Line and intersection based pathfinding - recursion

I am trying to develop a pathfinding algorithm that finds the closest path to a point by tracing a line from the initial position to the final position. Then I test for intersections with obstacles ( all of them in my game are rectangular ) and then draw two new lines, one to each of the visible corners of the obstacle. Then, I draw lines from those two corners to the endpoint and repeat the intersection test for each branch of the path.
My question is this: how do I propagate my branching paths in Lua without recursion? It seems like it would be pretty easy with recursion, but I don't want to risk a stack overflow and a crash if my path gets too long.
If there is a technical term for the technique I am using, please tell me. I like to do my own research when I can.

There is recursion and iteration. Lua supports "infinite recursion" via tail calls, so if you can express your recursion in terms of tail calls there is no risk of stack overflow. Example:
function f(x)
if x==0 then return 0 end -- end recursion
.... Do stuff ...
return f(x-1)
end
Section 6.3 of Programming in Lua (available online) discusses this.
If you can't determine a way to do this with tail calls then you have to use iteration. For example start with one path, using a while loop test how many intersections (exit loop when 0); the loop calls a function that computes two new paths; each path is added to a list; the while loop is in a paths loop (since the # of paths increases); the path length can be computed simultaneously; some paths will be dead end and will be dropped; some will be cyclical and should be dropped; and the rest will arrive at destination. You then keep the one with shortest path or travel time (not necessarily the same).

Related

Why after pressing semicolon program is back in deep recursion?

I'm trying to understand the semicolon functionality.
I have this code:
del(X,[X|Rest],Rest).
del(X,[Y|Tail],[Y|Rest]) :-
del(X,Tail,Rest).
permutation([],[]).
permutation(L,[X|P]) :- del(X,L,L1), permutation(L1,P).
It's the simple predicate to show all permutations of given list.
I used the built-in graphical debugger in SWI-Prolog because I wanted to understand how it works and I understand for the first case which returns the list given in argument. Here is the diagram which I made for better understanding.
But I don't get it for the another solution. When I press the semicolon it doesn't start in the place where it ended instead it's starting with some deep recursion where L=[] (like in step 9). I don't get it, didn't the recursion end earlier? It had to go out of the recursions to return the answer and after semicolon it's again deep in recursion.
Could someone clarify that to me? Thanks in advance.
One analogy that I find useful in demystifying Prolog is that Backtracking is like Nested Loops, and when the innermost loop's variables' values are all found, the looping is suspended, the vars' values are reported, and then the looping is resumed.
As an example, let's write down simple generate-and-test program to find all pairs of natural numbers above 0 that sum up to a prime number. Let's assume is_prime/1 is already given to us.
We write this in Prolog as
above(0, N), between(1, N, M), Sum is M+N, is_prime(Sum).
We write this in an imperative pseudocode as
for N from 1 step 1:
for M from 1 step 1 until N:
Sum := M+N
if is_prime(Sum):
report_to_user_and_ask(Sum)
Now when report_to_user_and_ask is called, it prints Sum out and asks the user whether to abort or to continue. The loops are not exited, on the contrary, they are just suspended. Thus all the loop variables values that got us this far -- and there may be more tests up the loops chain that sometimes succeed and sometimes fail -- are preserved, i.e. the computation state is preserved, and the computation is ready to be resumed from that point, if the user presses ;.
I first saw this in Peter Norvig's AI book's implementation of Prolog in Common Lisp. He used mapping (Common Lisp's mapcan which is concatMap in Haskell or flatMap in many other languages) as a looping construct though, and it took me years to see that nested loops is what it is really all about.
Goals conjunction is expressed as the nesting of the loops; goals disjunction is expressed as the alternatives to loop through.
Further twist is that the nested loops' structure isn't fixed from the outset. It is fluid, the nested loops of a given loop can be created depending on the current state of that loop, i.e. depending on the current alternative being explored there; the loops are written as we go. In (most of the) languages where such dynamic creation of nested loops is impossible, it can be encoded with nested recursion / function invocation / inside the loops. (Here's one example, with some pseudocode.)
If we keep all such loops (created for each of the alternatives) in memory even after they are finished with, what we get is the AND-OR tree (mentioned in the other answer) thus being created while the search space is being explored and the solutions are found.
(non-coincidentally this fluidity is also the essence of "monad"; nondeterminism is modeled by the list monad; and the essential operation of the list monad is the flatMap operation which we saw above. With fluid structure of loops it is "Monad"; with fixed structure it is "Applicative Functor"; simple loops with no structure (no nesting at all): simply "Functor" (the concepts used in Haskell and the like). Also helps to demystify those.)
So, the proper slogan could be Backtracking is like Nested Loops, either fixed, known from the outset, or dynamically-created as we go. It's a bit longer though. :)
Here's also a Prolog example, which "as if creates the code to be run first (N nested loops for a given value of N), and then runs it." (There's even a whole dedicated tag for it on SO, too, it turns out, recursive-backtracking.)
And here's one in Scheme ("creates nested loops with the solution being accessible in the innermost loop's body"), and a C++ example ("create n nested loops at run-time, in effect enumerating the binary encoding of 2n, and print the sums out from the innermost loop").
There is a big difference between recursion in functional/imperative programming languages and Prolog (and it really became clear to me only in the last 2 weeks or so):
In functional/imperative programming, you recurse down a call chain, then come back up, unwinding the stack, then output the result. It's over.
In Prolog, you recurse down an AND-OR tree (really, alternating AND and OR nodes), selecting a predicate to call on an OR node (the "choicepoint"), from left to right, and calling every predicate in turn on an AND node, also from left to right. An acceptable tree has exactly one predicate returning TRUE under each OR node, and all predicates returning TRUE under each AND node. Once an acceptable tree has been constructed, by the very search procedure, we are (i.e. the "search cursor" is) on a rightmost bottommost node .
Success in constructing an acceptable tree also means a solution to the query entered at the Prolog Toplevel (the REPL) has been found: The variable values are output, but the tree is kept (unless there are no choicepoints).
And this is also important: all variables are global in the sense that if a variable X as been passed all the way down the call chain from predicate to predicate to the rightmost bottommost node, then constrained at the last possible moment by unifying it with 2 for example, X = 2, then the Prolog Toplevel is aware of that without further ado: nothing needs to be passed up the call chain.
If you now press ;, search doesn't restart at the top of the tree, but at the bottom, i.e. at the current cursor position: the nearest parent OR node is asked for more solutions. This may result in much search until a new acceptable tree has been constructed, we are at a new rightmost bottommost node. The new variable values are output and you may again enter ;.
This process cycles until no acceptable tree can be constructed any longer, upon which false is output.
Note that having this AND-OR as an inspectable and modifiable data structure at runtime allows some magical tricks to be deployed.
There is bound to be a lot of power in debugging tools which record this tree to help the user who gets the dreaded sphynxian false from a Prolog program that is supposed to work. There are now Time Traveling Debuggers for functional and imperative languages, after all...

