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Java遞歸迷宮求解器問題

[英]Java Recursive Maze Solver problems

我正在嘗試使用遞歸編寫一個迷宮求解器,似乎它嘗試了每個方向一次,然后停止並且我不知道為什么。 如果您發現問題,請告訴我。 鑰匙0是一個開放空間1是牆壁2是路徑的一部分3是迷宮的末端

public class Maze{
  public static void main(String[] args){
    int[][] maze = 
     {{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
      {0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,1},
      {1,0,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,1,0,1,1,1,0,1,1,1,1,1,1,1,0,1,1,1,0,1,0,1},
      {1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,1,0,1,0,0,0,1,0,1,0,0,0,1,0,0,0,1,0,1,0,1},
      {1,0,1,0,1,1,1,0,1,0,1,1,1,1,1,1,1,1,1,0,1,0,1,1,1,0,1,0,1,1,1,1,1,0,1,1,1,0,1,0,1,0,1,1,1,0,1,1,1,0,1},
      {1,0,1,0,1,0,1,0,1,0,1,0,0,0,1,0,0,0,1,0,0,0,1,0,1,0,1,0,1,0,0,0,0,0,1,0,0,0,1,0,1,0,0,0,0,0,1,0,0,0,1},
      {1,0,1,1,1,0,1,0,1,1,1,0,1,0,1,0,1,0,1,1,1,1,1,0,1,0,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,1,1,1,1,0,1,0,1},
      {1,0,0,0,0,0,1,0,0,0,0,0,1,0,1,0,1,0,1,0,0,0,0,0,1,0,1,0,0,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,1,0,1},
      {1,1,1,0,1,1,1,1,1,1,1,1,1,0,1,0,1,0,1,0,1,0,1,1,1,0,1,1,1,1,1,1,1,0,1,0,1,0,1,1,1,0,1,1,1,1,1,1,1,0,1},
      {1,0,1,0,1,0,0,0,0,0,0,0,1,0,1,0,1,0,1,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0,1,0,1,0,0,0,1,0,1,0,0,0,1,0,0,0,1},
      {1,0,1,0,1,0,1,1,1,1,1,0,1,0,1,0,1,1,1,0,1,1,1,0,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,0,1,0,1,1,1,0,1,0,1,1,1},
      {1,0,1,0,1,0,0,0,1,0,1,0,1,0,1,0,0,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,1},
      {1,0,1,0,1,1,1,0,1,0,1,0,1,0,1,1,1,1,1,1,1,0,1,0,1,0,1,1,1,0,1,1,1,0,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1},
      {1,0,1,0,1,0,1,0,1,0,0,0,1,0,1,0,0,0,0,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1},
      {1,0,1,0,1,0,1,0,1,0,1,1,1,0,1,0,1,1,1,1,1,1,1,1,1,0,1,0,1,1,1,0,1,1,1,0,1,1,1,1,1,0,1,0,1,1,1,1,1,0,1},
      {1,0,0,0,1,0,1,0,1,0,0,0,0,0,1,0,1,0,0,0,0,0,1,0,0,0,1,0,0,0,1,0,1,0,0,0,1,0,1,0,0,0,1,0,1,0,0,0,0,0,1},
      {1,0,1,1,1,0,1,0,1,1,1,1,1,1,1,0,1,0,1,1,1,1,1,0,1,1,1,1,1,0,1,0,1,0,1,1,1,0,1,0,1,1,1,1,1,0,1,1,1,0,1},
      {1,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,1,0,1,0,0,0,0,0,0,0,0,0,1,0,1,0,0,0,1,0,0,0,1,0,1,0,0,0,0,0,1,0,1,0,1},
      {1,1,1,1,1,0,1,1,1,0,1,1,1,0,1,0,1,0,1,0,1,1,1,1,1,1,1,0,1,0,1,1,1,1,1,0,1,0,1,0,1,0,1,1,1,1,1,0,1,0,1},
      {1,0,0,0,1,0,0,0,1,0,0,0,1,0,1,0,1,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0,0,0,1,0,1,0,0,0,1,0,0,0,1,0,0,0,1,0,1},
      {1,0,1,1,1,1,1,0,1,1,1,0,1,1,1,0,1,0,1,1,1,0,1,0,1,1,1,0,1,1,1,1,1,0,1,0,1,1,1,1,1,1,1,0,1,0,1,0,1,0,1},
      {1,0,0,0,0,0,1,0,0,0,1,0,0,0,1,0,1,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,1,0,1,0,0,0,1,0,0,0,1,0,1,0,1,0,1,0,1},
      {1,1,1,0,1,0,1,1,1,0,1,1,1,0,1,0,1,1,1,1,1,0,1,1,1,0,1,1,1,0,1,0,1,0,1,1,1,0,1,0,1,0,1,0,1,0,1,1,1,0,1},
      {1,0,0,0,1,0,1,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,1,0,1,0,1,0,0,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0,1,0,1},
      {1,0,1,1,1,0,1,0,1,1,1,0,1,1,1,0,1,1,1,1,1,1,1,0,1,1,1,0,1,0,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,0,1,0,1},
      {1,0,1,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0,1,0,1,0,0,0,1,0,1,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,1},
      {1,0,1,1,1,1,1,1,1,0,1,1,1,0,1,1,1,0,1,0,1,0,1,0,1,0,1,1,1,0,1,0,1,0,1,1,1,1,1,0,1,0,1,1,1,0,1,0,1,0,1},
      {1,0,0,0,0,0,0,0,1,0,1,0,1,0,1,0,0,0,1,0,1,0,1,0,1,0,0,0,0,0,1,0,1,0,0,0,0,0,1,0,1,0,1,0,0,0,1,0,1,0,1},
      {1,0,1,1,1,1,1,0,1,0,1,0,1,0,1,0,1,1,1,0,1,0,1,0,1,0,1,1,1,1,1,0,1,0,1,0,1,1,1,0,1,0,1,0,1,1,1,1,1,0,1},
      {1,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,1,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,1,0,1,0,1,0,0,0,1,0,1,0,0,0,0,0,1,0,1},
      {1,1,1,1,1,0,1,1,1,1,1,1,1,0,1,0,1,0,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,1,1,0,1,0,1},
      {1,0,0,0,1,0,1,0,0,0,1,0,0,0,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,1,0,0,0,1,0,1,0,1},
      {1,0,1,1,1,0,1,1,1,0,1,0,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1,0,1,0,1,0,1,0,1},
      {1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,0,0,0,1},
      {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,1}};
    boolean[][] posCheck = new boolean[maze.length][maze[0].length];
    int r = 0;
    int c = 0;
    for(int row = 0; row < maze.length; row++){
      for(int col = 0; col < maze[row].length; col++){
        if(maze[row][col]==0){
          r = row;
          c = col;
        }
      }
    }
    maze[r][c] = 3;
    mazeSolver(1, 0, 0, maze, posCheck);
  }

