worked on grid-walking

This commit is contained in:
2017-11-22 13:00:02 +01:00
parent 89c6b07e68
commit d03372ad3d
4 changed files with 401 additions and 14 deletions

257
grid/walk/v3/Reachable.h Normal file
View File

@@ -0,0 +1,257 @@
#ifndef INDOOR_GW3_REACHABLE_H
#define INDOOR_GW3_REACHABLE_H
#include <vector>
#include <set>
#include "../../Grid.h"
namespace GW3 {
#define likely(x) __builtin_expect((x),1)
#define unlikely(x) __builtin_expect((x),0)
/**
* get all grid nodes that are reachable within x-edges (depth)
*/
template <typename Node> class ReachableByDepthUnsorted {
struct VisitEntry {
const Node* gn;
int depth;
VisitEntry() {;}
VisitEntry(const Node* gn, const int depth) : gn(gn), depth(depth) {;}
};
struct Visits {
VisitEntry visits[512];// __attribute__((aligned(16)));
size_t head = 0;
size_t tail = 0;
VisitEntry& getNext() {
return visits[tail++];
}
void add(const VisitEntry& e) {
visits[head++] = e;
assert(head < 512);
//if (head >= 512) {throw std::runtime_error("too many visits");} / COSTLY AS HELL?!
}
bool hasMore() const {
return head > tail;
}
};
const Grid<Node>& grid;
public:
ReachableByDepthUnsorted(const Grid<Node>& grid) : grid(grid) {
;
}
/** get all nodes reachable from start using maxDepth steps */
std::unordered_set<const Node*> get(const Node& start, const int maxDepth) {
std::unordered_set<const Node*> checked;
// assuming max 8 neighbors per node, we need
// we need 1 + 8 + 16 + 24 + 32 + ... entries (increments for each depth)
// which is 1 + (1+2+3+4+5)*neighbors
// which is 1 + (n*n + n)/2*neighbors
// however this seems to be slow?!
//const int n = maxDepth + 1;
//const int maxEntries = (n * n + n) / 2 * 10 + 1;
//const int toAlloc = 4096 / sizeof(VisitEntry);
//if ( unlikely(toAlloc < maxEntries) ) {return checked;}
//if (maxDepth > 9) {throw Exception("will not fit!");}
Visits toVisit;
// directly start with the node itself and all its neighbors
checked.insert(&start);
for (int i = 0; likely(i < start.getNumNeighbors()); ++i) {
const int nIdx = start.getNeighborIdx(i);
const Node& gnNext = grid[nIdx];
checked.insert(&gnNext);
toVisit.add(VisitEntry(&gnNext, 1));
}
// check all to-be-visited nodes
while ( likely(toVisit.hasMore()) ) {
const VisitEntry& e = toVisit.getNext();
if ( likely(e.depth <= maxDepth) ) {
const Node* gnCur = e.gn;
for (int i = 0; likely(i < gnCur->getNumNeighbors()); ++i) {
const int nIdx = gnCur->getNeighborIdx(i);
const Node& gnNext = grid[nIdx];
if ( unlikely(checked.find(&gnNext) == checked.end()) ) {
toVisit.add(VisitEntry(&gnNext, e.depth+1));
checked.insert(&gnNext);
}
}
}
}
return checked;
}
};
/**
* get all grid nodes that are reachable within x-edges (depth)
* additionally returns the needed walking distance in meter
*/
template <typename Node> class ReachableByDepthWithDistanceSorted {
struct VisitEntry {
const Node* gn;
int depth;
float dist_m;
int myIdx;
VisitEntry() {;}
VisitEntry(const Node* gn, const int depth, const float dist_m, const int myIdx) :
gn(gn), depth(depth), dist_m(dist_m), myIdx(myIdx) {;}
};
struct Visits {
VisitEntry visits[1024];// __attribute__((aligned(16)));
size_t head = 0;
size_t tail = 0;
