What is wrong with this custom "path finding" algo? - java

(I hope this is not a duplicate as the many questions I came into do not fit my need)
I'm developping a 2D grid based game with 2 players with grid. There are two players: blue and red, each one places a stone in cells. So I want to find a path passing throught all cells with the same color back to the starting point, BUT ONLY if there is at least ONE cell that contains opponent's stone.
From the screenshot above: The red stones here in the upper right do not form a valid path. And those in the center are not forming a path neither even though that should be one.
I'm able to find a path but it is somehow broken, it doesn't work as expected.
EDIT:
Pather class
public class Pather {
private static final int MIN_PATH_LENGTH = 3;
public enum Neighbor{
UP_RIGHT(0,1,-1),
RIGHT(1,1,0),
DOWN_RIGHT(2,1,1),
DOWN(3,0,1),
DOWN_LEFT(4,-1,1),
LEFT(5,-1,0),
UP_LEFT(6,-1,-1),
UP(7,0,-1);
public int index, x, y;
Neighbor(int index, int x, int y){
this.index = index;
this.x = x;
this.y = y;
}
}
private static Neighbor[] neighbors = Neighbor.values();
public static ArrayList<Path> findPaths(Stone[][] gameBoard){
ArrayList<Path> paths = new ArrayList<>();
ArrayList<Point> checkedPoints = new ArrayList<>();
for (int i = 0; i < gameBoard.length ; i++) {
for (int j = 0; j < gameBoard[0].length; j++) {
if(gameBoard[i][j] != null){
//set the origin of a potential new path
ArrayList<Point> potentialPath = new ArrayList<>();
Point origin = new Point (i,j);
if(!checkedPoints.contains(origin)) {
potentialPath.add(origin);
checkedPoints.add(origin);
potentialPath = findPath(gameBoard, i, j, potentialPath, gameBoard[i][j].getPaint(), checkedPoints, Neighbor.RIGHT.index); //Changed from Neighbor.DOWN.index
if (potentialPath != null) {
paths.add(new Path(potentialPath, gameBoard[i][j].getPaint()));
}
}
}
}
}
return paths;
}
private static ArrayList<Point> findPath(Stone[][] gameBoard, int x, int y, ArrayList<Point> path, Paint color, ArrayList<Point> checkedPoints, int cameFrom){
int startClockwiseScanAtDirection = cameFrom + 5;
for (int i = startClockwiseScanAtDirection; i < startClockwiseScanAtDirection + 7; i++) {
// avoid ArrayIndexOutOfBounds
if(x+neighbors[i%8].x < 0 || y+neighbors[i%8].y < 0 || x+neighbors[i%8].x >= gameBoard.length || y+neighbors[i%8].y >= gameBoard[0].length)
continue;
// check if there's a stone that matches the current stone, we're scanning around
if(gameBoard[x+neighbors[i%8].x][y+neighbors[i%8].y] != null && gameBoard[x+neighbors[i%8].x][y+neighbors[i%8].y].getPaint() == color){
// found one
Point nextStone = new Point(x+neighbors[i%8].x,y+neighbors[i%8].y);
// is the point we just found the origin of the path?
if(nextStone.equals(path.get(0)) && path.size() > MIN_PATH_LENGTH) { //This seems to prevent drawing a path when we have less stone to form a path with
path.add(nextStone);
checkedPoints.add(nextStone);
return path;
}
// otherwise if it's already part of the path ignore it
if (path.contains(nextStone)) {
continue;
}
// else add it to the path and keep going
path.add(nextStone);
checkedPoints.add(nextStone);
// recurse on the next stone in the path
ArrayList<Point> newPath = findPath(gameBoard,x+neighbors[i%8].x, y+neighbors[i%8].y, path, color, checkedPoints, i%8);
if (newPath == null){
// didn't find a way to continue, so backtrack
path.remove(path.size()-1);
} else {
// we have a completed path to return
return newPath;
}
}
}
return null;
}
}
Path class
public class Path {
public Paint getColor() {
return color;
}
public void setColor(Paint color) {
this.color = color;
}
public ArrayList<Point> getCoordinateList() {
return coordinateList;
}
public void setCoordinateList(ArrayList<Point> coordinateList) {
this.coordinateList = coordinateList;
}
private ArrayList<Point> coordinateList;
private Paint color;
public Path(ArrayList<Point> coordinatePath, Paint color){
this.coordinateList = coordinatePath;
this.color = color;
}
#Override
public String toString() {
return coordinateList.toString();
}
}
Here some case test:
Called in the MainActivity's onCreate():
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
gameGrid = findViewById(R.id.gameGrid);
bluePaint = new Paint(Paint.ANTI_ALIAS_FLAG);
bluePaint.setStyle(Paint.Style.FILL_AND_STROKE);
bluePaint.setColor(Color.BLUE);
redPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
redPaint.setStyle(Paint.Style.FILL);
redPaint.setColor(Color.RED);
bgrBluePaint = new Paint(Paint.ANTI_ALIAS_FLAG);
bgrBluePaint.setStyle(Paint.Style.STROKE);
bgrBluePaint.setStrokeWidth(bgrStrokeWdth);
bgrBluePaint.setColor(Color.BLUE);
bgrRedPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
bgrRedPaint.setStyle(Paint.Style.STROKE);
bgrRedPaint.setStrokeWidth(bgrStrokeWdth);
bgrRedPaint.setColor(Color.RED);
bluePlayer = new Stone(1,bluePaint, bgrBluePaint);
redPlayer = new Stone(2, redPaint, bgrRedPaint);
gameBoard = new Stone[100][100];
gameBoard[47][47]= redPlayer;
gameBoard[46][47]= bluePlayer;
gameBoard[44][48]= redPlayer; //REDs form a path when you place this stone in the last positioon
gameBoard[44][49]= redPlayer;
gameBoard[45][47]= redPlayer;
gameBoard[45][48]= bluePlayer;
gameBoard[45][49]= bluePlayer;
gameBoard[45][50]= redPlayer;
gameBoard[46][50]= bluePlayer;
gameBoard[46][49]= redPlayer;
gameBoard[46][48]= redPlayer;
gameBoard[47][50]= bluePlayer;
gameBoard[47][48]= bluePlayer;
gameBoard[47][49]= redPlayer;
gameBoard[48][50]= redPlayer;
gameBoard[48][49]= redPlayer;
gameBoard[48][48]= redPlayer;
gameBoard[49][50]= bluePlayer;
gameBoard[48][51]= redPlayer;
gameBoard[44][50] = bluePlayer;
ArrayList<Path> paths = Pather.findPaths(gameBoard);
gameGrid.setPaths(paths);
gameGrid.setGameBoard(gameBoard);
}
Placing stones at the following positions clears the path:
//Adding the following deletes the path
gameBoard[43][50] = redPlayer; //Adding this one in last position clears the path
gameBoard[45][51] = redPlayer;
I need to figure out how to make a condition that check for an opponent nearby first then validate the path.
EDIT 2:
Stone.java
public class Stone{
private int _player;
private Paint _paint, _bgrPaint;
public Stone(int player, Paint paint, Paint bgrPaint){
_player = player;
_paint = paint;
_bgrPaint = bgrPaint;
}
public int getPlayer() {
return _player;
}
public Paint getPaint() {
return _paint;
}
public Paint get_bgrPaint() {
return _bgrPaint;
}
}
Point.java
public class Point {
int x, y;
public Point(int x, int y){
this.x = x;
this.y = y;
}
#Override
public boolean equals(Object point) {
return this.x == ((Point) point).x && this.y == ((Point) point).y;
}
#Override
public String toString() {
return "("+x+","+y+")";
}
}
Screenshoot of what a valid path should look