  public static boolean mazeSolver(int r, int c, int d, int[][]maze, boolean[][] posCheck){
    maze[r][c] = 2;

    if(maze[r][c] == 3){
      print(maze);
      return true;
    }

    if((c+1 < maze.length) && maze[r][c+1]==0 && d != 1 && !posCheck[r][c+1]){
      if(d != 3)
        posCheck[r][c+1] = true;
      if(mazeSolver(r, c + 1, 3, maze, posCheck)){
        maze[r][c] = 2;
        return true;
      }
    }

    if((r-1 >= 0) && maze[r-1][c]==0 && !posCheck[r-1][c] && d != 2){
      if(d != 4)
        posCheck[r-1][c] = true;
      if(mazeSolver(r - 1, c, 4, maze, posCheck)){
        maze[r][c] = 2;
        return true;
      }
    }

    if((c-1 >= 0) && maze[r][c-1]==0 && !posCheck[r][c-1] && d != 3){
      if(d != 1)
        posCheck[r][c-1] = true;
      if(mazeSolver(r, c - 1, 1, maze, posCheck)){
        maze[r][c] = 2;
        return true;
      }
    }

    if((r+1 < maze.length) && maze[r+1][c]==0 && !posCheck[r+1][c] && d != 4){
      if(d != 2)
        posCheck[r+1][c] = true;
      if(mazeSolver(r + 1, c, 4, maze, posCheck)){
        maze[r][c] = 2;
        return true;
      }
    }

    print(maze);
    return false;
  }

  public static void print(int[][] maze){
    for(int row = 0; row<maze.length; row++){
      for(int col = 0; col<maze[row].length; col++)
        System.out.print(maze[row][col]);
      System.out.println();
    }
  }
}

看到您已經接受了答案,但是無論如何我都會添加它...

遞歸可能是解決某些問題的一種非常優雅的方法,但要花點時間才能解決。 因此,這並不是您的代碼為何無法正常工作的確切答案,而更多的是在諸如此類的問題中使用遞歸的更高層次。

遞歸問題通常包含兩個部分:整體難題狀態和與當前嘗試相關的狀態。 整個遞歸過程都起作用,因為每次調用遞歸函數時,都會將一些新狀態推入調用堆棧,並且當函數退出時,它將為您刪除,因此您可以嘗試使用下一個選項。 您還可以在遞歸函數中操縱整體的拼圖狀態,但是通常在啟動時,我建議您對函數中的拼圖狀態所做的任何更改都應在退出時恢復。

因此,在您的情況下,迷宮本身是拼圖狀態,當前路徑是對整體拼圖狀態的臨時更改,而當前位置是與當前調用堆棧關聯的瞬態。

因此,整體解決方案開始采用以下形式:

  // global state
  private static int[][] maze;

  private static boolean solve(int r, int c) {
    // return true if I'm at the exit, false otherwise
  }

而main函數只是提供了起始坐標:

  public static void main(String[] args) {
    if (solve(1, 0)) {
      print();
    } else {
      System.out.println("no solution found");
    }
  }

因此,下一步是“解決”功能的主體(我已將迷宮數據中的出口位置設置為3-請參閱最后的完整解決方案),其變為:

  private static boolean solve(int r, int c) {

    if (maze[r][c] == 3) {
      // we've found the exit
      return true;
    }

    // push the current position onto the path
    maze[r][c] == 2;

    // try up / down / left / right - if any of these return true then we're done
    if (available(r - 1, c) && solve(r - 1, c)) {
      return true;
    }
    if (available(r + 1, c) && solve(r + 1, c)) {
      return true;
    }
    if (available(r, c - 1) && solve(r, c - 1)) {
      return true;
    }
    if (available(r, c + 1) && solve(r, c + 1)) {
      return true;
    }

