
The Story Behind
A couple of years in the past, Yandex organized a contest referred to as Robots Couriers with an attractive prize: a ticket to a closed self-driving convention for professionals. The competition resembled a sport, with individuals tasked with discovering optimum routes on a map and optimizing supply utilizing robotic couriers.
As I delved into the subject, I found that regardless of route discovering being a solved downside, it continued to be of curiosity to the skilled sport improvement group. Between 2010 and 2020, engineers made significant optimizations to the A* algorithm, notably helpful for AAA video games with large maps. Studying articles and research papers on these optimizations was an thrilling expertise.
Moreover, the competition necessities have been designed to allow straightforward evaluation of program outputs by the competition’s testing system. Because of this, there was little emphasis on visualization.
I discovered it intriguing to discover this subject and develop a small software that makes use of well-known graph algorithms to seek out routes on a grid map. To visualise my findings, I employed the SFML graphics library.
Aim
This undertaking builds upon one in every of my earlier endeavors, the place I demonstrated that 4 well-known path-finding algorithms (BFS, DFS, Dijkstra’s, and A*) should not basically completely different and may be applied in a common method. Nevertheless, it was difficult to showcase important efficiency variations amongst these algorithms in that undertaking.
On this article, I goal to make use of improved check knowledge and design one thing visually thrilling. Whereas the Yandex Contest process talked about earlier aligns nicely with my targets, I cannot remedy their particular downside right here because it closely depends on their check system, which is presently unavailable.
As a substitute, I’ll extract basic concepts for enter parameters from that contest and create my very own implementation.
Imaginary World
Think about a technically superior and modern metropolis the place the long run has arrived way back. On this metropolis, the vast majority of orders are delivered by courier robots, and it has develop into a rarity for an individual to ship an order from a restaurant. On this process, we invite you to take part find optimum routes to ship orders effectively.
Let’s envision town as an N × N map. For simplicity, we assume that every robotic occupies precisely one cell, and every cell can both be satisfactory or not for the robots. In a single step, a robotic can transfer in any of the 4 cardinal instructions (up, down, left, or proper) if the goal cell is free.
And I am ignoring the remainder of my authentic process:
At the start of the check, you must output the variety of robots you wish to use to ship orders and their preliminary coordinates. The development of every robotic will price Costc rubles.
Subsequent, T iterations of the simulation will likely be carried out. One iteration represents one digital minute and consists of 60 seconds. At every iteration, your program will likely be given the variety of new orders, and in response, this system ought to let you know what actions every robotic performs (60 actions per robotic).
For every efficiently delivered order, you’ll obtain max(0, MaxTips – DeliveryTime) {dollars} in ideas, the place MaxTips is the utmost variety of ideas for one order, and DeliveryTime is the time from the second the order appeared to its supply in seconds.
The whole variety of factors that you just earn in a single check is calculated by the components TotalTips – R × Costc, the place TotalTips is the entire variety of ideas earned, R is the variety of robots used, Costc is the price of constructing one robotic. The Costc and MaxTips values are set in every check. For those who earned much less ideas than you spent on making robots, your whole factors will likely be 0. Additionally, you will obtain 0 factors for the check for those who carry out any incorrect motion.
Enter
This system makes use of normal enter to learn the parameters. This method permits us to specify check knowledge of varied complexities utilizing enter recordsdata.
The primary line of enter comprises three pure numbers: N (the scale of town map), MaxTips (the utmost variety of ideas per order), and Costc (the price of constructing one robotic). I ignore each MaxTips and Costc parameters for my first implementation and perhaps will take into account that sooner or later.
Following that, every of the following N strains comprises N characters representing town map. Every string can encompass two sorts of characters:
- ‘#’ – signifies a cell occupied by an impediment.
- ‘.’ – signifies a free area.
Subsequent, you may be supplied with two pure numbers: T and D (T ≤ 100,000, D ≤ 10,000,000). T represents the variety of interplay iterations, and D represents the entire variety of orders.
Output
Your process is to visualise the map and the optimum routes utilizing the SFML graphics library.
Modeling the Maps
I am a fan of maps represented as a grid of cells. Thus, I favor to render all the outcomes and map them as a grid on a cell-by-cell foundation.
There’s additionally an choice to execute path search proper on the grid with out utilizing any extra knowledge construction (and I’ve applied this as nicely for studying functions: see in code).
However due to a grid, it’s straightforward to symbolize a map as a graph utilizing a technique or one other. I favor to make use of an adjacency listing of cells for a lot of the algorithms like BFS, Dijkstra’s, and A-Star. For algorithms like Bellman-Ford, it might make sense to make use of an Edges Listing as an alternative of an Adjacency Listing. That is why for those who discover the codebase, then you’ll discover all of it, and so they all are working examples.
To separate the logic and duty, I’ve a Navigator entity that’s liable for executing path discovering in line with the orders and duties configuration that’s specified by way of AppConfig file and associated map recordsdata.
