Added solution files
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ShortestTotalPath.sln
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25
ShortestTotalPath.sln
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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio Version 17
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VisualStudioVersion = 17.0.31808.319
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MinimumVisualStudioVersion = 10.0.40219.1
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ShortestTotalPath", "ShortestTotalPath\ShortestTotalPath.csproj", "{BC8B178D-A382-4AC9-9A96-BF1636B6D181}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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Release|Any CPU = Release|Any CPU
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{BC8B178D-A382-4AC9-9A96-BF1636B6D181}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{BC8B178D-A382-4AC9-9A96-BF1636B6D181}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{BC8B178D-A382-4AC9-9A96-BF1636B6D181}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{BC8B178D-A382-4AC9-9A96-BF1636B6D181}.Release|Any CPU.Build.0 = Release|Any CPU
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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EndGlobalSection
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GlobalSection(ExtensibilityGlobals) = postSolution
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SolutionGuid = {22471F52-251B-4504-9154-B4FF6B414C97}
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EndGlobalSection
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EndGlobal
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277
ShortestTotalPath/Program.cs
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ShortestTotalPath/Program.cs
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using System;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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namespace ShortestTotalPath
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{
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internal class Program
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{
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static void Main(string[] args)
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{
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Graph g = new();
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const int V = 10;
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List<Node> nodes = new();
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// Use random numbers, but with a controlled seed (tests are repeatable)
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Random rand = new(2);
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// Create the nodes
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for (int i = 0; i < V; i++)
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{
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Node newNode = new(i.ToString());
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g.Nodes.Add(newNode);
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nodes.Add(newNode);
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}
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// Create the links between nodes
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for (int i = 0; i < V; i++)
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{
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for (int j = 0; j < V; j++)
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{
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if (i != j)
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{
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if (nodes[j].Children.TryGetValue(nodes[i], out double value))
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{
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nodes[i].Children.Add(nodes[j], value);
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}
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else
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{
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nodes[i].Children.Add(nodes[j], 0.5 + rand.NextDouble() * 10);
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}
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}
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}
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}
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// Take an approximate start time
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DateTime start = DateTime.Now;
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Algorithm a = new Algorithm();
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Node n = a.Run(nodes[0], g);
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DateTime end = DateTime.Now;
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Console.WriteLine((end - start).TotalSeconds.ToString("N3"));
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Console.Write("Path: ");
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for (int i = 0; i < n.TraversedNodes.Count; i++)
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{
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Console.Write(n.TraversedNodes[i].Name);
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if (i == n.TraversedNodes.Count - 1)
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{
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Console.WriteLine();
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}
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else
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{
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Console.Write(" -> ");
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}
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}
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Console.ReadLine();
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}
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class Algorithm
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{
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/// <summary>
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/// Takes a graph, and the <paramref name="source"/> node, and returns the resulting node that contains the shortest path
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/// through every node in <paramref name="g"/> (<paramref name="g"/> must be undirected)<br />
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/// The resulting node contains an ordered list of traversed nodes and the total cost
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/// </summary>
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/// <param name="source"></param>
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/// <param name="g"></param>
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/// <returns></returns>
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public Node Run(Node source, Graph g)
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{
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// Keep track of the node to return
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Node shortestVisitors = null;
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// Create a queue of nodes.
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// As we must always select the lowest cost node (+ heuristic)
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// This must be O(n) traversed every iteration
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Dictionary<Node, double> queue = new();
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// Add our source node to the queue
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queue.Add(source, 0);
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// While the queue still has nodes, expand them
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while (queue.Count > 0)
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{
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// Pop the smallest node, including the heuristic from the queue
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Node poppedNode = PopShortest(queue);
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// If the node has visted nodes
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if (poppedNode.TraversedNodes != null)
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{
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// See if the node's traversed nodes contains all nodes in the graph
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bool trueForAll = true;
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foreach (var item in g.Nodes)
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{
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if (!poppedNode.TraversedNodes.Contains(item))
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{
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// A node was missing, so don't bother expanding any further
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trueForAll = false;
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break;
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}
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}
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if (trueForAll)
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{
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// The popped node traverses every node,
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// Don't bother expanding any more nodes in the queue
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shortestVisitors = poppedNode;
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break;
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}
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}
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// Add children to the queue
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foreach (Node child in poppedNode.Children.Keys)
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{
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// Check if the last four traversed nodes form a pattern, and our target node is one of those two nodes
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// If so, don't queue this node for further expansion, as we're stuck in a local loop until the cost exceeds
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// other calculated costs
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if (poppedNode.IsInPattern() && (poppedNode.TraversedNodes[^2] == child || poppedNode.TraversedNodes[^1] == child))
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{
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// If the node would cause us to enter a local loop, disregard it
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continue;
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}
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// Skip the parent node, unless it would be the last node we can expand (i.e., don't do a two-node loop)
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if (child != poppedNode.ParentNode || (queue.Count == 0 && poppedNode.Children.Count == 1))
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{
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// Create a child node that is a copy of the current child, and set the total distance to the
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// current total length of n + the length to the child
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double length = poppedNode.TotalTraversedLength + poppedNode.Children[child];
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Node qNode = new(child, poppedNode, length);
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// A admissible (never over-estimates) heuristic is largest distance to an un-traversed node from our current node.
