new test cases
worked on all walkers new helper methods new distributions some bugfixes
This commit is contained in:
22
grid/Grid.h
22
grid/Grid.h
@@ -235,6 +235,11 @@ public:
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remove(nodes[idx]);
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}
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/**
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* mark the given node for deletion
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* see: cleanup()
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*/
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void remove(T& node) {
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// disconnect from all neighbors
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@@ -250,8 +255,11 @@ public:
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}
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/** remove all nodes marked for deletion */
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void cleanup() {
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debugMemoryUsage();
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Log::add(name, "running grid cleanup", false);
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Log::tick();
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@@ -293,6 +301,8 @@ public:
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rebuildHashes();
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debugMemoryUsage();
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}
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/** rebuild the UID-hash-list */
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@@ -310,6 +320,18 @@ public:
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}
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/** debug-print the grid's current memory usage */
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void debugMemoryUsage() {
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const uint32_t bytes = nodes.size() * sizeof(T);
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const uint32_t numNodes = nodes.size();
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uint32_t numNeighbors = 0;
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//uint32_t numNeighborsUnused = 0;
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for (T& n : nodes) {
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numNeighbors += n._numNeighbors;
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}
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Log::add(name, "memory: " + std::to_string(bytes/1024.0f/1024.0f) + " MB in " + std::to_string(numNodes) + " nodes");
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}
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// /**
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// * remove all nodes, marked for deletion.
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// * BEWARE: this will invalidate all indices used externally!
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@@ -198,7 +198,8 @@ public:
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/** build a stair (z-transition) from n1 to n2 */
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void buildStairLine(T& _n1, T& _n2) {
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const int gridSize_cm = grid.getGridSize_cm();
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// half the grid size = small steps
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const int gridSize_cm = grid.getGridSize_cm() / 2;
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// local copies, needed for std::swap to work
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T n1 = _n1; T n2 = _n2;
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@@ -197,7 +197,7 @@ public:
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static Distribution::Normal<float> avoidWalls(0.0, 0.4);
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// favour walking near walls (likely)
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static Distribution::Normal<float> sticToWalls(0.9, 0.5);
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static Distribution::Normal<float> stickToWalls(0.9, 0.5);
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// favour walking far away (likely)
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static Distribution::Normal<float> farAway(2.2, 0.5);
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@@ -205,7 +205,7 @@ public:
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// overall importance
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return - avoidWalls.getProbability(dist_m) * 0.30 // avoid walls
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+ sticToWalls.getProbability(dist_m) * 0.15 // walk near walls
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+ stickToWalls.getProbability(dist_m) * 0.15 // walk near walls
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+ farAway.getProbability(dist_m) * 0.15 // walk in the middle
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;
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@@ -8,7 +8,7 @@ template <typename T> class GridWalk {
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public:
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virtual GridWalkState<T> getDestination(Grid<T>& grid, const GridWalkState<T> start, const float distance_m) = 0;
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virtual GridWalkState<T> getDestination(Grid<T>& grid, const GridWalkState<T>& start, const float distance_m, const float headChange_rad) = 0;
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};
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@@ -22,7 +22,13 @@ public:
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const float d1 = h.getDiffHalfRAD(h1);
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const float d2 = h.getDiffHalfRAD(h2);
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//return (h.getDiffHalfRAD(h1) < h.getDiffHalfRAD(h2));
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return (d1 == d2) ? (rand() < RAND_MAX/2) : (d1 < d2); // same heading? > random decision
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//return (d1 == d2) ? (rand() < RAND_MAX/2) : (d1 < d2); // same heading? > random decision
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//return ((from.z_cm != n1.z_cm) && (from.z_cm == n2.z_cm)) ||
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// (d1 < d2) ||
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//(rand() < RAND_MAX/2);
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if (d1 < d2) {return true;}
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else if (d1 == d2) {return n1.z_cm != n2.z_cm;}
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return false;
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};
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auto neighbors = grid.neighbors(from);
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@@ -39,7 +45,7 @@ public:
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* if this also fails
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* - add some randomness and try again
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*/
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template <typename T, typename Walker> static GridWalkState<T> retryOrInvert(Walker& w, const int numRetries, Grid<T>& grid, GridWalkState<T> start, float distance_m) {
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template <typename T, typename Walker> static GridWalkState<T> retryOrInvert(Walker& w, const int numRetries, Grid<T>& grid, GridWalkState<T> start, float distance_m, const float headChange_rad) {
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Assert::isTrue(distance_m >= 0, "distance must not be negative!");
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Assert::isNotNull(start.node, "starting node must not be null");
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@@ -53,13 +59,14 @@ public:
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// try to walk the given distance from the start
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// if this fails (reached a dead end) -> restart (maybe the next try finds a better path)
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do {
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res = w.walk(grid, start, distance_m);
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res = w.walk(grid, start, distance_m, headChange_rad);
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} while (res.node == nullptr && --retries);
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// still reaching a dead end?
