[freeciv-ai] (PR#10203) Greedy CM algorithm
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<URL: http://rt.freeciv.org/Ticket/Display.html?id=10203 >
> [bhudson - Sat Nov 13 23:54:24 2004]:
> I don't understand why you have
> + struct cm_tile_type * const *a = va;
> rather than
> - const struct cm_tile_type *a = *(struct cm_tile_type **)va;
Hmm, well...
Using a cast is unnecessary with a void value, and may disguise an error
if you accidentally cast the wrong thing (since generally you can cast
anything). Casts are to be avoided. However not using a cast here is a
bit ugly, as you see.
> I thought this was a gcc extension:
> + bool marked[lattice->size];
Not anymore. It is part of C99, we have a configure check for it, and
it's used elsewhere in the code.
> A couple of the comments are wrong:
> - take_sibling_choice doesn't take a comparably-good choice, but rather
> replaces the current top of the choice stack with another choice
> expected to be worse. Really this function should be called
> take_sibling_branch.
> - get_city_surplus: the thing about "pointer values" is incorrect: it's
> returning surplus, happy, and disorder by reference.
>
> The "fixed" indentation of arguments is wrong in a couple places, like
> in compute_fitness.
Interestingly in some cases our style guidelines are impossible to
follow, and you have to pick one "guideline" to break. I believe this
is such a case.
---
Here is a new patch. I would like more comments, but I don't think I'm
up for writing them. If we are to use this in 2.0 this needs to be
tested out and put into the code ASAP.
jason
Index: common/aicore/cm.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/common/aicore/cm.c,v
retrieving revision 1.43
diff -u -r1.43 cm.c
--- common/aicore/cm.c 29 Sep 2004 02:24:23 -0000 1.43
+++ common/aicore/cm.c 17 Nov 2004 05:49:40 -0000
@@ -16,8 +16,9 @@
#endif
#include <assert.h>
-#include <string.h>
+#include <stdio.h> /* for sprintf */
#include <stdlib.h>
+#include <string.h>
#include "city.h"
#include "fcintl.h"
@@ -27,7 +28,7 @@
#include "log.h"
#include "map.h"
#include "mem.h"
-#include "shared.h" /* for MIN() */
+#include "shared.h"
#include "support.h"
#include "timing.h"
@@ -37,1491 +38,1800 @@
* Terms used
* ==========
*
- * Primary Stats: food, shields and trade
- *
- * Secondary Stats: luxury, science and gold
+ * Stats: food, shields, trade, luxury, science, and gold.
+ * Production: amount of stats you get directly from farming tiles or
+ * having specialists.
+ * Surplus: amount of stats you get, taking buildings, taxes, disorder, and
+ * any other effects into account.
*
* Happy State: disorder (unhappy), content (!unhappy && !happy) and
* happy (happy)
*
- * Combination: A combination is a distribution of workers on the city
- * map. There are several realisations of a certain combination. Each
- * realisation has a different number of specialists. All realisations
- * of a certain combination have the same primary stats.
- *
- * Simple Primary Stats: Primary Stats which are calculated as the sum
- * over all city tiles which are used by a worker.
- *
- * Rough description of the alogrithm
- * ==================================
- *
- * 1) for i in [0..max number of workers]:
- * 2) list_i = generate all possible combinations with use i workers
- * 3) list_i = filter list_i to discard combinations which are \
- * worse than others in list_i
- * 4) best_r = null
- * 5) for c in concatenation of all list_i:
- * 6) x = best realisation of all possible realisations of c
- * 7) if fitness(x) > fitness(best_r):
- * 8) best_r = x
- *
- * Reducing expensive calls
- * ========================
- *
- * As it can seen in the outline above the alogrithm is quite
- * computationally expensive. So we want to avoid calculating information
- * a second or third time. The bottleneck here is generic_city_refresh
- * calls. generic_city_refresh recalculates the city locally. This is
- * a quite complex calculation and it can be expected that with the
- * full implementation of generalized improvements it will become even
- * more expensive. generic_city_refresh will calculate based on the
- * worker allocation, the number of specialists, the government,
- * rates of the player, existing traderoutes, the primary and
- * secondary stats, and also the happy state. Fortunately
- * generic_city_refresh has properties which make it possible to avoid
- * calling it:
- *
- * a) the primary stats as returned by generic_city_refresh are always
- * greater than or equal to the simple primary stats (which can be
- * computed cheaply).
- * b) the primary stats as computed by generic_city_refresh only
- * depends on the simple primary stats. So simple primary stats will
- * yield same primary stats.
- * c) the secondary stats as computed by generic_city_refresh only
- * depend on the trade and the number of specialists.
- * d) the happy state as computed by generic_city_refresh only
- * depend on the luxury and the number of workers.
+ * Tile type: usually, many tiles produce the same f/s/t. So we bin the
+ * tiles into tile types. Specialists are also a 'tile type.'
*
- * a) and b) allow the fast comparison of certain combinations in step
- * 3) above by comparing the simple primary stats of the combinations.
+ * Unlike the original CM code, which used a dynamic programming approach,
+ * this code uses a branch-and-bound approach. The DP approach allowed
+ * cacheing, but it was hard to guarantee the correctness of the cache, so
+ * it was usually tossed and recomputed.
