Depth-first search never reaching goal state - c#

I was studying search algorithms and wanted to solve the missionaries and cannibals problem in order to practice. However, my code never provides a solution. At first, I thought this was because I had recurring states, causing an infinite loop, so I added a state history to make sure states weren't being repeated. However, this still has not worked.
Below is the code I have written. I am using vectors to represent the states of the missionaries, cannibals and the boat and the children of the nodes get added if they pass a check that checks if the move is within the range (0,0,0) and (3,3,1).
I have tried stepping through the code but since the tree is fairly large I can only keep track of so many things, so I have a hard time seeing the fault in my code.
This was written in Visual Studio as a console program.
Vector3 class
public class Vector3
{
public int m;
public int c;
public int b;
public Vector3(int M, int C, int B)
{
m = M;
c = C;
b = B;
}
public override bool Equals(System.Object obj)
{
if (obj == null)
return false;
Vector3 p = obj as Vector3;
if ((System.Object)p == null)
return false;
return (m == p.m) && (c == p.c) && (b == p.b);
}
}
Node class
public class Node
{
public Vector3 State;
public Node(Vector3 st)
{
State = st;
}
}
My Program.cs
class Program
{
static void Main(string[] args)
{
Program p = new Program();
p.DFS(new Node(new Vector3(3, 3, 1)));
Console.ReadKey();
}
List<Vector3> History = new List<Vector3>();
Vector3[] Operators = new Vector3[]
{
new Vector3(1,0,1),
new Vector3(2,0,1),
new Vector3(0,1,1),
new Vector3(0,2,1),
new Vector3(1,1,1),
};
public bool TryMove(Vector3 current, Vector3 toApply, bool substract)
{
if (substract)
{
if (current.c - toApply.c < 0 || current.m - toApply.m < 0 || current.b - toApply.b < 0 || (current.c - toApply.c) > (current.m - toApply.m))
{
return false;
}
else return true;
}
else
{
if (current.c + toApply.c > 3 || current.m + toApply.m > 3 || current.b + toApply.b > 1 || (current.c + toApply.c) > (current.m + toApply.m))
{
return false;
}
else return true;
}
}
public void DFS(Node n)
{
Stack<Node> stack = new Stack<Node>();
stack.Push(n);
while (stack.Count > 0)
{
Node curNode = stack.Pop();
if (History.Contains(curNode.State))
{
}
else
{
History.Add(curNode.State);
if (curNode.State == new Vector3(0, 0, 0))
{
Console.WriteLine("Solution found.");
return;
}
else
{
if (curNode.State.b == 0) //Boat is across the river
{
for (int x = 0; x < 5; x++)
{
if (TryMove(curNode.State, Operators[x], false))
{
stack.Push(new Node(new Vector3(curNode.State.m + Operators[x].m, curNode.State.c + Operators[x].c, curNode.State.b + Operators[x].b)));
}
}
}
else //Boat == 1
{
for (int x = 0; x < 5; x++)
{
if (TryMove(curNode.State, Operators[x], true))
{
stack.Push(new Node(new Vector3(curNode.State.m - Operators[x].m, curNode.State.c - Operators[x].c, curNode.State.b - Operators[x].b)));
}
}
}
}
}
}
Console.WriteLine("No solution found.");
return;
}
}
My code keeps hitting the 'No solution found' block. When I remove the history I keep infinite looping between states (3,3,1) and (2,2,1) and get an OutOfMemoryException at the 2 gigabyte mark, so I'm not even sure about keeping track of history anymore.
What steps should I take in order to implement the DFS in the context of the problem correctly, given the code I provided above?

Your algorithm is fine. The problem is that you used == operator in curNode.State == new Vector3(0, 0, 0); line. In C#, by default, == compares objects by reference, so this condition will always return false. Either use node.State.Equals(new Vector3(0, 0, 0)) or override == operator to use your Equals method.
See MSDN Guidelines on custom comparison in C#.

