有三个妖怪和三个和尚要利用唯一一条小船过河,这条小船每次至少载一个人最多载两个人,无论是在河的两岸还是在船上,只要妖怪的数量大于和尚的数量,妖怪们就会将和尚吃掉。现在需要选择一种过河的安排,保证和尚和妖怪都能过河且和尚不能被妖怪吃掉。
using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace MonkTest { class Program { static void Main(string[] args) { new AcrossRiver().SearchState(); Console.Read(); } } } /// <summary> /// 过河问题求解类 /// 思路: 把抽象问题转化成计算能处理的数学模型 /// 算法原理:利用状态树求解 (采用深度优先搜索) /// 效率优化: 采用剪枝、去重 /// </summary> public class AcrossRiver { //过河动作枚举 private enum ActionName { //一个妖怪过河 ONE_MONSTER_GO, //两个妖怪过河 TWO_MONSTER_GO, //一个和尚过河 ONE_MONK_GO, //两个和尚过河 TWO_MONK_GO, //一个妖怪和一个和尚过河 ONE_MONSTER_ONE_MONK_GO, //一个妖怪返回 ONE_MONSTER_BACK, //两个妖怪返回 TWO_MONSTER_BACK, //一个和尚返回 ONE_MONK_BACK, //两个和尚返回 TWO_MONK_BACK, //一个妖怪和一个和尚返回 ONE_MONSTER_ONE_MONK_BACK }; //船的行使方向枚举 private enum BoatLocation { REMOTE, //对岸 LOCAL //本岸 } //过河动作数学模型 private class ActionEffection { public ActionName act; public BoatLocation boat_to;//船移动的方向 public int move_monster;//此次移动的妖怪数量 public int move_monk;//此次移动的和尚数量 public ActionEffection(ActionName act, BoatLocation boat_to, int move_monster, int move_monk) { this.act = act; this.boat_to = boat_to; this.move_monster = move_monster; this.move_monk = move_monk; } } private class ItemState { public int local_monster = 3; public int local_monk = 3; public int remote_monster = 0; public int remote_monk = 0; public BoatLocation boat = BoatLocation.LOCAL; public ActionName curAct; public const int MAX_MONSTER_COUNT = 3; public const int MAX_MONK_COUNT = 3; //此方法用于剪枝 public bool CanTakeAction(ActionEffection ae) { if (boat == ae.boat_to) return false; int local_move_monster = local_monster + ae.move_monster; int local_move_monk = local_monk + ae.move_monk; int remote_move_monster = remote_monster - ae.move_monster; int remote_move_monk = remote_monk - ae.move_monk; //数量判断 if (local_move_monster < 0 || local_move_monster > MAX_MONSTER_COUNT) return false; if (local_move_monk < 0 || local_move_monk > MAX_MONK_COUNT) return false; return true; } //判断当前状态是否为最终状态 public bool IsFinalState() { if (remote_monster == MAX_MONSTER_COUNT && remote_monk == MAX_MONK_COUNT) return true; return false; } //判断是否为有效状态 public bool IsValidState() { //如果妖怪数量>=和尚数量,则和尚会被吃掉。 if ((local_monk > 0 && local_monster > local_monk) || (remote_monk > 0 && remote_monster > remote_monk)) return false; return true; } public override string ToString() { string s = string.Format("{0}_{1}_{2}_{3}_{4}", boat, local_monster, local_monk, remote_monster, remote_monk); return s; } public ItemState Clone() { ItemState state = new ItemState(); state.local_monster = local_monster; state.local_monk = local_monk; state.remote_monster = remote_monster; state.remote_monk = remote_monk; state.boat = boat; state.curAct = curAct; return state; } } //过河动作列表 private ActionEffection[] actEffect = new ActionEffection[10]; private StateStack states = new StateStack(); private ItemState last_local_state = null; public AcrossRiver() { //初始化10种过河动作 actEffect[0] = new ActionEffection(ActionName.ONE_MONSTER_GO, BoatLocation.REMOTE, -1, 0); actEffect[1] = new ActionEffection(ActionName.TWO_MONSTER_GO, BoatLocation.REMOTE, -2, 0); actEffect[2] = new ActionEffection(ActionName.ONE_MONK_GO, BoatLocation.REMOTE, 0, -1); actEffect[3] = new ActionEffection(ActionName.TWO_MONK_GO, BoatLocation.REMOTE, 0, -2); actEffect[4] = new ActionEffection(ActionName.ONE_MONSTER_ONE_MONK_GO, BoatLocation.REMOTE, -1, -1); actEffect[5] = new ActionEffection(ActionName.ONE_MONSTER_BACK, BoatLocation.LOCAL, 1, 0); actEffect[6] = new ActionEffection(ActionName.TWO_MONSTER_BACK, BoatLocation.LOCAL, 2, 0); actEffect[7] = new ActionEffection(ActionName.ONE_MONK_BACK, BoatLocation.LOCAL, 0, 1); actEffect[8] = new ActionEffection(ActionName.TWO_MONK_BACK, BoatLocation.LOCAL, 0, 2); actEffect[9] = new ActionEffection(ActionName.ONE_MONSTER_ONE_MONK_BACK, BoatLocation.LOCAL, 1, 1); //初始化栈 states.Push(new ItemState()); } public void SearchState() { ItemState current = states.Back(); if (null == current) return; if (current.IsFinalState()) { states.PrintStack(); return; } //尝试用10种动作分别与当前状态组合 for (int i = 0; i < actEffect.Length; i++) { SearchStateOnNewAction(current, actEffect[i]); } } private void SearchStateOnNewAction(ItemState current, ActionEffection ae) { ItemState nextState = MakeActionNewState(current, ae); if (null != nextState) { if (nextState.IsValidState() && !states.IsProcessedState(nextState)) { states.Push(nextState); SearchState(); states.Pop(); } } } private ItemState MakeActionNewState(ItemState curState, ActionEffection ae) { ItemState newState = null; if (null == last_local_state) { last_local_state = curState; } if (curState.CanTakeAction(ae)) { newState = curState.Clone(); newState.local_monster += ae.move_monster; newState.local_monk += ae.move_monk; newState.remote_monster -= ae.move_monster; newState.remote_monk -= ae.move_monk; newState.boat = ae.boat_to; newState.curAct = ae.act; } return newState; } /// <summary> /// 状态栈 /// </summary> private class StateStack { private List<ItemState> list = new List<ItemState>(); private Dictionary<string, bool> dic = new Dictionary<string, bool>(); private int way = 1; public ItemState Back() { ItemState state = null; if (list.Count > 0) { state = list[list.Count - 1]; } return state; } public void Push(ItemState state) { string key = state.ToString(); if (dic.ContainsKey(key)) return; dic.Add(key, true); list.Add(state); } public void Pop() { if (list.Count > 0) { ItemState state = list[list.Count - 1]; list.RemoveAt(list.Count - 1); dic.Remove(state.ToString()); } } public void Clear() { list.Clear(); dic.Clear(); way = 1; } //判断是否为已搜索过的状态(即,去重) public bool IsProcessedState(ItemState state) { return dic.ContainsKey(state.ToString()); } public void PrintStack() { Console.WriteLine("方案: {0} ({1}步)", way++, list.Count); ItemState state = null; for (int i = 0; i < list.Count; i++) { state = list[i]; Console.WriteLine("{0} ({1}, {2}, {3}, {4})", state.curAct, state.local_monster, state.local_monk, state.remote_monster, state.remote_monk); } Console.WriteLine("end"); } } }
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