A more-or-less standard way to approach this kind of problem is a "sweep line" algorithm. For simplicity, say we're looking for blue paths wrapping red points.
(You can process red paths wrapping blue points at the same time or in a second pass, but you can work that out later.)
You can search for "sweep line algorithm" to see how they work in related applications. The Wikipedia page isn't bad.
For this problem, the sweep line is a set of y-intervals. It's initialized using the leftmost (least x) blue point(s). It gets one interval for each vertically adjacent set of blue points. Each interval represents a vertical slice through a potential blue polygon.
The rest of the algorithm is to design the rules needed to update the scan line when it is moved one position to the right, incrementing x. This will be a matter of updating each interval. When a step finds a disconnected set of vertically adjacent points, a new interval is added. In some cases, intervals will "die out" because the potential polygon boundary dead-ends (think of a C shape). In other cases, they will "merge" because, at the corresponding x-coordinate, there is a set of 1 or more vertically adjacent connecting points. In still other cases, the polygon will complete successfully with a final set of 1 or more vertically adjacent points.
The details will be fiddly, but not hard to work out by case analysis.
To trace successful polygons, intervals can include two chains of preceding points: the upper and lower polygon boundaries.
The last consideration is whether a successfully closed polygon encloses at least one red point. But this is easy. If for any x-coordinate, the interval representing a polygon bracketed a red point, then the answer is yes. This can be recorded as an initially false boolean maintained in the interval, which is set true every time such a red point is seen. When a polygon is successfully closed, check the flag to see whether it should be used or not.
All the above can be made efficient for very large grids by using suitable data structures: interval trees for example. But if the grid is comparatively small, it should be fine to use simple lists. At any rate, consider prototyping it with a list for the sweep line first first and optimize with more complicated data structures later if needed.

As I wrote in my comments, without mvce it is very hard to offer detailed help.
From what I see in the code I figure you are trying to map all cyclic single-color paths on the board.
I made some documented changes in the code, hoping (without being able to properly check it) that it may help you improve your code.
Note that as Stone class was not posted, I changed the representation of the board to int[][]
import java.awt.Point;
import java.util.ArrayList;
import java.util.HashSet;
import java.util.List;
import java.util.Set;
public class Phather {
private static final int RED = 2, BLUE = 1;
private static final int MIN_PATH_LENGTH = 3;
public enum Neighbor{
UP_RIGHT ( 1,-1),
RIGHT ( 1, 0),
DOWN_RIGHT( 1, 1),
DOWN ( 0, 1),
DOWN_LEFT (-1, 1),
LEFT (-1, 0),
UP_LEFT (-1,-1),
UP ( 0,-1);
int x, y;
Neighbor(int x, int y){
this.x = x;
this.y = y;
}
}
public static Set<Path> findPaths(int[][] gameBoard){
//use set to prevent duplicate paths
Set<Path> paths = new HashSet<>();
for (int x = 0; x < gameBoard.length ; x++) {
for (int y = 0; y < gameBoard[0].length; y++) {
//note that array indexes are [y][x] while point arguments are x,y
if(gameBoard[y][x] != 0){
//use set to prevent duplicate elements. initialize it to allow for
//overlapping paths (paths that contain some shared points)
Set<Point> checkedPoints = new HashSet<>();
//set the origin of a potential new path
ArrayList<Point> potentialPath = new ArrayList<>();
Point origin = new Point (x,y);
if(checkedPoints.add(origin)) { //add returns false if duplicate
potentialPath.add(origin);
potentialPath = findPath(gameBoard, x, y, potentialPath, checkedPoints);
if (potentialPath != null) {
paths.add(new Path(potentialPath, gameBoard[y][x]));
}
}
}
}
}
return paths;
}
private static ArrayList<Point> findPath(int[][] gameBoard, int x, int y,
ArrayList<Point> path, Set<Point> checkedPoints){
int color = gameBoard[y][x]; //no need for color as argument. get from stone
for(Neighbor neighbor : Neighbor.values()) {
int neighborX = x + neighbor.x, neighborY = y + neighbor.y;
// avoid ArrayIndexOutOfBounds
//todo: refactor to method isValidAddress(x,y,maxX, maxY)
if((neighborX < 0) || ( neighborY < 0) || (neighborY >= gameBoard.length)
|| (neighborX >= gameBoard[0].length)) {
continue;
}
// check if there's a stone that matches the current stone, we're scanning around
if((gameBoard[neighborY][neighborX] != 0) && (gameBoard[neighborY][neighborX] == color)){
// found one
Point nextStone = new Point(neighborX,neighborY);
// is the point we just found the origin of the path ?
if(nextStone.equals(path.get(0)) && (path.size() > MIN_PATH_LENGTH)) {
path.add(nextStone); //do you want it in path twice ?
//checkedPoints.add(nextStone); //if added to path before, it is already in checkedPoints
return path;
}
// otherwise if it's already part of the path ignore it
if (path.contains(nextStone)) {
continue;
}
// else add it to the path and keep going
path.add(nextStone);
checkedPoints.add(nextStone);
// recurse on the next stone in the path
ArrayList<Point> newPath = findPath(gameBoard, neighborX, neighborY, path, checkedPoints);
if (newPath == null){
// didn't find a way to continue, so backtrack
path.remove(path.size()-1);
} else {
// we have a completed path to return
return newPath;
}
}
}
return null;
}
}
class Path {
private ArrayList<Point> coordinateList;
private int color;
Path(ArrayList<Point> coordinatePath, int color){
coordinateList = coordinatePath;
this.color = color;
}
int getColor() { return color; }
#Override
public String toString() {
return coordinateList.toString();
}
List<Point> getPoints() { return coordinateList; }
int size() { return coordinateList.size(); }
#Override
public boolean equals(Object p){
if (p == this) { return true; }
if (p == null) { return false;}
if (!(p instanceof Path)) {return false; }
Path path = (Path)p;
return getPoints().containsAll(path.getPoints())
&& path.getPoints().containsAll(getPoints());
}
}