*
- * b) allows it to only have to call generic_city_refresh one time to
- * yield the primary stats of a certain combination and so also of all
- * its realisations.
+ * The B&B approach also allows a very simple greedy search, whereas the DP
+ * approach required a lot of pre-computing. And, it appears to be very
+ * slightly faster. It evaluates about half as many solutions, but each
+ * candidate solution is more expensive due to the lack of cacheing.
*
- * c) and d) allow the almost complete caching of the secondary stats.
- *
- * Top-down description of the alogrithm
- * ==============================================
- *
- * Main entry point is cm_query_result which calls optimize_final.
- *
- * optimize_final implements all of the above mentioned steps
- * 1)-8). It will use build_cache3 to do steps 1)-3). It will use
- * find_best_specialist_arrangement to do step 6). optimize_final will
- * also test if the realisation --- which makes the spare workers
- * entertainers --- can meet the requirements for the primary stats. The
- * user given goal can only be satisfied if this test is true.
- *
- * build_cache3 will create all possible combinations for a given
- * city. There are at most 2^MAX_FIELDS_USED possible
- * combinations. Usually the number is smaller because a certain
- * combination is worse than another. Only combinations which have the
- * same number of workers can be compared this way. Example: two
- * combinations which both use 2 tiles/worker. The first one yields
- * (food=3, shield=4, trade=2) the second one (food=3, shield=3,
- * trade=1). The second one will be discarded because it is worse than
- * the first one.
- *
- * find_best_specialist_arrangement will try all realisations for a
- * given combination. It will find the best one (according to the
- * fitness function) and will return this one. It may be the case that
- * no realisation can meet the requirements.
+ * We use highly specific knowledge about how the city computes its stats
+ * in two places:
+ * - setting the min_production array. Ideally the city should tell us.
+ * - computing the weighting for tiles. Ditto.
*/
+
+/****************************************************************************
+ Probably these declarations should be in cm.h in the long term.
+*****************************************************************************/
+struct cm_state;
+
+static struct cm_state *cm_init_state(struct city *pcity);
+static void cm_free_state(struct cm_state *state);
+static void cm_find_best_solution(struct cm_state *state,
+ const struct cm_parameter *const parameter,
+ struct cm_result *result);
+
/****************************************************************************
defines, structs, globals, forward declarations
*****************************************************************************/
-#define NUM_PRIMARY_STATS 3
+#ifdef DEBUG
+#define GATHER_TIME_STATS
+#define CM_DEBUG
+#endif
+
+/* whether to print every query, or just at cm_free ; matters only
+ if GATHER_TIME_STATS is on */
+#define PRINT_TIME_STATS_EVERY_QUERY
+
+#define LOG_TIME_STATS LOG_DEBUG
+#define LOG_CM_STATE LOG_DEBUG
+#define LOG_LATTICE LOG_DEBUG
+#define LOG_REACHED_LEAF LOG_DEBUG
+#define LOG_BETTER_LEAF LOG_DEBUG
+#define LOG_PRUNE_BRANCH LOG_DEBUG
+
+#ifdef GATHER_TIME_STATS
+static struct {
+ struct one_perf {
+ struct timer *wall_timer;
+ int query_count;
+ int apply_count;
+ const char *name;
+ } greedy, opt;
+
+ struct one_perf *current;
+} performance;
+
+static void print_performance(struct one_perf *counts);
+#endif
-#define OPTIMIZE_FINAL_LOG_LEVEL LOG_DEBUG
-#define OPTIMIZE_FINAL_LOG_LEVEL2 LOG_DEBUG
-#define FIND_BEST_SPECIALIST_ARRANGEMENT_LOG_LEVEL LOG_DEBUG
-#define CM_QUERY_RESULT_LOG_LEVEL LOG_DEBUG
-#define CALC_FITNESS_LOG_LEVEL LOG_DEBUG
-#define CALC_FITNESS_LOG_LEVEL2 LOG_DEBUG
-#define EXPAND_CACHE3_LOG_LEVEL LOG_DEBUG
-
-#define SHOW_EXPAND_CACHE3_RESULT FALSE
-#define SHOW_CACHE_STATS FALSE
-#define SHOW_TIME_STATS FALSE
-#define SHOW_CM_STORAGE_USED FALSE
-#define DISABLE_CACHE3 FALSE
+/* Fitness of a solution. */
+struct cm_fitness {
+ int weighted; /* weighted sum */
+ bool sufficient; /* false => doesn't meet constraints */
+};
-#define NUM_SPECIALISTS_ROLES 3
-#define MAX_FIELDS_USED (CITY_TILES - 1)
/*
- * Maps (trade, taxmen) -> (gold_production, gold_surplus)
- * Maps (trade, entertainers) -> (luxury_production, luxury_surplus)
- * Maps (trade, scientists) -> (science_production, science_surplus)
- * Maps (luxury, workers) -> (city_is_in_disorder, city_is_happy)
+ * We have a cyclic structure here, so we need to forward-declare the
+ * structs
*/
-static struct {
- int allocated_trade, allocated_size, allocated_luxury;
+struct cm_tile_type;
+struct cm_tile;
- struct secondary_stat {
- bool is_valid;
- short int surplus;
- } *secondary_stats;
- struct city_status {
- bool is_valid, disorder, happy;
- } *city_status;
-} cache2;
-
-/*
- * Contains all combinations. Caches all the data about a city across
- * multiple cm_query_result calls about the same city.
