PuzzleSolver/Source/functions/solve/structure.cpp

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#include "../../header.h"
bool SetBestOrMoreLayersArithmetical(vector<LogEntry>& log, qualityVector& cqVector);
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void calculateTrueDestructionPower(vector<LogEntry>& log, Puzzle& puzzleMat, float Layerworth);
void cut(vector<LogEntry>& log, int& cutID);
float capLogElements(vector<LogEntry>& log);
void CalculateNewCombinedQuality(vector<LogEntry>& log, qualityVector& qVector, qualityVector& cqVector);
bool next(vector<LogEntry>& log,Puzzle& puzzleMat)
{
//last log element is set, create new log element or log not yet started
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if(!(log.size()) || log.back().isSet())
if((puzzleMat.allSet()))
return false; //puzzle solved
else createNextLogElement(log,puzzleMat);
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//last log element is empty, backtrack
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else if(!(log.back().PieceCollector.size()))
{
if(!(backtrack(log,puzzleMat)))
return false;
}
//case last log element has multiple entries
else if(log.back().PieceCollector.size() > 1)
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//moreLayers is 0, setbest is 1
if (SetBestOrMoreLayersArithmetical(log, puzzleMat.combinedQualityVector)) setsolution(log, puzzleMat);
else solve(log, puzzleMat);
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//case last log exactly one solution
else if(log.back().PieceCollector.size() == 1)
if(log.back().hasRandomed())
if(log.back().abstractionLevel < 2)//do 2 at least two best abstractions to check if part is okay
solve(log,puzzleMat);
else
setsolution(log,puzzleMat);
else
setsolution(log,puzzleMat);
return true;
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}
void createNextLogElement(vector<LogEntry>& log, Puzzle& puzzleMat)
{
log.emplace_back(LogEntry(coor(0, 0)));
log.back().myCoor = calculateNextCoor(log, puzzleMat);
// puzzleMat.dp.DestructionOfSurrounding(log.back().myCoor);//calculate dp from surrounding
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//get all not set pieces
for(auto it:puzzleMat.p_myBox)
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if(!it->set)
log.back().PieceCollector.emplace_back(pair<float,Part*>(0,it));
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solve(log,puzzleMat);
}
coor calculateNextCoor(vector<LogEntry>& log, Puzzle& puzzleMat)
{
//level 1:
//go left to right, then increase current row
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if (log.size() == 1)
return {0,0};
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unsigned int col= log.rbegin()[1].myCoor.col;
unsigned int row= log.rbegin()[1].myCoor.row;
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if(row<puzzleMat.getSizeAsCoor().row-1) row++;
else if(col<puzzleMat.getSizeAsCoor().col-1){ row=0; col++;}
return {col,row};
}
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void solve(vector<LogEntry>& log,Puzzle& puzzleMat)
{
log.back().abstractionLevel = puzzleMat.dp.getNextAbstractionLayer(log.back().myCoor,log.back().abstractionLevel); //sets in abstractionLevel
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cout << "abs: " << log.back().abstractionLevel;
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//status(log,p_Box,puzzleMat);
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//TODO!! Add more layers here
switch(log.back().abstractionLevel)
{
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case 0://pömpel
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puzzleMat.a1.EvaluateQuality(log.back().myCoor,log.back().PieceCollector);
//puzzleMat.a1.EvaluateQuality(log.back().myCoor, log.back().PieceCollector);
break;
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case 1://poempelposition
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// return;
puzzleMat.a4.EvaluateQuality(log.back().myCoor,log.back().PieceCollector);
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break;
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case 4://SURFFeature
break;
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case -1://random
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cout << endl;
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setsolution(log,puzzleMat);
return;
default:
break;
}
float worth = capLogElements(log);
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cout << " | " << worth << endl;
// calculateTrueDestructionPower(log,puzzleMat, worth);
CalculateNewCombinedQuality(log, log.back().PieceCollector, puzzleMat.combinedQualityVector);
}
//removes from box and makes log "set"
void setsolution(vector<LogEntry>& log, Puzzle& puzzleMat)
{
//advance number of randomed part count
if(log.back().PieceCollector.size()>1) log.back().advanceRandomed();
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//'set=true' all 4 rotations of pieces in puzzleBox
for(int i=0;i<puzzleMat.p_myBox.size();i++)
if(puzzleMat.p_myBox[i]->GetPartID()==log.back().PieceCollector.begin()->second->GetPartID())
puzzleMat.p_myBox[i]->set=true;
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puzzleMat.combinedQualityVector.clear(); //clear data from temp variable
//tell log entry that it is set
log.back().Set();
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puzzleMat.setConstraints(log.back().myCoor,log.back().PieceCollector.begin()->second);
cout << "set:" << log.back().myCoor.col << "," << log.back().myCoor.row << endl;
//cout << "ID: " << log.back().PieceCollector[0].second->GetPartID() << endl;
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cout << "Size of Log: " << log.back().PieceCollector.size() << endl;
