2
votes

i'm currently working on a small towerdefense project in Java and i got stuck with the pathfinding. I read a lot about A* dijkstra and such things but i decided that it is probably the best to use Floyd-Warshall for pathfinding (at least it seems to me as its solving the all pair shortest path problem).

Anyway i tried to implement it on my own but it doesn't exactly work as it should. i used the code on wikipedia as a start http://en.wikipedia.org/wiki/Floyd%E2%80%93Warshall_algorithm

So here's my Code:

public class MyMap {
public class MyMapNode {
    // list of neighbour nodes
    public List<MyMapNode> neighbours;
    // Currently no need for this :)
    public int cellX, cellY;
    // NodeIndex for pathreconstruction
    public int index;
    // this value is checked by units on map to decide wether path needs
    // reconstruction
    public boolean isFree = true;

    public MyMapNode(int cellX, int cellY, int index) {
        this.cellX = cellX;
        this.cellY = cellY;
        this.index = index;
        neighbours = new ArrayList<MyMapNode>();
    }

    public void addNeighbour(MyMapNode neighbour) {
        neighbours.add(neighbour);
    }

    public void removeNeighbour(MyMapNode neighbour) {
        neighbours.remove(neighbour);
    }

    public boolean isNeighbour(MyMapNode node) {
        return neighbours.contains(node);
    }
}
//MapSize
public static final int CELLS_X = 10;
public static final int CELLS_Y = 10;

public MyMapNode[][] map;

public MyMap() {
    //Fill Map with Nodes
    map = new MyMapNode[CELLS_X][CELLS_Y];
    for (int i = 0; i < CELLS_X; i++) {
        for (int j = 0; j < CELLS_Y; j++) {
            map[i][j] = new MyMapNode(i, j, j + i * CELLS_Y);
        }
    }
    //-------------------------------------------------
    initNeighbours();
    recalculatePath();
}

public void initNeighbours() {
    //init neighbourhood without diagonals
    for (int i = 0; i < CELLS_X; i++) {
        for (int j = 0; j < CELLS_Y; j++) {
            int x, y;// untere Grenze
            if (j == 0)
                y = 0;
            else
                y = -1;
            if (i == 0)
                x = 0;
            else
                x = -1;
            int v, w;// obere Grenze
            if (j == CELLS_Y - 1)
                w = 0;
            else
                w = 1;
            if (i == CELLS_X - 1)
                v = 0;
            else
                v = 1;
            for (int h = x; h <= v; h++) {
                if (h != 0)
                    map[i][j].addNeighbour(map[i + h][j]);
            }
            for (int g = y; g <= w; g++) {
                if (g != 0)
                    map[i][j].addNeighbour(map[i][j + g]);
            }

        }
    }
}
//AdjacencyMatrix
public int[][] path = new int[CELLS_X * CELLS_Y][CELLS_X * CELLS_Y];
//for pathreconstruction
public MyMapNode[][] next = new MyMapNode[CELLS_X * CELLS_Y][CELLS_X
        * CELLS_Y];

public void initAdjacency() {
    for (int i = 0; i < map.length; i++) {
        for (int j = 0; j < map[0].length; j++) {
            path[i][j] = 1000;
            List<MyMapNode> tmp = map[i][j].neighbours;
            for (MyMapNode m : tmp) {
                path[m.index][map[i][j].index] = 1;
                path[map[i][j].index][m.index] = 1;
            }
        }
    }
}

public void floydWarshall() {
    int n = CELLS_X * CELLS_Y;
    for (int k = 0; k < n; k++) {
        for (int i = 0; i < n; i++) {
            for (int j = 0; j < n; j++) {
                if (path[i][k] + path[k][j] < path[i][j]) {
                    path[i][j] = path[i][k] + path[k][j];
                    next[i][j] = getNodeWithIndex(k);
                }
            }
        }
    }
}

public void recalculatePath() {
    initAdjacency();
    floydWarshall();
}

public MyMapNode getNextWayPoint(MyMapNode i, MyMapNode j) {
    if (path[i.index][j.index] >=1000)
        return null;
    MyMapNode intermediate = next[i.index][j.index];
    if (intermediate == null)
        return j; /* there is an edge from i to j, with no vertices between */
    else
        return getNextWayPoint(i, intermediate);
}

public MyMapNode getNodeWithIndex(int k) {
    //for testing purpose,this can be done faster
    for (int i = 0; i < map.length; i++) {
        for (int j = 0; j < map[0].length; j++) {
            if (map[i][j].index == k)
                return map[i][j];
        }
    }
    return null;
}

public void removeMapNode(MyMapNode m) {
    //for testing purpose,this can be done faster
    m.isFree = false;
    for (int i = 0; i < map.length; i++) {
        for (int j = 0; j < map[0].length; j++) {
            if (map[i][j].neighbours.contains(m)) {
                map[i][j].neighbours.remove(m);
            }
        }
    }
}

}

the Floyd-Warshall algorithm is designed to work on a graph so i create one where every node knows its neighbours (which are the nodes it is connected to).

I actually don't now where it goes wrong but it somehow does. but at least it looks like the initialization of the adjacency matrix works.

in the floydwarshall function i hoped to get the index of the next node in the next[][] but i only get null or 10/11;

So my question is what am i doing wrong or is my approach wrong at all? i hope someone can help me. if you need any further information please ask

p.S. sorry for my bad english ;)

1
Floyd-Warshall part of your algorithm is correct. You really don't need to do a cycle in getNodeWithIndex - there is a constant formula. You can make your code way shorter and less error-prone - Ivaylo Strandjev
am i right with the usage of the next array?like if i want the next from (0,0)(with index 0) to(1,1)(with index 11) i expect it to return (1,0)(with index 1) or (0,1)(with index 10) - brehmium
What you create is in fact prev array, not next array. So in the next array you in fact store the last vertex that will be visited when going for a to b , not the first one. I will put explanation in an answer in a short while. - Ivaylo Strandjev
thanks a lot you're really helping me out. btw by constant formula in getNodeWithIndex you meant something like this?:return map[k % CELLS_X][(int) k / CELLS_X]; - brehmium

1 Answers

1
votes

I don't have Java available but it seems like your initAdjacency() function is flawed. path[][] is of dimension [CELL_X * CELLS_Y][CELLS_X * CELLS_Y] while you're iterating over the dimensions of map which are [CELL_X][CELL_Y] so you're not setting all the elements without edges to the default value of 1000 and they end up being 0.

Try adding

for (int i = 0; i < CELLS_X * CELLS_Y; i++)
    for (int j = 0; j < CELLS_X * CELLS_Y; j++)
        path[i][j] = 1000;

to the beginning of the initAdjacency() function, before your loop, to initialize it properly.

You may also want to do

for (int i = 0; i < CELLS_X * CELLS_Y) path[i][i] = 0;

after that just in case, I'm not sure this affects the algorithm.