App Config appears like this:
{
"font": "../../knowledge/arial.ttf",
"map": "../../knowledge/maps/test_29_yandex_weighten_real_map",
"shadow": false,
"map_": "../../knowledge/maps/test_08_low_res_simple_map",
"map__": "../../knowledge/maps/test_10",
"map___": "../../knowledge/maps/test_07_partially_blocked_map",
...
Observe that map_
, map__
, and many others. should not actually configuration properties. They’re ignored in the course of the software run. Since there is no such thing as a approach to touch upon the a part of the JSON file, I exploit underlining within the property title so it could possibly keep within the config file however not be used.
The map file appears like this:
25 50 150 ######################### ######################### ######################### ###.......#####.......### ###.......#####.......### ###.......#####.......### ###...................### ###.......#####.......### ###.......#####.......### ###...................### ######.###########.###### ######.###########.###### ######.###########.###### ###.......#####.......### ###.......#####.......### ###.......#####.......### ###.......#####.......### ###.......#####.......### ###.......#####.......### ###.......#####.......### ######.###########.###### ######################### ######################### ######################### ######################### 2 4 2 6 6 4 20
This is likely one of the easiest examples that include both blocked or not blocked cells. I’ve ready lots of varied examples of enter parameters and check knowledge, ranging from very small components that allow you to debug and study the code, ending with an enormous piece of map (from the true current metropolis) that permit us to measure the efficiency of a Graph algorithm.
How Do We Draw Maps?
When a map comprises solely cells with a binary state (both blocked or non-blocked), this mainly implies that any fringe of a graph both exists or not.
To discover a path within the graph, now we have to symbolize it effectively. Like in my earlier submit, I’ve used an adjacency list with the connection as Vector[NodeId]->factors to->Vector[Neighbour Nodes]
:
typedef std::vector<std::vector<std::shared_ptr<Cell>>> Graph;
Apparently sufficient, once we exploring grids it is not likely essential to make use of graphs in any respect. We’re succesful to traverse grid utilizing BFS/DFS algorithms cell by cell with out desirous about edges. See technique _GetPathByBFSOnGrid.
First, the initialization code reads the file and converts it into the grid row by row and column by column:
bool RectangularMap::LoadMap(const std::string& filepath, bool shadow)
...
// Fill the grid.
_verticesNumber = 0;
for (int row = 0; row < _height; row++)
...
for (int col = 0; col < _width; col++)
int x = col;
int y = row;
if (line[col] == BLOCK_CELL)
// Create a shared pointer to soundly cross pointers between the lessons.
_grid[row][col] = std::make_shared<Cell>(x, y, line[col],
blockColor, shadow, _scaleFactor);
else
...
// Make a graph
InitialiseGraph();
...
Then, it creates an precise graph as an adjacency list:
void RectangularMap::InitialiseGraph()
{
MapBase::InitialiseGraph();
...
unordered_set<int> visited;
for (int rr = 0; rr < _grid.dimension(); rr++)
{
for (int cc = 0; cc < _grid[rr].dimension(); cc++)
{
if (_grid[rr][cc]->GetId() > -1)
for (int i = 0; i < 4; i++)
int r = rr + dr[i];
int c = cc + dc[i];
if (r >= 0 && c >= 0 && r < _width && c < _height &&
_grid[r][c]->GetId() > -1)
if (_isNegativeWeighten)
...
else
_adjacencyList[_grid[rr][cc]->GetId()].push_back(_grid[r][c]);
}
}
}
Grid illustration is beneficial to attract on the display utilizing the SFML library. We will draw by creating a geometric objects (that is precisely what I do for small maps):
...
for (int j = _visibleTopLeftY; j < _visibleBottomRightY; j++)
for (int i = _visibleTopLeftX; i < _visibleBottomRightX; i++)
_grid[j][i]->Draw(_window, _scaleFactor);
...
sf::RectangleShape tile;
tile.setSize(sf::Vector2f(_cellSize - 5, _cellSize - 5));
tile.setPosition(sf::Vector2f(_x * _cellSize, _y * _cellSize));
tile.setFillColor(_color);
window.draw(tile);
Or we are able to do it efficiently pixel by pixel for bigger maps:
sf::Uint8* pixels = new sf::Uint8[_width * _height * 4];
for (int j = _visibleTopLeftY; j < _visibleBottomRightY; j++)
for (int i = _visibleTopLeftX; i < _visibleBottomRightX; i++)
int index = (_grid[j][i]->GetY() * _width + _grid[j][i]->GetX());
sf::Shade colour = _grid[j][i]->GetColor();
pixels[index * 4] = colour.r;
pixels[index * 4 + 1] = colour.g;
pixels[index * 4 + 2] = colour.b;
pixels[index * 4 + 3] = colour.a;
sf::Texture texture;
texture.create(_width, _height);
texture.replace(pixels);
sf::Sprite sprite;
sprite.setTexture(texture);
sprite.setScale(cellSize, cellSize);
_window.draw(sprite);
Lastly, let’s examine what a map outlined by file test_25_xmax would appear to be.