Related

Jump Point Search result are not correct

After I completed the how to make a A* pathfinding I wanted to learn more about Jump Point Search.
I did some reasearch how to make one by reading the
orginal paper about it.
So after reading it a couple of times I try it for myself so I made one and it works short of.
so the problem is that he can find a path but not in the most best way see images what I mean.
So my first thought was that I did something wrong with the lowest Fcost so try to change that first but that was not answer. then I looked into the Sucessor function if I did something wrong try to change the order of the script but the result stay the same.
after that I looked into the jump code. But to be honest I don't see it what I did wrong either.
Then I try to find the answer here but, most of the answers resluted in the same result.
Maybe it can be that I have forgot something that this algoritme needs.
sucessor function.
List<Node> IDSucessor(Node currentNode,Node start,Node goal)
{
List<Node> sucessors = new List<Node>();
List<Node> neighbors = new List<Node>();
neighbors = Neigbors(currentNode);
foreach (Node n in neighbors)
{
Node node = n;
node = Jump(currentNode, n.x - currentNode.x, n.y - currentNode.y, start, goal);
if (node != null)
{
if (!closedList.Contains(node))
{
int newMovementCost = (int)currentNode.GCost + GetDistance(currentNode, n);
if (newMovementCost < node.GCost || !openList.Contains(node))
{
node.GCost = newMovementCost;
node.HCost = GetDistance(n, goal);
node.FCost = n.GCost + n.HCost;
node.parent = currentNode;
if (!openList.Contains(node))
{
sucessors.Add(node);
}
}
}
}
}
return sucessors;
}
Jump Function
Node Jump(Node currentNode,int x,int y,Node start,Node goal)
{
Node n = RetunNodeDir(currentNode, x, y);
if (n==null)
{
//if n is null return null
return null;
}
if (n.Col)
{
//if n collider return null.
return null;
}
if (n.x == goal.x && n.y==goal.y)
{
//if it's a goal then the n will be a sucessor
goalFounded = true;
return n;
}
//if A neigbor is forced than return n as it's sucessor.
if (IsForced(n, x, y, start, goal))
{
return n;
}
//if diangle
if(x!=0 && y!=0)
{
if (IsForecedDiangle(n, x, y, start, goal))
{
return n;
}
if (Jump(n, x, 0, start, goal) != null || Jump(n, 0, y, start, goal) != null)
{
return n;
}
}
//jump again
return Jump(n, x, y, start, goal);
}
Force node horizontal. the vertical is the same code but has a diffrent coordination direction. the diangle use also the same code but it needed a extra agrument in the function.
bool IsForcedHor(Node currentNode,int dirX)
{
Node up = RetunNodeDir(currentNode, 0, 1);
Node down = RetunNodeDir(currentNode, 0, - 1);
if(up!=null)
{
if(up.Col)
{
//check next to him.
Node upNext = RetunNodeDir(currentNode, dirX, 1);
if(upNext!=null)
{
if(!upNext.Col)
{
return true;
}
}
}
}
if(down!=null)
{
if(down.Col)
{
Node downNext = RetunNodeDir(currentNode, dirX, - 1);
if (downNext != null)
{
if (!downNext.Col)
{
return true;
}
}
}
}
return false;
}
I hope I gave you enough information.
kind regards,
codinG

Iterative Deepening Search in C#

I am trying to implement Iterative Deeping Search. I do not know what I am doing wrong, but I don't seem to be getting it right. I always end up with an infinite loop.
Can anyone point out my mistake?
I implemented the Depth-Limited Search and used it in my IDS code. DLS seems to be working fine on its own, but I do not understand IDS and why i'm ending up in an infinite loop.
public class IterativeDeepeningSearch<T> where T : IComparable
{
string closed;
public int maximumDepth;
public int depth = 0;
bool Found = false;
Stack<Vertex<T>> open;
public IterativeDeepeningSearch()
{
open = new Stack<Vertex<T>>();
}
public bool IDS(Vertex<T> startNode, Vertex<T> goalNode)
{
// loops through until a goal node is found
for (int _depth = 0; _depth < Int32.MaxValue; _depth++)
{
bool found = DLS(startNode, goalNode, _depth);
if (found)
{
return true;
}
}
// this will never be reached as it
// loops forever until goal is found
return false;
}
public bool DLS(Vertex<T> startNode, Vertex<T> goalNode, int _maximumDepth)
{
maximumDepth = _maximumDepth;
open.Push(startNode);
while (open.Count > 0 && depth < maximumDepth)
{
Vertex<T> node = open.Pop();
closed = closed + " " + node.Data.ToString();
if (node.Data.ToString() == goalNode.Data.ToString())
{
Debug.Write("Success");
Found = true;
break;
}
List<Vertex<T>> neighbours = node.Neighbors;
depth++;
if (neighbours != null)
{
foreach (Vertex<T> neighbour in neighbours)
{
if (!closed.Contains(neighbour.ToString()))
open.Push(neighbour);
}
Debug.Write("Failure");
}
}
Console.WriteLine(closed);
return Found;
}
}
}
PS: My Vertex Class just has two properties, Data and Children
The for loop iterates on _depth but in the DLS function you are passing depth, which is always 0
for (int _depth = 0; _depth < Int32.MaxValue; _depth++)
{
bool found = DLS(startNode, goalNode, depth);
if (found)
{
return true;
}
}

