dispatcher funktioniert halb, es fehlt noch 'setflag' und average quality calculation

This commit is contained in:
Raphael Maenle 2018-01-07 14:16:57 +01:00
parent 882737bd30
commit fc9743a77a
5 changed files with 89 additions and 93 deletions

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@ -44,16 +44,15 @@ bool AbstractionLayer_1::PreProcessing(coor mySize, const vector<Part*>* partAr
//it through qualityVector and removes all that do not trigger PlaceOfPartGood
bool AbstractionLayer_1::EvaluateQuality (const coor constraintCoordinate, qualityVector& qVector)
{
int j=0;
for(int i = 0;i<qVector.size();i++)
{
j++;
cout <<"qVector size: " << qVector.size() << endl;
cout << "ID: " << qVector[i].second->GetPartID() << ", rotations: " << (int)qVector[i].second->GetNumOfRotations() << endl;
qVector[i].second->print();
if(PlaceOfPartGood(constraintCoordinate, qVector[i].second->m_a1.m_connections))
{
qVector[i].first=1;
continue;
qVector.erase(qVector.begin()+(i--)); cout << endl << endl;
}
qVector[i].first=0;
}
}

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@ -87,3 +87,8 @@ void Puzzle::createBox(){
}
}
bool Puzzle::allSet() {
//TODO! check if all puzzlepieces are set
return false;
}

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@ -1,28 +1,28 @@
#include "../../header.h"
void status(vector<LogEntry>& log, vector<Part*>& p_Box);
bool SetBestOrMoreLayersArithmetical(vector<LogEntry>& log, qualityVector* cqVector);
bool SetBestOrMoreLayersArithmetical(vector<LogEntry>& log, qualityVector& cqVector);
void calculateTrueDestructionPower(vector<LogEntry>& log, Puzzle& puzzleMat, float Layerworth);
void sort(vector<LogEntry>& log);
void cut(vector<LogEntry>& log, Part* cutID);
void cut(vector<LogEntry>& log, int& cutID);
float capLogElements(vector<LogEntry>& log);
void CalculateNewCombinedQuality(vector<LogEntry>& log, qualityVector& qVector, qualityVector* cqVector);
void CalculateNewCombinedQuality(vector<LogEntry>& log, qualityVector& qVector, qualityVector& cqVector);
bool next(vector<LogEntry>& log, vector<Part*>& p_Box,Puzzle& puzzleMat)
bool next(vector<LogEntry>& log,Puzzle& puzzleMat)
{
//last log element is set, create new log element or log not yet started
if(!(log.size()) || log.back().isSet())
{
if(!(p_Box.size())) return false; //puzzle solved
else createNextLogElement(log,p_Box,puzzleMat);
if((puzzleMat.allSet())) return false; //puzzle solved
else createNextLogElement(log,puzzleMat);
}
//last log element is empty, backtrack
else if(!(log.back().PieceCollector.size())) backtrack(log,p_Box,puzzleMat);
else if(!(log.back().PieceCollector.size())) backtrack(log,puzzleMat);
//case last log element has multiple entries
else if(log.back().PieceCollector.size() > 1)
{
//moreLayers is 0, setbest is 1
if (SetBestOrMoreLayersArithmetical(log, &puzzleMat.combinedQualityVector)) setsolution(log, p_Box, puzzleMat);
else solve(log, p_Box, puzzleMat);
if (SetBestOrMoreLayersArithmetical(log, puzzleMat.combinedQualityVector)) setsolution(log, puzzleMat);
else solve(log, puzzleMat);
}
//case last log exactly one solution
else if(log.back().PieceCollector.size() == 1)
@ -32,31 +32,31 @@ bool next(vector<LogEntry>& log, vector<Part*>& p_Box,Puzzle& puzzleMat)
if(log.back().abstractionLevel < 2)//do 2 at least two best abstractions to check if part is okay
{
