Changed dp calculation

This commit is contained in:
Raphael Maenle
2018-01-20 09:40:03 +01:00
parent 1c85bee091
commit 7a3b33455d
13 changed files with 57 additions and 259 deletions

View File

@ -66,7 +66,6 @@ void Puzzle::shuffle()
void Puzzle::removeConstrains(coor removeCoordinates)
{
this->a1.RemoveConstraintOnPosition(removeCoordinates);
this->a3.RemoveConstraintOnPosition(removeCoordinates);
//TODO!! Add other layer remove here
}
void Puzzle::setConstraints(coor setConstraints, Part* constraintPiece)
@ -78,12 +77,17 @@ void Puzzle::setConstraints(coor setConstraints, Part* constraintPiece)
//a1
this->a1.SetConstraintOnPosition(setConstraints,constraintPiece->m_a1);
//a3
this->a3.SetConstraintOnPosition(setConstraints,constraintPiece->m_Histogram);
//TODO!! Add other layer remove here
}
int Puzzle::removeSimilar(qualityVector& qVector, Part& myPart)
{
//a1
uint8_t tmpConnections=myPart.m_a1.getConnections();
a1.RemoveSimilar(qVector,tmpConnections);
}
void Puzzle::createRandomPuzzle()
{
a1.CreateRandomPuzzle();
@ -156,8 +160,6 @@ Mat Puzzle::resultImage( vector<LogEntry>& log){
imageW = imageH;
imageH = temp;
cout<<"imageW "<<imageW <<endl<<"imageH " <<imageH<<endl<<endl;
cout<<"partW "<<partWidth <<endl<<"partH " <<partHeight<<endl<<endl;
Mat result(imageH,imageW,CV_8UC3);
char name[100];
@ -169,8 +171,6 @@ Mat Puzzle::resultImage( vector<LogEntry>& log){
// imshow("result",result);
// waitKey(0);
}
cout << log.size() << endl;
cout << log[0].PieceCollector.size() << endl;
cout << it.PieceCollector[0].second->GetPartID() << endl;

View File

@ -44,11 +44,15 @@ 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
cout << "-----------------------" << endl;
cout << "destr-array:" << endl;
for(auto it:puzzleMat.dp.m_constraintMatrix[log.back().myCoor.col][log.back().myCoor.row].DestructionArray)
cout << it << endl;
//get all not set pieces
for(auto it:puzzleMat.p_myBox)
if(!it->set)
log.back().PieceCollector.emplace_back(pair<float,Part*>(0,it));
solve(log,puzzleMat);
solve(log,puzzleMat);
}
@ -72,7 +76,8 @@ coor calculateNextCoor(vector<LogEntry>& log, Puzzle& puzzleMat)
void solve(vector<LogEntry>& log,Puzzle& puzzleMat)
{
log.back().abstractionLevel = puzzleMat.dp.getNextAbstractionLayer(log.back().myCoor,log.back().abstractionLevel); //sets in abstractionLevel
//status(log,p_Box,puzzleMat);
cout << "ab: " << log.back().abstractionLevel << endl;
//status(log,p_Box,puzzleMat);
//TODO!! Add more layers here
switch(log.back().abstractionLevel)
{
@ -80,7 +85,7 @@ void solve(vector<LogEntry>& log,Puzzle& puzzleMat)
puzzleMat.a1.EvaluateQuality(log.back().myCoor, log.back().PieceCollector);
break;
case 1://histogram
puzzleMat.a3.EvaluateQuality(log.back().myCoor,log.back().PieceCollector);
return;
break;
case -1://random
setsolution(log,puzzleMat);
@ -88,7 +93,6 @@ void solve(vector<LogEntry>& log,Puzzle& puzzleMat)
default:
break;
}
float worth = capLogElements(log);
calculateTrueDestructionPower(log,puzzleMat, worth);
CalculateNewCombinedQuality(log, log.back().PieceCollector, puzzleMat.combinedQualityVector);
@ -110,11 +114,16 @@ void setsolution(vector<LogEntry>& log, Puzzle& puzzleMat)
//tell log entry that it is set
log.back().Set();
puzzleMat.setConstraints(log.back().myCoor,log.back().PieceCollector.begin()->second);
//cout << "set:" << log.back().myCoor.col << "," << log.back().myCoor.row << endl;
cout << "set:" << log.back().myCoor.col << "," << log.back().myCoor.row << endl;
cout << "ID: " << log.back().PieceCollector[0].second->GetPartID() << endl;
cout << "log:" << endl;
for(auto it:log.back().PieceCollector)
cout << std::bitset<8>(it.second->m_a1.getConnections()) << "|" << it.second->GetPartID() << endl;
}
bool backtrack(vector<LogEntry>& log, Puzzle& puzzleMat)
{
cout << "backtracking" ;
if(log.empty())
{
cout << "Puzzle not solveable!" << endl;
@ -124,10 +133,16 @@ bool backtrack(vector<LogEntry>& log, Puzzle& puzzleMat)
//if more pieces possible, tset piece as not logged
if((log.back().PieceCollector.size())>1)
{
cout << " next piece" << endl;
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.back().PieceCollector.erase(log.back().PieceCollector.begin());
Part myPart = *log.back().PieceCollector[0].second;//tmpsaves bad part
log.back().PieceCollector.erase(log.back().PieceCollector.begin());//removes bad part from log
puzzleMat.removeSimilar(log.back().PieceCollector,myPart); //removes all pieces from log that are similar to bad part
//TODO remove this when further layers are added!!!
if(log.back().PieceCollector.size()==1)
log.back().decreaseRandomed();
@ -139,6 +154,7 @@ bool backtrack(vector<LogEntry>& log, Puzzle& puzzleMat)
//else remove log element and backtrack once more
else
{
cout << " no more pieces" << endl;
puzzleMat.removeConstrains(log.back().myCoor); //this should remove constraints from all layers
if((log.back().PieceCollector.size()))
for(int i=0;i<puzzleMat.p_myBox.size();i++)
@ -153,7 +169,6 @@ bool backtrack(vector<LogEntry>& log, Puzzle& puzzleMat)
//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]);
@ -170,6 +185,7 @@ void calculateTrueDestructionPower(vector<LogEntry>& log, Puzzle& puzzleMat, flo
// PART RAUER_WEIDINGER
float capLogElements(vector<LogEntry>& log)
{
// Till Now only ground structure -> incorrect variable ans vector names
double limit = 0.6;
double diff = 0;