    // no result found from the current position so return false
    // ... but have to revert the temporary state before doing so
    maze[r][c] = 0;

    return false;
  }

首先檢查是否在出口處的簡單情況,如果是,則返回true。 如果沒有,我們將當前單元格推到路徑上,並尋找可用的鄰居。 如果找到一個,我們將依次嘗試每個,這是遞歸的核心...如果沒有可用的鄰居工作,則說明我們失敗了,必須回溯。

最后,如果要回溯,則必須從路徑中刪除當前單元格。

就是這樣。 “可用”功能僅檢查潛在單元格是否在邊界內,而不是在當前路徑上是否在牆壁上:

  private static boolean available(int r, int c) {
    return r >= 0 && r < maze.length
        && c >= 0 && c < maze[r].length
        && (maze[r][c] == 0 || maze[r][c] == 3);
  }

完整代碼:

public class Maze2 {

  private static int[][] maze = 
     {{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
      {0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,1},
      {1,0,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,1,0,1,1,1,0,1,1,1,1,1,1,1,0,1,1,1,0,1,0,1},
      {1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,1,0,1,0,0,0,1,0,1,0,0,0,1,0,0,0,1,0,1,0,1},
      {1,0,1,0,1,1,1,0,1,0,1,1,1,1,1,1,1,1,1,0,1,0,1,1,1,0,1,0,1,1,1,1,1,0,1,1,1,0,1,0,1,0,1,1,1,0,1,1,1,0,1},
      {1,0,1,0,1,0,1,0,1,0,1,0,0,0,1,0,0,0,1,0,0,0,1,0,1,0,1,0,1,0,0,0,0,0,1,0,0,0,1,0,1,0,0,0,0,0,1,0,0,0,1},
      {1,0,1,1,1,0,1,0,1,1,1,0,1,0,1,0,1,0,1,1,1,1,1,0,1,0,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,1,1,1,1,0,1,0,1},
      {1,0,0,0,0,0,1,0,0,0,0,0,1,0,1,0,1,0,1,0,0,0,0,0,1,0,1,0,0,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,1,0,1},
      {1,1,1,0,1,1,1,1,1,1,1,1,1,0,1,0,1,0,1,0,1,0,1,1,1,0,1,1,1,1,1,1,1,0,1,0,1,0,1,1,1,0,1,1,1,1,1,1,1,0,1},
      {1,0,1,0,1,0,0,0,0,0,0,0,1,0,1,0,1,0,1,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0,1,0,1,0,0,0,1,0,1,0,0,0,1,0,0,0,1},
      {1,0,1,0,1,0,1,1,1,1,1,0,1,0,1,0,1,1,1,0,1,1,1,0,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,0,1,0,1,1,1,0,1,0,1,1,1},
      {1,0,1,0,1,0,0,0,1,0,1,0,1,0,1,0,0,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,1},
      {1,0,1,0,1,1,1,0,1,0,1,0,1,0,1,1,1,1,1,1,1,0,1,0,1,0,1,1,1,0,1,1,1,0,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1},
      {1,0,1,0,1,0,1,0,1,0,0,0,1,0,1,0,0,0,0,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1},
      {1,0,1,0,1,0,1,0,1,0,1,1,1,0,1,0,1,1,1,1,1,1,1,1,1,0,1,0,1,1,1,0,1,1,1,0,1,1,1,1,1,0,1,0,1,1,1,1,1,0,1},
      {1,0,0,0,1,0,1,0,1,0,0,0,0,0,1,0,1,0,0,0,0,0,1,0,0,0,1,0,0,0,1,0,1,0,0,0,1,0,1,0,0,0,1,0,1,0,0,0,0,0,1},
      {1,0,1,1,1,0,1,0,1,1,1,1,1,1,1,0,1,0,1,1,1,1,1,0,1,1,1,1,1,0,1,0,1,0,1,1,1,0,1,0,1,1,1,1,1,0,1,1,1,0,1},
      {1,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,1,0,1,0,0,0,0,0,0,0,0,0,1,0,1,0,0,0,1,0,0,0,1,0,1,0,0,0,0,0,1,0,1,0,1},
      {1,1,1,1,1,0,1,1,1,0,1,1,1,0,1,0,1,0,1,0,1,1,1,1,1,1,1,0,1,0,1,1,1,1,1,0,1,0,1,0,1,0,1,1,1,1,1,0,1,0,1},
      {1,0,0,0,1,0,0,0,1,0,0,0,1,0,1,0,1,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0,0,0,1,0,1,0,0,0,1,0,0,0,1,0,0,0,1,0,1},
      {1,0,1,1,1,1,1,0,1,1,1,0,1,1,1,0,1,0,1,1,1,0,1,0,1,1,1,0,1,1,1,1,1,0,1,0,1,1,1,1,1,1,1,0,1,0,1,0,1,0,1},
      {1,0,0,0,0,0,1,0,0,0,1,0,0,0,1,0,1,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,1,0,1,0,0,0,1,0,0,0,1,0,1,0,1,0,1,0,1},
      {1,1,1,0,1,0,1,1,1,0,1,1,1,0,1,0,1,1,1,1,1,0,1,1,1,0,1,1,1,0,1,0,1,0,1,1,1,0,1,0,1,0,1,0,1,0,1,1,1,0,1},
      {1,0,0,0,1,0,1,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,1,0,1,0,1,0,0,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0,1,0,1},
      {1,0,1,1,1,0,1,0,1,1,1,0,1,1,1,0,1,1,1,1,1,1,1,0,1,1,1,0,1,0,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,0,1,0,1},
      {1,0,1,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0,1,0,1,0,0,0,1,0,1,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,1},
      {1,0,1,1,1,1,1,1,1,0,1,1,1,0,1,1,1,0,1,0,1,0,1,0,1,0,1,1,1,0,1,0,1,0,1,1,1,1,1,0,1,0,1,1,1,0,1,0,1,0,1},
      {1,0,0,0,0,0,0,0,1,0,1,0,1,0,1,0,0,0,1,0,1,0,1,0,1,0,0,0,0,0,1,0,1,0,0,0,0,0,1,0,1,0,1,0,0,0,1,0,1,0,1},
      {1,0,1,1,1,1,1,0,1,0,1,0,1,0,1,0,1,1,1,0,1,0,1,0,1,0,1,1,1,1,1,0,1,0,1,0,1,1,1,0,1,0,1,0,1,1,1,1,1,0,1},
      {1,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,1,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,1,0,1,0,1,0,0,0,1,0,1,0,0,0,0,0,1,0,1},
      {1,1,1,1,1,0,1,1,1,1,1,1,1,0,1,0,1,0,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,1,1,0,1,0,1},
      {1,0,0,0,1,0,1,0,0,0,1,0,0,0,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,1,0,0,0,1,0,1,0,1},
      {1,0,1,1,1,0,1,1,1,0,1,0,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1,0,1,0,1,0,1,0,1},
      {1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,0,0,0,1},
      {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3,1}};