- * struct combination:
- * store one allocation of some number of workers to fields; if there
- * is leftover population, store all allocations of leftovers to
- * specialists
- * struct results_set:
- * store all combinations for a given number of workers
- * struct cache3:
- * store a results_set for each number of workers
+/*
+ * A tile. Has a pointer to the type, and the x/y coords.
+ * Used mostly just for converting to cm_result.
*/
-static struct {
- int fields_available_total;
+struct cm_tile {
+ const struct cm_tile_type *type;
+ int x, y; /* valid only if !is_specialist */
+};
+
+/* define the tile_vector as array<cm_tile> */
+#define SPECVEC_TAG tile
+#define SPECVEC_TYPE struct cm_tile
+#include "specvec.h"
+
+/* define the tile_type_vector as array <cm_tile_type*> */
+#define SPECVEC_TAG tile_type
+#define SPECVEC_TYPE struct cm_tile_type *
+#include "specvec.h"
+#define tile_type_vector_iterate(vector, var) { \
+ struct cm_tile_type *var; \
+ TYPED_VECTOR_ITERATE(struct cm_tile_type*, vector, var##p) { \
+ var = *var##p; \
+ {
+#define tile_type_vector_iterate_end }} VECTOR_ITERATE_END; }
+
+static inline void tile_type_vector_add(struct tile_type_vector *tthis,
+ struct cm_tile_type *toadd) {
+ tile_type_vector_append(tthis, &toadd);
+}
+
- struct results_set {
- struct combination {
- int max_scientists, max_taxmen, worker;
- int production2[NUM_PRIMARY_STATS];
- enum city_tile_type worker_positions[CITY_MAP_SIZE][CITY_MAP_SIZE];
-
- /*
- * Cache1 maps scientists and taxmen to result for a certain
- * combination.
+/*
+ * A tile type.
+ * Holds the production (a hill produces 1/0/0);
+ * Holds a list of which tiles match this (all the hills and tundra);
+ * Holds a list of other types that are strictly better
+ * (grassland 2/0/0, plains 1/1/0, but not gold mine 0/1/6).
+ * Holds a list of other types that are strictly worse
+ * (the grassland and plains hold a pointer to the hill).
+ *
+ * Specialists are special types; is_specialist is set, and the tile
+ * vector is empty. We can never run out of specialists.
*/
- struct cm_result *cache1;
- struct cm_result all_entertainer;
- } **combinations;
- int ncombinations; /* number of valid combinations */
- int ncombinations_allocated; /* amount of room in combinations array */
- } *results;
+struct cm_tile_type {
+ int production[NUM_STATS];
+ double estimated_fitness; /* weighted sum of production */
+ bool is_specialist;
+ enum specialist_type spec; /* valid only if is_specialist */
+ struct tile_vector tiles; /* valid only if !is_specialist */
+ struct tile_type_vector better_types;
+ struct tile_type_vector worse_types;
+ int lattice_index; /* index in state->lattice */
+ int lattice_depth; /* depth = sum(#tiles) over all better types */
+};
- struct city *pcity;
-} cache3;
/*
- * Misc statistic to analyze performance.
+ * A partial solution.
+ * Has the count of workers assigned to each lattice position, and
+ * a count of idle workers yet unassigned.
*/
-static struct {
- struct timer *wall_timer;
- int queries;
- struct cache_stats {
- int hits, misses;
- } cache1, cache2, cache3;
-} stats;
+struct partial_solution {
+ /* indices for these two match the lattice indices */
+ int *worker_counts; /* number of workers on each type */
+ int *prereqs_filled; /* number of better types filled up */
+
+ int production[NUM_STATS]; /* raw production, cached for the heuristic */
+ int idle; /* number of idle workers */
+};
/*
- * Cached results of city_get_{food,trade,shield}_tile calls. Indexed
- * by city map.
+ * State of the search.
+ * This holds all the information needed to do the search, all in one
+ * struct, in order to clean up the function calls.
+ */
+struct cm_state {
+ /* input from the caller */
+ struct cm_parameter parameter;
+ /*mutable*/ struct city *pcity;
+
+ /* the tile lattice */
+ struct tile_type_vector lattice;
+ struct tile_type_vector lattice_by_prod[NUM_STATS];
+
+ /* the best known solution, and its fitness */
+ struct partial_solution best;
+ struct cm_fitness best_value;
+
+ /* hard constraints on production: any solution with less production than
+ * this fails to satisfy the constraints, so we can stop investigating
+ * this branch. A solution with more production than this may still
+ * fail (for being unhappy, for instance). */
+ int min_production[NUM_STATS];
+
+ /* the current solution we're examining. */
+ struct partial_solution current;
+
+ /*
+ * Where we are in the search. When we add a worker to the current
+ * partial solution, we also push the tile type index on the stack.