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// -> try a walk in the opposite direction instead
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if (res.node == nullptr) {
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res = w.walk(grid, GridWalkState<T>(start.node, start.heading.getInverted()), distance_m);
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GridWalkState<T> newState(start.node, start.heading.getInverted());
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res = w.walk(grid, newState, distance_m, headChange_rad);
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}
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// still nothing found? -> modify and try again
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@@ -63,15 +63,15 @@ public:
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}
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GridWalkState<T> getDestination(Grid<T>& grid, GridWalkState<T> start, float distance_m) override {
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GridWalkState<T> getDestination(Grid<T>& grid, const GridWalkState<T>& start, const float distance_m, const float headChange_rad) override {
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return GridWalkHelper::retryOrInvert(*this, 2, grid, start, distance_m);
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return GridWalkHelper::retryOrInvert(*this, 2, grid, start, distance_m, headChange_rad);
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}
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private:
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GridWalkState<T> walk(Grid<T>& grid, GridWalkState<T> cur, float distRest_m) {
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GridWalkState<T> walk(Grid<T>& grid, GridWalkState<T>& cur, float distRest_m, const float headChange_rad) {
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drawer.reset();
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@@ -105,7 +105,10 @@ private:
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}
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GridWalkState<T> next(nullptr, cur.heading);
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//GridWalkState<T> next(nullptr, cur.heading);
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// create a copy (to keep heading and walked distance)
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GridWalkState<T> next = cur;
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// pick a random destination
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T& nDir = drawer.get();
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@@ -116,6 +119,7 @@ private:
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next.heading += headingChangeDist(gen);
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next.node = &nDir;
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//// // compare two neighbors according to their implied heading change
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//// auto compp = [&] (const T& n1, const T& n2) {
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//// Heading h1 = GridWalkHelper::getHeading(*cur.node, n1);
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@@ -145,13 +149,22 @@ private:
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//// }
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// get the distance up to this neighbor
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distRest_m -= next.node->getDistanceInMeter(*cur.node);
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const float walked_m = next.node->getDistanceInMeter(*cur.node);
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distRest_m -= walked_m;
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// update the heading-change and walked-distance
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next.headingChange_rad += next.heading.getRAD() - cur.heading.getRAD();
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next.distanceWalked_m += walked_m;
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if (next.node->z_cm != cur.node->z_cm) {
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int i = 0;
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}
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// done?
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if (distRest_m <= 0) {return next;}
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// another round..
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return walk(grid, next, distRest_m);
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return walk(grid, next, distRest_m, headChange_rad);
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}
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@@ -43,7 +43,7 @@ public:
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;
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}
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GridWalkState<T> getDestination(Grid<T>& grid, const GridWalkState<T> start, const float distance_m) override {
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GridWalkState<T> getDestination(Grid<T>& grid, const GridWalkState<T>& start, const float distance_m) override {
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return GridWalkHelper::retryOrInvert(*this, 2, grid, start, distance_m);
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@@ -54,7 +54,7 @@ private:
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// NOTE: allocate >>ONCE<<! otherwise random numbers will NOT work!