  public static void main(String[] args) {
    if (solve(1, 0)) {
      print();
    } else {
      System.out.println("no solution found");
    }
  }

  private static boolean solve(int r, int c) {

    // if we're at the goal then we've solved it
    if (maze[r][c] == 3) {
      return true;
    }

    // mark the current cell as on the path
    maze[r][c] = 2;

    // try all available neighbours - if any of these return true then we're solved
    if (available(r - 1, c) && solve(r - 1, c)) {
      return true;
    }
    if (available(r + 1, c) && solve(r + 1, c)) {
      return true;
    }
    if (available(r, c - 1) && solve(r, c - 1)) {
      return true;
    }
    if (available(r, c + 1) && solve(r, c + 1)) {
      return true;
    }

    // nothing found so remove the current cell from the path and backtrack
    maze[r][c] = 0;

    return false;
  }

  // cell is available if it is in the maze and either a clear space or the
  // goal - it is not available if it is a wall or already on the current path
  private static boolean available(int r, int c) {
    return r >= 0 && r < maze.length
        && c >= 0 && c < maze[r].length
        && (maze[r][c] == 0 || maze[r][c] == 3);
  }

  // use symbols to make reading the output easier...
  private static final char[] SYMBOLS = {' ', '#', '.', '*' };

  private static void print(){
    for(int row = 0; row < maze.length; ++row) {
      for(int col = 0; col < maze[row].length; ++col) {
        System.out.print(SYMBOLS[maze[row][col]]);
      }
      System.out.println();
    }
  }
}

最后,如果要打印出所有可能的解決方案,而不僅僅是找到的第一個解決方案,則只需將已解決函數的頂部更改為:

// if we're at the goal then print it but return false to continue searching
if (maze[r][c] == 3) {
  print();
  return false;
}

快樂遞歸!

在過去五個小時中,您已經問過有關此迷宮遞歸難題的四個問題,這證明它有多復雜。 這整個概念的1/0迷宮電網已吸引了我,我想出了一個類,應該讓一大堆簡單。 如果需要進行遞歸,那么它將對您沒有用,但是如果您可以使用它,那么它將消除很多復雜性。

有兩個類,一個枚舉。

首先,枚舉定義要在網格中移動的方向,並基於其移動一次確定新索引。

enum Direction {
   UP(-1, 0),
   DOWN(1, 0),
   LEFT(0, -1),
   RIGHT(0, 1);

   private final int rowSteps;
   private final int colSteps;
   private Direction(int rowSteps, int colSteps)  {
      this.rowSteps = rowSteps;
      this.colSteps = colSteps;
   }
   public int getNewRowIdx(int currentRowIdx)  {
      return  (currentRowIdx + getRowSteps());
   }
   public int getNewColIdx(int currentColIdx)  {
      return  (currentColIdx + getColSteps());
   }
   public int getRowSteps()  {
      return  rowSteps;
   }
   public int getColSteps()  {
      return  colSteps;
   }
};

主要類稱為MazePosition (下)。 首先,通過其int[][]構造函數在其中設置迷宮網格雙數組,並靜態存儲該實例:

private static final MazePosition MAZE_HOLDER = new MazePosition(MAZE_GRID);

(可以將這一步驟設計得更好,但是可以。)

設置迷宮網格(每次執行時,這是一次性的事情)后,然后使用x / y構造函數聲明初始位置:

MazePosition pos = new MazePosition(0, 0);

然后,根據需要移動:

pos = pos.getNeighbor(Direction.RIGHT);
pos = pos.getNeighbor(Direction.RIGHT);
pos = pos.getNeighbor(Direction.DOWN);
...

