dispatcher funktioniert halb, es fehlt noch 'setflag' und average quality calculation
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882737bd30
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@ -44,16 +44,15 @@ bool AbstractionLayer_1::PreProcessing(coor mySize, const vector<Part*>* partAr
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//it through qualityVector and removes all that do not trigger PlaceOfPartGood
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bool AbstractionLayer_1::EvaluateQuality (const coor constraintCoordinate, qualityVector& qVector)
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{
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int j=0;
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for(int i = 0;i<qVector.size();i++)
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{
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j++;
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cout <<"qVector size: " << qVector.size() << endl;
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cout << "ID: " << qVector[i].second->GetPartID() << ", rotations: " << (int)qVector[i].second->GetNumOfRotations() << endl;
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qVector[i].second->print();
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if(PlaceOfPartGood(constraintCoordinate, qVector[i].second->m_a1.m_connections))
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{
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qVector[i].first=1;
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continue;
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qVector.erase(qVector.begin()+(i--)); cout << endl << endl;
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}
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qVector[i].first=0;
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}
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}
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@ -87,3 +87,8 @@ void Puzzle::createBox(){
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}
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}
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bool Puzzle::allSet() {
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//TODO! check if all puzzlepieces are set
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return false;
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}
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@ -1,28 +1,28 @@
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#include "../../header.h"
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void status(vector<LogEntry>& log, vector<Part*>& p_Box);
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bool SetBestOrMoreLayersArithmetical(vector<LogEntry>& log, qualityVector* cqVector);
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bool SetBestOrMoreLayersArithmetical(vector<LogEntry>& log, qualityVector& cqVector);
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void calculateTrueDestructionPower(vector<LogEntry>& log, Puzzle& puzzleMat, float Layerworth);
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void sort(vector<LogEntry>& log);
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void cut(vector<LogEntry>& log, Part* cutID);
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void cut(vector<LogEntry>& log, int& cutID);
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float capLogElements(vector<LogEntry>& log);
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void CalculateNewCombinedQuality(vector<LogEntry>& log, qualityVector& qVector, qualityVector* cqVector);
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void CalculateNewCombinedQuality(vector<LogEntry>& log, qualityVector& qVector, qualityVector& cqVector);
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bool next(vector<LogEntry>& log, vector<Part*>& p_Box,Puzzle& puzzleMat)
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bool next(vector<LogEntry>& log,Puzzle& puzzleMat)
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{
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//last log element is set, create new log element or log not yet started
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if(!(log.size()) || log.back().isSet())
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{
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if(!(p_Box.size())) return false; //puzzle solved
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else createNextLogElement(log,p_Box,puzzleMat);
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if((puzzleMat.allSet())) return false; //puzzle solved
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else createNextLogElement(log,puzzleMat);
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}
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//last log element is empty, backtrack
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else if(!(log.back().PieceCollector.size())) backtrack(log,p_Box,puzzleMat);
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else if(!(log.back().PieceCollector.size())) backtrack(log,puzzleMat);
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//case last log element has multiple entries
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else if(log.back().PieceCollector.size() > 1)
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{
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//moreLayers is 0, setbest is 1
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if (SetBestOrMoreLayersArithmetical(log, &puzzleMat.combinedQualityVector)) setsolution(log, p_Box, puzzleMat);
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else solve(log, p_Box, puzzleMat);
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if (SetBestOrMoreLayersArithmetical(log, puzzleMat.combinedQualityVector)) setsolution(log, puzzleMat);
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else solve(log, puzzleMat);
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}
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//case last log exactly one solution
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else if(log.back().PieceCollector.size() == 1)
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@ -32,31 +32,31 @@ bool next(vector<LogEntry>& log, vector<Part*>& p_Box,Puzzle& puzzleMat)
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if(log.back().abstractionLevel < 2)//do 2 at least two best abstractions to check if part is okay
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{
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log.back().advance();
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solve(log,p_Box,puzzleMat);
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solve(log,puzzleMat);
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}
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else
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setsolution(log,p_Box,puzzleMat);
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setsolution(log,puzzleMat);
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}
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else
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setsolution(log,p_Box,puzzleMat);
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setsolution(log,puzzleMat);
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}
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return true;
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}
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void createNextLogElement(vector<LogEntry>& log, vector<Part*>& p_Box, Puzzle& puzzleMat)
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void createNextLogElement(vector<LogEntry>& log, Puzzle& puzzleMat)
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{
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log.emplace_back(LogEntry(coor(0, 0)));
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log.back().myCoor = calculateNextCoor(log, p_Box,puzzleMat);
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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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for(auto it:p_Box)
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for(auto it:puzzleMat.p_myBox)
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log.back().PieceCollector.emplace_back(pair<float,Part*>(0,it));
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cout << p_Box.size() << endl;
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cout << puzzleMat.p_myBox.size() << endl;