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qNode.LocalHeuristic = poppedNode.FarthestUnvisitedNodeDistance();
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// Add the node to the queue
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queue.Add(qNode, length);
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}
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}
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}
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return shortestVisitors;
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}
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/// <summary>
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/// Searches the dictionary for the <see cref="Node"/> with the shortest path-length + the heuristic estimate to the end goal.
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/// </summary>
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/// <param name="queue"></param>
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/// <returns></returns>
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Node PopShortest(Dictionary<Node, double> queue)
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{
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Node shortest = null;
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double length = double.MaxValue;
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// Most application processing time is spent in this loop, although it is only O(n);
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// This is because the saturated n^2 graph (every node has n connections) results in O(b^d) items in the queue
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// We could reduce this to O(1), at the cost of longer insertion times, when sorting added items immediately.
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// Another approach is to run simultaneous comparisons on chunks of data, i.e. break the queue into two-or-more
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// sections and find the lowest of each section, then grab the overall lowest, but this requires additional
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// time to establish the required threads. For graphs > rank of 10, that may be a better approach
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foreach (Node n in queue.Keys)
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{
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// Compare Length plus heuristic to the current shortest length
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if (shortest is null || n.TotalTraversedLength + n.LocalHeuristic < length)
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{
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// new shortest found, replace the current shortest values
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shortest = n;
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length = n.TotalTraversedLength;
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}
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}
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// Remove the node from the queue
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queue.Remove(shortest);
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return shortest;
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}
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}
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/// <summary>
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/// A graph is just a collection of Nodes (and any helper functions)
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/// As nodes are usually only read, keep them in a Set, which provides O(1) lookup time
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/// (We can find a specific node nearly instantly)<br />
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/// See <seealso cref="Node"/>.
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/// </summary>
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class Graph
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{
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public HashSet<Node> Nodes { get; set; } = new HashSet<Node>();
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}
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/// <summary>
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/// A node represents a vertex in a graph.<br />
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/// At a minimum, the node only requires the Children to be set (which is the nodes this node is connected to, and their cost)<br />
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/// For this algorithm, we have additional requirements:<br />
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/// <list type="bullet">
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/// <item>
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/// <description>A node must keep track of its traversed nodes, and the traversed cost</description>
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/// </item>
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/// <item>
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/// <description>It must provide a means to store a heuristic value</description>
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/// </item>
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/// <item>
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/// <description>Each duplicated node <b>must be</b> unique</description>
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/// </item>
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/// <item>
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/// <description>A reference to the fundamental (i.e., non-duplicant) parent is required to do loop checks</description>
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/// </item>
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/// </list>
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/// The heuristic function used is the distance to the farthest non-traversed node
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/// </summary>
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class Node
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{
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public string Name { get; set; }
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public Node ParentNode { get; set; }
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public double TotalTraversedLength { get; set; } = 0;
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public double LocalHeuristic { get; set; } = 0;
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public Dictionary<Node, double> Children { get; set; } = new();
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public List<Node> TraversedNodes { get; set; } = new List<Node>();
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/// <summary>
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/// Creates a new node, based on the provided name
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/// </summary>
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/// <param name="name"></param>
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public Node(string name)
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{
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Name = name;
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TraversedNodes.Add(this);
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}
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/// <summary>
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/// Create a deep-copy (excluding children) of the provided source node, using the provided cost
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/// </summary>
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/// <param name="source"></param>
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/// <param name="parent"></param>
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/// <param name="cost"></param>
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public Node(Node source, Node parent, double cost)
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{
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ParentNode = parent;
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Name = source.Name;
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TotalTraversedLength = cost;
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TraversedNodes = new(parent.TraversedNodes);
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TraversedNodes.Add(source);
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Children = source.Children;
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}
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/// <summary>
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/// Pretty-ify the debug output
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/// </summary>
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/// <returns></returns>
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public override string ToString()
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{
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return $"{Name} : {GetHashCode()}";
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}
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/// <summary>
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/// Get the farthest distance to a node that has not been traversed (this is the minimal solution distance, and is always admissible)
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/// </summary>
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/// <returns></returns>
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public double FarthestUnvisitedNodeDistance()
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{
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double max = 0;
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foreach (KeyValuePair<Node, double> child in Children)
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{
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if (child.Value > max && !TraversedNodes.Contains(child.Key))
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{
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max = child.Value;
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}
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}
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return max;
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}
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/// <summary>
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/// Detect loop patterns, so that an affected tree is expanded no further
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/// </summary>
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/// <returns></returns>
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public bool IsInPattern()
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{
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if (TraversedNodes.Count < 4)
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{
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return false;
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}
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if (TraversedNodes[^1] == TraversedNodes[^3] && TraversedNodes[^2] == TraversedNodes[^4])
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{
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return true;
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}
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else return false;
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}
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}
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}
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}
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ShortestTotalPath/ShortestTotalPath.csproj
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8
ShortestTotalPath/ShortestTotalPath.csproj
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<OutputType>Exe</OutputType>
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<TargetFramework>net5.0</TargetFramework>
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</PropertyGroup>
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</Project>
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