Related

MiniMax chess algoritm returns bad moves

I'm having problems with my implementation of the MiniMax algoritm for my chess game. Most parts of it seems to work, but it either never makes the good moves or something is wrong with the evaluation (score based of both players active pieces) of them.
For example if I set up check (fool's mate for example) the ai does something random instead of killing the king. I really can't pin out what I'm doing wrong.
The class that evaluates the board, StandardBoardEvaluator, seems to work after some testing, so the problem is most likely somewhere within the MiniMax implementation. The game is made up from a class Board, which has and 2D array with 8x8 objects of my own class Square, which in itself has a reference to an Piece (that can be null, or any of the typical chess pieces).
In the algoritm i constantly makes new Board instances as going down the searchthree, which is why i made these "deep clone" constructors in Board and Square, so that does not seem to be the problem. Like this:
public Board(Board originalBoard) {
this.turnIsWhite = originalBoard.getTurnIsWhite();
winner = null;
squares = new Square[8][8];
for (int rank=0; rank<squares.length; rank++) {
for(int file=0; file<squares[rank].length; file++) {
squares[rank][file] = new Square(originalBoard.getSquare(posStringFromFileRank(rank, file)));
}
}
}
AND
public Square(Square originalSquare) {
this.pos = new String(originalSquare.getPos());
this.piece = originalSquare.getPiece();
}
I have an typical command class, MovePiece, for moving pieces. This uses another class, MoveCheck, to check if the move command is legal. MovePiece returns a boolean representing if the move is legal. Both these classes have been heavily tested and are working, so I don't think the problem is within these classes.
Here is the algoritm:
public class MiniMax implements MoveStrategy{
BoardEveluator bV;
MoveGenerator mGen;
int depth;
public MiniMax(int depth){
bV = new StandardBoardEvaluator();
mGen = new MoveGenerator();
this.depth = depth;
}
#Override
public MovePiece execute(Board board) {
MovePiece bestMove = null;
int lowestValue = Integer.MAX_VALUE;
int highestValue = Integer.MIN_VALUE;
int currentValue = 0;
String color = (board.getTurnIsWhite() ? "white" : "black");
System.out.println(color + " is evaluation best move with MiniMax depth " + depth);
List<MovePiece> allPossibleMoves = mGen.getLegalMoves(board, board.getTurnIsWhite());
for (MovePiece mp : allPossibleMoves){
Board tempBoard = new Board(board);
mp.setBoard(tempBoard);
if (mp.execute()){
currentValue = tempBoard.getTurnIsWhite() ? min(tempBoard, depth -1) : max(tempBoard, depth -1);
if (board.getTurnIsWhite() && currentValue >= highestValue){
highestValue = currentValue;
bestMove = mp;
}
else if (!board.getTurnIsWhite() && currentValue <= lowestValue){
lowestValue = currentValue;
bestMove = mp;
}
mp.unexecute();
}
}
return bestMove;
}
int min (Board board, int depth){
if (depth == 0 || board.getWinner() != null){
return bV.eveluate(board);
}
int lowestValue = Integer.MAX_VALUE;
List<MovePiece> legalMoves = mGen.getLegalMoves(board, board.getTurnIsWhite());
for (MovePiece mp : legalMoves){
Board tempBoard = new Board(board);
mp.setBoard(tempBoard);
if (mp.execute()){
int currentValue = max(tempBoard, depth - 1);
if (currentValue <= lowestValue){
lowestValue = currentValue;
}
mp.unexecute();
}
}
return lowestValue;
}
int max (Board board, int depth){
if (depth == 0 || board.getWinner() != null){
return bV.eveluate(board);
}
int highestValue = Integer.MIN_VALUE;
List<MovePiece> legalMoves = mGen.getLegalMoves(board, board.getTurnIsWhite());
for (MovePiece mp : legalMoves){
Board tempBoard = new Board(board);
mp.setBoard(tempBoard);
if (mp.execute()){
int currentValue = min(tempBoard, depth - 1);
if (currentValue >= highestValue){
highestValue = currentValue;
}
mp.unexecute();
}
}
return highestValue;
}
And the evalutor class
public class StandardBoardEvaluator implements BoardEveluator {
private int scorePlayer(Board board, boolean isWhite){
return pieceValue(board, isWhite) + mobolity(isWhite, board);
}
private int mobolity(boolean isWhite, Board board){
return (int) (board.getActiveSquares(isWhite).size() * 1.5);
}
private static int pieceValue(Board board, boolean isWhite){
int piceValueScore = 0;
for (Square square : board.getActiveSquares(isWhite)){
piceValueScore += square.getPiece().getPieceValue();
}
return piceValueScore;
}
#Override
public int eveluate(Board board) {
return scorePlayer(board, true) - scorePlayer(board, false);
}
}
Here is the MovePiece class:
private Square from;
private Square to;
private Board board;
private MoveCheck mCheck;
private RulesCheck rCheck;
private boolean done = false;
private Piece killed;
public MovePiece(Board board, String from, String to) {
this.board = board;
this.from = board.getSquare(from);
this.to = board.getSquare(to);
mCheck = new MoveCheck();
}
public MovePiece(Board board, Square from, Square to) {
this.board = board;
this.from = from;
this.to = to;
mCheck = new MoveCheck();
rCheck = new RulesCheck(board);
}
public void setBoard(Board board) {
this.board = board;
}
public Board getBoard() {
return board;
}
public Square getFrom() {
return from;
}
public Square getTo() {
return to;
}
public void setFrom(Square from) {
this.from = from;
}
public void setTo(Square to) {
this.to = to;
}
public void setFrom(String from) {
this.from = board.getSquare(from);
}
public void setTo(String to) {
this.to = board.getSquare(to);
}
#Override
public boolean execute() {
rCheck = new RulesCheck(board);
if (done) {
board.movePiece(from, to);
return true;
}
else if (mCheck.isLegal(board, from, to)){
if (to.getPiece() != null) {
killed = to.getPiece();
rCheck.winCheck(killed);
}
board.setGameOutput("Moved " + from.pieceToString() + " at " + from.getPos() + " - to " + to.getPos() + "(" + to.pieceToString() + ")");
board.movePiece(from, to);
rCheck.checkPromotion(to);
done = true;
return true;
}
return false;
}
#Override
public void unexecute() {
if (to.getPiece().getClass() == Pawn.class)
((Pawn) to.getPiece()).decreaseMoves();
board.movePiece(to, from);
if (killed != null) {
to.setPiece(killed);
}
}
The MoveCheck class merely looks if the move is legal for the piece (path is clear, target is an enemy or empty and so on), don't think it's relevant for my problem since the code is tested and works.
The piece value is declared as an int in the subclasses (all the types of pieces) of the abstract class Piece. 100 points for a pawn, 300 for bishop and knight, 500 for rook, 900 for queen and 10 000 for the king.
If anyone could help me figure out the problem i would be eternally grateful! Please let me know if you need to se some other code i haven't showed.
You haven't shared the MovePiece implementation neither the main game loop, but I indentified two possible problems inside MiniMax.execute method:
currentValue = tempBoard.getTurnIsWhite() ? min(tempBoard, depth -1) : max(tempBoard, depth -1)
According to the above code, you are assuming that the MinMax player will always be black, as it evaluates min for white and max for black. For a generic algorithm this is a wrong assumption, don't know if it works for you though.
Second thing is after calling mp.execute() and assigning bestMove = mp you call mp.unexecute(), so effectively call bestMove.unexecute() since the variables point to the same object.
Please consider the suggestions above and if it does not fix the problem, share the abovementioned implementation pieces.