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cout << log.back().PieceCollector.size() << endl;
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solve(log, p_Box,puzzleMat);
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solve(log,puzzleMat);
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}
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coor calculateNextCoor(vector<LogEntry>& log, vector<Part*>& p_Box, Puzzle& puzzleMat)
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coor calculateNextCoor(vector<LogEntry>& log, Puzzle& puzzleMat)
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{
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//level 1:
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//go left to right, then increase current row
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@ -88,23 +88,22 @@ void solve(vector<LogEntry>& log, vector<Part*>& p_Box, Puzzle& puzzleMat)
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break;
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}
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capLogElements(log);
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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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CalculateNewCombinedQuality(log, log.back().PieceCollector, puzzleMat.combinedQualityVector);
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}
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//removes from box and makes log "set"
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void setsolution(vector<LogEntry>& log, vector<Part*>& p_Box, Puzzle& puzzleMat)
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void setsolution(vector<LogEntry>& log, Puzzle& puzzleMat)
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{
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//advance number of randomed part count
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if(log.back().PieceCollector.size()>1) log.back().advanceRandomed();
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//remove first element in last logelement from box
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for(int i=0;i<p_Box.size();)
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if(p_Box[i]==log.back().PieceCollector.begin()->second)//mach ich das richtig so?!
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p_Box.erase(p_Box.begin()+i);
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for(int i=0;i<puzzleMat.p_myBox.size();)
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if(puzzleMat.p_myBox[i]==log.back().PieceCollector.begin()->second)//mach ich das richtig so?!
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puzzleMat.p_myBox.erase(puzzleMat.p_myBox.begin()+i);
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else
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i++;
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@ -112,18 +111,18 @@ void setsolution(vector<LogEntry>& log, vector<Part*>& p_Box, Puzzle& puzzleMat)
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log.back().Set();
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}
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bool backtrack(vector<LogEntry>& log, vector<Part*>& p_Box, Puzzle& puzzleMat)
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bool backtrack(vector<LogEntry>& log, Puzzle& puzzleMat)
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{
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//if more pieces possible, take next piece
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if((log.back().PieceCollector.size())>1)
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{
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p_Box.push_back(log.back().PieceCollector.begin()->second);
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puzzleMat.p_myBox.push_back(log.back().PieceCollector.begin()->second);
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log.back().PieceCollector.erase(log.back().PieceCollector.begin());
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if(log.back().PieceCollector.size()==1)
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log.back().decreaseRandomed();
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setsolution(log,p_Box,puzzleMat);
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setsolution(log,puzzleMat);
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return true;
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}
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@ -132,13 +131,13 @@ bool backtrack(vector<LogEntry>& log, vector<Part*>& p_Box, Puzzle& puzzleMat)
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{
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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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p_Box.emplace_back(log.back().PieceCollector.begin()->second);
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puzzleMat.p_myBox.emplace_back(log.back().PieceCollector.begin()->second);
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log.pop_back();
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backtrack(log,p_Box,puzzleMat);
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backtrack(log,puzzleMat);
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}
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}
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void status(vector<LogEntry>& log, vector<Part*>& p_Box, Puzzle& puzzleMat)
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void status(vector<LogEntry>& log, Puzzle& puzzleMat)
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{
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cout << "----------------------------" << endl;
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cout << "status:" << endl;
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@ -156,7 +155,7 @@ void status(vector<LogEntry>& log, vector<Part*>& p_Box, Puzzle& puzzleMat)
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cout << endl;
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cout << "Box:" << endl;
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cout << "size: " << p_Box.size() << endl;
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cout << "size: " << puzzleMat.p_myBox.size() << endl;
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cout << "Puzzle:" << endl;
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puzzleMat.printPuzzle();
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@ -177,86 +176,77 @@ float capLogElements(vector<LogEntry>& log)
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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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int id=0;
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double maxdiff = 0;
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int vectorsizeBefore = 0;
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int vectorsizeAfter = 0;
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double destroyed = 0; // destroyed parts in %
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double worth = 0;
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vectorsizeBefore = log.back().PieceCollector.size();
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sort(log); // Sort the vector after probabilities
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qualityVector::const_iterator idxcut =log.back().PieceCollector.begin();
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for(;idxcut !=log.back().PieceCollector.end();idxcut++)
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if(idxcut->first < limit)
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break;
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auto newidxcut = idxcut;
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while(idxcut != log.back().PieceCollector.end())
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sort(log.back().PieceCollector.begin(),log.back().PieceCollector.end()); // Sort the vector after probabilities
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reverse(log.back().PieceCollector.begin(),log.back().PieceCollector.end());
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for(;id<log.back().PieceCollector.size();id++)
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{
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diff = idxcut->second - (++idxcut)->second;
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if(log.back().PieceCollector[id].first < limit)
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break;
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}
