Changed dp calculation
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@ -66,7 +66,6 @@ void Puzzle::shuffle()
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void Puzzle::removeConstrains(coor removeCoordinates)
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{
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this->a1.RemoveConstraintOnPosition(removeCoordinates);
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this->a3.RemoveConstraintOnPosition(removeCoordinates);
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//TODO!! Add other layer remove here
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}
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void Puzzle::setConstraints(coor setConstraints, Part* constraintPiece)
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@ -78,12 +77,17 @@ void Puzzle::setConstraints(coor setConstraints, Part* constraintPiece)
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//a1
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this->a1.SetConstraintOnPosition(setConstraints,constraintPiece->m_a1);
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//a3
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this->a3.SetConstraintOnPosition(setConstraints,constraintPiece->m_Histogram);
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//TODO!! Add other layer remove here
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}
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int Puzzle::removeSimilar(qualityVector& qVector, Part& myPart)
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{
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//a1
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uint8_t tmpConnections=myPart.m_a1.getConnections();
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a1.RemoveSimilar(qVector,tmpConnections);
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}
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void Puzzle::createRandomPuzzle()
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{
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a1.CreateRandomPuzzle();
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@ -156,8 +160,6 @@ Mat Puzzle::resultImage( vector<LogEntry>& log){
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imageW = imageH;
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imageH = temp;
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cout<<"imageW "<<imageW <<endl<<"imageH " <<imageH<<endl<<endl;
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cout<<"partW "<<partWidth <<endl<<"partH " <<partHeight<<endl<<endl;
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Mat result(imageH,imageW,CV_8UC3);
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char name[100];
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@ -169,8 +171,6 @@ Mat Puzzle::resultImage( vector<LogEntry>& log){
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// imshow("result",result);
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// waitKey(0);
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}
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cout << log.size() << endl;
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cout << log[0].PieceCollector.size() << endl;
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cout << it.PieceCollector[0].second->GetPartID() << endl;
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@ -44,11 +44,15 @@ void createNextLogElement(vector<LogEntry>& log, Puzzle& puzzleMat)
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log.emplace_back(LogEntry(coor(0, 0)));
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log.back().myCoor = calculateNextCoor(log, puzzleMat);
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puzzleMat.dp.DestructionOfSurrounding(log.back().myCoor);//calculate dp from surrounding
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cout << "-----------------------" << endl;
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cout << "destr-array:" << endl;
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for(auto it:puzzleMat.dp.m_constraintMatrix[log.back().myCoor.col][log.back().myCoor.row].DestructionArray)
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cout << it << endl;
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//get all not set pieces
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for(auto it:puzzleMat.p_myBox)
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if(!it->set)
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log.back().PieceCollector.emplace_back(pair<float,Part*>(0,it));
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solve(log,puzzleMat);
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solve(log,puzzleMat);
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}
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@ -72,7 +76,8 @@ coor calculateNextCoor(vector<LogEntry>& log, Puzzle& puzzleMat)
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void solve(vector<LogEntry>& log,Puzzle& puzzleMat)
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{
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log.back().abstractionLevel = puzzleMat.dp.getNextAbstractionLayer(log.back().myCoor,log.back().abstractionLevel); //sets in abstractionLevel
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//status(log,p_Box,puzzleMat);
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cout << "ab: " << log.back().abstractionLevel << endl;
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//status(log,p_Box,puzzleMat);
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//TODO!! Add more layers here
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switch(log.back().abstractionLevel)
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{
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@ -80,7 +85,7 @@ void solve(vector<LogEntry>& log,Puzzle& puzzleMat)
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puzzleMat.a1.EvaluateQuality(log.back().myCoor, log.back().PieceCollector);
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break;
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case 1://histogram
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puzzleMat.a3.EvaluateQuality(log.back().myCoor,log.back().PieceCollector);
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return;
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break;
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case -1://random
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setsolution(log,puzzleMat);
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@ -88,7 +93,6 @@ void solve(vector<LogEntry>& log,Puzzle& puzzleMat)
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default:
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break;
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}
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float worth = capLogElements(log);
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calculateTrueDestructionPower(log,puzzleMat, worth);
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CalculateNewCombinedQuality(log, log.back().PieceCollector, puzzleMat.combinedQualityVector);
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@ -110,11 +114,16 @@ void setsolution(vector<LogEntry>& log, Puzzle& puzzleMat)
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//tell log entry that it is set
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log.back().Set();
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puzzleMat.setConstraints(log.back().myCoor,log.back().PieceCollector.begin()->second);
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//cout << "set:" << log.back().myCoor.col << "," << log.back().myCoor.row << endl;
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cout << "set:" << log.back().myCoor.col << "," << log.back().myCoor.row << endl;
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cout << "ID: " << log.back().PieceCollector[0].second->GetPartID() << endl;
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cout << "log:" << endl;
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for(auto it:log.back().PieceCollector)
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cout << std::bitset<8>(it.second->m_a1.getConnections()) << "|" << it.second->GetPartID() << endl;
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}
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bool backtrack(vector<LogEntry>& log, Puzzle& puzzleMat)
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{
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cout << "backtracking" ;
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if(log.empty())
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{
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cout << "Puzzle not solveable!" << endl;
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@ -124,10 +133,16 @@ bool backtrack(vector<LogEntry>& log, Puzzle& puzzleMat)
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//if more pieces possible, tset piece as not logged
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if((log.back().PieceCollector.size())>1)
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{
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cout << " next piece" << endl;
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for(int i=0;i<puzzleMat.p_myBox.size();i++)
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if(puzzleMat.p_myBox[i]->GetPartID()==log.back().PieceCollector.begin()->second->GetPartID())//sets all with partid
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puzzleMat.p_myBox[i]->set=false;
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log.back().PieceCollector.erase(log.back().PieceCollector.begin());
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Part myPart = *log.back().PieceCollector[0].second;//tmpsaves bad part
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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
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//TODO remove this when further layers are added!!!
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if(log.back().PieceCollector.size()==1)
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log.back().decreaseRandomed();
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@ -139,6 +154,7 @@ bool backtrack(vector<LogEntry>& log, Puzzle& puzzleMat)
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//else remove log element and backtrack once more
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else
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{
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cout << " no more pieces" << endl;
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puzzleMat.removeConstrains(log.back().myCoor); //this should remove constraints from all layers
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if((log.back().PieceCollector.size()))
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for(int i=0;i<puzzleMat.p_myBox.size();i++)
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@ -153,7 +169,6 @@ bool backtrack(vector<LogEntry>& log, Puzzle& puzzleMat)
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//this is addon stuff that should later all be extracted into a sererate cpp as it is not core dispatcher functionality
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void calculateTrueDestructionPower(vector<LogEntry>& log, Puzzle& puzzleMat, float Layerworth) {
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float destructionPower = sqrt(
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Layerworth * puzzleMat.dp.m_constraintMatrix[0][0].SpeedTable[log.back().abstractionLevel]);
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@ -170,6 +185,7 @@ void calculateTrueDestructionPower(vector<LogEntry>& log, Puzzle& puzzleMat, flo
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// PART RAUER_WEIDINGER
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float capLogElements(vector<LogEntry>& log)
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{
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// Till Now only ground structure -> incorrect variable ans vector names
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double limit = 0.6;
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double diff = 0;
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