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DrawList<T*> drawer;
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GridWalkState<T> walk(Grid<T>& grid, const GridWalkState<T> cur, float distRest_m) {
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GridWalkState<T> walk(Grid<T>& grid, const GridWalkState<T>& cur, float distRest_m) {
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drawer.reset();
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@@ -93,7 +93,8 @@ private:
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// all neighbors are unlikely? -> start over
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if (drawer.getCumProbability() < 0.01) {return GridWalkState<T>();}
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GridWalkState<T> next;
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// create a copy (to keep heading and walked distance)
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GridWalkState<T> next = cur;
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// pick the neighbor best matching this new heading
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next.node = drawer.get();
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@@ -103,7 +104,12 @@ private:
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next.avg = (cur.avg * 0.9) + (Point3(next.node->x_cm, next.node->y_cm, next.node->z_cm) * 0.1);
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// get the distance up to this neighbor
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distRest_m -= next.node->getDistanceInMeter(*cur.node);
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const float walked_m = next.node->getDistanceInMeter(*cur.node);
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distRest_m -= walked_m;
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// update the heading-change and walked-distance
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next.headingChange_rad += next.heading.getRAD() - cur.heading.getRAD();
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next.distanceWalked_m += walked_m;
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// done?
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if (distRest_m <= 0) {return next;}
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@@ -45,20 +45,27 @@ public:
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gen.seed(1234);
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}
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GridWalkState<T> getDestination(Grid<T>& grid, const GridWalkState<T> start, const float distance_m) override {
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return GridWalkHelper::retryOrInvert(*this, 2, grid, start, distance_m);
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GridWalkState<T> getDestination(Grid<T>& grid, const GridWalkState<T>& start, const float distance_m, const float headChange_rad) override {
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return GridWalkHelper::retryOrInvert(*this, 2, grid, start, distance_m, -1);
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}
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private:
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GridWalkState<T> walk(Grid<T>& grid, const GridWalkState<T> cur, float distRest_m) {
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GridWalkState<T> walk(Grid<T>& grid, const GridWalkState<T>& cur, float distRest_m, float headChange = -1) {
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GridWalkState<T> next;
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// create a copy (to keep heading and walked distance)
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GridWalkState<T> next = cur;
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// change the heading at the beginning of each walk
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if (headChange == -1) {headChange = headingChangeDist(gen);}
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// get a new random heading
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next.heading = cur.heading + headingChangeDist(gen);
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next.heading = cur.heading + headChange;
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// pick the neighbor best matching this new heading
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next.node = &GridWalkHelper::getBestNeighbor(grid, *cur.node, next.heading);
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@@ -71,13 +78,18 @@ private:
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}
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// get the distance up to this neighbor
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distRest_m -= next.node->getDistanceInMeter(*cur.node);
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const float walked_m = next.node->getDistanceInMeter(*cur.node);
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distRest_m -= walked_m;
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// update the heading-change and walked-distance
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next.headingChange_rad += next.heading.getRAD() - cur.heading.getRAD();
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next.distanceWalked_m += walked_m;
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// done?
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if (distRest_m <= 0) {return next;}
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// another round..
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return walk(grid, next, distRest_m);
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return walk(grid, next, distRest_m, headChange);
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}
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@@ -46,7 +46,7 @@ public:
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;
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}
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GridWalkState<T> getDestination(Grid<T>& grid, const GridWalkState<T> start, const float distance_m) override {
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GridWalkState<T> getDestination(Grid<T>& grid, const GridWalkState<T>& start, const float distance_m) override {
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return GridWalkHelper::retryOrInvert(*this, 2, grid, start, distance_m);
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@@ -60,13 +60,18 @@ private:
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// NOTE: allocate >>ONCE<<! otherwise random numbers will NOT work!