*/
-struct tile_stats {
struct {
- short int stats[NUM_PRIMARY_STATS];
- short int is_valid;
- } tiles[CITY_MAP_SIZE][CITY_MAP_SIZE];
+ int *stack;
+ int size;
+ } choice;
};
-#define my_city_map_iterate(pcity, cx, cy) { \
- city_map_checked_iterate(pcity->tile, cx, cy, itr_tile) { \
- if (!is_city_center(cx, cy)) {
-#define my_city_map_iterate_end \
- } \
- } city_map_checked_iterate_end; \
-}
+/* return #fields + specialist types */
+static int num_types(const struct cm_state *state);
+
+
+/* debugging functions */
+#ifdef CM_DEBUG
+static void print_tile_type(int loglevel, const struct cm_tile_type *ptype,
+ const char *prefix);
+static void print_lattice(int loglevel,
+ const struct tile_type_vector *lattice);
+static void print_partial_solution(int loglevel,
+ const struct partial_solution *soln,
+ const struct cm_state *state);
+#else
+#define print_tile_type(loglevel, ptype, prefix)
+#define print_lattice(loglevel, lattice)
+#define print_partial_solution(loglevel, soln, state)
+#endif
-/****************************************************************************
- * implementation of utility functions (these are relatively independent
- * of the algorithms used)
- ****************************************************************************/
/****************************************************************************
- Returns the number of workers of the given result. The given result
- has to be a result for the given city.
-*****************************************************************************/
-int cm_count_worker(const struct city *pcity, const struct cm_result *result)
+ Initialize the CM data at the start of each game. Note the citymap
+ indices will not have been initialized yet (cm_init_citymap is called
+ when they are).
+****************************************************************************/
+void cm_init(void)
{
- int worker = 0;
+ /* In the B&B algorithm there's not really anything to initialize. */
+#ifdef GATHER_TIME_STATS
+ memset(&performance, 0, sizeof(performance));
- my_city_map_iterate(pcity, x, y) {
- if (result->worker_positions_used[x][y]) {
- worker++;
- }
- } my_city_map_iterate_end;
+ performance.greedy.wall_timer = new_timer(TIMER_USER, TIMER_ACTIVE);
+ performance.greedy.name = "greedy";
- return worker;
+ performance.opt.wall_timer = new_timer(TIMER_USER, TIMER_ACTIVE);
+ performance.opt.name = "opt";
+#endif
}
/****************************************************************************
- Returns the number of specialists of the given result. The given result
- has to be a result for the given city.
-*****************************************************************************/
-int cm_count_specialist(const struct city *pcity,
- const struct cm_result *result)
+ Initialize the CM citymap data. This function is called when the
+ city map indices are generated (basically when the topology is set,
+ shortly after the start of the game).
+****************************************************************************/
+void cm_init_citymap(void)
{
- int specialist = 0;
-
- specialist_type_iterate(sp) {
- specialist += result->specialists[sp];
- } specialist_type_iterate_end;
-
- return specialist;
+ /* In the B&B algorithm there's not really anything to initialize. */
}
/****************************************************************************
- Returns the number of valid combinations which use the given number
- of fields/tiles.
-*****************************************************************************/
-static int count_valid_combinations(int fields_used)
+ Clear the cache for a city.
+****************************************************************************/
+void cm_clear_cache(struct city *pcity)
{
- return cache3.results[fields_used].ncombinations;
+ /* The B&B algorithm doesn't have city caches so there's nothing to do. */
}
/****************************************************************************
- Returns TRUE iff the given field can be used for a worker.
-*****************************************************************************/
-static bool can_field_be_used_for_worker(struct city *pcity, int x, int y)
+ Called at the end of a game to free any CM data.
+****************************************************************************/
+void cm_free(void)
{
-#if 0
- enum known_type known;
+#ifdef GATHER_TIME_STATS
+ print_performance(&performance.greedy);
+ print_performance(&performance.opt);
+
+ free_timer(performance.greedy.wall_timer);
+ free_timer(performance.opt.wall_timer);
+ memset(&performance, 0, sizeof(performance));
#endif
+}
- assert(is_valid_city_coords(x, y));
- if (pcity->city_map[x][y] == C_TILE_WORKER) {
- return TRUE;
- }
+/***************************************************************************
+ Iterate over all valid city tiles (that is, don't iterate over tiles
+ off the edge of the world).
+ ***************************************************************************/
+#define my_city_map_iterate(pcity, cx, cy) \
+ city_map_checked_iterate(pcity->tile, cx, cy, itr_tile)
- if (pcity->city_map[x][y] == C_TILE_UNAVAILABLE) {
- return FALSE;
- }
+#define my_city_map_iterate_end city_map_checked_iterate_end;
- if (!city_map_to_map(pcity, x, y)) {
- assert(0);
- return FALSE;
- }
-#if 0
- // FIXME
- known = tile_get_known(map_x, map_y);
- assert(known == TILE_KNOWN);
-#endif
+/***************************************************************************
+ Functions of tile-types.
+ ***************************************************************************/
- return TRUE;
+/****************************************************************************
+ Set all production to zero and initialize the vectors for this tile type.
+****************************************************************************/
+static void tile_type_init(struct cm_tile_type *type)
+{
+ memset(type, 0, sizeof(*type));
+ tile_vector_init(&type->tiles);
+ tile_type_vector_init(&type->better_types);
+ tile_type_vector_init(&type->worse_types);
}
/****************************************************************************
- Return the number of specialists currently allocated by the result.
+ Duplicate a tile type, except for the vectors - the vectors of the new tile
+ type will be empty.
