update
[mc1516pa.git] / report2 / implementation.tex
1 \section{Implementation}
2 \subsection{Screen encoding}
3 When parsed the sokoban screen is stripped of all walls and unreachable empty
4 spaces are removed.
5
6 Let $T=\{free,box,target,agent,targetagent,targetbox\}$ be the set of possible
7 states of a tile. Tiles are numbered and thus a sokoban screen is the set $F$
8 containing a $x_i\in T$ for every tile. We introduce a function $ord(x, y)$
9 that returns the tile number for a given $x$ and $y$ coordinate and a function
10 $iord(i)$ that does the reverse. To encode the
11 state we introduce an encoding function that encodes a state in three boolean
12 variables:
13 $$encode(t)=\begin{cases}
14 001 & \text{if }t=free\\
15 010 & \text{if }t=box\\
16 011 & \text{if }t=target\\
17 100 & \text{if }t=targetbox\\
18 101 & \text{if }t=agent\\
19 110 & \text{if }t=agentbox
20 \end{cases}$$
21
22 This means that the encoding of a screen takes $3*|F|$ variables.
23
24 \subsection{Transition encoding}
25 We introduce a variable denoting the intended direction of movement $m \in
26 \{\text{up}, \text{down}, \text{left}, \text{right}\}$. Per move we define a
27 $\delta$ and $\gamma$ variable which represent the change in coordinate value
28 respectively for the next position and the position next to the next postition.
29 $$\delta_{(x,y)}(m)=\begin{cases}
30 (x-1, y) & \text{if } m = left\\
31 (x+1, y) & \text{if } m = right\\
32 (x, y+1) & \text{if } m = down\\
33 (x, y-1) & \text{if } m = up\\
34 \end{cases}\quad
35 \gamma{(x,y)}(m)=\begin{cases}
36 (x-2, y) & \text{if } m = left\\
37 (x+2, y) & \text{if } m = right\\
38 (x, y+2) & \text{if } m = down\\
39 (x, y-2) & \text{if } m = up\\
40 \end{cases}$$
41
42 We define the tile update function $next(i_1, i_2, i_3)$ where $i_1$ contains
43 the agent and $i_2$ and $i_3$ are adjacent to it in some direction.
44 $$next(i_1, i_2, i_3)=\left\{\begin{array}{lll}
45 % Three state transitions
46 (free, agent, box) & \text{if } &
47 i_1=agent \wedge i_2=box \wedge i_3=free\\
48 (target, agent, box) & \text{if } &
49 i_1=targetagent \wedge i_2=box \wedge i_3=free\\
50 (free, targetagent, box) & \text{if } &
51 i_1=agent \wedge i_2=targetbox \wedge i_3=free\\
52 (free, agent, targetbox) & \text{if } &
53 i_1=agent \wedge i_2=box \wedge i_3=targetbox\\
54 (target, targetagent, box) & \text{if } &
55 i_1=targetagent \wedge i_2=targetbox \wedge i_3=free\\
56 (target, agent, targetbox) & \text{if } &
57 i_1=targetagent \wedge i_2=box \wedge i_3=target\\
58 (free, targetagent, targetbox) & \text{if } &
59 i_1=agent \wedge i_2=targetbox \wedge i_3=target\\
60 (target, targetagent, targetbox) & \text{if } &
61 i_1=targetagent \wedge i_2=targetbox \wedge i_3=target\\
62 % Two state transitions
63 (free, agent, i_3) & \text{if } & i_1=agent \wedge i_2=free\\
64 (free, targetagent, i_3) & \text{if } & i_1=agent \wedge i_2=target\\
65 (target, agent, i_3) & \text{if } & i_1=targetagent \wedge i_2=free\\
66 (target, targetagent, i_3) & \text{if } & i_1=targetagent \wedge i_2=target\\
67 % One state transitions
68 (agent, i_2, i_3) & \text{if } & i_1=agent\\
69 (targetagent, i_2, i_3) & \text{if } & i_1=targetagent\\
70 \end{array}\right.$$
71
72 \subsection{Example}
73 For example, take the toy screen \texttt{\_\@\$} will be encoded as follows: