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A- mAIze -in. The Top Men Christian Dell, Joe Hall, Alex Reeser , Landon Rogge, Jason Todd, Jared Whitaker. Abstract. Mazes Find a particular location in a maze and discover a path to the location. Use different h(x) with A* to determine best of the code . Implementation. - PowerPoint PPT Presentation

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Monsters and Mazes

The Top MenChristian Dell, Joe Hall, Alex Reeser, Landon Rogge, Jason Todd, Jared Whitaker A-mAIze-in

1AbstractMazesFind a particular location in a maze and discover a path to the location.Use different h(x) with A* to determine best of the code

ImplementationJava using awt/swingSelect which test maze to useSelect the heustric to useWill run the selected mode and output raw data on left

A General PEASAgent: Maze Traversing AgentPerformance: Number of moves it takes to solve the maze or find cheeseEnvironment: MazeActuators: performMovement functionSensors: examineEnvironment functionRulesA* with various h(x)From a starting point, find a path to another pointCannot walk through walls

Maze SolvingFully Observable: YesDeterministic: YesEpisodic: YesStatic: YesDiscrete: YesMulti-agent: No

A* Heuristics ImplementedEuclideanManhattanNumber of Walls (Method 1)Number of Walls (Method 2)Last in List (f(x) = 0; udlr)Dijkstras (h(x) = 0)Random Numbers (0-15)

Number of Walls (Method 1)Take starting position x1 and y1, take ending position x2 and y2, set wall = 0Repeat until x1 = x2 and y1 = y2If x1 > x2, x1 1; if x1 < x2, x1 + 1; else x1If y1 > y2, y1 1; if y1 < y2, y1 + 1; else y1If a wall exists at the new (x1, y1), wall + 1S***************XNumber of Walls (Method 2)Take starting position x1 and y1, take ending position x2 and y2, set wall = 0Repeat until x1 = x2If x1 > x2, x1 1; if x1 < x2, x1 + 1; else x1If a wall exists at the new (x1, y1), wall + 1Repeat until y1 = y2If y1 > y2, y1 1; if y1 < y2, y1 + 1; else y1If a wall exists at the new (x1, y1), wall + 1************S***************XLast in ListChooses the last member of the closed set (most recently added)Results in a unique order find the most recent expanded node with adjacent unexpanded nodes and select the top, bottom, left, right node to continue down in that order.Bizzare, efficient results in some cases. Similar to depth first search. Accidental mis-implementation of Dijkstras which occurs when f(x) = 0 instead of h(x) = 0.---*********------***---S------***---------***------***------***------***---X******---Some ResultsEuclideanManhattanWalls 1Walls 2Last in ListDijkstraRandom89+288+265+457+476+295+194 (100 Avg)85+587+382+887+659+597+49557+256+240+558+452+575+274Some images

Maze 1 Maze 1 Solution

Some images Maze 1 Random Maze 1 Wall Method 2

Some images Maze 2 Maze 2 Solution

Some images Maze 2 Last in List Maze 2 Wall Method 2

Some images Maze 3 Maze 3 Solution

Some images

Maze 3 Euclidean Maze 3 Wall Method 1A graph of some sortA graph of some sortMaze ConclusionsRandom Heuristics are useless in generalDijkstras fared even worse than random heuristics?Euclidian/Manhattan performance depended on maze, usually not well, many misleading paths in mazesNumber of walls did relatively okayDepth first did well, but likely because of good random positioning of thestarting locationand the cheese