****************************************************************************/
-static int get_num_specialists(const struct cm_result *const result)
+static struct cm_tile_type *tile_type_dup(const struct cm_tile_type *oldtype)
{
- int count = 0;
+ struct cm_tile_type *newtype = fc_malloc(sizeof(*newtype));
- specialist_type_iterate(sp) {
- count += result->specialists[sp];
- } specialist_type_iterate_end;
+ memcpy(newtype, oldtype, sizeof(*oldtype));
+ tile_vector_init(&newtype->tiles);
+ tile_type_vector_init(&newtype->better_types);
+ tile_type_vector_init(&newtype->worse_types);
+ return newtype;
+}
- return count;
+/****************************************************************************
+ Free all the storage in the tile type (but don't free the type itself).
+****************************************************************************/
+static void tile_type_destroy(struct cm_tile_type *type)
+{
+ /* The call to vector_free() will magically free all the tiles in the
+ * vector. */
+ tile_vector_free(&type->tiles);
+ tile_type_vector_free(&type->better_types);
+ tile_type_vector_free(&type->worse_types);
}
/****************************************************************************
- Make sure the parameter is valid.
- Currently, this means that all the weights must be positive.
+ Destroy and free all types in the vector, and the vector itself. This
+ will free all memory associated with the vector.
****************************************************************************/
-static void assert_valid_param(const struct cm_parameter *const parameter)
+static void tile_type_vector_free_all(struct tile_type_vector *vec)
{
- enum cm_stat stat;
+ tile_type_vector_iterate(vec, type) {
+ /* Destroy all data in the type, and free the type itself. */
+ tile_type_destroy(type);
+ free(type);
+ } tile_type_vector_iterate_end;
- for (stat = 0; stat < NUM_STATS; stat++) {
- assert(parameter->factor[stat] >= 0);
- }
- assert(parameter->happy_factor >= 0);
+ tile_type_vector_free(vec);
}
/****************************************************************************
- Returns TRUE iff is the result has the required surplus and the city
- isn't in disorder and the city is happy if this is required.
-*****************************************************************************/
-static bool is_valid_result(const struct cm_parameter *const parameter,
- const struct cm_result *const result)
+ Return TRUE iff all categories of the two types are equal. This means
+ all production outputs are equal and the is_specialist fields are also
+ equal.
+****************************************************************************/
+static bool tile_type_equal(const struct cm_tile_type *a,
+ const struct cm_tile_type *b)
{
- int i;
+ enum cm_stat stat;
- if (!parameter->allow_specialists
- && (get_num_specialists(result)
- > MAX(0, cache3.pcity->size - cache3.fields_available_total))) {
- return FALSE;
+ for (stat = 0; stat < NUM_STATS; stat++) {
+ if (a->production[stat] != b->production[stat]) {
+ return FALSE;
+ }
}
- if (!parameter->allow_disorder && result->disorder) {
- return FALSE;
- }
- if (parameter->require_happy && !result->happy) {
+ if (a->is_specialist != b->is_specialist) {
return FALSE;
}
- for (i = 0; i < NUM_STATS; i++) {
- if (result->surplus[i] < parameter->minimal_surplus[i]) {
- return FALSE;
- }
- }
return TRUE;
}
/****************************************************************************
- Print the current state of the given city via
- freelog(LOG_NORMAL,...).
-*****************************************************************************/
-void cm_print_city(const struct city *pcity)
+ Return TRUE if tile a is better or equal to tile b in all categories.
+
+ Specialists are considered better than workers (all else being equal)
+ since we have an unlimited number of them.
+****************************************************************************/
+static bool tile_type_better(const struct cm_tile_type *a,
+ const struct cm_tile_type *b)
{
- freelog(LOG_NORMAL, "print_city(city='%s'(id=%d))",
- pcity->name, pcity->id);
- freelog(LOG_NORMAL,
- " size=%d, entertainers=%d, scientists=%d, taxmen=%d",
- pcity->size, pcity->specialists[SP_ELVIS],
- pcity->specialists[SP_SCIENTIST],
- pcity->specialists[SP_TAXMAN]);
- freelog(LOG_NORMAL, " workers at:");
- my_city_map_iterate(pcity, x, y) {
- if (pcity->city_map[x][y] == C_TILE_WORKER) {
- freelog(LOG_NORMAL, " (%2d,%2d)", x, y);
+ enum cm_stat stat;
+
+ for (stat = 0; stat < NUM_STATS; stat++) {
+ if (a->production[stat] < b->production[stat]) {
+ return FALSE;
}
- } my_city_map_iterate_end;
+ }
- freelog(LOG_NORMAL, " food = %3d (%+3d)",
- pcity->food_prod, pcity->food_surplus);
- freelog(LOG_NORMAL, " shield = %3d (%+3d)",
- pcity->shield_prod, pcity->shield_surplus);
- freelog(LOG_NORMAL, " trade = %3d", pcity->trade_prod);
+ if (a->is_specialist && !b->is_specialist) {
+ /* If A is a specialist and B isn't, and all of A's production is at
+ * least as good as B's, then A is better because it doesn't tie up
+ * the map tile. */
+ return TRUE;
+ } else if (!a->is_specialist && b->is_specialist) {
+ /* Vice versa. */
+ return FALSE;
+ }
- freelog(LOG_NORMAL, " gold = %3d (%+3d)", pcity->tax_total,
- city_gold_surplus(pcity, pcity->tax_total));
- freelog(LOG_NORMAL, " luxury = %3d", pcity->luxury_total);
- freelog(LOG_NORMAL, " science = %3d", pcity->science_total);
+ return TRUE;
}
/****************************************************************************
- Print the given result via freelog(LOG_NORMAL,...). The given result
- has to be a result for the given city.
