PuzzleSolver/Source/functions/solve/structure.cpp
Raphael Maenle 7920e73bfb removed calls to other layers to get into solver
problem with imread in preprocess when multiple layers make call. This was subv. by deactivating these layers.
2018-01-26 22:27:46 +01:00

353 lines
14 KiB
C++
Executable File

#include "../../header.h"
bool SetBestOrMoreLayersArithmetical(vector<LogEntry>& log, qualityVector& cqVector);
void calculateTrueDestructionPower(vector<LogEntry>& log, Puzzle& puzzleMat, float Layerworth);
void cut(vector<LogEntry>& log, int& cutID);
float capLogElements(vector<LogEntry>& log);
void CalculateNewCombinedQuality(vector<LogEntry>& log, qualityVector& qVector, qualityVector& cqVector);
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((puzzleMat.allSet()))
return false; //puzzle solved
else createNextLogElement(log,puzzleMat);
//last log element is empty, backtrack
else if(!(log.back().PieceCollector.size()))
{
if(!(backtrack(log,puzzleMat)))
return false;
}
//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, puzzleMat);
else solve(log, puzzleMat);
//case last log exactly one solution
else if(log.back().PieceCollector.size() == 1)
if(log.back().hasRandomed())
if(log.back().abstractionLevel < 2)//do 2 at least two best abstractions to check if part is okay
solve(log,puzzleMat);
else
setsolution(log,puzzleMat);
else
setsolution(log,puzzleMat);
return true;
}
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
//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);
}
coor calculateNextCoor(vector<LogEntry>& log, Puzzle& puzzleMat)
{
//level 1:
//go left to right, then increase current row
if (log.size() == 1)
return {0,0};
unsigned int col= log.rbegin()[1].myCoor.col;
unsigned int row= log.rbegin()[1].myCoor.row;
if(row<puzzleMat.getSizeAsCoor().row-1) row++;
else if(col<puzzleMat.getSizeAsCoor().col-1){ row=0; col++;}
return {col,row};
}
void solve(vector<LogEntry>& log,Puzzle& puzzleMat)
{
log.back().abstractionLevel = puzzleMat.dp.getNextAbstractionLayer(log.back().myCoor,log.back().abstractionLevel); //sets in abstractionLevel
cout << "abs: " << log.back().abstractionLevel;
//status(log,p_Box,puzzleMat);
//TODO!! Add more layers here
switch(log.back().abstractionLevel)
{
case 0://pömpel
puzzleMat.a4.EvaluateQuality(log.back().myCoor,log.back().PieceCollector);
//puzzleMat.a1.EvaluateQuality(log.back().myCoor, log.back().PieceCollector);
break;
case 1://poempelposition
return;
puzzleMat.a3.EvaluateQuality(log.back().myCoor,log.back().PieceCollector);
break;
case 4://SURFFeature
break;
case -1://random
cout << endl;
setsolution(log,puzzleMat);
return;
default:
break;
}
float worth = capLogElements(log);
cout << " | " << worth << endl;
// calculateTrueDestructionPower(log,puzzleMat, worth);
CalculateNewCombinedQuality(log, log.back().PieceCollector, puzzleMat.combinedQualityVector);
}
//removes from box and makes log "set"
void setsolution(vector<LogEntry>& log, Puzzle& puzzleMat)
{
//advance number of randomed part count
if(log.back().PieceCollector.size()>1) log.back().advanceRandomed();
//'set=true' all 4 rotations of pieces in puzzleBox
for(int i=0;i<puzzleMat.p_myBox.size();i++)
if(puzzleMat.p_myBox[i]->GetPartID()==log.back().PieceCollector.begin()->second->GetPartID())
puzzleMat.p_myBox[i]->set=true;
puzzleMat.combinedQualityVector.clear(); //clear data from temp variable
//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 << "ID: " << log.back().PieceCollector[0].second->GetPartID() << endl;
cout << "Size of Log: " << log.back().PieceCollector.size() << endl;
}
bool backtrack(vector<LogEntry>& log, Puzzle& puzzleMat)
{
cout << "backtrack" << endl;
if(log.empty())
{
cout << "Puzzle not solveable!" << endl;
return false;
}
cout << "Size of Log: " << log.back().PieceCollector.size() << endl;
puzzleMat.combinedQualityVector.clear(); //remove all data from temp quality save
//if more pieces possible, tset piece as not logged
if((log.back().PieceCollector.size())>1)
{
for(int i=0;i<puzzleMat.p_myBox.size();i++)//unset puzzlepieces
if(puzzleMat.p_myBox[i]->GetPartID()==log.back().PieceCollector.begin()->second->GetPartID())//sets all with partid
puzzleMat.p_myBox[i]->set=false;
//remove similar in log
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 reprogram similar removal to allow multilayer tracking
if(log.back().PieceCollector.size()) // this checks if 'removeSimilar' has cleared entire LogElement
{
cout << "next Piece" << endl;
if(log.back().PieceCollector.size()==1)
log.back().decreaseRandomed();
setsolution(log,puzzleMat);