System.StackOverflowException error

I am trying to create a 2D cave generation system. When I run the program I get "System.StackOverflowException" Exception, after I try to create new object from its own class.
My cave generator works like this:
I create a map that contains ID’s (integers) of the different types of cells(like wall, water or empty Space).
First off all my "Map" class creates a map filled with walls and after that in the centre of the map, it creates a "Miner" object. The Miner digs the map and makes caves. The problem is I want to create more miners. So, my Miner that is digging the map creates another Miner. However, when I do this, I get a "System.StackOverflowException" Exception.
How do I go about tracking down the cause of the StackOverflow in my program.
Here is my miner code:
Miner.cs
public class Miner
{
Random rand = new Random();
public string state { get; set; }
public int x { get; set; }
public int y { get; set; }
public Map map { get; set; }
public int minersCount;
public Miner(Map map, string state, int x, int y)
{
this.map = map;
this.state = state;
this.x = x;
this.y = y;
minersCount++;
if (state == "Active")
{
StartDigging();
}
}
bool IsOutOfBounds(int x, int y)
{
if (x == 0 || y == 0)
{
return true;
}
else if (x > map.mapWidth - 2 || y > map.mapHeight - 2)
{
return true;
}
return false;
}
bool IsLastMiner()
{
if (minersCount == 1)
{
return true;
}
else
{
return false;
}
}
public void StartDigging()
{
if (state == "Active")
{
int dir = 0;
bool needStop = false;
int ID = -1;
while (!needStop && !IsOutOfBounds(x, y))
{
while (dir == 0)
{
dir = ChooseDirection();
}
if (!AroundIsNothing())
{
while (ID == -1)
{
ID = GetIDFromDirection(dir);
}
}
else
{
if (!IsLastMiner())
{
needStop = true;
}
}
if (ID == 1)
{
DigToDirection(dir);
dir = 0;
}
if (ID == 0 && IsLastMiner())
{
MoveToDirection(dir);
dir = 0;
}
TryToCreateNewMiner();
}
if (needStop)
{
state = "Deactive";
}
}
}
public void TryToCreateNewMiner()
{
if (RandomPercent(8))
{
Miner newMiner = new Miner(map, "Active", x, y);
}
else
{
return;
}
}
bool AroundIsNothing()
{
if (map.map[x + 1, y] == 0 && map.map[x, y + 1] == 0 &&
map.map[x - 1, y] == 0 && map.map[x, y - 1] == 0)
{
return true;
}
else
{
return false;
}
}
void MoveToDirection(int dir)
{
if (dir == 1)
{
x = x + 1;
}
else if (dir == 2)
{
y = y + 1;
}
else if (dir == 3)
{
x = x - 1;
}
else if (dir == 4)
{
y = y - 1;
}
}
void DigToDirection(int dir)
{
if (dir == 1)
{
map.map[x + 1, y] = 0;
x = x + 1;
}
else if (dir == 2)
{
map.map[x, y + 1] = 0;
y = y + 1;
}
else if (dir == 3)
{
map.map[x - 1, y] = 0;
x = x - 1;
}
else if (dir == 4)
{
map.map[x, y - 1] = 0;
y = y - 1;
}
}
int GetIDFromDirection(int dir)
{
if (dir == 1)
{
return map.map[x + 1, y];
}
else if (dir == 2)
{
return map.map[x, y + 1];
}
else if (dir == 3)
{
return map.map[x - 1, y];
}
else if (dir == 4)
{
return map.map[x, y - 1];
}
else
{
return -1;
}
}
int ChooseDirection()
{
return rand.Next(1, 5);
}
bool RandomPercent(int percent)
{
if (percent >= rand.Next(1, 101))
{
return true;
}
return false;
}
}
Whilst you can get StackOverflowExceptions by creating too many really large objects on the stack, it usually happens because your code has got into a state where it is calling the same chain of functions over and over again. So, to track down the cause in your code, the best starting point is to determine where your code calls itself.
Your code consists of several functions that are called by the Miner class itself, most of which are trivial
Trivial functions that don't call anything else in the class. Whilst these functions may contribute to the state that triggers the problem, they aren't part of the terminal function loop:
IsOutOfBounds(int x, int y)
bool IsLastMiner()
bool AroundIsNothing()
void MoveToDirection(int dir)
