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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

Fixed zone placer so it now correctly evaluates found solution.

This commit is contained in:
DjWarmonger 2016-07-12 21:23:45 +02:00
parent aecf834cc1
commit ac68dca328
2 changed files with 163 additions and 129 deletions

View File

@ -39,6 +39,11 @@ int3 CZonePlacer::cords (const float3 f) const
return int3(std::max(0.f, (f.x * gen->map->width)-1), std::max(0.f, (f.y * gen->map->height-1)), f.z);
}
float CZonePlacer::getDistance (float distance) const
{
return (distance ? distance * distance : 1e-6);
}
void CZonePlacer::placeZones(const CMapGenOptions * mapGenOptions, CRandomGenerator * rand)
{
logGlobal->infoStream() << "Starting zone placement";
@ -51,8 +56,8 @@ void CZonePlacer::placeZones(const CMapGenOptions * mapGenOptions, CRandomGenera
//gravity-based algorithm
const float gravityConstant = 4e-3;
const float stiffnessConstant = 4e-3;
gravityConstant = 4e-3;
stiffnessConstant = 4e-3;
/*
let's assume we try to fit N circular zones with radius = size on a map
@ -98,7 +103,7 @@ void CZonePlacer::placeZones(const CMapGenOptions * mapGenOptions, CRandomGenera
std::vector<float> prescaler = { 0, 0 };
for (int i = 0; i < 2; i++)
prescaler[i] = sqrt((width * height) / (totalSize[i] * 3.14f));
float mapSize = sqrt (width * height);
mapSize = sqrt (width * height);
for (auto zone : zones)
{
zone.second->setSize (zone.second->getSize() * prescaler[zone.second->getCenter().z]);
@ -114,120 +119,31 @@ void CZonePlacer::placeZones(const CMapGenOptions * mapGenOptions, CRandomGenera
const int maxDistanceMovementRatio = zones.size() * zones.size(); //experimental - the more zones, the greater total distance expected
auto getDistance = [](float distance) -> float
{
return (distance ? distance * distance : 1e-6);
};
std::map <CRmgTemplateZone *, float3> forces;
std::map <CRmgTemplateZone *, float3> totalForces; // both attraction and pushback, overcomplicated?
std::map <CRmgTemplateZone *, float> distances;
std::map <CRmgTemplateZone *, float> overlaps;
TForceVector forces;
TForceVector totalForces; // both attraction and pushback, overcomplicated?
TDistanceVector distances;
TDistanceVector overlaps;
const int MAX_ITERATIONS = 100;
for (int i = 0; i < MAX_ITERATIONS; ++i) //until zones reach their desired size and fill the map tightly
{
//1. attract connected zones
for (auto zone : zones)
{
float3 forceVector(0, 0, 0);
float3 pos = zone.second->getCenter();
float totalDistance = 0;
for (auto con : zone.second->getConnections())
{
auto otherZone = zones[con];
float3 otherZoneCenter = otherZone->getCenter();
float distance = pos.dist2d(otherZoneCenter);
float minDistance = 0;
if (pos.z != otherZoneCenter.z)
minDistance = 0; //zones on different levels can overlap completely
else
minDistance = (zone.second->getSize() + otherZone->getSize()) / mapSize; //scale down to (0,1) coordinates
if (distance > minDistance)
{
//WARNING: compiler used to 'optimize' that line so it never actually worked
float overlapMultiplier = (pos.z == otherZoneCenter.z) ? (minDistance / distance) : 1.0f;
forceVector += (((otherZoneCenter - pos)* overlapMultiplier / getDistance(distance))) * gravityConstant; //positive value
totalDistance += (distance - minDistance);
}
}
distances[zone.second] = totalDistance;
forceVector.z = 0; //operator - doesn't preserve z coordinate :/
forces[zone.second] = forceVector;
totalForces[zone.second] = forceVector; //replace old
}
//update positions 1
for (auto zone : forces)
{
zone.first->setCenter(zone.first->getCenter() + zone.second);
}
//2. separate overlaping zones
for (auto zone : zones)
{
float3 forceVector(0, 0, 0);
float3 pos = zone.second->getCenter();
float totalOverlap = 0;
//separate overlaping zones
for (auto otherZone : zones)
{
float3 otherZoneCenter = otherZone.second->getCenter();
//zones on different levels don't push away
if (zone == otherZone || pos.z != otherZoneCenter.z)
continue;
float distance = pos.dist2d (otherZoneCenter);
float minDistance = (zone.second->getSize() + otherZone.second->getSize())/mapSize;
if (distance < minDistance)
{
forceVector -= (((otherZoneCenter - pos)*(minDistance/(distance ? distance : 1e-3))) / getDistance(distance)) * stiffnessConstant; //negative value
totalOverlap += (minDistance - distance); //overlapping of small zones hurts us more
}
}
//move zones away from boundaries
//do not scale boundary distance - zones tend to get squashed
float size = zone.second->getSize() / mapSize;
auto pushAwayFromBoundary = [&forceVector, pos, &getDistance, size, stiffnessConstant, &totalOverlap](float x, float y)
{
float3 boundary = float3 (x, y, pos.z);
float distance = pos.dist2d(boundary);
totalOverlap += distance; //overlapping map boundaries is wrong as well
forceVector -= (boundary - pos) * (size - distance) / getDistance(distance) * stiffnessConstant; //negative value
};
if (pos.x < size)
{
pushAwayFromBoundary(0, pos.y);
}
if (pos.x > 1-size)
{
pushAwayFromBoundary(1, pos.y);
}
if (pos.y < size)
{
pushAwayFromBoundary(pos.x, 0);
}
if (pos.y > 1-size)
{
pushAwayFromBoundary(pos.x, 1);
}
overlaps[zone.second] = totalOverlap;
forceVector.z = 0; //operator - doesn't preserve z coordinate :/
forces[zone.second] = forceVector;
totalForces[zone.second] += forceVector; //add
}
//update positions 2
attractConnectedZones(zones, forces, distances);
for (auto zone : forces)
{
zone.first->setCenter (zone.first->getCenter() + zone.second);
totalForces[zone.first] = zone.second; //override
}
//now perform drastic movement of zone that is completely not linked
//2. separate overlapping zones
separateOverlappingZones(zones, forces, overlaps);
for (auto zone : forces)
{
zone.first->setCenter (zone.first->getCenter() + zone.second);