log.back().advance();
solve(log,p_Box,puzzleMat);
solve(log,puzzleMat);
}
else
setsolution(log,p_Box,puzzleMat);
setsolution(log,puzzleMat);
}
else
setsolution(log,p_Box,puzzleMat);
setsolution(log,puzzleMat);
}
return true;
}
void createNextLogElement(vector<LogEntry>& log, vector<Part*>& p_Box, Puzzle& puzzleMat)
void createNextLogElement(vector<LogEntry>& log, Puzzle& puzzleMat)
{
log.emplace_back(LogEntry(coor(0, 0)));
log.back().myCoor = calculateNextCoor(log, p_Box,puzzleMat);
log.back().myCoor = calculateNextCoor(log, puzzleMat);
puzzleMat.dp.DestructionOfSurrounding(log.back().myCoor);//calculate dp from surrounding
for(auto it:p_Box)
for(auto it:puzzleMat.p_myBox)
log.back().PieceCollector.emplace_back(pair<float,Part*>(0,it));
cout << p_Box.size() << endl;
cout << puzzleMat.p_myBox.size() << endl;
cout << log.back().PieceCollector.size() << endl;
solve(log, p_Box,puzzleMat);
solve(log,puzzleMat);
}
coor calculateNextCoor(vector<LogEntry>& log, vector<Part*>& p_Box, Puzzle& puzzleMat)
coor calculateNextCoor(vector<LogEntry>& log, Puzzle& puzzleMat)
{
//level 1:
//go left to right, then increase current row
@ -88,23 +88,22 @@ void solve(vector<LogEntry>& log, vector<Part*>& p_Box, Puzzle& puzzleMat)
break;
}
capLogElements(log);
float worth = capLogElements(log);
calculateTrueDestructionPower(log,puzzleMat, worth);
CalculateNewCombinedQuality(log, log.back().PieceCollector, &puzzleMat.combinedQualityVector);
CalculateNewCombinedQuality(log, log.back().PieceCollector, puzzleMat.combinedQualityVector);
}
//removes from box and makes log "set"
void setsolution(vector<LogEntry>& log, vector<Part*>& p_Box, Puzzle& puzzleMat)
void setsolution(vector<LogEntry>& log, Puzzle& puzzleMat)
{
//advance number of randomed part count
if(log.back().PieceCollector.size()>1) log.back().advanceRandomed();
//remove first element in last logelement from box
for(int i=0;i<p_Box.size();)
if(p_Box[i]==log.back().PieceCollector.begin()->second)//mach ich das richtig so?!
p_Box.erase(p_Box.begin()+i);
for(int i=0;i<puzzleMat.p_myBox.size();)
if(puzzleMat.p_myBox[i]==log.back().PieceCollector.begin()->second)//mach ich das richtig so?!
puzzleMat.p_myBox.erase(puzzleMat.p_myBox.begin()+i);
else
i++;
@ -112,18 +111,18 @@ void setsolution(vector<LogEntry>& log, vector<Part*>& p_Box, Puzzle& puzzleMat)
log.back().Set();
}
bool backtrack(vector<LogEntry>& log, vector<Part*>& p_Box, Puzzle& puzzleMat)
bool backtrack(vector<LogEntry>& log, Puzzle& puzzleMat)
{
//if more pieces possible, take next piece
if((log.back().PieceCollector.size())>1)
{
p_Box.push_back(log.back().PieceCollector.begin()->second);
puzzleMat.p_myBox.push_back(log.back().PieceCollector.begin()->second);
log.back().PieceCollector.erase(log.back().PieceCollector.begin());
if(log.back().PieceCollector.size()==1)
log.back().decreaseRandomed();
setsolution(log,p_Box,puzzleMat);
setsolution(log,puzzleMat);
return true;
}
@ -132,13 +131,13 @@ bool backtrack(vector<LogEntry>& log, vector<Part*>& p_Box, Puzzle& puzzleMat)
{
puzzleMat.removeConstrains(log.back().myCoor); //this should remove constraints from all layers
if((log.back().PieceCollector.size()))
p_Box.emplace_back(log.back().PieceCollector.begin()->second);
puzzleMat.p_myBox.emplace_back(log.back().PieceCollector.begin()->second);
log.pop_back();
backtrack(log,p_Box,puzzleMat);