How can I make a recursion back-track over itself?

I'm having an issue and I'm not certain if it's recursion-based. I created a GUI maze that solves itself but the curser jumps over any recursion-traveled square instead of re-traveling the square. Even though it ultimately finds the goal, I want to show it's entire path but I can't stop the curser from jumping around.
I'm using Runnable to track the maze in real-time so I can see it bounce but without the recursion-travel keeping it bound, the recursive functions cease to work (it just bounces back and forth which, again, I don't quite understand.) I started java about three months ago in an accelerated program so I'm not sure if the issue is my understanding of recursion, or a simple addition to a method, or if I'll have to rewrite a large portion of code.
I included the whole code just in case but really it's an issue that's within the travel method or the visited method. Would the answer be to write an entirely new method that re-travels the changed "visited" string maze? I've been struggling with this for a bit and I just need some direction toward an answer.
import java.awt.*;
import javax.swing.*;
class extraCreditMaze extends JPanel implements Runnable { //uses Runnable to execute jPanel
private String [][] ratMaze = //string maze
{{"blocked","blocked","blocked","blocked","blocked","blocked","blocked","blocked"},
{"blocked","open","blocked","blocked","blocked","blocked","blocked","blocked"},
{"blocked","open","open","open","open","open","open","blocked"},
{"blocked","blocked","open","blocked","open","blocked","open","blocked"},
{"blocked","blocked","open","blocked","open","blocked","open","goal"},
{"blocked","open","open","open","blocked","open","open","blocked"},
{"blocked","blocked","blocked","open","open","open","blocked","blocked"},
{"blocked","blocked","blocked","blocked","blocked","blocked","blocked","blocked"}};
final private int SquareSize = 15;
final private int BoardSize = 17;
private boolean free = false;
int axisX = 1, axisY = 1;
public void paintComponent(Graphics color) //paint components for char
{
super.paintComponent(color);
for(int row = 0; row < ratMaze.length; row++)
{
for(int col = 0; col< ratMaze.length; col++)
{
if(row==axisX && col==axisY) //traveling curser = blue
{
color.setColor(Color.blue);
color.fillOval(col*15,row*15,15,15);
}
else if(ratMaze[row][col]=="blocked") //empty = black
{
color.setColor(Color.black);
color.fillRect(col*SquareSize,row*SquareSize,BoardSize,BoardSize);
}
else if(ratMaze[row][col]=="goal")
{
color.setColor(Color.red); //goal = red
color.fillOval(col*15,row*15,15,15);
}
else if(ratMaze[row][col]=="visited")
{
color.setColor(Color.green); //path traveled = green
color.fillOval(col*15,row*15,15,15);
}
else
{
color.setColor(Color.white); //empty space = white
color.fillRect(col*SquareSize,row*SquareSize,BoardSize,BoardSize);
}
}
}
}
public void run () //starts run at (1,1)
{
travel(1,1);
}
public boolean goal(int x, int y){ //method to check goal (true/false)
if(ratMaze[x][y]=="goal")
return true;
else
return false;
}
public void changedVisited(int x, int y) //method to change traveled
{
ratMaze[x][y] = "visited";
axisX = x;
axisY = y;
}
public boolean boundaries(int x, int y) //check boundaries
{
if(ratMaze[x][y]=="blocked")
return true;
else
return false;
}
public boolean visited(int x, int y) //check if visited
{
if(ratMaze[x][y]=="visited")
return true;
else
return false;
}
private void travel(int x, int y)
{
if(boundaries(x,y)) //makes sure it's within bounds
return;
if(visited(x,y)) //makes sure it hasn't already been visited
return;
if(goal(x,y)) //checks if it's the goal/changes boolean
{
free = true;
JOptionPane.showMessageDialog(this, "You did it, Dr. Cui!"); //fun message!
}
if(!free) //all recursion functions if free=false
{
changedVisited(x,y); //changes traveled block to "visited"
repaint(); //repaints visited
try {Thread.sleep(300); } catch (Exception e) { }//slows down the traveling curser
//I do not understand catch (Exception e)
travel(x-1,y); //recursive travel functions
travel(x+1,y);
travel(x,y-1);
travel(x,y+1);
}
}
}
public class runExtraCreditMaze {
public static void main (String [] args) { //JFrame panel and perimeters
JFrame output = new JFrame();
output.setSize(115, 150);
output.setTitle("The Rat Maze");
output.setLocationRelativeTo(null);
extraCreditMaze Maze = new extraCreditMaze();
output.setContentPane(Maze);
output.setVisible(true);
Thread runnable = new Thread(Maze); //Creates Runnable thread for Maze object
runnable.start(); //Starts Runnable thread of Maze object
}
}
Problem is, as you wrote with the "visited". You are missing an decision tree on what to do, when there is no valid move and you are not in the goal. You will need to allow your rat to back track itself. You will probably need to "free" the visited cells when returning from no valid move.
I will try to add some code samples when I get to IDE :)
update: this is very badly written, and it is a bit lagging. but it should work. It needs a bit of cleaning and verification... I reused your boolean variable, which is bad .. :) and switched the true/false. I will do a bit of cleaning up tomorrow just to leave a nicer answer, but I think you will manage to understand what is going on.
update2:I have cleaned it a bit. Important lessons here are as follows:
1) backtracking needs to be done when all 4 steps fails. When your rat have nowhere to go, you need to disqualify the cell from your shortest path (ratMaze[x][y]="open")
2) You need to change position of your rat, when you return from recursion call, but before you continue with next step into. You will also need to let your program know that you are returning from recursion (thus the isBacktracking)
private void repaintMaze(int x, int y) {
changedVisited(x, y); //changes traveled block to "visited"
repaint(); //repaints visited
isBacktracking = false;
try {
Thread.sleep(500);
} catch (Exception e) {
}
}
private boolean travel(int x, int y) {
if (goal(x, y)) //checks if it's the goal/changes boolean
{
JOptionPane.showMessageDialog(this, "You did it, Dr. Cui!");//fun message!
return true;
}
if (boundaries(x, y) || visited(x, y)) //makes sure it's within bounds
return false;
repaintMaze(x, y);
boolean result; //recursive travel functions
result = travel(x - 1, y);
if (result) {
return true;
}
if (isBacktracking) {
repaintMaze(x, y);
}
result = travel(x + 1, y);
if (result) {
return true;
}
if (isBacktracking) {
repaintMaze(x, y);
}
result = travel(x, y - 1);
if (result) {
return true;
}
if (isBacktracking) {
repaintMaze(x, y);
}
result = travel(x, y + 1);
if (result) {
return true;
}
if (isBacktracking) {
repaintMaze(x, y);
}
ratMaze[x][y] = "open";
isBacktracking = true;
return false;
}
you should also add exit on close to your JFrame :) It will stop the application once you click the X button on the window itself
output.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);