totalForces[zone.first] += zone.second; //accumulate
}
//3. now perform drastic movement of zone that is completely not linked
float maxRatio = 0;
CRmgTemplateZone * misplacedZone = nullptr;
@ -245,28 +161,7 @@ void CZonePlacer::placeZones(const CMapGenOptions * mapGenOptions, CRandomGenera
misplacedZone = zone.first;
}
}
logGlobal->traceStream() << boost::format("Total distance between zones in this iteration: %2.4f, Total overlap: %2.4f, Worst misplacement/movement ratio: %3.2f") % totalDistance % totalOverlap % maxRatio;
//check fitness function
bool improvement = false;
if (bestTotalDistance > 0 && bestTotalOverlap > 0)
{
if (totalDistance * totalOverlap < bestTotalDistance * bestTotalOverlap) //multiplication is better for auto-scaling, but stops working if one factor is 0
improvement = true;
}
else
if (totalDistance + totalOverlap < bestTotalDistance + bestTotalOverlap)
improvement = true;
//save best solution before drastic jump
if (improvement)
{
bestTotalDistance = totalDistance;
bestTotalOverlap = totalOverlap;
for (auto zone : zones)
bestSolution[zone.second] = zone.second->getCenter();
}
logGlobal->traceStream() << boost::format("Worst misplacement/movement ratio: %3.2f") % maxRatio;
if (maxRatio > maxDistanceMovementRatio)
{
@ -323,6 +218,42 @@ void CZonePlacer::placeZones(const CMapGenOptions * mapGenOptions, CRandomGenera
logGlobal->traceStream() << boost::format("New distance %f") % targetZone->getCenter().dist2d(misplacedZone->getCenter());
}
}
//4. NOW after everything was moved, re-evaluate zone positions
attractConnectedZones(zones, forces, distances);
separateOverlappingZones(zones, forces, overlaps);
totalDistance = 0;
totalOverlap = 0;
for (auto zone : distances) //find most misplaced zone
{
totalDistance += zone.second;
float overlap = overlaps[zone.first];
totalOverlap += overlap;
}
//check fitness function
bool improvement = false;
if (bestTotalDistance > 0 && bestTotalOverlap > 0)
{
if (totalDistance * totalOverlap < bestTotalDistance * bestTotalOverlap) //multiplication is better for auto-scaling, but stops working if one factor is 0
improvement = true;
}
else
if (totalDistance + totalOverlap < bestTotalDistance + bestTotalOverlap)
improvement = true;
logGlobal->traceStream() << boost::format("Total distance between zones after this iteration: %2.4f, Total overlap: %2.4f, Improved: %s") % totalDistance % totalOverlap % improvement;
//save best solution
if (improvement)
{
bestTotalDistance = totalDistance;
bestTotalOverlap = totalOverlap;
for (auto zone : zones)
bestSolution[zone.second] = zone.second->getCenter();
}
}
logGlobal->traceStream() << boost::format("Best fitness reached: total distance %2.4f, total overlap %2.4f") % bestTotalDistance % bestTotalOverlap;
@ -333,6 +264,98 @@ void CZonePlacer::placeZones(const CMapGenOptions * mapGenOptions, CRandomGenera
}
}
void CZonePlacer::attractConnectedZones(TZoneMap &zones, TForceVector &forces, TDistanceVector &distances)
{
for (auto zone : zones)
{
float3 forceVector(0, 0, 0);
float3 pos = zone.second->getCenter();
float totalDistance = 0;
for (auto con : zone.second->getConnections())
{
auto otherZone = zones[con];
float3 otherZoneCenter = otherZone->getCenter();
float distance = pos.dist2d(otherZoneCenter);
float minDistance = 0;
if (pos.z != otherZoneCenter.z)
minDistance = 0; //zones on different levels can overlap completely
else
minDistance = (zone.second->getSize() + otherZone->getSize()) / mapSize; //scale down to (0,1) coordinates
if (distance > minDistance)
{
//WARNING: compiler used to 'optimize' that line so it never actually worked
float overlapMultiplier = (pos.z == otherZoneCenter.z) ? (minDistance / distance) : 1.0f;
forceVector += (((otherZoneCenter - pos)* overlapMultiplier / getDistance(distance))) * gravityConstant; //positive value
totalDistance += (distance - minDistance);
}
}
distances[zone.second] = totalDistance;
forceVector.z = 0; //operator - doesn't preserve z coordinate :/
forces[zone.second] = forceVector;
}
}
void CZonePlacer::separateOverlappingZones(TZoneMap &zones, TForceVector &forces, TDistanceVector &overlaps)
{
for (auto zone : zones)
{
float3 forceVector(0, 0, 0);
float3 pos = zone.second->getCenter();
float overlap = 0;
//separate overlaping zones
for (auto otherZone : zones)
{
float3 otherZoneCenter = otherZone.second->getCenter();
//zones on different levels don't push away
if (zone == otherZone || pos.z != otherZoneCenter.z)
continue;
float distance = pos.dist2d(otherZoneCenter);
float minDistance = (zone.second->getSize() + otherZone.second->getSize()) / mapSize;
if (distance < minDistance)
{
forceVector -= (((otherZoneCenter - pos)*(minDistance / (distance ? distance : 1e-3))) / getDistance(distance)) * stiffnessConstant; //negative value
overlap += (minDistance - distance); //overlapping of small zones hurts us more
}
}
//move zones away from boundaries
//do not scale boundary distance - zones tend to get squashed
float size = zone.second->getSize() / mapSize;
auto pushAwayFromBoundary = [&forceVector, pos, size, &overlap, this](float x, float y)
{
float3 boundary = float3(x, y, pos.z);
float distance = pos.dist2d(boundary);
overlap += std::max<float>(0, distance - size); //check if we're closer to map boundary than value of zone size
forceVector -= (boundary - pos) * (size - distance) / this->getDistance(distance) * this->stiffnessConstant; //negative value
};
if (pos.x < size)
{
pushAwayFromBoundary(0, pos.y);
}
if (pos.x > 1 - size)
{
pushAwayFromBoundary(1, pos.y);
}
if (pos.y < size)
{
pushAwayFromBoundary(pos.x, 0);
}
if (pos.y > 1 - size)
{
pushAwayFromBoundary(pos.x, 1);
}
overlaps[zone.second] = overlap;
forceVector.z = 0; //operator - doesn't preserve z coordinate :/
forces[zone.second] = forceVector;
}
}
float CZonePlacer::metric (const int3 &A, const int3 &B) const
{
/*