每個位置的值由pos.getValue()pos.isPath()檢索-我認為1是“牆”, 0是“路徑”。 (順便說一句:巨大的2d數組實際上應該包含一個booleans ,而不是4字節的ints ,但是查看數組的代碼對int有意義,而對booleans則不行。請注意,它應該至少更改為byte s。)

因此,關於移動,如果您嘗試在沒有鄰居時獲得鄰居,例如在左邊緣向左移動,則會引發IllegalStateException 使用is*Edge()函數可以避免這種情況。

MazePosition類還有一個方便的調試函數,稱為getNineByNine() ,該函數返回9x9的數組值網格(作為字符串),其中中間項是當前位置。

   import  java.util.Arrays;
   import  java.util.Objects;
class MazePosition  {
//state
   private static int[][] MAZE_GRID;
   private final int rowIdx;
   private final int colIdx;
//internal
   private final int rowIdxMinus1;
   private final int colIdxMinus1;
   public MazePosition(int[][] MAZE_GRID)  {
      if(this.MAZE_GRID != null)  {
         throw  new IllegalStateException("Maze double-array already set. Use x/y constructor.");
      }
      MazePosition.MAZE_GRID = MAZE_GRID;

      //TODO: Crash if null or empty, or sub-arrays null or empty, or unequal lengths, or contain anything but 0 or -1.

      rowIdx = -1;
      colIdx = -1;
      rowIdxMinus1 = -1;
      colIdxMinus1 = -1;
   }
   public MazePosition(int rowIdx, int colIdx)  {
      if(MazePosition.MAZE_GRID == null)  {
         throw  new IllegalStateException("Must set maze double-array with: new MazePosition(int[][]).");
      }

      if(rowIdx < 0  ||  rowIdx >= MazePosition.getRowCount())  {
         throw  new IllegalArgumentException("rowIdx (" + rowIdx + ") is invalid.");
      }
      if(colIdx < 0  ||  colIdx >= MazePosition.getColumnCount())  {
         throw  new IllegalArgumentException("colIdx (" + colIdx + ") is invalid.");
      }

      this.rowIdx = rowIdx;
      this.colIdx = colIdx;
      rowIdxMinus1 = (rowIdx - 1);
      colIdxMinus1 = (colIdx - 1);
   }

   public boolean isPath()  {  
      return  (getValue() == 0);  //1???
   }
   public int getValue()  {
      return  MazePosition.MAZE_GRID[getRowIdx()][getColumnIdx()];
   }
   public int getRowIdx()  {
      return  rowIdx;
   }
   public int getColumnIdx()  {
      return  colIdx;
   }
   public MazePosition getNeighbor(Direction dir)  {
      Objects.requireNonNull(dir, "dir");
      return  (new MazePosition(
         dir.getNewRowIdx(getRowIdx()), 
         dir.getNewColIdx(getColumnIdx())));
   }
   public MazePosition getNeighborNullIfEdge(Direction dir)  {
      if(isEdgeForDirection(dir))  {
         return  null;
      }
      return  getNeighbor(dir);
   }
   public int getNeighborValueNeg1IfEdge(Direction dir)  {
      MazePosition pos = getNeighborNullIfEdge(dir);
      return  ((pos == null) ? -1 : pos.getValue());
   }
   public static final int getRowCount()  {
      return  MAZE_GRID.length;
   }
   public static final int getColumnCount()  {
      return  MAZE_GRID[0].length;
   }
   public boolean isEdgeForDirection(Direction dir)  {
      Objects.requireNonNull(dir);
      switch(dir)  {
         case UP:    return isTopEdge(); 
         case DOWN:  return isBottomEdge(); 
         case LEFT:  return isLeftEdge();
         case RIGHT: return isRightEdge(); 
      }
      throw  new IllegalStateException(toString() + ", dir=" + dir);
   }
   public boolean isLeftEdge()  {
      return  (getColumnIdx() == 0);
   }
   public boolean isTopEdge()  {
      return  (getRowIdx() == 0);
   }
   public boolean isBottomEdge()  {
      return  (getRowIdx() == rowIdxMinus1);
   }
   public boolean isRightEdge()  {
      return  (getColumnIdx() == colIdxMinus1);
   }
   public String toString()  {
      return  "[" + getRowIdx() + "," + getColumnIdx() + "]=" + getValue();
   }
   public String getNineByNine()  {
      int[][] nineByNine = new int[3][3];

      //Middle row
         nineByNine[1][1] = getValue();
         nineByNine[1][0] = getNeighborValueNeg1IfEdge(Direction.LEFT);
         nineByNine[1][2] = getNeighborValueNeg1IfEdge(Direction.RIGHT);

      //Top
         MazePosition posUp = getNeighborNullIfEdge(Direction.UP);
         if(posUp != null)  {
            nineByNine[0][0] = posUp.getNeighborValueNeg1IfEdge(Direction.LEFT);
            nineByNine[0][1] = posUp.getValue();
            nineByNine[0][2] = posUp.getNeighborValueNeg1IfEdge(Direction.RIGHT);
         }

      //Bottom
         MazePosition posDown = getNeighborNullIfEdge(Direction.DOWN);
         if(posDown != null)  {
            nineByNine[2][0] = posDown.getNeighborValueNeg1IfEdge(Direction.LEFT);
            nineByNine[2][1] = posDown.getValue();
            nineByNine[2][2] = posDown.getNeighborValueNeg1IfEdge(Direction.RIGHT);
         }