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int 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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diff = log.back().PieceCollector[id].first - log.back().PieceCollector[++id].first;
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if(diff > maxdiff)
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{
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maxdiff = diff;
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newidxcut = idxcut;
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newid = id;
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}
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}
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cut(log,newidxcut->second);
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cut(log,newid);
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vectorsizeAfter = log.back().PieceCollector.size();
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destroyed = (vectorsizeBefore - vectorsizeAfter) / vectorsizeBefore;
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destroyed = ((double)vectorsizeBefore - (double)vectorsizeAfter) / (double)vectorsizeBefore;
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return (float)sqrt(destroyed*maxdiff);
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}
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void sort(vector<LogEntry>& log)
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{
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//this does all the sorting that needs to happen
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//saddly this is a false statement
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//the monkey desperately tried to hold on to the flying dorm room.
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}
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qualityVector::iterator FindPartInLog(vector<LogEntry>& log, Part* wishedPartPointer)
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{
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qualityVector::iterator partOnPositionIterator = log.back().PieceCollector.begin();
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while (partOnPositionIterator != log.back().PieceCollector.end())
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{
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if(partOnPositionIterator.base()->second == wishedPartPointer)
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{
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if(partOnPositionIterator->second == wishedPartPointer)
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break;
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}
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else
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{
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partOnPositionIterator++;
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}
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}
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return partOnPositionIterator;
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}
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void cut(vector<LogEntry>& log, Part* cutID)
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void cut(vector<LogEntry>& log, int& cutID)
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{
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auto it = FindPartInLog(log, cutID);
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while(it != log.back().PieceCollector.end())
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log.back().PieceCollector.erase(it++);
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while(cutID<log.back().PieceCollector.size())
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log.back().PieceCollector.erase(log.back().PieceCollector.begin()+cutID);
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}
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// -------------------- Part David: SetBest and CalculateCombinedQuality --------------------
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// pruefen, ob mehr als X combinedQualities ueber dem Grenzwert sind. Wenn nur noch Y Pieces ueber bleiben, dann setBest!
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// geeignete Threshold values muessen noch getestet werden
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bool SetBestOrMoreLayersArithmetical(vector<LogEntry>& log, qualityVector* cqVector)
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bool SetBestOrMoreLayersArithmetical(vector<LogEntry>& log, qualityVector& cqVector)
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{
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float threshold = 1.0, tempBest = 0.0;
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unsigned int countHigherThreshold = 0;
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if(cqVector->empty())
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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?
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return false; // Warning: can only return true or false. What return for error?
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@ -274,18 +264,18 @@ bool SetBestOrMoreLayersArithmetical(vector<LogEntry>& log, qualityVector* cqVec
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}
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// check Quality of current Puzzle Piece in combinedQualityVector with Threshold value
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for (qualityVector::iterator it = cqVector->begin(); it != cqVector->end(); it++)
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for (qualityVector::iterator it = cqVector.begin(); it != cqVector.end(); it++)
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{
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if ((cqVector->back().first / log.back().abstractionLevel) >= threshold) // const threshold values
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if ((cqVector.back().first / log.back().abstractionLevel) >= threshold) // const threshold values
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{
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// count how many Pieces are greater than the threshold value
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countHigherThreshold++;
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}
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else
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{
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if ((cqVector->back().first / log.back().abstractionLevel) > tempBest)
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if ((cqVector.back().first / log.back().abstractionLevel) > tempBest)
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{
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tempBest = cqVector->back().first; // could be used, for additional constraints
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tempBest = cqVector.back().first; // could be used, for additional constraints
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}
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}
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}
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@ -304,7 +294,7 @@ bool SetBestOrMoreLayersArithmetical(vector<LogEntry>& log, qualityVector* cqVec
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// jede Quality vom Piececollector zu einer combinedQuality aufsummieren (von jedem bereits verwendetem Layer)
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// Achtung: Es muss noch der Mittelwert gebildet werden => SetBestOrMoreLayersArithmetical
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void CalculateNewCombinedQuality(vector<LogEntry>& log, qualityVector& qVector, qualityVector* cqVector)
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void CalculateNewCombinedQuality(vector<LogEntry>& log, qualityVector& qVector, qualityVector& cqVector)
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{
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bool summarizedVectors = false;
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int countSummarizedVectors = 0;
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@ -315,24 +305,24 @@ void CalculateNewCombinedQuality(vector<LogEntry>& log, qualityVector& qVector,
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cerr << "qualityVector is empty." << endl; // should not be empty => backtrack?