Changing classic code to functional

I have the following portion of ugly (but working) code for checking if fields on a chessboard are vacant:
if (abs(xDst - xSrc) == abs(yDst - ySrc)) {
boolean backslashMove = xSrc < xDst && ySrc > yDst || xSrc > xDst && ySrc < yDst;
if (backslashMove) {
int y = max(ySrc, yDst) - 1;
for (int x = min(xSrc, xDst) + 1; x < max(xSrc, xDst); x++) {
if (board.getActiveChessmanAt(x, y).isAlive()) {
return false;
}
y--;
}
} else { //slash move
Obviously, it examines fields between coordinates (xScr, ySrc) and (xDst, yDst) in Bishop-like line of move.
I'm trying to transform this with using IntStream:
if (backslashMove) {
final int y = max(ySrc, yDst) - 1;
if (IntStream.range(min(xSrc, xDst) + 1, max(xSrc, xDst))
.anyMatch(x -> board.getActiveChessmanAt(x, y).isAlive()))
return false;
How can I perform y-- in this case? It has to be final if it's about to be used within 'anyMatch' command
If you really need to rewrite it using streams, then you can use the fact that both x and y are incremented simultaneously. So you can build a range of increments instead of the range of x-values:
final int xSrc = min(xSrc, xDst) + 1;
final int xDst = max(xSrc, xDst);
final int ySrc = max(ySrc, yDst) - 1;
if (IntStream.range(0, xDst - xSrc)
.anyMatch(distance -> board.getActiveChessmanAt(xSrc + distance, ySrc + distance).isAlive())) {
return false;
}
In general, it's not possible to use a non-final local variable from the "parent" method directly. Java doesn't support real closures. You would need a wrapper object for this (AtomicInteger is an often suggested candidate), or you could make the non-final variable a class field (note the potential thread safety problems). To me personally, these both "tricks" are bad.
What you need is not functional programming in terms of streams/folds.
Instead of, you should refactor your actual code to make it clearer/shorter/better.
You could for example :
extract the parts of logic scattered in the actual method in specific methods with meaningful names
use structured objects rather than too fine unitary variable
remove undesirable nesting : use early exit and not required conditional statements may help
It could give :
// -> extract method + structured objects
if (!isPointsMatch(pointSrc, pointDst)) {
return false; // -> early exit
}
// -> extract method + structured objects
if (isBackslashMove(pointSrc, pointDst)) {
if (board.hasAnyActiveChessmanAlive(pointSrc, pointDst)) {
return false;
}
}
// else slash move -> The else is useless
// ...
Your original code snipped is procedural. Your functional approach does not work well. So how about an object oriented approach?
class Position{
private final int x, y;
public Position(int x, int y){
this.x=x;
this.y=y;
}
public getX(){
return x;
}
public getY(){
return y;
}
}
interface Move {
Position moveFrom(Position start);
}
interface Figure {
Collection<Move> getPossibleMoves(Position start, Board board);
}
class Bishop implements Figure {
private final Collection<Move> moves = new HashSet<>();
public Bishop(){
moves.add(start->new Position(start.getX()-2,start.getY()-1));
moves.add(start->new Position(start.getX()-2,start.getY()+1));
moves.add(start->new Position(start.getX()+2,start.getY()-1));
moves.add(start->new Position(start.getX()+2,start.getY()+1));
moves.add(start->new Position(start.getX()-1,start.getY()-2));
moves.add(start->new Position(start.getX()-1,start.getY()+2));
moves.add(start->new Position(start.getX()+1,start.getY()-2));
moves.add(start->new Position(start.getX()+1,start.getY()+2));
}
#Override
public Collection<Move> getPossibleMoves(Position start, Board board){
return moves.stream()
.filter({ Position end = m.moveFrom(start);
return board.isOnBorad(end.getX(),end.getY())
&& board.getActiveChessmanAt(end.getX(), end.getY()).isAlive()})
.collect(Collectors.toSet());
}
}
Another implementation of Figure might return a separate Move instance for each step until it reaches a limit:
class Tower implements Figure {
enum Direction {
NORTH(1,0),EAST(0,1),SOUTH(-1,0),WEST(0,-1);
private final Position change;
private Direction(int x, int y){
change = new Position(x, y);
}
public Position getNextFrom(Position start){
return new Position(start.getX()+change.getX(),start.getX()+change.getY());
}
#Override
public Collection<Move> getPossibleMoves(Position start, Board board){
Collection<Move> moves = new HashSet<>();
for(Direction direction : Direction.values()){
Position current = direction.getNextFrom(start);
while( board.isOnBorad(current.getX(),current.getY())
&& board.getActiveChessmanAt(current.getX(), current.getY()).isAlive()){
moves.add(p-> new Position(current.getX(),current.getY());
}
}
return moves;
}
}

