Efficient Traversal of Graph Without Prior Map Knowledge
You are provided with a pre-generated graph consisting of 500 rooms. You are responsible for filling traversal_path
with directions that, when walked in order, will visit every room on the map at least once.
Open adv.py
. There are four parts to the provided code:
- World generation code. Do not modify this!
- An incomplete list of directions. Your task is to fill this with valid traversal directions.
- Test code. Run the tests by typing
python3 adv.py
in your terminal. - REPL code. You can uncomment this and run
python3 adv.py
to walk around the map.
You may find the commands player.current_room.id
, player.current_room.get_exits()
and player.travel(direction)
useful.
To solve this path, you'll want to construct your own traversal graph. You start in room 0
, which contains exits ['n', 's', 'w', 'e']
. Your starting graph should look something like this:
{
0: {'n': '?', 's': '?', 'w': '?', 'e': '?'}
}
Try moving south and you will find yourself in room 5
which contains exits ['n', 's', 'e']
. You can now fill in some entries in your graph:
{
0: {'n': '?', 's': 5, 'w': '?', 'e': '?'},
5: {'n': 0, 's': '?', 'e': '?'}
}
You know you are done when you have exactly 500 entries (0-499) in your graph and no '?'
in the adjacency dictionaries. To do this, you will need to write a traversal algorithm that logs the path into traversal_path
as it walks.
There are a few smaller graphs in the file which you can test your traversal method on before committing to the large graph. You may find these easier to debug.
Start by writing an algorithm that picks a random unexplored direction from the player's current room, travels and logs that direction, then loops. This should cause your player to walk a depth-first traversal. When you reach a dead-end (i.e. a room with no unexplored paths), walk back to the nearest room that does contain an unexplored path.
You can find the path to the shortest unexplored room by using a breadth-first search for a room with a '?'
for an exit. If you use the bfs
code from the homework, you will need to make a few modifications.
-
Instead of searching for a target vertex, you are searching for an exit with a
'?'
as the value. If an exit has been explored, you can put it in your BFS queue like normal. -
BFS will return the path as a list of room IDs. You will need to convert this to a list of n/s/e/w directions before you can add it to your traversal path.
If all paths have been explored, you're done!
- 1: Tests do not pass
- 2: Tests pass with
len(traversal_path) <= 2000
- 3: Tests pass with
len(traversal_path) < 960