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DrawList<T*> drawer;
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GridWalkState<T> walk(Grid<T>& grid, const GridWalkState<T> cur, float distRest_m) {
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GridWalkState<T> walk(Grid<T>& grid, const GridWalkState<T>& cur, float distRest_m, float headChange = -1) {
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drawer.reset();
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GridWalkState<T> next;
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// create a copy (to keep heading and walked distance)
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GridWalkState<T> next = cur;
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// change the heading at the beginning of each walk
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if (headChange == -1) {headChange = headingChangeDist(gen);}
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// get a new random heading
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next.heading = cur.heading + headingChangeDist(gen);
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next.heading = cur.heading + headChange;
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// weight all neighbors based on this heading
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for (T& neighbor : grid.neighbors(*cur.node)) {
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@@ -81,8 +86,8 @@ private:
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const float prob1 = Distribution::Normal<float>::getProbability(0, Angle::degToRad(40), diffRad);
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// add the node's importance factor into the calculation
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const float prob2 = Distribution::Logistic<float>::getCDF(neighbor.imp, 1.0, 0.05);
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//const float prob2 = std::pow(neighbor.imp, 10);
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//const float prob2 = Distribution::Logistic<float>::getCDF(neighbor.imp, 1.0, 0.05);
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const float prob2 = std::pow(neighbor.imp, 10);
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// final importance
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const float prob = prob1 * prob2;
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@@ -106,13 +111,18 @@ private:
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// }
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// get the distance up to this neighbor
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distRest_m -= next.node->getDistanceInMeter(*cur.node);
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const float walked_m = next.node->getDistanceInMeter(*cur.node);
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distRest_m -= walked_m;
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// update the heading-change and walked-distance
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next.headingChange_rad += next.heading.getRAD() - cur.heading.getRAD();
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next.distanceWalked_m += walked_m;
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// done?
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if (distRest_m <= 0) {return next;}
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// another round..
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return walk(grid, next, distRest_m);
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return walk(grid, next, distRest_m, headChange);
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}
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141
grid/walk/GridWalkSimpleControl.h
Normal file
141
grid/walk/GridWalkSimpleControl.h
Normal file
@@ -0,0 +1,141 @@
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#ifndef GRIDWALKSIMPLECONTROL_H
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#define GRIDWALKSIMPLECONTROL_H
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#include "../../geo/Heading.h"
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#include "../Grid.h"
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#include "../../math/Distributions.h"
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#include "../../math/DrawList.h"
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#include "GridWalkState.h"
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#include "GridWalkHelper.h"
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#include "GridWalk.h"
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template <typename T> class GridWalkSimpleControl : public GridWalk<T> {
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friend class GridWalkHelper;
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private:
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/** per-edge: change heading with this sigma */
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static constexpr float HEADING_CHANGE_SIGMA = Angle::degToRad(10);
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/** fast random-number-generator */
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std::minstd_rand gen;
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/** 0-mean normal distribution */
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std::normal_distribution<float> headingChangeDist = std::normal_distribution<float>(0.0, HEADING_CHANGE_SIGMA);
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DrawList<T&> drawer;
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public:
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/** ctor */
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GridWalkSimpleControl() {
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gen.seed(1234);
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}
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GridWalkState<T> getDestination(Grid<T>& grid, const GridWalkState<T>& start, float distance_m, float headChange_rad) {
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// proportional change of the heading
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static Distribution::Normal<float> dHead(1, 0.10);
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// proportional change of the to-be-walked distance
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static Distribution::Normal<float> dWalk(1, 0.10);
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distance_m = distance_m*dWalk.draw(); // TODO: why *2?
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headChange_rad = headChange_rad*dHead.draw();
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return walk(grid, start, distance_m, headChange_rad);
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}
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private:
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double getProbability(const T& start, const T& possible, const Heading head) const {
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// TODO: WHY?! not only when going back to the start?