      String sLS = System.getProperty("line.separator", "\r\n");
      return  "Middle position in 9x9 grid is *this*: " + toString() + sLS + 
         Arrays.toString(nineByNine[0]) + sLS + 
         Arrays.toString(nineByNine[1]) + sLS + 
         Arrays.toString(nineByNine[2]);
   }
}

它所沒有的是“碰撞檢測”或任何真正為您找到迷宮路徑的東西。 它只是在整個網格中移動,無論它是否穿過牆壁。 可以很容易地添加一些getNeighborIfNotWall(Direction)isWallToLeft()函數,但我將留給您。 ;)

(實際上,這些類無需進行太多更改,就可以用於遍歷任何2D數組,盡管我可能會添加對角線方向(例如UP_LEFT )以及移動多個步驟的能力,例如getNeighbor(3, Direction.DOWN) )。

這是一個演示用法:

public class MazePosDemo  {
   private static final int[][] MAZE_GRID = new int[][] {

   //mega maze grid goes here...

   };

   private static final MazePosition MAZE_HOLDER = new MazePosition(MAZE_GRID);

   public static final void main(String[] ignored)  {
      MazePosition pos = new MazePosition(0, 0);
      System.out.println("start: " + pos);

      pos = pos.getNeighbor(Direction.RIGHT);
      System.out.println("right: " + pos);

      pos = pos.getNeighbor(Direction.RIGHT);
      System.out.println("right: " + pos);

      pos = pos.getNeighbor(Direction.DOWN);
      System.out.println("down:  " + pos);

      pos = pos.getNeighbor(Direction.DOWN);
      System.out.println("down:  " + pos);

      pos = pos.getNeighbor(Direction.RIGHT);
      System.out.println("right: " + pos);

      pos = pos.getNeighbor(Direction.DOWN);
      System.out.println("down:  " + pos);

      pos = pos.getNeighbor(Direction.LEFT);
      System.out.println("left:  " + pos);

      pos = pos.getNeighbor(Direction.UP);
      System.out.println("up:    " + pos);

      pos = pos.getNeighbor(Direction.UP);
      System.out.println("up:    " + pos);

      System.out.println(pos.getNineByNine());
   }

}

輸出量

[C:\java_code\]java MazePosDemo
start: [0,0]=1
right: [0,1]=1
right: [0,2]=1
down:  [1,2]=1
down:  [2,2]=1
right: [2,3]=1
down:  [3,3]=0
left:  [3,2]=1
up:    [2,2]=1
up:    [1,2]=1
Middle position in 9x9 grid is *this*: [1,2]=1
[1, 1, 1]
[0, 1, 0]
[0, 1, 1]

這是完整的源代碼文件,其中包含上述所有內容(包括mega-maze-array):

   //Needed only by MazePosition
   import  java.util.Arrays;
   import  java.util.Objects;

enum Direction {
   UP(-1, 0),
   DOWN(1, 0),
   LEFT(0, -1),
   RIGHT(0, 1);
//config
   private final int rowSteps;
   private final int colSteps;
   private Direction(int rowSteps, int colSteps)  {
      this.rowSteps = rowSteps;
      this.colSteps = colSteps;
   }
   public int getNewRowIdx(int currentRowIdx)  {
      return  (currentRowIdx + getRowSteps());
   }
   public int getNewColIdx(int currentColIdx)  {
      return  (currentColIdx + getColSteps());
   }
   public int getRowSteps()  {
      return  rowSteps;
   }
   public int getColSteps()  {
      return  colSteps;
   }
};

class MazePosition  {
//config
   private static int[][] MAZE_GRID;
   private final int rowIdx;
   private final int colIdx;
//internal
   private final int rowIdxMinus1;
   private final int colIdxMinus1;
   public MazePosition(int[][] MAZE_GRID)  {
      if(this.MAZE_GRID != null)  {
         throw  new IllegalStateException("Maze double-array already set. Use x/y constructor.");
      }
      MazePosition.MAZE_GRID = MAZE_GRID;

      //TODO: Crash if null or empty, or sub-arrays null or empty, or unequal lengths, or contain anything but 0 or -1.

      rowIdx = -1;
      colIdx = -1;
      rowIdxMinus1 = -1;
      colIdxMinus1 = -1;
   }
   public MazePosition(int rowIdx, int colIdx)  {
      if(MazePosition.MAZE_GRID == null)  {
         throw  new IllegalStateException("Must set maze double-array with: new MazePosition(int[][]).");
      }

      if(rowIdx < 0  ||  rowIdx >= MazePosition.getRowCount())  {
         throw  new IllegalArgumentException("rowIdx (" + rowIdx + ") is invalid.");
      }
      if(colIdx < 0  ||  colIdx >= MazePosition.getColumnCount())  {
         throw  new IllegalArgumentException("colIdx (" + colIdx + ") is invalid.");
      }

      this.rowIdx = rowIdx;
      this.colIdx = colIdx;
      rowIdxMinus1 = (rowIdx - 1);
      colIdxMinus1 = (colIdx - 1);
   }