void DigToDirection(int dir)
int GetIDFromDirection(int dir)
int ChooseDirection()
bool RandomPercent(int percent)
This leaves your remaining three functions
public Miner(Map map, string state, int x, int y) // Called by TryToCreateNewMiner
public void StartDigging() // Called by constructor
// Contains main digging loop
public void TryToCreateNewMiner() // Called by StartDigging
These three functions form a calling loop, so if the branching logic in the functions is incorrect it could cause a non-terminating loop and hence a stack overflow.
So, looking at the branching logic in the functions
Miner
The constructor only has one branch, based on if the state is "Active". It is always active, since that's the way the object is always being created, so the constructor will always call StartDigging. This feels like the state isn't being handled correctly, although it's possible that you're going to use it for something else in the future...
As an aside, it's generally considered to be bad practice to do a lot of processing, not required to create the object in an objects constructor. All of your processing happens in the constructor which feels wrong.
TryToCreateNewMiner
This has one branch, 8% of the time, it will create a new miner and call the constructor. So for every 10 times TryToCreateNewMiner is called, we stand a good chance that it will have succeeded at least once. The new miner is initially started in the same position as the parent object (x and y aren't changed).
StartDigging
There's a fair bit of branching in this method. The main bit we are interested in are the conditions around calls to TryToCreateNewMiner. Lets look at the branches:
if(state=="Active")
This is currently a redundant check (it's always active).
while (!needStop && !IsOutOfBounds(x, y)) {
The first part of this termination clause is never triggered. needStop is only ever set to true if(!IsLastMiner). Since minersCount is always 1, it's always the last miner, so needStop is never triggered. The way you are using minersCount suggests that you think it is shared between instances of Miner, which it isn't. If that is your intention you may want to read up on static variables.
The second part of the termination clause is the only way out of the loop and that is triggered if either x or y reaches the edge of the map.
while(dir==0)
This is a pointless check, dir can only be a number between 1 and 5, since that's what is returned by ChooseDirection.
if(!AroundIsNothing())
This is checking if the positions that the Miner can move into are all set to 0. If they are not, then GetIDFromDirection is called. This is key. If the Miner is currently surrounded by 0, ID will not be set, it will remain at it's previous value. In a situation where a Miner has just been created, this will be -1 (we know this could happen because all Miners are created at the location of the Miner creating it).
The last two checksif(ID==1) and if(ID==0 && IsLastMiner()) guard the code that moves the Miner (either by calling dig, or move). So, if ID is not 0, or 1 at this point the Miner will not move. This could cause a problem because it is immediately before the call to TryToCreateNewMiner, so if the program ever gets into this situation it will be stuck in a loop where the Miner isn't moving and it's constantly trying to create new Miners in the same position. 8% of the time this will work, creating a new miner in the same position, which will perform the same checks and get into the same loop, again not moving and trying to create a new miner and so it goes until the stack runs out of space and the program crashes.
You need to take a look at your termination clauses and the way you're handling ID, you probably don't want the Miner to just stop doing anything if it gets completely surround by 0.