-*****************************************************************************/
-void cm_print_result(const struct city *pcity,
- const struct cm_result *const result)
-{
- int y, i, worker = cm_count_worker(pcity, result);
-
- freelog(LOG_NORMAL, "print_result(result=%p)", result);
- freelog(LOG_NORMAL,
- "print_result: found_a_valid=%d disorder=%d happy=%d",
- result->found_a_valid, result->disorder, result->happy);
-#if UNUSED
- freelog(LOG_NORMAL, "print_result: workers at:");
- my_city_map_iterate(pcity, x, y) {
- if (result->worker_positions_used[x][y]) {
- freelog(LOG_NORMAL, "print_result: (%2d,%2d)", x, y);
- }
- } my_city_map_iterate_end;
-#endif
-
- for (y = 0; y < CITY_MAP_SIZE; y++) {
- char line[CITY_MAP_SIZE + 1];
- int x;
+ If there is a tile type in the vector that is equivalent to the given
+ type, return its index. If not, return -1.
- line[CITY_MAP_SIZE] = 0;
+ Equivalence is defined in tile_type_equal().
+****************************************************************************/
+static int tile_type_vector_find_equivalent(
+ const struct tile_type_vector *vec,
+ const struct cm_tile_type *ptype)
+{
+ int i;
- for (x = 0; x < CITY_MAP_SIZE; x++) {
- if (!is_valid_city_coords(x, y)) {
- line[x] = '-';
- } else if (is_city_center(x, y)) {
- line[x] = 'c';
- } else if (result->worker_positions_used[x][y]) {
- line[x] = 'w';
- } else {
- line[x] = '.';
- }
+ for (i = 0; i < vec->size; i++) {
+ if (tile_type_equal(vec->p[i], ptype)) {
+ return i;
}
- freelog(LOG_NORMAL, "print_result: %s", line);
}
- freelog(LOG_NORMAL,
- "print_result: people: (workers/specialists) %d/%s",
- worker, specialists_string(result->specialists));
-
- for (i = 0; i < NUM_STATS; i++) {
- freelog(LOG_NORMAL,
- "print_result: %10s surplus=%d",
- cm_get_stat_name(i), result->surplus[i]);
- }
+ return -1;
}
/****************************************************************************
- Print the given combination via freelog(LOG_NORMAL,...). The given
- combination has to be a result for the given city.
-*****************************************************************************/
-static void print_combination(struct city *pcity,
- struct combination *combination)
+ Return the number of tiles of this type that can be worked. For
+ is_specialist types this will always be infinite but for other types of
+ tiles it is limited by what's available in the citymap.
+****************************************************************************/
+static int tile_type_num_tiles(const struct cm_tile_type *type)
{
- freelog(LOG_NORMAL, "combination: workers at:");
- my_city_map_iterate(pcity, x, y) {
- if (combination->worker_positions[x][y] == C_TILE_WORKER) {
- freelog(LOG_NORMAL, "combination: (%2d,%2d)", x, y);
- }
- } my_city_map_iterate_end;
-
- freelog(LOG_NORMAL,
- "combination: food=%d shield=%d trade=%d",
- combination->production2[FOOD], combination->production2[SHIELD],
- combination->production2[TRADE]);
+ if(type->is_specialist) {
+ return FC_INFINITY;
+ } else {
+ return tile_vector_size(&type->tiles);
+ }
}
/****************************************************************************
- Eliminate all the storage for which this combination is responsible.
- At the moment, that is the cache1 and the combination itself.
+ Return the number of tile types that are better than this type.
+
+ Note this isn't the same as the number of *tiles* that are better. There
+ may be more than one tile of each type (see tile_type_num_tiles).
****************************************************************************/
-static void free_combination(struct combination *combination)
+static const int tile_type_num_prereqs(const struct cm_tile_type *ptype)
{
- free(combination->cache1);
- free(combination);
+ return ptype->better_types.size;
}
/****************************************************************************
- Copy the current production stats and happy status of the given city
- to the result.
-*****************************************************************************/
-void cm_copy_result_from_city(const struct city *pcity,
- struct cm_result *result)
+ Retrieve a tile type by index. For a given state there are a certain
+ number of tile types, which may be iterated over using this function
+ as a lookup.
+****************************************************************************/
+static const struct cm_tile_type *tile_type_get(const struct cm_state *state,
+ int type)
{
- result->surplus[FOOD] = pcity->food_surplus;
- result->surplus[SHIELD] = pcity->shield_surplus;
- result->surplus[TRADE] = pcity->trade_prod;
- result->surplus[GOLD] = city_gold_surplus(pcity, pcity->tax_total);
- result->surplus[LUXURY] = pcity->luxury_total;
- result->surplus[SCIENCE] = pcity->science_total;
-
- result->disorder = city_unhappy(pcity);
- result->happy = city_happy(pcity);
+ /* Sanity check the index. */
+ assert(type >= 0);
+ assert(type < state->lattice.size);
+ return state->lattice.p[type];
}
/****************************************************************************
- Wraps the array access to cache2.secondary_stats.
