) coordinates, where (0,0) is the upper-left and X increases as you move right, Y increases as you move down) and whether that position is a wall. The constructor of the Position class should take the X and Y coordinate values and initialize the other fields to suitable default values.
The 2-D grid that you create for your maze should take the form of a data member positions of type Position***. This is an array of arrays of Position pointers. This way, you can write e.g. positions[0][0] to get the Position* which points to the Position object in the upper-left corner. You'll have to use nested for-loops to initialize positions correctly.
solveDepthFirstSearch
and solveBreadthFirstSearch
—which are very similar.
These methods will return a vector<Position*>: a vector of Position pointers, which constitute a correct
path through the maze from the start to the finish. If no such path
exists, the method should return an empty vector.
You have been given the declaration of
the maze
class. You only need to implement each
of the methods. The real magic of making the program work happens in
these methods, which find a path through the maze using the search
algorithm given above.
In the maze solver functions, you will need a map to keep track of which Positions
have been visited and from which other Position they were visited. I recommend that you use an
unordered_map<string,Position*>
that maps strings to Position pointers.
The reason why the keys in this map are strings is complicated, but long story short, it will work better
this way. To map a Position to a string, you will need to program a to_string
function
in the Position object that will return an unambiguous string representation of the coordinates of the
Position object.
Some of the map files in labyrinths.zip have multiple possible solutions. As a result, your output may differ from the provided solutions depending on how you explore the maze. To get the same results as the provided solutions, you should explore neighboring spaces in the following order: up, left, right, and then down.
main
should be less work than the Maze
class. It just
involves assembling the pieces you've constructed above.
The loadMap and renderAnswer functions have been
written for you. loadMap will read a map file and return
a Maze* if loading was successful. Otherwise, it will
throw a runtime_error. renderAnswer should
produce a string containing a solution, which looks like the map from
the input file, but contains @ characters on the path you found. For example, here is a possible execution of the program:
$ ./maze
Welcome to CS35 lab 05: The A-Maze-ing Race.
where is your maze file? cycle.map
Which search algorithm to use (BFS or DFS)? DFS
@@###
#@@@#
#.#@#
#..@@
####@
Invalid Inputs: Your maze
program should
gracefully handle the following cases of invalid input:
// good int *array = new int[size]; // bad int *a = new int[size];
//good if(condition) { cout << "Test" << endl; } //bad if(condition) { cout << "Test" << endl; }*if your text editor's default indenting is four spaces instead of two, don't stress about it. Just be consistent when indenting.
//good if(condition) { cout << "Something" << endl; } //legal but bad if(condition) cout << "Something" << endl;
/** * Name: Martin Gagne * Project: PrgAsst6 * File: SafeIntArray.cpp * Content: implementation of the methods for the class SafeIntArray declared in SafeIntArray.h */
void insertAtHead(int value) { // make sure that there is room in the array for the additional element if (this->size == this->capacity) { this->expandCapacity(); } // shift all the current element one position to the right for (int i=size-1; i>=0; i--) { this->theArray[i+1] = this->theArray[i]; } //place the new element this->theArray[0] = value; }
/** * Retrieves the first element of the list. * @return The element at index 0 of this list. * @throws runtime_error If the list is empty. */ virtual T peekHead() = 0;
To summarize the requirements of this lab:
Submit a .zip file containing the entire project folder for the programming assignment using the submission link on onCourse.
This lab write up is based off of the Labyrinth lab developed by the Computer Science Department of Swarthmore College.