return true;
}
}
cout << "more backtrack" << endl;
//else remove log element and backtrack once more
puzzleMat.removeConstrains(log.back().myCoor); //this should remove constraints from all layers
if((log.back().PieceCollector.size())) //unset all
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.pop_back();
if(!backtrack(log,puzzleMat))
return false;
return true;
}
//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]);
//save destructionArray for when coor is done
if(puzzleMat.tmp_destructionArray.empty())
for(auto it:puzzleMat.dp.m_constraintMatrix[log.back().myCoor.col][log.back().myCoor.row].DestructionArray)
puzzleMat.tmp_destructionArray.emplace_back(it);
puzzleMat.tmp_destructionArray[log.back().abstractionLevel]=destructionPower;
}
// 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;
int id=0;
double maxdiff = 0;
int vectorsizeBefore = 0;
int vectorsizeAfter = 0;
double destroyed = 0; // destroyed parts in %
vectorsizeBefore = log.back().PieceCollector.size();
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++)
{
if(log.back().PieceCollector[id].first < limit)
break;
}
int newid=0;
//check if all over
if(id==log.back().PieceCollector.size())
return 0;
if(id>0)
newid = --id; //set to the one just over limit
while(id<(log.back().PieceCollector.size()-1)) //find maximum difference in function
{
if(!log.back().PieceCollector[id].first)
break;
diff = log.back().PieceCollector[id].first - log.back().PieceCollector[++id].first;
if(diff > maxdiff)
{
maxdiff = diff;
newid = id;
}
}
//cut(log,newid);
vectorsizeAfter = log.back().PieceCollector.size();
destroyed = ((double)vectorsizeBefore - (double)vectorsizeAfter) / (double)vectorsizeBefore;
if(log.back().abstractionLevel==1 && destroyed)
cerr << "destroyed something!" << endl;
return (float)sqrt(destroyed*maxdiff);
}
void cut(vector<LogEntry>& log, int& cutID)
{
while(cutID<log.back().PieceCollector.size())
{
cerr << "!";
log.back().PieceCollector.erase(log.back().PieceCollector.begin()+cutID);
}
cerr << endl;
}
// -------------------- 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)
{
float threshold, tempBest = 0.0;
unsigned int countHigherThreshold = 0;
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?
}
else
{
switch(log.back().abstractionLevel)
{
case 0: threshold = 0.90; break;
case 1: threshold = 0.80; break;
case 2: threshold = 0.75; break;
case 3: threshold = 0.66; break;
case 4: threshold = 0.60; break;
default: threshold = 0.5; break;
}
//TODO!! add more layers here!
// check Quality of current Puzzle Piece in combinedQualityVector with Threshold value
for (qualityVector::iterator it = cqVector.begin(); it != cqVector.end(); it++)
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)
tempBest = cqVector.back().first; // could be used, for additional constraints
// return true if only one piece is left
if (1 == countHigherThreshold)
{
return true;
}
else
{
return false;
}
}
}
// 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)
{
bool summarizedVectors = false;
int countSummarizedVectors = 0;
bool removePart=true;
// check if both qualityVectors are not empty
if(qVector.empty())
{
//cerr << "qualityVector is empty." << endl; // should not be empty => backtrack?
return;
}
if(cqVector.empty())
{
//cout << "combinedQualityVector was initialized." << endl; //first layer stuff eh
for(auto it:qVector)
cqVector.emplace_back(it);
}
else
{
for (unsigned int i = 0; i < cqVector.size();) {
for (unsigned int j = 0; j < qVector.size(); j++) {
// search same PuzzlePart of qualityVector and combinedQualityVector
removePart=true;
if (cqVector.at(i).second->GetPartID() == qVector.at(j).second->GetPartID() && cqVector.at(i).second->GetNumOfRotations() == qVector.at(j).second->GetNumOfRotations()) {
// sum Quality of PieceCollector (qualityVector) to combinedQualityVector
cqVector.at(i).first += qVector.at(j).first;
countSummarizedVectors++;
removePart=false;
break; // skip remaining for loop => save time!
}
// remove element at poisition X in combinedQualityVector, because it was not summarized
// inefficient way to delete element X
//cqVector->erase(cqVector->begin()+i);
// efficient way, but no sorted cqVector => wayne //echt? lol
}
if(removePart)
{
swap(cqVector.at(i), cqVector.back());
cqVector.pop_back();
} else i++;
}
// cqVector should have the same size now as newest qVector
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 qualityVector: " << qVector.size() << endl;
cout << "Size of countSummarizedVectors: " << countSummarizedVectors << endl;
}
}
}