VisitEntry& getNext() {
return visits[tail++];
}
void add(const VisitEntry& e) {
visits[head++] = e;
assert(head < 1024);
//if (head >= 512) {throw std::runtime_error("too many visits");} / COSTLY AS HELL?!
}
bool hasMore() const {
return head > tail;
}
void sort() {
const auto comp = [] (const VisitEntry& e1, const VisitEntry& e2) {
return e1.dist_m < e2.dist_m;
};
std::sort(&visits[tail], &visits[head], comp);
}
};
const Grid<Node>& grid;
public:
/** result */
struct Entry {
const Node* node;
const float walkDistToStart_m;
const int prevIdx;
Entry(const Node* node, const float dist, const size_t prevIdx) :
node(node), walkDistToStart_m(dist), prevIdx(prevIdx) {;}
bool hasPrev() const {
return prevIdx >= 0;
}
};
ReachableByDepthWithDistanceSorted(const Grid<Node>& grid) : grid(grid) {
;
}
/** get all nodes reachable from start using maxDepth steps */
std::vector<Entry> get(const Node& start, const int maxDepth) {
std::unordered_set<const Node*> checked;
std::vector<Entry> res;
Visits toVisit;
// directly start with the node itself and all its neighbors
checked.insert(&start);
res.push_back(Entry(&start, 0, -1));
for (int i = 0; likely(i < start.getNumNeighbors()); ++i) {
const int nIdx = start.getNeighborIdx(i);
const Node& gnNext = grid[nIdx];
const float dist_m = gnNext.getDistanceInMeter(start);
toVisit.add(VisitEntry(&gnNext, 1, dist_m, res.size()));
res.push_back(Entry(&gnNext, dist_m, 0));
checked.insert(&gnNext);
}
toVisit.sort();
// check all to-be-visited nodes
while ( likely(toVisit.hasMore()) ) {
const VisitEntry& e = toVisit.getNext();
if ( likely(e.depth <= maxDepth) ) {
const Node* gnCur = e.gn;
// for (int i = 0; likely(i < gnCur->getNumNeighbors()); ++i) {
// const int nIdx = gnCur->getNeighborIdx(i);
// const Node& gnNext = grid[nIdx];
// if ( unlikely(checked.find(&gnNext) == checked.end()) ) {
// const float nodeNodeDist_m = gnCur->getDistanceInMeter(gnNext);
// const float dist_m = e.dist_m + nodeNodeDist_m;
// toVisit.add(VisitEntry(&gnNext, e.depth+1, dist_m, res.size()));
// res.push_back(Entry(&gnNext, dist_m, e.myIdx));
// checked.insert(&gnNext);
// }
// }
// const float gridSize_m = grid.getGridSize_cm() / 100 * 1.01;
std::vector<VisitEntry> sub;
for (int i = 0; likely(i < gnCur->getNumNeighbors()); ++i) {
const int nIdx = gnCur->getNeighborIdx(i);
const Node& gnNext = grid[nIdx];
if ( unlikely(checked.find(&gnNext) == checked.end()) ) {
const float nodeNodeDist_m = gnCur->getDistanceInMeter(gnNext);
const float dist_m = e.dist_m + nodeNodeDist_m;
//toVisit.add(VisitEntry(&gnNext, e.depth+1, dist_m, res.size()));
sub.push_back(VisitEntry(&gnNext, e.depth+1, dist_m, res.size()));
res.push_back(Entry(&gnNext, dist_m, e.myIdx));
checked.insert(&gnNext);
}
}
// dijkstra.. sort the new nodes by destination to start
// only sorting the 8 new nodes seems enough due to the graph's layout
const auto comp = [] (const VisitEntry& e1, const VisitEntry& e2) {
return e1.dist_m < e2.dist_m;
};
std::sort(sub.begin(), sub.end(), comp);
for (const VisitEntry& e : sub) {
toVisit.add(e);
}
}
// slower with same result ;)
//toVisit.sort();
}
return res;
}
};
}
#endif // REACHABLE_H