View File

@ -21,6 +21,10 @@ class CRandomGenerator;
class CRmgTemplateZone;
class CMapGenerator;
typedef std::map <TRmgTemplateZoneId, CRmgTemplateZone*> TZoneMap;
typedef std::map <CRmgTemplateZone *, float3> TForceVector;
typedef std::map <CRmgTemplateZone *, float> TDistanceVector;
class CPlacedZone
{
public:
@ -39,8 +43,11 @@ public:
explicit CZonePlacer(CMapGenerator * gen);
int3 cords (const float3 f) const;
float metric (const int3 &a, const int3 &b) const;
float getDistance(float distance) const; //additional scaling without 0 divison
~CZonePlacer();
void attractConnectedZones(TZoneMap &zones, TForceVector &forces, TDistanceVector &distances);
void separateOverlappingZones(TZoneMap &zones, TForceVector &forces, TDistanceVector &overlaps);
void placeZones(const CMapGenOptions * mapGenOptions, CRandomGenerator * rand);
void assignZones(const CMapGenOptions * mapGenOptions);
@ -48,6 +55,10 @@ private:
//metric coefiicients
float scaleX;
float scaleY;
float mapSize;
float gravityConstant;
float stiffnessConstant;
//float a1, b1, c1, a2, b2, c2;
//CMap * map;
//std::unique_ptr<CZoneGraph> graph;