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return;
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}
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else if(cqVector->empty())
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else if(cqVector.empty())
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{
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cerr << "combinedQualityVector is empty." << endl; // should not be empty => backtrack?
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return;
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}
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else
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{
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for (unsigned int i = 0; i < cqVector->size(); i++)
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for (unsigned int i = 0; i < cqVector.size(); i++)
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{
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summarizedVectors = false;
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for (unsigned int j = 0; j < qVector.size(); j++)
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{
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// search same PuzzlePart of qualityVector and combinedQualityVector
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if (&cqVector->at(i).second == &qVector.at(j).second)
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if (&cqVector.at(i).second == &qVector.at(j).second)
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{
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// sum Quality of PieceCollector (qualityVector) to combinedQualityVector
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cqVector->at(j).first += qVector.at(i).first;
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cqVector.at(j).first += qVector.at(i).first;
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countSummarizedVectors++;
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summarizedVectors = true;
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continue; // skip remaining for loop => save time!
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@ -346,16 +336,16 @@ void CalculateNewCombinedQuality(vector<LogEntry>& log, qualityVector& qVector,
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//cqVector->erase(cqVector->begin()+i);
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// efficient way, but no sorted cqVector => wayne
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swap(cqVector->at(i), cqVector->back());
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cqVector->pop_back();
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swap(cqVector.at(i), cqVector.back());
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cqVector.pop_back();
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}
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}
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// cqVector should have the same size now as newest qVector
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if (cqVector->size() != qVector.size())
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if (cqVector.size() != qVector.size())
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{
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cerr << "Size of combinedQualityVector doenst match with size of qualityVector!" << endl;
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cout << "Size of combinedQualityVector: " << cqVector->size() << endl;
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cout << "Size of combinedQualityVector: " << cqVector.size() << endl;
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cout << "Size of qualityVector: " << qVector.size() << endl;
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cout << "Size of countSummarizedVectors: " << countSummarizedVectors << endl;
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}
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@ -65,6 +65,8 @@ public:
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void createBox();
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void createp_box();
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bool allSet();
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vector<Part> myBox;
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vector<Part*> p_myBox;
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@ -76,11 +78,11 @@ private:
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unsigned int cols;
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};
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bool next(vector<LogEntry>& log, vector<Part*>& p_Box, Puzzle& puzzleMat);
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coor calculateNextCoor(vector<LogEntry>& log, vector<Part*>& p_Box, Puzzle& puzzleMat);
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void solve(vector<LogEntry>& log, vector<Part*>& p_Box, Puzzle& puzzleMat);
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void setsolution(vector<LogEntry>& log, vector<Part*>& p_Box, Puzzle& puzzleMat);
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bool backtrack(vector<LogEntry>& log, vector<Part*>& p_Box, Puzzle& puzzleMat);
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bool next(vector<LogEntry>& log,Puzzle& puzzleMat);
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coor calculateNextCoor(vector<LogEntry>& log, Puzzle& puzzleMat);
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void solve(vector<LogEntry>& log, Puzzle& puzzleMat);
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void setsolution(vector<LogEntry>& log, Puzzle& puzzleMat);
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bool backtrack(vector<LogEntry>& log,Puzzle& puzzleMat);
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void createNextLogElement(vector<LogEntry>& log, vector<Part*>& p_Box, Puzzle& puzzleMat);
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void createNextLogElement(vector<LogEntry>& log,Puzzle& puzzleMat);
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@ -18,7 +18,7 @@ int main()
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//puzzleMat.createRandomBox();
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puzzleMat.a1.printConstraintMatrix();
|
||||
|
||||
while(next(log, puzzleMat.p_myBox,puzzleMat));
|
||||
while(next(log, puzzleMat));
|
||||
|
||||
puzzleMat.printPuzzle();
|
||||
return 0;
|
||||
|
Loading…
Reference in New Issue
Block a user