View File

@@ -0,0 +1,81 @@
#ifndef INDOOR_GW3_REACHABLESAMPLER_H
#define INDOOR_GW3_REACHABLESAMPLER_H
#include "../../../math/Random.h"
#include "Reachable.h"
#include "Helper.h"
namespace GW3 {
template <typename Node> class ReachableSamplerByDepth {
public:
using Entry = typename ReachableByDepthWithDistanceSorted<Node>::Entry;
struct SampleResult {
Point3 pos;
float walkDistToStart_m;
SampleResult(const Point3 pos, const float dist_m) : pos(pos), walkDistToStart_m(dist_m) {;}
};
private:
const Grid<Node>& grid;
const float gridSize_m;
const std::vector<Entry>& reachableNodes;
mutable RandomGenerator gen;
mutable std::uniform_real_distribution<float> dOffset;
public:
/** ctor */
ReachableSamplerByDepth(const Grid<Node>& grid, const std::vector<Entry>& reachableNodes) :
grid(grid), reachableNodes(reachableNodes), gridSize_m(grid.getGridSize_cm() / 100.0f), dOffset(-gridSize_m*0.48f, +gridSize_m*0.48f) {
;
}
SampleResult sample() {
std::uniform_int_distribution<int> dIdx(0, reachableNodes.size() - 1);
const int idx = dIdx(gen);
const Entry* e = &reachableNodes[idx];
const Entry* ePrev1 = (e->prevIdx == -1) ? (nullptr) : (&reachableNodes[e->prevIdx]);
const Node* nDst = e->node;
// center of the destination node
const Point3 nodeCenter = Helper<Node>::gpToP3(*nDst);
// random position within destination-node
const float ox = dOffset(gen);
const float oy = dOffset(gen);
// destination = nodeCenter + offset (within the node's bbox, (x,y) only! keep z as-is)
const Point3 end(nodeCenter.x + ox, nodeCenter.y + oy, nodeCenter.z);
// calculate end's walking-distance towards the start
float distToStart_m;
if (ePrev1) {
distToStart_m = ePrev1->walkDistToStart_m + (Helper<Node>::gpToP3(*(ePrev1->node)).getDistance(end));
} else {
distToStart_m = nodeCenter.getDistance(end);
}
// done
return SampleResult(end, distToStart_m);
}
};
}
#endif // REACHABLESAMPLER_H

View File

@@ -17,7 +17,7 @@ namespace GW3 {
/** get the probability for the given walk */
//virtual double getProbability(const Walk<Node>& walk) const = 0;
virtual double getProbability(const Point3 pStart, const Point3 pEnd, const WalkParams& params) const = 0;
virtual double getProbability(const Point3 pStart, const Point3 pEnd, const float walkedDist_m, const WalkParams& params) const = 0;
};
@@ -31,7 +31,7 @@ namespace GW3 {
WalkEvalEndNodeProbability(Grid<Node>* grid) : grid(grid) {;}
virtual double getProbability(const Point3 pStart, const Point3 pEnd, const WalkParams& params) const override {
virtual double getProbability(const Point3 pStart, const Point3 pEnd, const float walkedDist_m, const WalkParams& params) const override {
(void) params;
(void) pStart;
@@ -65,7 +65,7 @@ namespace GW3 {
;
}
virtual double getProbability(const Point3 pStart, const Point3 pEnd, const WalkParams& params) const override {
virtual double getProbability(const Point3 pStart, const Point3 pEnd, const float walkDist_m, const WalkParams& params) const override {
(void) params;
@@ -95,10 +95,10 @@ namespace GW3 {
WalkEvalDistance(const double sigma = 0.1) : sigma(sigma), dist(0, sigma) {;}
virtual double getProbability(const Point3 pStart, const Point3 pEnd, const WalkParams& params) const override {
virtual double getProbability(const Point3 pStart, const Point3 pEnd, const float walkDist_m, const WalkParams& params) const override {
const float requestedDistance_m = params.distance_m;
const float walkedDistance_m = pStart.getDistance(pEnd);
const float walkedDistance_m = walkDist_m;//pStart.getDistance(pEnd);
const float diff = walkedDistance_m - requestedDistance_m;
return dist.getProbability(diff);
//return Distribution::Normal<double>::getProbability(params.distance_m, sigma, walkedDistance_m);