Could I ask for physical analogies or metaphors for recursion?

I am suddenly in a recursive language class (sml) and recursion is not yet physically sensible for me. I'm thinking about the way a floor of square tiles is sometimes a model or metaphor for integer multiplication, or Cuisenaire Rods are a model or analogue for addition and subtraction. Does anyone have any such models you could share?
Imagine you're a real life magician, and can make a copy of yourself. You create your double a step closer to the goal and give him (or her) the same orders as you were given.
Your double does the same to his copy. He's a magician too, you see.
When the final copy finds itself created at the goal, it has nowhere more to go, so it reports back to its creator. Which does the same.
Eventually, you get your answer back – without having moved an inch – and can now create the final result from it, easily. You get to pretend not knowing about all those doubles doing the actual hard work for you. "Hmm," you're saying to yourself, "what if I were one step closer to the goal and already knew the result? Wouldn't it be easy to find the final answer then ?" (*)
Of course, if you were a double, you'd have to report your findings to your creator.
More here.
(also, I think I saw this "doubles" creation chain event here, though I'm not entirely sure).
(*) and that is the essence of the recursion method of problem solving.
How do I know my procedure is right? If my simple little combination step produces a valid solution, under assumption it produced the correct solution for the smaller case, all I need is to make sure it works for the smallest case – the base case – and then by induction the validity is proven!
Another possibility is divide-and-conquer, where we split our problem in two halves, so will get to the base case much much faster. As long as the combination step is simple (and preserves validity of solution of course), it works. In our magician metaphor, I get to create two copies of myself, and combine their two answers into one when they are finished. Each of them creates two copies of themselves as well, so this creates a branching tree of magicians, instead of a simple line as before.
A good example is the Sierpinski triangle which is a figure that is built from three quarter-sized Sierpinski triangles simply, by stacking them up at their corners.
Each of the three component triangles is built according to the same recipe.
Although it doesn't have the base case, and so the recursion is unbounded (bottomless; infinite), any finite representation of S.T. will presumably draw just a dot in place of the S.T. which is too small (serving as the base case, stopping the recursion).
There's a nice picture of it in the linked Wikipedia article.
Recursively drawing an S.T. without the size limit will never draw anything on screen! For mathematicians recursion may be great, engineers though should be more cautious about it. :)
Switching to corecursion ⁄ iteration (see the linked answer for that), we would first draw the outlines, and the interiors after that; so even without the size limit the picture would appear pretty quickly. The program would then be busy without any noticeable effect, but that's better than the empty screen.
I came across this piece from Edsger W. Dijkstra; he tells how his child grabbed recursions:
A few years later a five-year old son would show me how smoothly the idea of recursion comes to the unspoilt mind. Walking with me in the middle of town he suddenly remarked to me, Daddy, not every boat has a lifeboat, has it? I said How come? Well, the lifeboat could have a smaller lifeboat, but then that would be without one.
I love this question and couldn't resist to add an answer...
Recursion is the russian doll of programming. The first example that come to my mind is closer to an example of mutual recursion :
Mutual recursion everyday example
Mutual recursion is a particular case of recursion (but sometimes it's easier to understand from a particular case than from a generic one) when we have two function A and B defined like A calls B and B calls A. You can experiment this very easily using a webcam (it also works with 2 mirrors):