Recursive edge search

I'm trying to write an algorithm that will take a list of points visited along an edge, and a list of unvisited edges (made up of pairs of points) which make up the rest of the object and search through them for a path that completes the edge (that is, connects the start to the end). I currently have:
public static int PolygonSearch(Point start, Point end, List<Point> visitedPoints, List<Point[]> unvisitedEdges)
{
int count = 0;
for (int i = unvisitedEdges.Count - 1; i > -1; i--)
{
Point[] line = unvisitedEdges[i];
if (((Equal(line[0], start) && Equal(line[1], end))
|| (Equal(line[1], start) && Equal(line[0], end)))
&& visitedPoints.Count > 2)
{
return count + 1;
}
else if (Equal(start, line[0]))
{
unvisitedEdges.RemoveAt(i);
count += PolygonSearch(line[1], end, visitedPoints, unvisitedEdges);
}
else if (Equal(start, line[1]))
{
unvisitedEdges.RemoveAt(i);
count += PolygonSearch(line[0], end, visitedPoints, unvisitedEdges);
}
}
return count;
}
(start and end being the current start and end points of the line)
The obvious problem here is the removal, which messes up the outer loops, but I'm not sure how to correct for it, I tried creating a new list each time but that didn't work (I've not even implemented a way to return the path yet, just to count the valid ones).
Any help fixing this would be greatly appreciated.
To avoid removing an object, you can set it as 'removed', then ignore it if it is so set.
The following uses a flag called Visited. If it is 'removed', Visited is set to true.
I haven't tested this obviously, but it should give you a general idea of what to do:
public struct Edge
{
public Edge()
{
this.Visited = false;
}
public Point[] Points;
public bool Visited;
}
public static int PolygonSearch(Point start, Point end, List<Point> visitedPoints, List<Edge> unvisitedEdges)
{
int count = 0;
for (int i = unvisitedEdges.Count - 1; i > -1; i--)
{
Edge line = unvisitedEdges[i];
if (((Equal(line.Points[0], start) && Equal(line.Points[1], end))
|| (Equal(line.Points[1], start) && Equal(line.Points[0], end)))
&& visitedPoints.Count > 2
&& line.Visited == false)
{
return count + 1;
}
else if (Equal(start, line[0]))
{
unvisitedEdges[i].Visited = true;
count += PolygonSearch(line.Points[1], end, visitedPoints, unvisitedEdges);
}
else if (Equal(start, line[0]))
{
unvisitedEdges[i].Visited = true;
count += PolygonSearch(line.Points[1], end, visitedPoints, unvisitedEdges);
}
}
return count;
}