   public boolean isPath()  {  
      return  (getValue() == 0);  //1???
   }
   public int getValue()  {
      return  MazePosition.MAZE_GRID[getRowIdx()][getColumnIdx()];
   }
   public int getRowIdx()  {
      return  rowIdx;
   }
   public int getColumnIdx()  {
      return  colIdx;
   }
   public MazePosition getNeighbor(Direction dir)  {
      Objects.requireNonNull(dir, "dir");
      return  (new MazePosition(
         dir.getNewRowIdx(getRowIdx()), 
         dir.getNewColIdx(getColumnIdx())));
   }
   public MazePosition getNeighborNullIfEdge(Direction dir)  {
      if(isEdgeForDirection(dir))  {
         return  null;
      }
      return  getNeighbor(dir);
   }
   public int getNeighborValueNeg1IfEdge(Direction dir)  {
      MazePosition pos = getNeighborNullIfEdge(dir);
      return  ((pos == null) ? -1 : pos.getValue());
   }
   public static final int getRowCount()  {
      return  MAZE_GRID.length;
   }
   public static final int getColumnCount()  {
      return  MAZE_GRID[0].length;
   }
   public boolean isEdgeForDirection(Direction dir)  {
      Objects.requireNonNull(dir);
      switch(dir)  {
         case UP:    return isTopEdge(); 
         case DOWN:  return isBottomEdge(); 
         case LEFT:  return isLeftEdge();
         case RIGHT: return isRightEdge(); 
      }
      throw  new IllegalStateException(toString() + ", dir=" + dir);
   }
   public boolean isLeftEdge()  {
      return  (getColumnIdx() == 0);
   }
   public boolean isTopEdge()  {
      return  (getRowIdx() == 0);
   }
   public boolean isBottomEdge()  {
      return  (getRowIdx() == rowIdxMinus1);
   }
   public boolean isRightEdge()  {
      return  (getColumnIdx() == colIdxMinus1);
   }
   public String toString()  {
      return  "[" + getRowIdx() + "," + getColumnIdx() + "]=" + getValue();
   }
   public String getNineByNine()  {
      int[][] nineByNine = new int[3][3];

      //Middle row
         nineByNine[1][1] = getValue();
         nineByNine[1][0] = getNeighborValueNeg1IfEdge(Direction.LEFT);
         nineByNine[1][2] = getNeighborValueNeg1IfEdge(Direction.RIGHT);

      //Top
         MazePosition posUp = getNeighborNullIfEdge(Direction.UP);
         if(posUp != null)  {
            nineByNine[0][0] = posUp.getNeighborValueNeg1IfEdge(Direction.LEFT);
            nineByNine[0][1] = posUp.getValue();
            nineByNine[0][2] = posUp.getNeighborValueNeg1IfEdge(Direction.RIGHT);
         }

      //Bottom
         MazePosition posDown = getNeighborNullIfEdge(Direction.DOWN);
         if(posDown != null)  {
            nineByNine[2][0] = posDown.getNeighborValueNeg1IfEdge(Direction.LEFT);
            nineByNine[2][1] = posDown.getValue();
            nineByNine[2][2] = posDown.getNeighborValueNeg1IfEdge(Direction.RIGHT);
         }

