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

@@ -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;