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}
bool backtrack(vector<LogEntry>& log, Puzzle& puzzleMat)
{
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cout << "backtrack" << endl;
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if(log.empty())
{
cout << "Puzzle not solveable!" << endl;
return false;
}
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cout << "Size of Log: " << log.back().PieceCollector.size() << endl;
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puzzleMat.combinedQualityVector.clear(); //remove all data from temp quality save
//if more pieces possible, tset piece as not logged
if((log.back().PieceCollector.size())>1)
{
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for(int i=0;i<puzzleMat.p_myBox.size();i++)//unset puzzlepieces
if(puzzleMat.p_myBox[i]->GetPartID()==log.back().PieceCollector.begin()->second->GetPartID())//sets all with partid
puzzleMat.p_myBox[i]->set=false;
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//remove similar in log
Part myPart = *log.back().PieceCollector[0].second;//tmpsaves bad part
log.back().PieceCollector.erase(log.back().PieceCollector.begin());//removes bad part from log
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puzzleMat.removeSimilar(log.back().PieceCollector,myPart); //removes all pieces from log that are similar to bad part
//TODO reprogram similar removal to allow multilayer tracking
if(log.back().PieceCollector.size()) // this checks if 'removeSimilar' has cleared entire LogElement
{
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cout << "next Piece" << endl;
if(log.back().PieceCollector.size()==1)
log.back().decreaseRandomed();
setsolution(log,puzzleMat);
return true;
}
}
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cout << "more backtrack" << endl;
//else remove log element and backtrack once more
puzzleMat.removeConstrains(log.back().myCoor); //this should remove constraints from all layers
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if((log.back().PieceCollector.size())) //unset all
for(int i=0;i<puzzleMat.p_myBox.size();i++)
if(puzzleMat.p_myBox[i]->GetPartID()==log.back().PieceCollector.begin()->second->GetPartID())//sets all with partid
puzzleMat.p_myBox[i]->set=false;
log.pop_back();
if(!backtrack(log,puzzleMat))
return false;
return true;
}
//this is addon stuff that should later all be extracted into a sererate cpp as it is not core dispatcher functionality
void calculateTrueDestructionPower(vector<LogEntry>& log, Puzzle& puzzleMat, float Layerworth) {
float destructionPower = sqrt(
Layerworth * puzzleMat.dp.m_constraintMatrix[0][0].SpeedTable[log.back().abstractionLevel]);
//save destructionArray for when coor is done
if(puzzleMat.tmp_destructionArray.empty())
for(auto it:puzzleMat.dp.m_constraintMatrix[log.back().myCoor.col][log.back().myCoor.row].DestructionArray)
puzzleMat.tmp_destructionArray.emplace_back(it);
puzzleMat.tmp_destructionArray[log.back().abstractionLevel]=destructionPower;
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}
// PART RAUER_WEIDINGER
float capLogElements(vector<LogEntry>& log)
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{
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// Till Now only ground structure -> incorrect variable ans vector names
double limit = 0.6;
double diff = 0;
int id=0;
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double maxdiff = 0;
int vectorsizeBefore = 0;
int vectorsizeAfter = 0;
double destroyed = 0; // destroyed parts in %
vectorsizeBefore = log.back().PieceCollector.size();
sort(log.back().PieceCollector.begin(),log.back().PieceCollector.end()); // Sort the vector after probabilities
reverse(log.back().PieceCollector.begin(),log.back().PieceCollector.end());
for(;id<log.back().PieceCollector.size();id++)
{
if(log.back().PieceCollector[id].first < limit)
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break;
}
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int newid=0;
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//check if all over
if(id==log.back().PieceCollector.size())
return 0;
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if(id>0)
newid = --id; //set to the one just over limit
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while(id<(log.back().PieceCollector.size()-1)) //find maximum difference in function
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{
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if(!log.back().PieceCollector[id].first)
break;
diff = log.back().PieceCollector[id].first - log.back().PieceCollector[++id].first;
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if(diff > maxdiff)
{
maxdiff = diff;
newid = id;
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}
}
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cut(log,newid);
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vectorsizeAfter = log.back().PieceCollector.size();
destroyed = ((double)vectorsizeBefore - (double)vectorsizeAfter) / (double)vectorsizeBefore;
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if(log.back().abstractionLevel==1 && destroyed)
cerr << "destroyed something!" << endl;
return (float)sqrt(destroyed*maxdiff);
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}
void cut(vector<LogEntry>& log, int& cutID)
{
while(cutID<log.back().PieceCollector.size())
{
log.back().PieceCollector.erase(log.back().PieceCollector.begin()+cutID);
}
cerr << endl;
}
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// -------------------- Part David: SetBest and CalculateCombinedQuality --------------------
// pruefen, ob mehr als X combinedQualities ueber dem Grenzwert sind. Wenn nur noch Y Pieces ueber bleiben, dann setBest!