display the webcam output on your screen with VLC, or any software that can do it.
Point your webcam to the screen.
The screen will progressively display an infinite "vortex" of screen.
What happens ?
The webcam (A) capture the screen (B)
The screen display the image captured by the webcam (the screen itself).
The webcam capture the screen with a screen displayed on it.
The screen display that image (now there are two screens displayed)
And so on.
You finally end up with such an image (yes, my webcam is total crap):
"Simple" recursion is more or less the same except that there is only one actor (function) that calls itself (A calls A)
"Simple" Recursion
That's more or less the same answer as #WillNess but with a little code and some interactivity (using the js snippets of SO)
Let's say you are a very motivated gold-miner looking for gold, with a very tiny mine, so tiny that you can only look for gold vertically. And so you dig, and you check for gold. If you find some, you don't have to dig anymore, just take the gold and go. But if you don't, that means you have to dig deeper. So there are only two things that can stop you:
Finding some gold nugget.
The Earth's boiling kernel of melted iron.
So if you want to write this programmatically -using recursion-, that could be something like this :
// This function only generates a probability of 1/10
function checkForGold() {
let rnd = Math.round(Math.random() * 10);
return rnd === 1;
}
function digUntilYouFind() {
if (checkForGold()) {
return 1; // he found something, no need to dig deeper
}
// gold not found, digging deeper
return digUntilYouFind();
}
let gold = digUntilYouFind();
console.log(`${gold} nugget found`);
Or with a little more interactivity :
// This function only generates a probability of 1/10
function checkForGold() {
console.log("checking...");
let rnd = Math.round(Math.random() * 10);
return rnd === 1;
}
function digUntilYouFind() {
if (checkForGold()) {
console.log("OMG, I found something !")
return 1;
}
try {
console.log("digging...");
return digUntilYouFind();
} finally {
console.log("climbing back...");
}
}
let gold = digUntilYouFind();
console.log(`${gold} nugget found`);
If we don't find some gold, the digUntilYouFind function calls itself. When the miner "climbs back" from his mine it's actually the deepest child call to the function returning the gold nugget through all its parents (the call stack) until the value can be assigned to the gold variable.
Here the probability is high enough to avoid the miner to dig to the earth kernel. The earth kernel is to the miner what the stack size is to a program. When the miner comes to the kernel he dies in terrible pain, when the program exceed the stack size (causes a stack overflow), it crashes.
There are optimization that can be made by the compiler/interpreter to allow infinite level of recursion like tail-call optimization.
Take fractals as being recursive: the same pattern get applied each time, yet each figure differs from another.
As natural phenomena with fractal features, Wikipedia presents:
Moutain ranges
Frost crystals
DNA
and, even, proteins.
This is odd, and not quite a physical example except insofar as dance-movement is physical. It occurred to me the other morning. I call it "Written in Latin, solved in Hebrew." Huh? Surely you are saying "Huh?"
By it I mean that encoding a recursion is usually done left-to-right, in the Latin alphabet style: "Def fac(n) = n*(fac(n-1))." The movement style is "outermost case to base case."
But (please check me on this) at least in this simple case, it seems the easiest way to evaluate it is right-to-left, in the Hebrew alphabet style: Start from the base case and move outward to the outermost case:
(fac(0) = 1)
(fac(1) = 1)*(fac(0) = 1)
(fac(2))*(fac(1) = 1)*(fac(0) = 1)
(fac(n)*(fac(n-1)*...*(fac(2))*(fac(1) = 1)*(fac(0) = 1)
(* Easier order to calculate <<<<<<<<<<< is leftwards,
base outwards to outermost case;
more difficult order to calculate >>>>>> is rightwards,
outermost case to base *)
Then you do not have to suspend items on the left while awaiting the results of calculations further right. "Dance Leftwards" instead of "Dance rightwards"?