-*****************************************************************************/
-static struct secondary_stat *get_secondary_stat(int trade, int specialists,
- Specialist_type_id
- specialist_type)
+ Retrieve a tile of a particular type by index. For a given tile type
+ there are a certain number of tiles (1 or more), which may be iterated
+ over using this function for index. Don't call this for is_specialist
+ types. See also tile_type_num_tiles().
+****************************************************************************/
+static const struct cm_tile *tile_get(const struct cm_tile_type *ptype, int j)
{
- freelog(LOG_DEBUG, "second: trade=%d spec=%d type=%d", trade, specialists,
- specialist_type);
+ assert(j >= 0);
+ assert(j < ptype->tiles.size);
+ return &ptype->tiles.p[j];
+}
- assert(trade >= 0 && trade < cache2.allocated_trade);
- assert(specialists >= 0 && specialists < cache2.allocated_size);
- return &cache2.secondary_stats[NUM_SPECIALISTS_ROLES *
- (cache2.allocated_size * trade +
- specialists) + specialist_type];
-}
+/**************************************************************************
+ Functions on the cm_fitness struct.
+**************************************************************************/
/****************************************************************************
- Wraps the array access to cache2.city_status.
-*****************************************************************************/
-static struct city_status *get_city_status(int luxury, int workers)
+ Return TRUE iff fitness A is strictly better than fitness B.
+****************************************************************************/
+static bool fitness_better(struct cm_fitness a, struct cm_fitness b)
{
- freelog(LOG_DEBUG, "status: lux=%d worker=%d", luxury, workers);
+ if (a.sufficient != b.sufficient) {
+ return a.sufficient;
+ }
+ return a.weighted > b.weighted;
+}
- assert(luxury >=0 && luxury < cache2.allocated_luxury);
- assert(workers >= 0 && workers < cache2.allocated_size);
+/****************************************************************************
+ Return a fitness struct that is the worst possible result we can
+ represent.
+****************************************************************************/
+static struct cm_fitness worst_fitness(void)
+{
+ struct cm_fitness f;
- return &cache2.city_status[cache2.allocated_size * luxury + workers];
+ f.sufficient = FALSE;
+ f.weighted = -FC_INFINITY;
+ return f;
}
/****************************************************************************
- Update the cache2 according to the filled out result. If the info is
- already in the cache check that the two match.
-*****************************************************************************/
-static void update_cache2(struct city *pcity,
- const struct cm_result *const result)
+ Compute the fitness of the given surplus (and disorder/happy status)
+ according to the weights and minimums given in the parameter.
+****************************************************************************/
+static struct cm_fitness compute_fitness(const int surplus[NUM_STATS],
+ bool disorder, bool happy,
+ const struct cm_parameter *parameter)
{
- struct secondary_stat *p;
- struct city_status *q;
+ enum cm_stat stat;
+ struct cm_fitness fitness;
- /*
- * Science is set to 0 if the city is unhappy/in disorder. See
- * unhappy_city_check.
- */
- if (!result->disorder) {
- p = get_secondary_stat(result->surplus[TRADE],
- result->specialists[SP_SCIENTIST],
- SP_SCIENTIST);
- if (!p->is_valid) {
- p->surplus = result->surplus[SCIENCE];
- p->is_valid = TRUE;
- } else {
- assert(p->surplus == result->surplus[SCIENCE]);
- }
- }
+ fitness.sufficient = TRUE;
+ fitness.weighted = 0;
- /*
- * Gold is set to 0 if the city is unhappy/in disorder. See
- * unhappy_city_check.
- */
- if (!result->disorder) {
- p = get_secondary_stat(result->surplus[TRADE],
- result->specialists[SP_TAXMAN],
- SP_TAXMAN);
- if (!p->is_valid && !result->disorder) {
- p->surplus = result->surplus[GOLD];
- p->is_valid = TRUE;
- } else {
- assert(p->surplus == result->surplus[GOLD]);
+ for (stat = 0; stat < NUM_STATS; stat++) {
+ fitness.weighted += surplus[stat] * parameter->factor[stat];
+ if (surplus[stat] < parameter->minimal_surplus[stat]) {
+ fitness.sufficient = FALSE;
}
}
- p = get_secondary_stat(result->surplus[TRADE],
- result->specialists[SP_ELVIS],
- SP_ELVIS);
- if (!p->is_valid) {
- p->surplus = result->surplus[LUXURY];
- p->is_valid = TRUE;
- } else {
- if (!result->disorder) {
- assert(p->surplus == result->surplus[LUXURY]);
- }
+ if (happy) {
+ fitness.weighted += parameter->happy_factor;
+ } else if (parameter->require_happy) {
+ fitness.sufficient = FALSE;
}
- q = get_city_status(result->surplus[LUXURY],
- cm_count_worker(pcity, result));
- if (!q->is_valid) {
- q->disorder = result->disorder;
- q->happy = result->happy;
- q->is_valid = TRUE;
- } else {
- assert(q->disorder == result->disorder && q->happy == result->happy);
+ if (disorder && !parameter->allow_disorder) {
+ fitness.sufficient = FALSE;
}
+
+ return fitness;
}
+/***************************************************************************
+ Handle struct partial_solution.
