在PacMan游戏中,幽灵的移动是一个关键问题,因为它们必须在地图上追逐PacMan,并避免碰到障碍物。
一种常见的方法是使用A*搜索算法来计算幽灵移动的路径。该算法使用启发式函数来评估每个可能的路径,并选择最短的路径,从而实现最优的移动。
以下是使用A*搜索算法的Python示例代码,以实现幽灵的移动:
#定义启发式函数
def heuristic(a, b):
return abs(a[0] - b[0]) + abs(a[1] - b[1])
# A*搜索算法的实现
def astar(array, start, end):
neighbors = [(0,1),(0,-1),(1,0),(-1,0)]
close_set = set()
came_from = {}
gscore = {start:0}
fscore = {start:heuristic(start, end)}
oheap = []
heappush(oheap, (fscore[start], start))
while oheap:
current = heappop(oheap)[1]
if current == end:
data = []
while current in came_from:
data.append(current)
current = came_from[current]
return data
close_set.add(current)
for i, j in neighbors:
neighbor = current[0] + i, current[1] + j
tentative_g_score = gscore[current] + heuristic(current, neighbor)
if 0 <= neighbor[0] < array.shape[0]:
if 0 <= neighbor[1] < array.shape[1]:
if array[neighbor[0]][neighbor[1]] == 1:
continue
else:
# 最左、最右两列
continue
else:
# 最上、最下两行
continue
if neighbor in close_set and tentative_g_score >= gscore.get(neighbor,