I'm having a problem with the following python code.  The code is looks for "hidden treasure within a map".  I get an error of     heapq.heappush(open_list, (tile.f_cost, tile)) TypeError: '<' not supported between instances of 'Tile' and 'Tile', and I'm not sure why or how to fix it, any hints etc. would be great. import heapq import random class Tile:     def __init__(self, x, y):         self.x = x         self.y = y         self.is_obstacle = False         self.g_cost = 0         self.h_cost = 0         self.f_cost = 0         self.parent = None class Map:     def __init__(self, width, height):         self.width = width         self.height = height         self.tiles = [[Tile(x, y) for y in range(height)] for x in range(width)]         self.start_tile = self.get_tile(0, 0)         self.treasure_tile = None         self.generate_treasure()     def generate_treasure(self):         self.treasure_tile = self.get_random_tile()         self.treasure_tile.is_obstacle = True     def get_random_tile(self):         x = random.randint(0, self.width - 1)         y = random.randint(0, self.height - 1)         return self.get_tile(x, y)     def get_tile(self, x, y):         return self.tiles[x][y]     def get_adjacent_tiles(self, tile):         adjacent_tiles = []         for x in range(tile.x - 1, tile.x + 2):             for y in range(tile.y - 1, tile.y + 2):                 if x == tile.x and y == tile.y:                     continue                 if x < 0 or x >= self.width or y < 0 or y >= self.height:                     continue                 adjacent_tiles.append(self.get_tile(x, y))         return adjacent_tiles class AStar:     def __init__(self, game_map, start_tile, treasure_tile):         self.game_map = game_map         self.start_tile = start_tile         self.treasure_tile = treasure_tile     def find_path(self):         open_list = []         closed_list = []         start_tile = self.start_tile         treasure_tile = self.treasure_tile         heapq.heappush(open_list, (start_tile.f_cost, start_tile))         while len(open_list) > 0:             current_tile = heapq.heappop(open_list)[1]             closed_list.append(current_tile)             if current_tile == treasure_tile:                 path = []                 while current_tile != start_tile:                     path.append(current_tile)                     current_tile = current_tile.parent                 path.append(start_tile)                 path.reverse()                 return path             adjacent_tiles = self.game_map.get_adjacent_tiles(current_tile)             for tile in adjacent_tiles:                 if tile.is_obstacle or tile in closed_list:                     continue                 g_cost = current_tile.g_cost + 1                 h_cost = abs(tile.x - treasure_tile.x) + abs(tile.y - treasure_tile.y)                 f_cost = g_cost + h_cost                 if (tile.f_cost, tile) in open_list:                     if tile.g_cost > g_cost:                         tile.g_cost = g_cost                         tile.h_cost = h_cost                         tile.f_cost = f_cost                         tile.parent = current_tile                         heapq.heapify(open_list)                 else:                     tile.g_cost = g_cost                     tile.h_cost = h_cost                     tile.f_cost = f_cost                     tile.parent = current_tile                     heapq.heappush(open_list, (tile.f_cost, tile))         return None game_board = Map(100,100) starting_place = Tile(30,15) treasure_place = Tile(1,1) play_game = AStar(game_board, starting_place, treasure_place) play_game.find_path()

Database System Concepts
7th Edition
ISBN:9780078022159
Author:Abraham Silberschatz Professor, Henry F. Korth, S. Sudarshan
Publisher:Abraham Silberschatz Professor, Henry F. Korth, S. Sudarshan
Chapter1: Introduction
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I'm having a problem with the following python code.  The code is looks for "hidden treasure within a map".  I get an error of     heapq.heappush(open_list, (tile.f_cost, tile))
TypeError: '<' not supported between instances of 'Tile' and 'Tile', and I'm not sure why or how to fix it, any hints etc. would be great.