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if (start.x_cm == possible.x_cm && start.y_cm == possible.y_cm) {return 0.1;}
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// get the angle between START and the possible next node
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const Heading possibleHead = GridWalkHelper::getHeading(start, possible);
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// calculate the difference
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const float diff = possibleHead.getDiffHalfRAD(head);
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// // compare this heading with the requested one
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const double angleProb = Distribution::Normal<float>::getProbability(0, Angle::degToRad(30), diff);
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// const double angleProb = (diff <= Angle::degToRad(15)) ? 1 : 0.1; // favor best 3 angles equally
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// nodes own importance
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//const double nodeProb = Distribution::Logistic<float>::getCDF(possible.imp, 1, 0.5);
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const double nodeProb = std::pow(possible.imp, 5);
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//const double nodeProb = 1.0;
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// bring it together
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return angleProb * nodeProb;
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}
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GridWalkState<T> walk(Grid<T>& grid, const GridWalkState<T>& start, const float distance_m, const float headChange_rad) {
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// try-again distribution
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//static Distribution::Normal<float> dHead(0, Angle::degToRad(10));
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//static Distribution::Normal<float> dUpdate(0, Angle::degToRad(3));
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static Distribution::Uniform<float> dChange(Angle::degToRad(0), +Angle::degToRad(359));
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int retries = 5;
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||||
float walked_m = 0;
|
||||
GridWalkState<T> cur = start;
|
||||
|
||||
// the desired heading
|
||||
Heading reqHeading = start.heading + (headChange_rad);
|
||||
|
||||
// walk until done
|
||||
while(walked_m < distance_m) {
|
||||
|
||||
// evaluate all neighbors
|
||||
drawer.reset();
|
||||
for (T& neighbor : grid.neighbors(*cur.node)) {
|
||||
|
||||
const double prob = getProbability(*start.node, neighbor, reqHeading);
|
||||
drawer.add(neighbor, prob);
|
||||
|
||||
}
|
||||
|
||||
// too bad? start over!
|
||||
if (drawer.getCumProbability() < 0.1 && (--retries) >= 0) {
|
||||
walked_m = 0;
|
||||
cur = start;
|
||||
WHAT THE HELL
|
||||
if (retries == 0) { reqHeading = dChange.draw(); }
|
||||
continue;
|
||||
}
|
||||
|
||||
// get the neighbor
|
||||
const T& neighbor = drawer.get();
|
||||
|
||||
// update
|
||||
walked_m += neighbor.getDistanceInMeter(*cur.node);
|
||||
cur.node = &neighbor;
|
||||
|
||||
}
|
||||
|
||||
cur.distanceWalked_m = NAN;
|
||||
cur.headingChange_rad = NAN;
|
||||
cur.heading = reqHeading;
|
||||
|
||||
return cur;
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
#endif // GRIDWALKSIMPLECONTROL_H
|
||||
@@ -12,13 +12,19 @@ template <typename T> struct GridWalkState {
|
||||
/** the current heading */
|
||||
Heading heading;
|
||||
|
||||
/** cumulative heading change */
|
||||
float headingChange_rad;
|
||||
|
||||
/** cumulative distance change */
|
||||
float distanceWalked_m;
|
||||
|
||||
/** empty ctor */
|
||||
GridWalkState() : node(nullptr), heading(0) {;}
|
||||
GridWalkState() : node(nullptr), heading(0), headingChange_rad(0), distanceWalked_m(0) {;}
|
||||
|
||||
Point3 avg = Point3(0,0,0);
|
||||
|
||||
/** ctor with user-node and heading */
|
||||
GridWalkState(const T* node, const Heading heading) : node(node), heading(heading) {;}
|
||||
GridWalkState(const T* node, const Heading heading) : node(node), heading(heading), headingChange_rad(0), distanceWalked_m(0) {;}
|
||||
|
||||
};
|
||||
#endif // GRIDWALKSTATE_H
|
||||
|
||||
Reference in New Issue
Block a user