backtrack(log,puzzleMat);
}
}
void status(vector<LogEntry>& log, vector<Part*>& p_Box, Puzzle& puzzleMat)
void status(vector<LogEntry>& log, Puzzle& puzzleMat)
{
cout << "----------------------------" << endl;
cout << "status:" << endl;
@ -156,7 +155,7 @@ void status(vector<LogEntry>& log, vector<Part*>& p_Box, Puzzle& puzzleMat)
cout << endl;
cout << "Box:" << endl;
cout << "size: " << p_Box.size() << endl;
cout << "size: " << puzzleMat.p_myBox.size() << endl;
cout << "Puzzle:" << endl;
puzzleMat.printPuzzle();
@ -177,86 +176,77 @@ float capLogElements(vector<LogEntry>& log)
// Till Now only ground structure -> incorrect variable ans vector names
double limit = 0.6;
double diff = 0;
int id=0;
double maxdiff = 0;
int vectorsizeBefore = 0;
int vectorsizeAfter = 0;
double destroyed = 0; // destroyed parts in %
double worth = 0;
vectorsizeBefore = log.back().PieceCollector.size();
sort(log); // Sort the vector after probabilities
qualityVector::const_iterator idxcut =log.back().PieceCollector.begin();
for(;idxcut !=log.back().PieceCollector.end();idxcut++)
if(idxcut->first < limit)
break;
auto newidxcut = idxcut;
while(idxcut != log.back().PieceCollector.end())
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++)
{
diff = idxcut->second - (++idxcut)->second;
if(log.back().PieceCollector[id].first < limit)
break;
}
int newid = --id; //set to the one just over limit
while(id<log.back().PieceCollector.size()-1) //find maximum difference in function
{
diff = log.back().PieceCollector[id].first - log.back().PieceCollector[++id].first;
if(diff > maxdiff)
{
maxdiff = diff;
newidxcut = idxcut;
newid = id;
}
}
cut(log,newidxcut->second);
cut(log,newid);
vectorsizeAfter = log.back().PieceCollector.size();
destroyed = (vectorsizeBefore - vectorsizeAfter) / vectorsizeBefore;
destroyed = ((double)vectorsizeBefore - (double)vectorsizeAfter) / (double)vectorsizeBefore;
return (float)sqrt(destroyed*maxdiff);
}
void sort(vector<LogEntry>& log)
{
//this does all the sorting that needs to happen
//saddly this is a false statement
//the monkey desperately tried to hold on to the flying dorm room.
}
qualityVector::iterator FindPartInLog(vector<LogEntry>& log, Part* wishedPartPointer)
{
qualityVector::iterator partOnPositionIterator = log.back().PieceCollector.begin();
while (partOnPositionIterator != log.back().PieceCollector.end())
{
if(partOnPositionIterator.base()->second == wishedPartPointer)
{
if(partOnPositionIterator->second == wishedPartPointer)
break;
}
else
{
partOnPositionIterator++;
}
}
return partOnPositionIterator;
}
void cut(vector<LogEntry>& log, Part* cutID)
void cut(vector<LogEntry>& log, int& cutID)
{
auto it = FindPartInLog(log, cutID);
while(it != log.back().PieceCollector.end())
log.back().PieceCollector.erase(it++);
while(cutID<log.back().PieceCollector.size())
log.back().PieceCollector.erase(log.back().PieceCollector.begin()+cutID);
}
// -------------------- 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)
bool SetBestOrMoreLayersArithmetical(vector<LogEntry>& log, qualityVector& cqVector)
{
float threshold = 1.0, tempBest = 0.0;
unsigned int countHigherThreshold = 0;
if(cqVector->empty())
if(cqVector.empty())
{
cerr << "combinedQualityVector is empty." << endl; // should not be empty => backtrack?
return false; // Warning: can only return true or false. What return for error?