import heapq
import random

class Tile:
    def __init__(self, x, y):
        self.x = x
        self.y = y
        self.is_obstacle = False
        self.g_cost = 0
        self.h_cost = 0
        self.f_cost = 0
        self.parent = None

class Map:
    def __init__(self, width, height):
        self.width = width
        self.height = height
        self.tiles = [[Tile(x, y) for y in range(height)] for x in range(width)]
        self.start_tile = self.get_tile(0, 0)
        self.treasure_tile = None
        self.generate_treasure()

    def generate_treasure(self):
        self.treasure_tile = self.get_random_tile()
        self.treasure_tile.is_obstacle = True

    def get_random_tile(self):
        x = random.randint(0, self.width - 1)
        y = random.randint(0, self.height - 1)
        return self.get_tile(x, y)

    def get_tile(self, x, y):
        return self.tiles[x][y]

    def get_adjacent_tiles(self, tile):
        adjacent_tiles = []
        for x in range(tile.x - 1, tile.x + 2):
            for y in range(tile.y - 1, tile.y + 2):
                if x == tile.x and y == tile.y:
                    continue
                if x < 0 or x >= self.width or y < 0 or y >= self.height:
                    continue
                adjacent_tiles.append(self.get_tile(x, y))
        return adjacent_tiles

class AStar:
    def __init__(self, game_map, start_tile, treasure_tile):
        self.game_map = game_map
        self.start_tile = start_tile
        self.treasure_tile = treasure_tile

    def find_path(self):
        open_list = []
        closed_list = []

        start_tile = self.start_tile
        treasure_tile = self.treasure_tile

        heapq.heappush(open_list, (start_tile.f_cost, start_tile))

        while len(open_list) > 0:
            current_tile = heapq.heappop(open_list)[1]
            closed_list.append(current_tile)

            if current_tile == treasure_tile:
                path = []
                while current_tile != start_tile:
                    path.append(current_tile)
                    current_tile = current_tile.parent
                path.append(start_tile)
                path.reverse()
                return path

            adjacent_tiles = self.game_map.get_adjacent_tiles(current_tile)
            for tile in adjacent_tiles:
                if tile.is_obstacle or tile in closed_list:
                    continue

                g_cost = current_tile.g_cost + 1
                h_cost = abs(tile.x - treasure_tile.x) + abs(tile.y - treasure_tile.y)
                f_cost = g_cost + h_cost

                if (tile.f_cost, tile) in open_list:
                    if tile.g_cost > g_cost:
                        tile.g_cost = g_cost
                        tile.h_cost = h_cost
                        tile.f_cost = f_cost
                        tile.parent = current_tile
                        heapq.heapify(open_list)
                else:
                    tile.g_cost = g_cost
                    tile.h_cost = h_cost
                    tile.f_cost = f_cost
                    tile.parent = current_tile
                    heapq.heappush(open_list, (tile.f_cost, tile))

        return None

game_board = Map(100,100)
starting_place = Tile(30,15)
treasure_place = Tile(1,1)
play_game = AStar(game_board, starting_place, treasure_place)
play_game.find_path()

 

 

 

Expert Solution
Step 1: Algorithm of the code:
  1. Tile Class:

    • Define a Tile class to represent each cell on the map.
    • Each Tile object stores its position (x, y), whether it's an obstacle (is_obstacle), and the cost values for the A* algorithm (g_cost, h_cost, and f_cost).
    • Implement comparison methods (__lt__ and __eq__) to allow Tile objects to be compared based on their f_cost values.
  2. Map Class:

    • Create a Map class to represent the game map.
    • A 2D grid of Tile objects makes up the map.
    • Initialize the map with dimensions (width and height) and generate a random position for the treasure (obstacle).
    • Implement methods to access tiles, get adjacent tiles, and generate random tiles.
  3. AStar Class:

    • Create an AStar class to perform the A* search.
    • Initialize the A* algorithm with the game map, starting tile, and treasure tile.
    • Implement the find_path method to find the path from the starting point to the treasure using A*.
    • Use open and closed lists to keep track of visited tiles.
    • Calculate the f_cost for each tile based on g_cost (cost from the start), h_cost (heuristic cost to the treasure), and f_cost (total cost).
  4. Main Part:

    • Create an instance of the game map with dimensions (10x10), a starting tile at (0, 0), and a randomly generated treasure tile.
    • Print the location of the treasure on the map.
    • Initialize the A* path finder with the game map and starting and treasure tiles.
    • Find the path using the find_path method.
    • If a path is found, print the path from the starting point to the treasure; otherwise, indicate that no path was found.
  5. Output:

    • Display the location of the treasure (obstacle) on the map.
    • If a path exists, show the path from the starting point to the treasure.
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