Initially, the file outlined this:
..............C.................
..............#.................
.............###................
............#####...............
...........#######..............
..........##1###2##.............
.........###########............
........##3######4###...........
.......###############..........
......#################.........
.....###################........
....#####################.......
.............###................
.............###................
.............###................
And a map rendered with SFML appears like this:

As a result of I wished all of that to be managed by the person with the keyboard, I left all of the user-behavior logic within the main.cpp. I wish to name it “Controller” logic.
The SFML library makes it very straightforward to deal with keyboard occasions:
whereas (window.isOpen())
Occasion occasion;
whereas (window.pollEvent(occasion))
if (occasion.kind == Occasion::Closed)
window.shut();
if (occasion.kind == Occasion::KeyPressed && occasion.key.code == Keyboard::House)
... Do what you want right here
The principle concept is for person triggers (press of a SPACE button) to learn the map file and render the map, after which a second set off (second press of a SPACE button) to load the routing process and calculate the shortest path between two factors on the map:
...
if (navigator->IsReady())
navigator->Navigate(); // Discovering route between two factors
else
if (map->IsReady()) // Second SPACE press runs the routing
skipReRendering = true;
if (navigator->LoadTasks(filepath))
navigator->SetMap(map);
else // Load and draw map
drawLoading(window, font);
if (!map->LoadMap(filepath, shadowed))
return 0;
drawProcessing(window, font);
...
We Want To Go Deeper
I wished to play with extra Graph algorithms, and so they all have their limitations, so I made a decision to implement additionally multi-color maps that may be represented by multi-weighted graphs.
Each cell is coloured, and the colour implies that edge not solely exists but in addition applies some weight (or price, or positive, you title it). So, the sting may be blocked, half blocked, not blocked…you get the concept.
Thus, I’ve applied multi-color maps that look extra joyful and look game-ready (instance from file test_31_multi_weight_graph_map):

A few of the configuration recordsdata include extra advanced maps from actually current cities, like test_29_yandex_weighten_real_map:
As a problem, now we must always deal with maps with very versatile configurations. RectangularMap.cpp primarily comprises lots of logic inside, together with all of the graph algorithms and much more than wanted (as a result of I wish to play with issues, even when it isn’t notably helpful for now).
I’ve applied BFS#Line 598, Dijkstra#Line 299, A-Star#Line 356, Bellman-Ford#Line 428 algorithms, and plenty of extra “utility” algorithms like Topological Kind, Single Supply Path, that aren’t helpful for the present software state (as a result of they work on Straight Acyclic Graphs, which aren’t kind of Graphs I presently use), however I’ve some concepts to make use of it in future enhancements.
I did not polish all of the code and did not get it preferrred sufficient, however it permits me (and, I hope, will permit you) to play with the code and evaluate efficiency metrics.
Sorry about some commented strains right here and there, perhaps some soiled code…it is all method of studying :). To know an concept of what is inside, I like to recommend you evaluate the RectangularMap.h.
There are additionally some enjoyable options, like a Focus characteristic that permits one to render solely a specific a part of a map. It adjustments focus by re-rendering the required half utilizing the Observer pattern when the person presses the PgDown or PgUp buttons. It’s fairly straightforward to enhance this characteristic and implement “Zoom” performance. Take it as homework, for those who prefer it.
Focus characteristic with map file test_29_yandex_weighten_real_map in work:
Courses diagram appears like this:
Run and Play
I consider probably the most joyful half is simply working this little software, taking part in with variations of its configuration and algorithms. You are able to do lots of experiments through the use of varied map recordsdata as enter parameters with completely different check knowledge in addition to altering the logic within the code.
After beginning, you must press SPACE. An software will render a map in line with the configuration file, and it makes lots of sense to begin exploring from the best check circumstances shifting ahead to probably the most advanced ones.
Urgent SPACE another time executes the routing algorithms and finds the trail between the beginning and the closest order. BTW It isn’t but accomplished, however it’s straightforward to implement studying all the remainder of the orders out there in map configuration recordsdata and execute pathfinding to all of them.
Right here is the route discovered on the map outlined by file test_18_yandex_super_high_res:
It’s also able to find routes within the maps which can be simulating current cities, like test_29_yandex_weighten_real_map:
Discovering environment friendly paths between two coordinates turns into difficult for algorithms like BFS however may be simply accomplished by A-star.
Primarily based on the cells discovered within the map configuration recordsdata, the appliance will deal with the map as a weighted or non-weighted graph and can choose the best algorithm for it (and you’ll simply change this as nicely). It is easy to see the distinction between BFS and A-Star efficiency:
Remaining Phrases
With this, I wish to go away you alone and allow you to play with these code examples. I hope you’ll discover it fascinating and can study loads from it.
Keep tuned!