      String sLS = System.getProperty("line.separator", "\r\n");
      return  "Middle position in 9x9 grid is *this*: " + toString() + sLS + 
         Arrays.toString(nineByNine[0]) + sLS + 
         Arrays.toString(nineByNine[1]) + sLS + 
         Arrays.toString(nineByNine[2]);
   }
}
public class MazePosDemo  {
   private static final int[][] MAZE_GRID = new int[][] {
      {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
      {0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,1},
      {1,0,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,1,0,1,1,1,0,1,1,1,1,1,1,1,0,1,1,1,0,1,0,1},
      {1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,1,0,1,0,0,0,1,0,1,0,0,0,1,0,0,0,1,0,1,0,1},
      {1,0,1,0,1,1,1,0,1,0,1,1,1,1,1,1,1,1,1,0,1,0,1,1,1,0,1,0,1,1,1,1,1,0,1,1,1,0,1,0,1,0,1,1,1,0,1,1,1,0,1},
      {1,0,1,0,1,0,1,0,1,0,1,0,0,0,1,0,0,0,1,0,0,0,1,0,1,0,1,0,1,0,0,0,0,0,1,0,0,0,1,0,1,0,0,0,0,0,1,0,0,0,1},
      {1,0,1,1,1,0,1,0,1,1,1,0,1,0,1,0,1,0,1,1,1,1,1,0,1,0,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,1,1,1,1,0,1,0,1},
      {1,0,0,0,0,0,1,0,0,0,0,0,1,0,1,0,1,0,1,0,0,0,0,0,1,0,1,0,0,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,1,0,1},
      {1,1,1,0,1,1,1,1,1,1,1,1,1,0,1,0,1,0,1,0,1,0,1,1,1,0,1,1,1,1,1,1,1,0,1,0,1,0,1,1,1,0,1,1,1,1,1,1,1,0,1},
      {1,0,1,0,1,0,0,0,0,0,0,0,1,0,1,0,1,0,1,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0,1,0,1,0,0,0,1,0,1,0,0,0,1,0,0,0,1},
      {1,0,1,0,1,0,1,1,1,1,1,0,1,0,1,0,1,1,1,0,1,1,1,0,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,0,1,0,1,1,1,0,1,0,1,1,1},
      {1,0,1,0,1,0,0,0,1,0,1,0,1,0,1,0,0,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,1},
      {1,0,1,0,1,1,1,0,1,0,1,0,1,0,1,1,1,1,1,1,1,0,1,0,1,0,1,1,1,0,1,1,1,0,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1},
      {1,0,1,0,1,0,1,0,1,0,0,0,1,0,1,0,0,0,0,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1},
      {1,0,1,0,1,0,1,0,1,0,1,1,1,0,1,0,1,1,1,1,1,1,1,1,1,0,1,0,1,1,1,0,1,1,1,0,1,1,1,1,1,0,1,0,1,1,1,1,1,0,1},
      {1,0,0,0,1,0,1,0,1,0,0,0,0,0,1,0,1,0,0,0,0,0,1,0,0,0,1,0,0,0,1,0,1,0,0,0,1,0,1,0,0,0,1,0,1,0,0,0,0,0,1},
      {1,0,1,1,1,0,1,0,1,1,1,1,1,1,1,0,1,0,1,1,1,1,1,0,1,1,1,1,1,0,1,0,1,0,1,1,1,0,1,0,1,1,1,1,1,0,1,1,1,0,1},
      {1,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,1,0,1,0,0,0,0,0,0,0,0,0,1,0,1,0,0,0,1,0,0,0,1,0,1,0,0,0,0,0,1,0,1,0,1},
      {1,1,1,1,1,0,1,1,1,0,1,1,1,0,1,0,1,0,1,0,1,1,1,1,1,1,1,0,1,0,1,1,1,1,1,0,1,0,1,0,1,0,1,1,1,1,1,0,1,0,1},
      {1,0,0,0,1,0,0,0,1,0,0,0,1,0,1,0,1,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0,0,0,1,0,1,0,0,0,1,0,0,0,1,0,0,0,1,0,1},
      {1,0,1,1,1,1,1,0,1,1,1,0,1,1,1,0,1,0,1,1,1,0,1,0,1,1,1,0,1,1,1,1,1,0,1,0,1,1,1,1,1,1,1,0,1,0,1,0,1,0,1},
      {1,0,0,0,0,0,1,0,0,0,1,0,0,0,1,0,1,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,1,0,1,0,0,0,1,0,0,0,1,0,1,0,1,0,1,0,1},
      {1,1,1,0,1,0,1,1,1,0,1,1,1,0,1,0,1,1,1,1,1,0,1,1,1,0,1,1,1,0,1,0,1,0,1,1,1,0,1,0,1,0,1,0,1,0,1,1,1,0,1},
      {1,0,0,0,1,0,1,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,1,0,1,0,1,0,0,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0,1,0,1},
      {1,0,1,1,1,0,1,0,1,1,1,0,1,1,1,0,1,1,1,1,1,1,1,0,1,1,1,0,1,0,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,0,1,0,1},
      {1,0,1,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0,1,0,1,0,0,0,1,0,1,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,1},
      {1,0,1,1,1,1,1,1,1,0,1,1,1,0,1,1,1,0,1,0,1,0,1,0,1,0,1,1,1,0,1,0,1,0,1,1,1,1,1,0,1,0,1,1,1,0,1,0,1,0,1},
      {1,0,0,0,0,0,0,0,1,0,1,0,1,0,1,0,0,0,1,0,1,0,1,0,1,0,0,0,0,0,1,0,1,0,0,0,0,0,1,0,1,0,1,0,0,0,1,0,1,0,1},
      {1,0,1,1,1,1,1,0,1,0,1,0,1,0,1,0,1,1,1,0,1,0,1,0,1,0,1,1,1,1,1,0,1,0,1,0,1,1,1,0,1,0,1,0,1,1,1,1,1,0,1},
      {1,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,1,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,1,0,1,0,1,0,0,0,1,0,1,0,0,0,0,0,1,0,1},
      {1,1,1,1,1,0,1,1,1,1,1,1,1,0,1,0,1,0,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,1,1,0,1,0,1},
      {1,0,0,0,1,0,1,0,0,0,1,0,0,0,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,1,0,0,0,1,0,1,0,1},
      {1,0,1,1,1,0,1,1,1,0,1,0,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1,0,1,0,1,0,1,0,1},
      {1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,0,0,0,1},
      {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,1}};
   private static final MazePosition MAZE_HOLDER = new MazePosition(MAZE_GRID);

   public static final void main(String[] ignored)  {
      MazePosition pos = new MazePosition(0, 0);
      System.out.println("start: " + pos);

      pos = pos.getNeighbor(Direction.RIGHT);
      System.out.println("right: " + pos);

      pos = pos.getNeighbor(Direction.RIGHT);
      System.out.println("right: " + pos);

      pos = pos.getNeighbor(Direction.DOWN);
      System.out.println("down:  " + pos);

      pos = pos.getNeighbor(Direction.DOWN);
      System.out.println("down:  " + pos);

      pos = pos.getNeighbor(Direction.RIGHT);
      System.out.println("right: " + pos);

      pos = pos.getNeighbor(Direction.DOWN);
      System.out.println("down:  " + pos);

      pos = pos.getNeighbor(Direction.LEFT);
      System.out.println("left:  " + pos);

      pos = pos.getNeighbor(Direction.UP);
      System.out.println("up:    " + pos);

      pos = pos.getNeighbor(Direction.UP);
      System.out.println("up:    " + pos);

      System.out.println(pos.getNineByNine());
   }

}

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