Minimax: save copy of the board for backtracking

I am trying to implement a Minimax (with alpha beta pruning. My Problem now is that if I evaluate a position and backtrack to the next move in the iteration (one level up) the "currentBoard" is not the initial board but the one from the evaluated leaf, even though makeMove and removeFigure both return a new board.
So how can I "save" the old board for correct backtracking?
P.s: I want to use copying instead of undoing a move because the board is a simple hashmap so i guess its easier this way.
Here is the code I have so far:
public int alphaBeta(Board currentBoard, int depth, int alpha, int beta, boolean maximisingPlayer) {
int score;
if (depth == 0) {
return Evaluator.evaluateLeaf(whichColorAmI, currentBoard);
}
else if (maximisingPlayer) {
ArrayList<Move> possibleMoves= new ArrayList<Move>();
possibleMoves=getPossibleMoves(whichColorAmI, currentBoard);
for (Move iterMoveForMe : possibleMoves) {
if(currentBoard.figureAt(iterMoveForMe.to)!=null){
currentBoard = currentBoard.removeFigure(iterMoveForMe.to);
}
currentBoard= currentBoard.moveFigure(iterMoveForMe.from, iterMoveForMe.to);
score = alphaBeta(currentBoard, depth-1, alpha, beta, false);
if(score>=alpha){
alpha=score;
if(depth==initialDepth){
moveToMake=iterMoveForMe;
}
}
if (alpha>=beta) {
break;
}
}
return alpha;
}
else {[Minimizer...]
}
I guess I found a way to do this. At least it seems to work. They key is to make a copy right after the for loop and use this copy later on instead of the currentBoard so the currentBoard for the loop gets never modified.
public int alphaBeta(Board currentBoard, int depth, int alpha, int beta, boolean maximisingPlayer) {
Display dis = new ConsoleDisplay();
int score;
if (depth == 0) {
int evaluatedScore = Evaluator.evaluateLeaf(whichColorAmI, currentBoard);
return evaluatedScore;
}
else if (maximisingPlayer) {
ArrayList<Move> possibleMoves= new ArrayList<Move>();
possibleMoves=getPossibleMoves(whichColorAmI, currentBoard);
for (Move iterMoveForMe : possibleMoves) {
Board copy = new Board(currentBoard.height, currentBoard.width,currentBoard.figures());
if(copy.figureAt(iterMoveForMe.to)!=null){
copy = currentBoard.removeFigure(iterMoveForMe.to);
}
copy= copy.moveFigure(iterMoveForMe.from, iterMoveForMe.to);
score = alphaBeta(copy, depth-1, alpha, beta, false);
if(score>=alpha){
alpha=score;
if(depth==maxDepth){
moveToMake=iterMoveForMe;
}
}
if (alpha>=beta) {
break;
}
}
return alpha;
}
else {