Recursive thinking

I would like to ask if it is really necessary to track every recursive call when writing it, because I am having troubles if recursive call is inside a loop or inside multiple for loops. I just get lost when I am trying to understand what is happening.
Do you have some advice how to approach recursive problems and how to imagine it. I have already read a lot about it but I havent found a perfect answer yet. I understand for example how factorial works or fibonacci recursion. I get lost for example when I am trying to print all combinations from 1 to 5 length of 3 or all the solutions for n-queen problem
I had a similar problem, try drawing a tree like structure that keeps track of each recursive call. Where a node is a function and every child node of that node is a recursive call made from that function.
Everyone may have a different mental approach towards towards modeling a recursive problem. If you can solve the n queens problem in a non-recursive way, then you are just fine. It is certainly helpful to grasp the concept of recursion to break down a problem, though. If you are up for the mental exercise, then I suggest a text book on PROLOG. It is fun and very much teaches recursion from the very beginning.
Attempting a bit of a brain dump on n-queens. It goes like "how would I do it manually" by try and error. For n-queens, I propose to in your mind call it 8-queens as a start, just to make it look more familiar and intuitive. "n" is not an iterator here but specifies the problem size.
you reckon that n-queens has a self-similarity which is that you place single queens on a board - that is your candidate recursive routine
for a given board you have a routine to test if the latest queen added is in conflict with the prior placed ones
for a given board you have a routine to find a position for the queen that you have not tested yet if that test is not successful for the current position
you print out all queen positions if the queen you just placed was the nth (last) queen
otherwise (if the current queen was validly placed) you position an additional queen
The above is your program. Your routine will pass a list of positions of earlier queens. The first invocation is with an empty list.

Recursion in java help

I am new to the site and am not familiar with how and where to post so please excuse me. I am currently studying recursion and am having trouble understanding the output of this program. Below is the method body.
public static int Asterisk(int n)
{
if (n<1)
return;
Asterisk(n-1);
for (int i = 0; i<n; i++)
{
System.out.print("*");
}
System.out.println();
}
This is the output
*
**
***
****
*****
it is due to the fact that the "Asterisk(n-1)" lies before the for loop.
I would think that the output should be
****
***
**
*
This is the way head recursion works. The call to the function is made before execution of other statements. So, Asterisk(5) calls Asterisk(4) before doing anything else. This further cascades into serial function calls from Asterisk(3) → Asterisk(2) → Asterisk(1) → Asterisk(0).
Now, Asterisk(0) simply returns as it passes the condition n<1. The control goes back to Asterisk(1) which now executes the rest of its code by printing n=1 stars. Then it relinquishes control to Asterisk(2) which again prints n=2 stars, and so on. Finally, Asterisk(5) prints its n=5 stars and the function calls end. This is why you see the pattern of ascending number of stars.
There are two ways to create programming loops. One is using imperative loops normally native to the language (for, while, etc) and the other is using functions (functional loops). In your example the two kinds of loops are presented.
One loop is the unrolling of the function
Asterisk(int n)
This unrolling uses recursion, where the function calls itself. Every functional loop must know when to stop, otherwise it goes on forever and blows up the stack. This is called the "stopping condition". In your case it is :
if (n<1)
return;
There is bidirectional equivalence between functional loops and imperative loops (for, while, etc). You can turn any functional loop into a regular loop and vice versa.
IMO this particular exercise was meant to show you the two different ways to build loops. The outer loop is functional (you could substitute it for a for loop) and the inner loop is imperative.
Think of recursive calls in terms of a stack. A stack is a data structure which adds to the top of a pile. A real world analogy is a pile of dishes where the newest dish goes on the top. Therefore recursive calls add another layer to the top of the stack, then once some criteria is met which prevents further recursive calls, the stack starts to unwind and we work our way back down to the original item (the first plate in pile of dishes).
The input of a recursive method tends towards a base case which is the termination factor and prevents the method from calling itself indefinitely (infinite loop). Once this base condition is met the method returns a value rather than calling itself again. This is how the stack in unwound.
In your method, the base case is when $n<1$ and the recursive calls use the input $n-1$. This means the method will call itself, each time decreasing $n$ by 1, until $n<1$ i.e. $n=0$. Once the base condition is met, the value 0 is returned and we start to execute the $for$ loop. This is why the first line contains a single asterix.
So if you run the method with an input of 5, the recursive calls build a stack of values of $n$ as so
0
1
2
3
4
5
Then this stack is unwound starting with the top, 0, all the way down to 5.