Comparing names

Is there any simple algorithm to determine the likeliness of 2 names representing the same person?
I'm not asking for something of the level that Custom department might be using. Just a simple algorithm that would tell me if 'James T. Clark' is most likely the same name as 'J. Thomas Clark' or 'James Clerk'.
If there is an algorithm in C# that would be great, but I can translate from any language.
Sounds like you're looking for a phonetic-based algorithms, such as soundex, NYSIIS, or double metaphone. The first actually is what several government departments use, and is trivial to implement (with many implementations readily available). The second is a slightly more complicated and more precise version of the first. The latter-most works with some non-English names and alphabets.
Levenshtein distance is a definition of distance between two arbitrary strings. It gives you a distance of 0 between identical strings and non-zero between different strings, which might also be useful if you decide to make a custom algorithm.
Levenshtein is close, although maybe not exactly what you want.
I've faced similar problem and tried to use Levenstein distance first, but it did not work well for me. I came up with an algorithm that gives you "similarity" value between two strings (higher value means more similar strings, "1" for identical strings). This value is not very meaningful by itself (if not "1", always 0.5 or less), but works quite well when you throw in Hungarian Matrix to find matching pairs from two lists of strings.
Use like this:
PartialStringComparer cmp = new PartialStringComparer();
tbResult.Text = cmp.Compare(textBox1.Text, textBox2.Text).ToString();
The code behind:
public class SubstringRange {
string masterString;
public string MasterString {
get { return masterString; }
set { masterString = value; }
}
int start;
public int Start {
get { return start; }
set { start = value; }
}
int end;
public int End {
get { return end; }
set { end = value; }
}
public int Length {
get { return End - Start; }
set { End = Start + value;}
}
public bool IsValid {
get { return MasterString.Length >= End && End >= Start && Start >= 0; }
}
public string Contents {
get {
if(IsValid) {
return MasterString.Substring(Start, Length);
} else {
return "";
}
}
}
public bool OverlapsRange(SubstringRange range) {
return !(End < range.Start || Start > range.End);
}
public bool ContainsRange(SubstringRange range) {
return range.Start >= Start && range.End <= End;
}
public bool ExpandTo(string newContents) {
if(MasterString.Substring(Start).StartsWith(newContents, StringComparison.InvariantCultureIgnoreCase) && newContents.Length > Length) {
Length = newContents.Length;
return true;
} else {
return false;
}
}
}
public class SubstringRangeList: List<SubstringRange> {
string masterString;
public string MasterString {
get { return masterString; }
set { masterString = value; }
}
public SubstringRangeList(string masterString) {
this.MasterString = masterString;
}
public SubstringRange FindString(string s){
foreach(SubstringRange r in this){
if(r.Contents.Equals(s, StringComparison.InvariantCultureIgnoreCase))
return r;
}
return null;
}
public SubstringRange FindSubstring(string s){
foreach(SubstringRange r in this){
if(r.Contents.StartsWith(s, StringComparison.InvariantCultureIgnoreCase))
return r;
}
return null;
}
public bool ContainsRange(SubstringRange range) {
foreach(SubstringRange r in this) {
if(r.ContainsRange(range))
return true;
}
return false;
}
public bool AddSubstring(string substring) {
bool result = false;
foreach(SubstringRange r in this) {
if(r.ExpandTo(substring)) {
result = true;
}
}
if(FindSubstring(substring) == null) {
bool patternfound = true;
int start = 0;
while(patternfound){
patternfound = false;
start = MasterString.IndexOf(substring, start, StringComparison.InvariantCultureIgnoreCase);
patternfound = start != -1;
if(patternfound) {
SubstringRange r = new SubstringRange();
r.MasterString = this.MasterString;
r.Start = start++;
r.Length = substring.Length;
if(!ContainsRange(r)) {
this.Add(r);
result = true;
}
}
}
}
return result;
}
private static bool SubstringRangeMoreThanOneChar(SubstringRange range) {
return range.Length > 1;
}
public float Weight {
get {
if(MasterString.Length == 0 || Count == 0)
return 0;
float numerator = 0;
int denominator = 0;
foreach(SubstringRange r in this.FindAll(SubstringRangeMoreThanOneChar)) {
numerator += r.Length;
denominator++;
}
if(denominator == 0)
return 0;
return numerator / denominator / MasterString.Length;
}
}
public void RemoveOverlappingRanges() {
SubstringRangeList l = new SubstringRangeList(this.MasterString);
l.AddRange(this);//create a copy of this list
foreach(SubstringRange r in l) {
if(this.Contains(r) && this.ContainsRange(r)) {
Remove(r);//try to remove the range
if(!ContainsRange(r)) {//see if the list still contains "superset" of this range
Add(r);//if not, add it back
}
}
}
}
public void AddStringToCompare(string s) {
for(int start = 0; start < s.Length; start++) {
for(int len = 1; start + len <= s.Length; len++) {
string part = s.Substring(start, len);
if(!AddSubstring(part))
break;
}
}
RemoveOverlappingRanges();
}
}
public class PartialStringComparer {
public float Compare(string s1, string s2) {
SubstringRangeList srl1 = new SubstringRangeList(s1);
srl1.AddStringToCompare(s2);
SubstringRangeList srl2 = new SubstringRangeList(s2);
srl2.AddStringToCompare(s1);
return (srl1.Weight + srl2.Weight) / 2;
}
}
Levenstein distance one is much simpler (adapted from http://www.merriampark.com/ld.htm):
public class Distance {
/// <summary>
/// Compute Levenshtein distance
/// </summary>
/// <param name="s">String 1</param>
/// <param name="t">String 2</param>
/// <returns>Distance between the two strings.
/// The larger the number, the bigger the difference.
/// </returns>
public static int LD(string s, string t) {
int n = s.Length; //length of s
int m = t.Length; //length of t
int[,] d = new int[n + 1, m + 1]; // matrix
int cost; // cost
// Step 1
if(n == 0) return m;
if(m == 0) return n;
// Step 2
for(int i = 0; i <= n; d[i, 0] = i++) ;
for(int j = 0; j <= m; d[0, j] = j++) ;
// Step 3
for(int i = 1; i <= n; i++) {
//Step 4
for(int j = 1; j <= m; j++) {
// Step 5
cost = (t.Substring(j - 1, 1) == s.Substring(i - 1, 1) ? 0 : 1);
// Step 6
d[i, j] = System.Math.Min(System.Math.Min(d[i - 1, j] + 1, d[i, j - 1] + 1), d[i - 1, j - 1] + cost);
}
}
// Step 7
return d[n, m];
}
}
I doubt there is, considering even the Customs Department doesn't seem to have a satisfactory answer...
If there is a solution to this problem I seriously doubt it's a part of core C#. Off the top of my head, it would require a database of first, middle and last name frequencies, as well as account for initials, as in your example. This is fairly complex logic that relies on a database of information.
Second to Levenshtein distance, what language do you want? I was able to find an implementation in C# on codeproject pretty easily.
In an application I worked on, the Last name field was considered reliable.
So presented all the all the records with the same last name to the user.
User could sort by the other fields to look for similar names.
This solution was good enough to greatly reduce the issue of users creating duplicate records.
Basically looks like the issue will require human judgement.

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