📄 guohe.c
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typedef struct _riverside // 岸边状态类型
{
int wildMan; // 野人数
int churchMan; // 牧师数
}RIVERSIDE;
typedef struct _boat // 船的状态类型
{
int wildMan; // 野人数
int churchMan; // 牧师数
}BOAT;
typedef struct _question // 整个问题状态
{
RIVERSIDE riverSide1; // 甲岸
RIVERSIDE riverSide2; // 乙岸
int side; // 船的位置, 甲岸为-1, 乙岸为1
BOAT boat; // 船的状态
_question* pPrev; // 指向前一渡船操作
_question* pNext; // 指向后一渡船操作
}QUESTION;
// 主函数
int main()
{
// 初始化
QUESTION* pHead = new QUESTION;
pHead->riverSide1.wildMan = 3;
pHead->riverSide1.churchMan = 3;
pHead->riverSide2.wildMan = 0;
pHead->riverSide2.churchMan = 0;
pHead->side = -1; // 船在甲岸
pHead->pPrev = NULL;
pHead->pNext = NULL;
pHead->boat.wildMan = 0;
pHead->boat.churchMan = 0;
if (Process(pHead))
{
// ......... 遍历链表输出结果
}
cout<<"成功渡河。";
}
else
cout<<"到底怎样才能渡河呢? 郁闷!"<<endl;
// 回收内存空间
while (pHead)
{
QUESTION* pTemp = pHead->pNext;
delete pHead;
pHead=pTemp;
}
pHead = NULL;
return 0;
}
// 渡船过程, 递规调用函数FindNext(...)
BOOL Process(QUESTION* pQuest)
{
if (FindNext(pQuest))
{
QUESTION* pNew = new QUESTION;
pNew->riverSide1.wildMan = pQuest->riverSide1.wildMan + pQuest->boat.wildMan*(pQuest->side);
pNew->riverSide1.churchMan = pQuest->riverSide1.churchMan + pQuest->boat.churchMan*(pQuest->side);
pNew->riverSide2.wildMan = 3 - pNew->riverSide1.wildMan;
pNew->riverSide2.churchMan = 3 - pNew->riverSide1.churchMan;
pNew->side = (-1)*pQuest->side;
pNew->pPrev = pQuest;
pNew->pNext = NULL;
pNew->boat.wildMan = 0;
pNew->boat.churchMan = 0;
pQuest->pNext = pNew;
if (pNew->riverSide2.wildMan==3 && pNew->riverSide2.churchMan==3)
return TRUE; // 完成
return Process(pNew);
}
else
{
QUESTION* pPrev = pQuest->pPrev;
if (pPrev == NULL)
return FALSE; // 无解
delete pQuest;
pPrev->pNext = NULL;
return Process(pPrev); // 返回其父节点重新再找
}
return TRUE;
}
// 判断有否下一个渡河操作, 即根据比较算符找出可以接近目标节点的操作
// 算符共5个: 1野/ 1牧 / 1野1牧 / 2野 / 2牧
BOOL FindNext(QUESTION* pQuest)
{
// 基本规则
// 渡船的优先顺序: 甲岸运多人优先, 野人优先; 乙岸运少人优先, 牧师优先.
static BOAT boatState[5]; // 5个算符
if (pQuest->side == -1)
{
boatState[0].wildMan = 2;
boatState[0].churchMan = 0;
boatState[1].wildMan = 1;
boatState[1].churchMan = 1;
boatState[2].wildMan = 0;
boatState[2].churchMan = 2;
boatState[3].wildMan = 1;
boatState[3].churchMan = 0;
boatState[4].wildMan = 0;
boatState[4].churchMan = 1;
}
else
{
boatState[0].wildMan = 0;
boatState[0].churchMan = 1;
boatState[1].wildMan = 1;
boatState[1].churchMan = 0;
boatState[2].wildMan = 0;
boatState[2].churchMan = 2;
boatState[3].wildMan = 1;
boatState[3].churchMan = 1;
boatState[4].wildMan = 2;
boatState[4].churchMan = 0;
}
int i; // 用来控制算符
if (pQuest->boat.wildMan == 0 && pQuest->boat.churchMan == 0) // 初始状态, 第一次渡河时
i = 0; // 取算符1
else
{
for (i=0; i<5; i++) // 扩展同一节点时, 已经用过的算符不再用, 按优先级来
if (pQuest->boat.wildMan == boatState[i].wildMan && pQuest->boat.churchMan == boatState[i].churchMan)
break;
i++;
}
if (i < 5)
{
int j;
for (j=i; j<5; j++)
{
int nWildMan1 = pQuest->riverSide1.wildMan + boatState[j].wildMan * pQuest->side;
int nChurchMan1 = pQuest->riverSide1.churchMan + boatState[j].churchMan * pQuest->side;
int nWildMan2 = 3 - nWildMan1;
int nChurchMan2 = 3 - nChurchMan1;
// 判断本次操作的安全性, 即牧师数量>=野人或牧师数为0
if ((nWildMan1 <= nChurchMan1 || nChurchMan1 == 0) &&
(nWildMan2 <= nChurchMan2 || nChurchMan2 == 0) &&
nWildMan1 >=0 && nChurchMan1 >=0 && nWildMan2 >=0 && nChurchMan2 >= 0)
{
// 本操作是否重复上次操作,注意方向不同
if (pQuest->pPrev != NULL)
{
if (pQuest->pPrev->boat.wildMan == boatState[j].wildMan &&
pQuest->pPrev->boat.churchMan == boatState[j].churchMan)
continue;
}
break; // 该操作可行, 推出循环,只找出当前最优节点
}
}
if (j < 5)
{
pQuest->boat.wildMan = boatState[j].wildMan;
pQuest->boat.churchMan = boatState[j].churchMan;
return TRUE;
}
}
return FALSE;
}
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