View File

@@ -14,6 +14,8 @@
#include "Helper.h"
#include "Structs.h"
#include "WalkEvaluator.h"
#include "Reachable.h"
#include "ReachableSampler.h"
namespace GW3 {
@@ -117,7 +119,7 @@ namespace GW3 {
double p = 1;
for (const WalkEvaluator<Node>* eval : evals) {
const double p1 = eval->getProbability(start, end, params);
const double p1 = eval->getProbability(start, end, start.getDistance(end), params);
p *= p1;
}
@@ -156,7 +158,7 @@ namespace GW3 {
/** ctor */
WalkerWeightedRandom(Grid<Node>& grid) :
grid(grid), gridSize_m(grid.getGridSize_cm() / 100.0f), dFinal(-gridSize_m*0.49f, +gridSize_m*0.49f) {
grid(grid), gridSize_m(grid.getGridSize_cm() / 100.0f), dFinal(-gridSize_m*0.48f, +gridSize_m*0.48f) {
;
}
@@ -181,6 +183,7 @@ namespace GW3 {
if (!startNode) {throw Exception("start node not found!");}
const float maxDist = params.distance_m + gridSize_m;
const int depth = std::ceil(params.distance_m / gridSize_m) + 1;
Point3 best; double bestP = 0;
//DrawList<Point3> drawer;
@@ -206,15 +209,17 @@ namespace GW3 {
int numVisitedNodes = 0;
#define MODE 1
#define MODE 3
#if (MODE == 1)
double bestNodeP = 0;
const Node* bestNode = nullptr;
while(ri.hasNext()) {
const Node* dstNode = &ri.next();
ReachableByDepthUnsorted<Node> reach(grid);
std::unordered_set<const Node*> nodes = reach.get(*startNode, depth);
for (const Node* dstNode : nodes) {
const Point3 nodeCenter = Helper::gpToP3(*dstNode);
double p = 1.0;
for (const WalkEvaluator<Node>* eval : evals) {
@@ -227,6 +232,20 @@ namespace GW3 {
}
}
// while(ri.hasNext()) {
// const Node* dstNode = &ri.next();
// const Point3 nodeCenter = Helper::gpToP3(*dstNode);
// double p = 1.0;
// for (const WalkEvaluator<Node>* eval : evals) {
// const double p1 = eval->getProbability(start, nodeCenter, params);
// p *= p1;
// }
// if (p > bestNodeP) {
// bestNodeP = p;
// bestNode = dstNode;
// }
// }
for (int i = 0; i < 10; ++i) {
const Point3 nodeCenter = Helper::gpToP3(*bestNode);
@@ -250,16 +269,21 @@ namespace GW3 {
#elif (MODE == 2)
// all reachable nodes
while(ri.hasNext()) {
ReachableByDepthUnsorted<Node> reach(grid);
std::unordered_set<const Node*> nodes = reach.get(*startNode, depth);
// all reachable nodes
//while(ri.hasNext()) {
//const Node* dstNode = &ri.next();
for (const Node* dstNode : nodes) {
const Node* dstNode = &ri.next();
++numVisitedNodes;
const Point3 nodeCenter = Helper::gpToP3(*dstNode);
// try multiple locations within each reachable node
for (int i = 0; i < 1; ++i) {
for (int i = 0; i < 3; ++i) {
// random position within destination-node
const float ox = dFinal(rndGen);
@@ -289,6 +313,31 @@ namespace GW3 {
}
#elif (MODE == 3)
using Reachable = ReachableByDepthWithDistanceSorted<Node>;
using ReachableNode = typename Reachable::Entry;
Reachable reach(grid);
std::vector<ReachableNode> reachableNodes = reach.get(*startNode, depth);
using Sampler = ReachableSamplerByDepth<Node>;
using SamplerResult = typename Sampler::SampleResult;
Sampler sampler(grid, reachableNodes);
for (int i = 0; i < 1500; ++i) {
const SamplerResult sample = sampler.sample();
double p = 1;
for (const WalkEvaluator<Node>* eval : evals) {
const double p1 = eval->getProbability(start, sample.pos, sample.walkDistToStart_m*0.94, params);
p *= p1;
}
if (p > bestP) {bestP = p; best = sample.pos;}
}
#endif
//std::cout << numVisitedNodes << std::endl;