有没有办法提高这种迭代深化深度优先搜索的速度?目前每秒遍历 100 万个节点

问题描述

    private bool DLS(RubiksCube start,RubiksCube cube,int depth,int maxDepth,string t,bool end,int d)
    {
        switch (t[0])
        {
            default:
                current = Rotations;
                break;
            case 'R':
                current = R1;
                break;
            case 'L':
                current = L1;
                break;
            case 'F':
                current = F1;
                break;
            case 'B':
                current = B1;
                break;
            case 'U':
                current = U1;
                break;
            case 'D':
                current = D1;
                break;
        }

        if (Found(cube))
        {
            return true;
        }

        if (depth <= 0)
        {
            return false;
        }

        for(int a = 0; a < current.Length; a++)
        {
            count++;
            RotateCube(ref cube,current[a],false);
            if (DLS(start,cube,depth - 1,maxDepth,end,d + 1))
            {
                sequence += " " + current[a];
                return true;
            }
            else
            {
                RotateCube(ref cube,true);
            }
        }
        return false;
    }

    private void RotateCube(ref RubiksCube cube,string turn,bool reverse)
    {
        if (reverse)
        {
            switch (turn)
            {
                case "R":
                    cube.RP();
                    break;
                case "L":
                    cube.LP();
                    break;
                case "U":
                    cube.UP();
                    break;
                case "D":
                    cube.DP();
                    break;
                case "F":
                    cube.FP();
                    break;
                case "B":
                    cube.BP();
                    break;
                case "R'":
                    cube.R();
                    break;
                case "L'":
                    cube.L();
                    break;
                case "U'":
                    cube.U();
                    break;
                case "D'":
                    cube.D();
                    break;
                case "F'":
                    cube.F();
                    break;
                case "B'":
                    cube.B();
                    break;
                case "R2":
                    cube.RP();
                    cube.RP();
                    break;
                case "L2":
                    cube.LP();
                    cube.LP();
                    break;
                case "U2":
                    cube.UP();
                    cube.UP();
                    break;
                case "D2":
                    cube.DP();
                    cube.DP();
                    break;
                case "F2":
                    cube.FP();
                    cube.FP();
                    break;
                case "B2":
                    cube.BP();
                    cube.BP();
                    break;
            }
        }
        else
        {
            cube.LastMove = turn;
            switch (turn)
            {
                case "R":
                    cube.R();
                    break;
                case "L":
                    cube.L();
                    break;
                case "U":
                    cube.U();
                    break;
                case "D":
                    cube.D();
                    break;
                case "F":
                    cube.F();
                    break;
                case "B":
                    cube.B();
                    break;
                case "R'":
                    cube.RP();
                    break;
                case "L'":
                    cube.LP();
                    break;
                case "U'":
                    cube.UP();
                    break;
                case "D'":
                    cube.DP();
                    break;
                case "F'":
                    cube.FP();
                    break;
                case "B'":
                    cube.BP();
                    break;
                case "R2":
                    cube.R();
                    cube.R();
                    break;
                case "L2":
                    cube.L();
                    cube.L();
                    break;
                case "U2":
                    cube.U();
                    cube.U();
                    break;
                case "D2":
                    cube.D();
                    cube.D();
                    break;
                case "F2":
                    cube.F();
                    cube.F();
                    break;
                case "B2":
                    cube.B();
                    cube.B();
                    break;
            }
        }
    }
    //Executes a Rubiks cube R movement - Singmaster notation
    public void R()
    {
        UInt64 temp = matrix[5] & 1099511562240;
        matrix[3] = matrix[3] << 16 | matrix[3] >> 48;
        UInt64 temp1 = (matrix[2] & 18446462598732841215) << 32 | (matrix[2] & 18446462598732841215) >> 32;
        matrix[5] = temp1 + (matrix[5] & 18446742974197989375);
        temp1 = matrix[4] & 1099511562240;
        matrix[4] = temp + (matrix[4] & 18446742974197989375);
        temp = (matrix[0] & 1099511562240) >> 32 | (matrix[0] & 1099511562240) << 32;
        matrix[0] = temp1 + (matrix[0] & 18446742974197989375);
        matrix[2] = temp + (matrix[2] & 140737488355200);
    }