get point in list furthest away from points in other list

I have a list of players, and a list of spawnpoints. Every player has a character object, and every character has a position. A character has a number of lives, and when killed, he respawns at the spawnpoint furthest away from the other players as long as he has lives left. For this I created the following code:
for (Player spawnPlayer : players) {
if (spawnPlayer.getCharacter().getCanSpawn()) {
System.out.println("works");
List<Integer> distanceArrayList = new ArrayList();
for (Point point : map.getSpawnPoints()) {
int distance = 0;
for (Player player : players) {
if (player != spawnPlayer && player.getCharacter().getLives() > 0 && !player.getCharacter().getCanSpawn()) {
distance += Math.sqrt(Math.pow(point.x - player.getCharacter().getPosition().x, 2)
+ Math.pow(point.y - player.getCharacter().getPosition().y, 2));
}
}
distanceArrayList.add(distance);
}
Point spawnPoint = map.getSpawnPoints().get(distanceArrayList.indexOf(Collections.max(distanceArrayList)));
spawnPlayer.getCharacter().spawn(spawnPoint);
}
}
The spawnpoints are hardcoded, at 0,0, 200,0, 0,500 and 200,500. However players don't always go to the furthest spawnpoint (there are only two players and one doesn't move during the tests) and sometimes don't change position at all, even though this method was called.
EDIT
So the code we use at this moment is as follows:
public void SpawnPlayers()
{
for (Player spawnPlayer : players)
{
if (spawnPlayer.getCharacter().getCanSpawn())
{
int maxDistance = 0;
Point spawnPoint = null;
for (Point point : map.getSpawnPoints())
{
int sumDistancesFromOthers = 0;
for (Player player : players)
{
if (player != spawnPlayer && player.getCharacter().getLives() > 0 && !player.getCharacter().getCanSpawn())
{
sumDistancesFromOthers += Math.sqrt(Math.pow(point.x - player.getCharacter().getPosition().x, 2)
+ Math.pow(point.y - player.getCharacter().getPosition().y, 2));
}
}
if (maxDistance < sumDistancesFromOthers || spawnPoint == null)
{
maxDistance = sumDistancesFromOthers;
spawnPoint = point;
}
}
spawnPlayer.getCharacter().spawn(spawnPoint);
}
}
}
However, the players still sometimes spawn at wrong positions, sometimes don't spawn at a new location at all, and at the start of the match, all players spawn at the same location. The method SpawnPlayers() gets called every time the game updates, and the boolean canSpawn gets correctly updated when a player dies.
The spawn method:
public void spawn(Point spawnPoint)
{
setPosition(spawnPoint);
canSpawn = false;
for (Weapon weapon : weapons)
{
weapon.restartShotsRemaining();
}
new Timer().schedule(new TimerTask() {
#Override
public void run()
{
canBeHit = true;
}
}, 1500);
}
As mentioned in the comments, it's a bit difficult to flesh out what the actual question is. Questions that are looking for debugging help are usually considered as off-topic.
From the information that was provided so far, it's hard to clearly derive the "state space" of the objects that are involved in this computation. For example, the relationship between getCanSpawn() and getLives()>0. It is not clear when the canSpawn flag will be set to true or false, and when the lives count is decreased. The code in the question also does not seem to consider that positions that are already occupied by other players should not be used as a spawn position.
As a general recommendation is therefore to break down the algorithm into smaller parts, that are easier to test and debug. For example, looking at the original code:
public void SpawnPlayers()
{
for (Player spawnPlayer : players)
{
if (spawnPlayer.getCharacter().getCanSpawn())
{
...
}
}
}
The innermost part lends itself to be extracted into a method like
private void spawnPlayer(Player playerToSpawn)
{
System.out.println("Spawning "+playerToSpawn);
...
}
which makes it also far easier to understand (and see on the console) when a certain player is about to be spawned, and what happens with this player afterwards (as indicated by further System.out statements).
Now, there are two things that are relevant for computing the spawn position of a new player:
The positions that are still available for spawning
The positions that the other players have (and which consequently are no longer available for spawning)
These can be computed as two sets...
Set<Point> availableSpawnPoints = ...;
Set<Point> positionsOfOtherPlayers = ...;
The contents of these sets will depend on the getCanSpawn() and getLives() values, and may have to be adjusted according to your needs and the interplay of these methods.
However, after these sets have been computed, the whole algorithm that you asked for (according to the question title) boils down to a single method - namely a method that receives two sets of points, and computes the point from the first set that is "furthest away" from points in the second set.
There are different possible interpretations of what "furthest away" means. You computed some sum of distances, which looked a bit odd for me. Imagine you have two "fixed" points (the locations of existing players), and a set of "candidate" points (where the player may be spawned), as in this image:
Now, imagine that...
the distances of A to the others are 3.8 and 0.3, resulting in a sum of 4.1
the distances of B to the others are 2.0 and 2.0, resulting in a sum of 4.0
Then, with your approach, point A would be chosen as the spawn position. (The same applies in this example when you simply compute the maximum distance of the "candidate" point to any fixed point). But intuitively (and according to the description), you would probably like to compute the point that has the largest minimal distance to any other point. Or more naturally: The point that is as far away as possible from any other point.
So the computation of the spawn point could probably be done with some method like
private Point computePointWithLargestMinimumDistance(
Iterable<? extends Point> points, Set<? extends Point> others)
{
...
}
where you can pass in the availableSpawnPoints and the positionsOfOtherPlayers.
(BTW: The method signature is in its most generic form. You could also use more specific parameter types, like HashSet<Point>, but this is simply not required here - so why not do it generically...)
This is implemented here, sketching the classes that you mentioned, as far as reasonably possible:
import java.awt.Point;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.LinkedHashSet;
import java.util.List;
import java.util.Set;
public class PlayerSpawning
{
public static void main(String[] args)
{
PlayerSpawning p = new PlayerSpawning();
p.spawnPlayers();
}
private List<Player> players;
private PlayerMap map;
PlayerSpawning()
{
map = new PlayerMap();
players = new ArrayList<Player>();
Player player0 = new Player("player0");
player0.getCharacter().setPosition(new Point(0,0));
player0.getCharacter().setCanSpawn(false);
players.add(player0);
Player player1 = new Player("player1");
player1.getCharacter().setCanSpawn(true);
players.add(player1);
}
public void spawnPlayers()
{
for (Player player : players)
{
if (player.getCharacter().getCanSpawn())
{
spawnPlayer(player);
}
}
}
private void spawnPlayer(Player playerToSpawn)
{
System.out.println("Spawning "+playerToSpawn);
Set<Point> availableSpawnPoints =
new LinkedHashSet<Point>(map.getSpawnPoints());
Set<Point> positionsOfOtherPlayers =
new LinkedHashSet<Point>();
for (Player player : players)
{
if (player.getCharacter().getLives() <= 0)
{
continue;
}
if (player.getCharacter().getCanSpawn())
{
continue;
}
Point position = player.getCharacter().getPosition();
System.out.println(
"Have to consider that "+player+" is at "+position+
" - this position is no longer available for spawing!");
positionsOfOtherPlayers.add(position);
availableSpawnPoints.remove(position);
}
Point spawnPoint = computePointWithLargestMinimumDistance(
availableSpawnPoints, positionsOfOtherPlayers);
System.out.println("Spawning "+playerToSpawn+" at "+spawnPoint);
playerToSpawn.getCharacter().spawn(spawnPoint);
}
private Point computePointWithLargestMinimumDistance(
Iterable<? extends Point> points, Set<? extends Point> others)
{
System.out.println("Compute point from "+points);
System.out.println("that is furthest from "+others);
double largestMinDistance = Double.NEGATIVE_INFINITY;
Point result = null;
for (Point point : points)
{
double minDistance =
computeMinimumDistance(point, others);
if (minDistance > largestMinDistance)
{
largestMinDistance = minDistance;