Multi-goal path-finding [duplicate]

I have a undirected graph with about 100 nodes and about 200 edges. One node is labelled 'start', one is 'end', and there's about a dozen labelled 'mustpass'.
I need to find the shortest path through this graph that starts at 'start', ends at 'end', and passes through all of the 'mustpass' nodes (in any order).
( http://3e.org/local/maize-graph.png / http://3e.org/local/maize-graph.dot.txt is the graph in question - it represents a corn maze in Lancaster, PA)
Everyone else comparing this to the Travelling Salesman Problem probably hasn't read your question carefully. In TSP, the objective is to find the shortest cycle that visits all the vertices (a Hamiltonian cycle) -- it corresponds to having every node labelled 'mustpass'.
In your case, given that you have only about a dozen labelled 'mustpass', and given that 12! is rather small (479001600), you can simply try all permutations of only the 'mustpass' nodes, and look at the shortest path from 'start' to 'end' that visits the 'mustpass' nodes in that order -- it will simply be the concatenation of the shortest paths between every two consecutive nodes in that list.
In other words, first find the shortest distance between each pair of vertices (you can use Dijkstra's algorithm or others, but with those small numbers (100 nodes), even the simplest-to-code Floyd-Warshall algorithm will run in time). Then, once you have this in a table, try all permutations of your 'mustpass' nodes, and the rest.
Something like this:
//Precomputation: Find all pairs shortest paths, e.g. using Floyd-Warshall
n = number of nodes
for i=1 to n: for j=1 to n: d[i][j]=INF
for k=1 to n:
for i=1 to n:
for j=1 to n:
d[i][j] = min(d[i][j], d[i][k] + d[k][j])
//That *really* gives the shortest distance between every pair of nodes! :-)
//Now try all permutations
shortest = INF
for each permutation a[1],a[2],...a[k] of the 'mustpass' nodes:
shortest = min(shortest, d['start'][a[1]]+d[a[1]][a[2]]+...+d[a[k]]['end'])
print shortest
(Of course that's not real code, and if you want the actual path you'll have to keep track of which permutation gives the shortest distance, and also what the all-pairs shortest paths are, but you get the idea.)
It will run in at most a few seconds on any reasonable language :)
[If you have n nodes and k 'mustpass' nodes, its running time is O(n3) for the Floyd-Warshall part, and O(k!n) for the all permutations part, and 100^3+(12!)(100) is practically peanuts unless you have some really restrictive constraints.]
run Djikstra's Algorithm to find the shortest paths between all of the critical nodes (start, end, and must-pass), then a depth-first traversal should tell you the shortest path through the resulting subgraph that touches all of the nodes start ... mustpasses ... end
This is two problems... Steven Lowe pointed this out, but didn't give enough respect to the second half of the problem.
You should first discover the shortest paths between all of your critical nodes (start, end, mustpass). Once these paths are discovered, you can construct a simplified graph, where each edge in the new graph is a path from one critical node to another in the original graph. There are many pathfinding algorithms that you can use to find the shortest path here.
Once you have this new graph, though, you have exactly the Traveling Salesperson problem (well, almost... No need to return to your starting point). Any of the posts concerning this, mentioned above, will apply.
Actually, the problem you posted is similar to the traveling salesman, but I think closer to a simple pathfinding problem. Rather than needing to visit each and every node, you simply need to visit a particular set of nodes in the shortest time (distance) possible.
The reason for this is that, unlike the traveling salesman problem, a corn maze will not allow you to travel directly from any one point to any other point on the map without needing to pass through other nodes to get there.
I would actually recommend A* pathfinding as a technique to consider. You set this up by deciding which nodes have access to which other nodes directly, and what the "cost" of each hop from a particular node is. In this case, it looks like each "hop" could be of equal cost, since your nodes seem relatively closely spaced. A* can use this information to find the lowest cost path between any two points. Since you need to get from point A to point B and visit about 12 inbetween, even a brute force approach using pathfinding wouldn't hurt at all.