@ -274,18 +264,18 @@ bool SetBestOrMoreLayersArithmetical(vector<LogEntry>& log, qualityVector* cqVec
}
// check Quality of current Puzzle Piece in combinedQualityVector with Threshold value
for (qualityVector::iterator it = cqVector->begin(); it != cqVector->end(); it++)
for (qualityVector::iterator it = cqVector.begin(); it != cqVector.end(); it++)
{
if ((cqVector->back().first / log.back().abstractionLevel) >= threshold) // const threshold values
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)
if ((cqVector.back().first / log.back().abstractionLevel) > tempBest)
{
tempBest = cqVector->back().first; // could be used, for additional constraints
tempBest = cqVector.back().first; // could be used, for additional constraints
}
}
}
@ -304,7 +294,7 @@ bool SetBestOrMoreLayersArithmetical(vector<LogEntry>& log, qualityVector* cqVec
// 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)
void CalculateNewCombinedQuality(vector<LogEntry>& log, qualityVector& qVector, qualityVector& cqVector)
{
bool summarizedVectors = false;
int countSummarizedVectors = 0;
@ -315,24 +305,24 @@ void CalculateNewCombinedQuality(vector<LogEntry>& log, qualityVector& qVector,
cerr << "qualityVector is empty." << endl; // should not be empty => backtrack?
return;
}
else if(cqVector->empty())
else if(cqVector.empty())
{
cerr << "combinedQualityVector is empty." << endl; // should not be empty => backtrack?
return;
}
else
{
for (unsigned int i = 0; i < cqVector->size(); i++)
for (unsigned int i = 0; i < cqVector.size(); i++)
{
summarizedVectors = false;
for (unsigned int j = 0; j < qVector.size(); j++)
{
// search same PuzzlePart of qualityVector and combinedQualityVector
if (&cqVector->at(i).second == &qVector.at(j).second)
if (&cqVector.at(i).second == &qVector.at(j).second)
{
// sum Quality of PieceCollector (qualityVector) to combinedQualityVector
cqVector->at(j).first += qVector.at(i).first;
cqVector.at(j).first += qVector.at(i).first;
countSummarizedVectors++;
summarizedVectors = true;
continue; // skip remaining for loop => save time!
@ -346,16 +336,16 @@ void CalculateNewCombinedQuality(vector<LogEntry>& log, qualityVector& qVector,
//cqVector->erase(cqVector->begin()+i);
// efficient way, but no sorted cqVector => wayne
swap(cqVector->at(i), cqVector->back());
cqVector->pop_back();
swap(cqVector.at(i), cqVector.back());
cqVector.pop_back();
}
}
// cqVector should have the same size now as newest qVector
if (cqVector->size() != qVector.size())
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 combinedQualityVector: " << cqVector.size() << endl;
cout << "Size of qualityVector: " << qVector.size() << endl;
cout << "Size of countSummarizedVectors: " << countSummarizedVectors << endl;
}

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@ -65,6 +65,8 @@ public:
void createBox();
void createp_box();
bool allSet();
vector<Part> myBox;
vector<Part*> p_myBox;
@ -76,11 +78,11 @@ private:
unsigned int cols;
};
bool next(vector<LogEntry>& log, vector<Part*>& p_Box, Puzzle& puzzleMat);
coor calculateNextCoor(vector<LogEntry>& log, vector<Part*>& p_Box, Puzzle& puzzleMat);
void solve(vector<LogEntry>& log, vector<Part*>& p_Box, Puzzle& puzzleMat);
void setsolution(vector<LogEntry>& log, vector<Part*>& p_Box, Puzzle& puzzleMat);
bool backtrack(vector<LogEntry>& log, vector<Part*>& p_Box, Puzzle& puzzleMat);
bool next(vector<LogEntry>& log,Puzzle& puzzleMat);
coor calculateNextCoor(vector<LogEntry>& log, Puzzle& puzzleMat);
void solve(vector<LogEntry>& log, Puzzle& puzzleMat);
void setsolution(vector<LogEntry>& log, Puzzle& puzzleMat);
bool backtrack(vector<LogEntry>& log,Puzzle& puzzleMat);
void createNextLogElement(vector<LogEntry>& log, vector<Part*>& p_Box, Puzzle& puzzleMat);
void createNextLogElement(vector<LogEntry>& log,Puzzle& puzzleMat);

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@ -18,7 +18,7 @@ int main()
//puzzleMat.createRandomBox();
puzzleMat.a1.printConstraintMatrix();
while(next(log, puzzleMat.p_myBox,puzzleMat));
while(next(log, puzzleMat));
puzzleMat.printPuzzle();
return 0;