result = point;
}
}
System.out.println(
"The point that has the largest minimum " +
"distance "+largestMinDistance+" to any other point is "+result);
return result;
}
private double computeMinimumDistance(
Point point, Iterable<? extends Point> others)
{
double minDistanceSquared = Double.POSITIVE_INFINITY;
for (Point other : others)
{
minDistanceSquared =
Math.min(minDistanceSquared, point.distanceSq(other));
}
return Math.sqrt(minDistanceSquared);
}
}
class Player
{
private String name;
private Character character = new Character();
public Player(String name)
{
this.name = name;
}
public Character getCharacter()
{
return character;
}
#Override
public String toString()
{
return name;
}
}
class Character
{
private Point position = new Point();
private boolean canSpawn = false;
public boolean getCanSpawn()
{
return canSpawn;
}
public void setCanSpawn(boolean canSpawn)
{
this.canSpawn = canSpawn;
}
public int getLives()
{
return 1;
}
public Point getPosition()
{
return position;
}
public void setPosition(Point p)
{
position.setLocation(p);
}
public void spawn(Point spawnPoint)
{
setPosition(spawnPoint);
canSpawn = false;
}
}
class PlayerMap
{
public List<Point> getSpawnPoints()
{
return Arrays.asList(
new Point(0,0),
new Point(200,0),
new Point(0, 500),
new Point(200,500));
}
}
The output of this MCVE is, as desired:
Spawning player1
Have to consider that player0 is at java.awt.Point[x=0,y=0] - this position is no longer available for spawing!
Compute point from [java.awt.Point[x=200,y=0], java.awt.Point[x=0,y=500], java.awt.Point[x=200,y=500]]
that is furthest from [java.awt.Point[x=0,y=0]]
The point that has the largest minimum distance 538.5164807134504 to any other point is java.awt.Point[x=200,y=500]
Spawning player1 at java.awt.Point[x=200,y=500]
Proposed code change:
for (Player spawnPlayer : players) {
if (spawnPlayer.getCharacter().getCanSpawn()) {
System.out.println("works");
int maxDistance = 0;
Point currentSpawnPoint = null;
for (Point point : map.getSpawnPoints()) {
int distance = 0;
for (Player player : players) {
if (player != spawnPlayer && player.getCharacter().getLives() > 0 && !player.getCharacter().getCanSpawn()) {
distance += Math.sqrt(Math.pow(point.x - player.getCharacter().getPosition().x, 2)
+ Math.pow(point.y - player.getCharacter().getPosition().y, 2));
}
}
if(distance>maxDistance){
maxDistance = distance;
currentSpawnPoint = Point;
}
}
spawnPlayer.getCharacter().spawn(spawnPoint);
}
}
Reasoning: Remembering the distances is not necessary, and reliance on list-indexes is not the way to clean code (They might change).
I suggest you use local variables to remember the current maximum and corresponding position. You will gain performance by avoiding searching a list. This will change the code as follows:
for (Player spawnPlayer : players) {
if (spawnPlayer.getCharacter().getCanSpawn()) {
System.out.println("works");
int maxDistance = 0;
Point spawnPoint = null;
for (Point point : map.getSpawnPoints()) {
int sumDistancesFromOthers = 0;
for (Player player : players) {
if (player != spawnPlayer && player.getCharacter().getLives() > 0 && !player.getCharacter().getCanSpawn()) {
sumDistancesFromOthers += Math.sqrt(Math.pow(point.x - player.getCharacter().getPosition().x, 2)
+ Math.pow(point.y - player.getCharacter().getPosition().y, 2));
}
}
if (maxDistance < sumDistancesFromOthers || spawnPoint == null) {
maxDistance = sumDistancesFromOthers;
spawnPoint = point;
}
}
spawnPlayer.getCharacter().spawn(spawnPoint);
}
}
I added the test spawnPoint == null to make sure spawnPoint won't be null when you exit the loop.
Hope this will help...
Jeff
------------ UPDATE ------------
I corrected the snippet above to take into consideration the sum of distances from other players as the definition of the distance to be maximized.
I don't think you have a problem in your code snippet if the following assumptions are true:
Character.getCanSpawn() implies Character.getLives() > 0
Character.spawn(spawnPoint) ensures Character.getCanSpawn() == false (post condition)
You can initially still get closer-than-optimal spawns: assuming you randomly choose a spawn position for the first character, the second is only optimally placed w.r.t. the first. However there might now be a more optimal position for the first character.
I was a little bit too lazy to 'debug' your code, that's why I created the snippet of code below.
Anyway,
I suggest you divide the code into smaller pieces. For example, I would move the code to calculate the distance between two points to the Point class.
Furthermore, your code below,
if (maxDistance < sumDistancesFromOthers || spawnPoint == null) {
maxDistance = sumDistancesFromOthers;
spawnPoint = point;
}
is a little weird: if either maxDistance < sumDistancesFromOthers or spawnPoint == null, then the current spawnpoint is selected. I assume you mean: if either maxDistance < sumDistancesFromOthers and spawnPoint == null...
The code below assumes that at least one player is alive. Then, when spawning all dead players, each spawnpoint is compared to each position of players who are alive. I have set the position to null if a player is dead and needs respawning.
This code also assumes that multiple players can be at the same spawnpoint. But that happens only if all spawnpoints are occupied.
Player
public class Player {
private Position position;
public Player(Position initialPosition) {
this.position = initialPosition;
}
/**
* Returns a copy of the player's position.
* #return The player's position.
*/
public Position getPosition() {
return new Position(this.position);
}
/**
*/
public SpawnPoint spawn(List<SpawnPoint> spawnPoints, List<Player> players) {
double highestDistance = 0.0d;
SpawnPoint bestSpawnPoint = null;
for (SpawnPoint sp : spawnPoints) {
double distance = 0.0d;
for (Player p : players) {
if (p.isAlive()) {
distance += sp.getPosition().getDistance(p.getPosition());
}
}
if (distance > highestDistance) {
highestDistance = distance;
bestSpawnPoint = sp;
}
}
if (bestSpawnPoint == null) {
// Do something if there is no best spawnpoint, that is,
// when all spawnpoints are occupied and thus the furthest
// spawnpoint is at a distance of 0.0.
}
return bestSpawnPoint;
}
public boolean isAlive() {
return (this.position != null);
}
}
Position
public class Position {
private int x;
private int y;
public Position(Position position) {
if (position != null) {
this.x = position.x;
this.y = position.y;
}
}
public Position(int x, int y) {
this.x = x;
this.y = y;
}
public int getX() {
return this.x;
}
public int getY() {
return this.y;
}
/**
* Calculates the distance between this position and the given position.
* #param anotherPosition The position to compare the current position with.
* #return The distance as a double.
*/
public double getDistance(Position anotherPosition) {
double xDistance = Math.abs(Math.pow(this.x - anotherPosition.x, 2));
double yDistance = Math.abs(Math.pow(this.y - anotherPosition.y, 2));
return Math.sqrt(xDistance + yDistance);
}
}
SpawnPoint
public class SpawnPoint {
private Position position;
public SpawnPoint(Position position) {
this.position = position;
}
public SpawnPoint(int x, int y) {
this(new Position(x, y));
}
public Position getPosition() {
return new Position(this.position);
}
}
And the main:
public static void main(String[] args) {
// Create some spawnpoints...
List<SpawnPoint> spawnPoints = new ArrayList<SpawnPoint>() {{
add(new SpawnPoint(0, 0));
add(new SpawnPoint(2, 0));
add(new SpawnPoint(0, 5));
add(new SpawnPoint(2, 5));
}};
// Create some players
Player playerA = new Player(new Position(0, 0));
Player playerB = new Player(new Position(4, 1));
Player playerC = new Player((Position) null);
// A null position means that the player is dead.
// Add the players to the list of players...
List<Player> players = new ArrayList<Player>() {{
add(playerA);
add(playerB);
add(playerC);
}};
// Spawn playerC (which is currently dead and need to be respawned)
// and return the best spawn point as defined by the OP
SpawnPoint sp = playerC.spawn(spawnPoints, players);
// Print the position
System.out.println(sp.getPosition());
}
I kept it simple, and it works.
Then you can check whether a player is alive and so on by yourself.
Note: As Marco13 already stated, it would more logical to determine the largest minimum between a spawnpoint and any player. Or you can make an algorithm which tries to take both into account.

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