Just an alternative to consider. It does look remarkably like the traveling salesman problem, and those are good papers to read up on, but look closer and you'll see that its only overcomplicating things. ^_^ This coming from the mind of a video game programmer who's dealt with these kinds of things before.
This is not a TSP problem and not NP-hard because the original question does not require that must-pass nodes are visited only once. This makes the answer much, much simpler to just brute-force after compiling a list of shortest paths between all must-pass nodes via Dijkstra's algorithm. There may be a better way to go but a simple one would be to simply work a binary tree backwards. Imagine a list of nodes [start,a,b,c,end]. Sum the simple distances [start->a->b->c->end] this is your new target distance to beat. Now try [start->a->c->b->end] and if that's better set that as the target (and remember that it came from that pattern of nodes). Work backwards over the permutations:
[start->a->b->c->end]
[start->a->c->b->end]
[start->b->a->c->end]
[start->b->c->a->end]
[start->c->a->b->end]
[start->c->b->a->end]
One of those will be shortest.
(where are the 'visited multiple times' nodes, if any? They're just hidden in the shortest-path initialization step. The shortest path between a and b may contain c or even the end point. You don't need to care)
Andrew Top has the right idea:
1) Djikstra's Algorithm
2) Some TSP heuristic.
I recommend the Lin-Kernighan heuristic: it's one of the best known for any NP Complete problem. The only other thing to remember is that after you expanded out the graph again after step 2, you may have loops in your expanded path, so you should go around short-circuiting those (look at the degree of vertices along your path).
I'm actually not sure how good this solution will be relative to the optimum. There are probably some pathological cases to do with short circuiting. After all, this problem looks a LOT like Steiner Tree: http://en.wikipedia.org/wiki/Steiner_tree and you definitely can't approximate Steiner Tree by just contracting your graph and running Kruskal's for example.
Considering the amount of nodes and edges is relatively finite, you can probably calculate every possible path and take the shortest one.
Generally this known as the travelling salesman problem, and has a non-deterministic polynomial runtime, no matter what the algorithm you use.
http://en.wikipedia.org/wiki/Traveling_salesman_problem
The question talks about must-pass in ANY order. I have been trying to search for a solution about the defined order of must-pass nodes. I found my answer but since no question on StackOverflow had a similar question I'm posting here to let maximum people benefit from it.
If the order or must-pass is defined then you could run dijkstra's algorithm multiple times. For instance let's assume you have to start from s pass through k1, k2 and k3 (in respective order) and stop at e. Then what you could do is run dijkstra's algorithm between each consecutive pair of nodes. The cost and path would be given by:
dijkstras(s, k1) + dijkstras(k1, k2) + dijkstras(k2, k3) + dijkstras(k3, 3)
How about using brute force on the dozen 'must visit' nodes. You can cover all the possible combinations of 12 nodes easily enough, and this leaves you with an optimal circuit you can follow to cover them.
Now your problem is simplified to one of finding optimal routes from the start node to the circuit, which you then follow around until you've covered them, and then find the route from that to the end.
Final path is composed of :
start -> path to circuit* -> circuit of must visit nodes -> path to end* -> end
You find the paths I marked with * like this
Do an A* search from the start node to every point on the circuit
for each of these do an A* search from the next and previous node on the circuit to the end (because you can follow the circuit round in either direction)
What you end up with is a lot of search paths, and you can choose the one with the lowest cost.
There's lots of room for optimization by caching the searches, but I think this will generate good solutions.
It doesn't go anywhere near looking for an optimal solution though, because that could involve leaving the must visit circuit within the search.
One thing that is not mentioned anywhere, is whether it is ok for the same vertex to be visited more than once in the path. Most of the answers here assume that it's ok to visit the same edge multiple times, but my take given the question (a path should not visit the same vertex more than once!) is that it is not ok to visit the same vertex twice.
So a brute force approach would still apply, but you'd have to remove vertices already used when you attempt to calculate each subset of the path.

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