// geeignete Threshold values muessen noch getestet werden
bool SetBestOrMoreLayersArithmetical(vector<LogEntry>& log, qualityVector& cqVector)
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{
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float threshold, tempBest = 0.0;
unsigned int countHigherThreshold = 0;
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if(cqVector.empty())
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{
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//cerr << "combinedQualityVector is empty." << endl; // should not be empty => backtrack?
return false; // Warning: can only return true or false. What return for error?
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}
else
{
switch(log.back().abstractionLevel)
{
case 0: threshold = 0.90; break;
case 1: threshold = 0.80; break;
case 2: threshold = 0.75; break;
case 3: threshold = 0.66; break;
case 4: threshold = 0.60; break;
default: threshold = 0.5; break;
}
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//TODO!! add more layers here!
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// check Quality of current Puzzle Piece in combinedQualityVector with Threshold value
for (qualityVector::iterator it = cqVector.begin(); it != cqVector.end(); it++)
if ((cqVector.back().first / log.back().abstractionLevel) >= threshold) // const threshold values
// count how many Pieces are greater than the threshold value
countHigherThreshold++;
else
if ((cqVector.back().first / log.back().abstractionLevel) > tempBest)
tempBest = cqVector.back().first; // could be used, for additional constraints
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// return true if only one piece is left
if (1 == countHigherThreshold)
{
return true;
}
else
{
return false;
}
}
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}
// jede Quality vom Piececollector zu einer combinedQuality aufsummieren (von jedem bereits verwendetem Layer)
// Achtung: Es muss noch der Mittelwert gebildet werden => SetBestOrMoreLayersArithmetical
void CalculateNewCombinedQuality(vector<LogEntry>& log, qualityVector& qVector, qualityVector& cqVector)
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{
bool summarizedVectors = false;
int countSummarizedVectors = 0;
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bool removePart=true;
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// check if both qualityVectors are not empty
if(qVector.empty())
{
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//cerr << "qualityVector is empty." << endl; // should not be empty => backtrack?
return;
}
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if(cqVector.empty())
{
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//cout << "combinedQualityVector was initialized." << endl; //first layer stuff eh
for(auto it:qVector)
cqVector.emplace_back(it);
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}
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else
{
for (unsigned int i = 0; i < cqVector.size();) {
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for (unsigned int j = 0; j < qVector.size(); j++) {
// search same PuzzlePart of qualityVector and combinedQualityVector
removePart=true;
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if (cqVector.at(i).second->GetPartID() == qVector.at(j).second->GetPartID() && cqVector.at(i).second->GetNumOfRotations() == qVector.at(j).second->GetNumOfRotations()) {
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// sum Quality of PieceCollector (qualityVector) to combinedQualityVector
cqVector.at(i).first += qVector.at(j).first;
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countSummarizedVectors++;
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removePart=false;
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break; // skip remaining for loop => save time!
}
// remove element at poisition X in combinedQualityVector, because it was not summarized
// inefficient way to delete element X
//cqVector->erase(cqVector->begin()+i);
// efficient way, but no sorted cqVector => wayne //echt? lol
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}
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if(removePart)
{
swap(cqVector.at(i), cqVector.back());
cqVector.pop_back();
} else i++;
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}
// cqVector should have the same size now as newest qVector
if (cqVector.size() != qVector.size()) {
cerr << "Size of combinedQualityVector doenst match with size of qualityVector!" << endl;
cout << "Size of combinedQualityVector: " << cqVector.size() << endl;
cout << "Size of qualityVector: " << qVector.size() << endl;
cout << "Size of countSummarizedVectors: " << countSummarizedVectors << endl;
}
}
}