    private bool Found(RubiksCube cube)
    {
        switch (Group)
        {
            //Group 1 detects whether the edges are oriented correctly
            case 1:
                UInt64 bitmask = 65280;
                if (!Check((cube.Matrix[0] & bitmask) >> 8,(cube.Matrix[2] & 65280) >> 8)) { return false; }
                if (!Check((cube.Matrix[0] & (bitmask <<= 16)) >> 24,(cube.Matrix[3] & 65280) >> 8)) { return false; }
                if (!Check((cube.Matrix[0] & (bitmask <<= 16)) >> 40,(cube.Matrix[4] & 65280) >> 8)) { return false; }
                if (!Check((cube.Matrix[0] & (bitmask <<= 16)) >> 56,(cube.Matrix[1] & 65280) >> 8)) { return false; }

                bitmask = 65280;
                if (!Check((cube.Matrix[5] & bitmask) >> 8,(cube.Matrix[4] & 280375465082880) >> 40)) { return false; }
                if (!Check((cube.Matrix[5] & (bitmask <<= 16)) >> 24,(cube.Matrix[3] & 280375465082880) >> 40)) { return false; }
                if (!Check((cube.Matrix[5] & (bitmask <<= 16)) >> 40,(cube.Matrix[2] & 280375465082880) >> 40)) { return false; }
                if (!Check((cube.Matrix[5] & (bitmask <<= 16)) >> 56,(cube.Matrix[1] & 280375465082880) >> 40)) { return false; }

                if (!Check((cube.Matrix[4] & 2139095040) >> 24,(cube.Matrix[3] & 18374686479671623680) >> 56)) { return false; }
                if (!Check((cube.Matrix[4] & 18374686479671623680) >> 56,(cube.Matrix[1] & 2139095040) >> 24)) { return false; }
                if (!Check((cube.Matrix[2] & 2139095040) >> 24,(cube.Matrix[1] & 18374686479671623680) >> 56)) { return false; }
                if (!Check((cube.Matrix[2] & 18374686479671623680) >> 56,(cube.Matrix[3] & 2139095040) >> 24)) { return false; }
                return true;
            case 2:
                bitmask = 255;
                for(int x = 0; x < 4; x++)
                {
                    if (((cube.Matrix[0] & bitmask) >> (16 * x) != 6) && ((cube.Matrix[0] & bitmask) >> (16 * x) != 1)) { return false; }
                    if (((cube.Matrix[5] & bitmask) >> (16 * x) != 6) && ((cube.Matrix[5] & bitmask) >> (16 * x) != 1)) { return false; }
                    bitmask <<= 16;
                }
                for (int x = 0; x < 5; x += 2)
                {
                    if (!((cube.Matrix[x] & 65280) >> 8 == 5 || (cube.Matrix[x] & 65280) >> 8 == 1 || (cube.Matrix[x] & 65280) >> 8 == 6 || (cube.Matrix[x] & 65280) >> 8 == 3))
                    {
                        return false;
                    }
                    if (!((cube.Matrix[x] & 0xFF0000000000) >> 40 == 5 || (cube.Matrix[x] & 0xFF0000000000) >> 40 == 1 || (cube.Matrix[x] & 0xFF0000000000) >> 40 == 6 || (cube.Matrix[x] & 0xFF0000000000) >> 40 == 3))
                    {
                        return false;
                    }
                }
                if (!((cube.Matrix[5] & 65280) >> 8 == 5 || (cube.Matrix[5] & 65280) >> 8 == 1 || (cube.Matrix[5] & 65280) >> 8 == 6 || (cube.Matrix[5] & 65280) >> 8 == 3))
                {
                    return false;
                }
                if (!((cube.Matrix[5] & 0xFF0000000000) >> 40 == 5 || (cube.Matrix[5] & 0xFF0000000000) >> 40 == 1 || (cube.Matrix[5] & 0xFF0000000000) >> 40 == 6 || (cube.Matrix[5] & 0xFF0000000000) >> 40 == 3))
                {
                    return false;
                }
                return true;
            case 3:
                if (!Group3(cube.Matrix[0],1,6)) { return false; }
                if (!Group3(cube.Matrix[1],2,4)) { return false; }
                if (!Group3(cube.Matrix[2],3,5)) { return false; }
                return true;
            case 4:
                if(cube.Matrix[0] != solution.Matrix[0]) { return false; }
                if(cube.Matrix[1] != solution.Matrix[1]) { return false; }
                if(cube.Matrix[2] != solution.Matrix[2]) { return false; }
                return true;
        }
        return false;

尽管通过 Thistlethwaite 算法修剪和减少了分支因子,但这段代码似乎不够快,无法搜索魔方解。我尝试删除 Found() 方法,看看它是否会减慢执行速度,但它对性能的影响微不足道。

编辑:添加所有方法

解决方法

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