+ - perform a deep copy
+ - convert to city
+ - convert to cm_result
+ ***************************************************************************/
+
/****************************************************************************
- Clear the results of the cache. Does NOT free all storage; arrays stay
- allocated so we don't thrash memory.
+ Allocate and initialize an empty solution.
****************************************************************************/
-static void clear_cache(void)
+static void init_partial_solution(struct partial_solution *into,
+ int ntypes, int idle)
{
- int i, j;
+ into->worker_counts = fc_calloc(ntypes, sizeof(*into->worker_counts));
+ into->prereqs_filled = fc_calloc(ntypes, sizeof(*into->prereqs_filled));
+ memset(into->production, 0, sizeof(into->production));
+ into->idle = idle;
+}
- for (i = 0; i < MAX_FIELDS_USED + 1; i++) {
- struct results_set *results = &cache3.results[i];
+/****************************************************************************
+ Free all storage associated with the solution. This is basically the
+ opposite of init_partial_solution.
+****************************************************************************/
+static void destroy_partial_solution(struct partial_solution *into)
+{
+ free(into->worker_counts);
+ free(into->prereqs_filled);
+}
- for (j = 0; j < results->ncombinations; j++) {
- free_combination(results->combinations[j]);
- results->combinations[j] = NULL;
- }
- results->ncombinations = 0;
- }
- cache3.pcity = NULL;
+/****************************************************************************
+ Copy the source solution into the destination one (the destination
+ solution must already be allocated).
+****************************************************************************/
+static void copy_partial_solution(struct partial_solution *dst,
+ const struct partial_solution *src,
+ const struct cm_state *state)
+{
+ memcpy(dst->worker_counts, src->worker_counts,
+ sizeof(*dst->worker_counts) * num_types(state));
+ memcpy(dst->prereqs_filled, src->prereqs_filled,
+ sizeof(*dst->prereqs_filled) * num_types(state));
+ memcpy(dst->production, src->production, sizeof(dst->production));
+ dst->idle = src->idle;
}
+
+/**************************************************************************
+ Evaluating a completed solution.
+**************************************************************************/
+
/****************************************************************************
- Uses worker_positions_used, entertainers, scientists and taxmen to
- get the remaining stats.
-*****************************************************************************/
-static void real_fill_out_result(struct city *pcity,
- struct cm_result *result)
-{
- int worker = cm_count_worker(pcity, result);
- struct city backup;
+ Apply the solution to the city.
- freelog(LOG_DEBUG, "real_fill_out_result(city='%s'(%d))", pcity->name,
- pcity->id);
+ Note this function writes directly into the city's citymap, unlike most
+ other code which uses accessor functions.
+****************************************************************************/
+static void apply_solution(struct cm_state *state,
+ const struct partial_solution *soln)
+{
+ struct city *pcity = state->pcity;
+ int i;
+ int sumworkers = 0;
- /* Do checks */
- if (pcity->size != worker + get_num_specialists(result)) {
- cm_print_city(pcity);
- cm_print_result(pcity, result);
- assert(0);
- }
+#ifdef GATHER_TIME_STATS
+ performance.current->apply_count++;
+#endif
- /* Backup */
- memcpy(&backup, pcity, sizeof(struct city));
+ assert(soln->idle == 0);
- /* Set new state */
- my_city_map_iterate(pcity, x, y) {
+ /* Clear all specialists, and remove all workers from fields (except
+ * the city center). */
+ memset(&pcity->specialists, 0, sizeof(pcity->specialists));
+ city_map_iterate(x, y) {
+ if (is_city_center(x, y)) {
+ continue;
+ }
if (pcity->city_map[x][y] == C_TILE_WORKER) {
pcity->city_map[x][y] = C_TILE_EMPTY;
}
- } my_city_map_iterate_end;
-
- my_city_map_iterate(pcity, x, y) {
- if (result->worker_positions_used[x][y]) {
- pcity->city_map[x][y] = C_TILE_WORKER;
- }
- } my_city_map_iterate_end;
+ } city_map_iterate_end;
- pcity->specialists[SP_ELVIS] = result->specialists[SP_ELVIS];
- pcity->specialists[SP_SCIENTIST] = result->specialists[SP_SCIENTIST];
- pcity->specialists[SP_TAXMAN] = result->specialists[SP_TAXMAN];
-
- /* Do a local recalculation of the city */
- generic_city_refresh(pcity, FALSE, NULL);
+ /* Now for each tile type, find the right number of such tiles and set them
+ * as worked. For specialists we just increase the number of specialists
+ * of that type. */
+ for (i = 0 ; i < num_types(state); i++) {
+ int nworkers = soln->worker_counts[i];
+ const struct cm_tile_type *type;
+
+ if (nworkers == 0) {
+ /* No citizens of this type. */
+ continue;
+ }
+ sumworkers += nworkers;
+
+ type = tile_type_get(state, i);
+
+ if (type->is_specialist) {
+ /* Just increase the number of specialists. */
+ pcity->specialists[type->spec] += nworkers;
+ } else {
+ int j;
- cm_copy_result_from_city(pcity, result);
+ /* Place citizen workers onto the citymap tiles. */
+ for (j = 0; j < nworkers; j++) {
+ const struct cm_tile *tile = tile_get(type, j);
- /* Restore */
- memcpy(pcity, &backup, sizeof(struct city));
+ pcity->city_map[tile->x][tile->y] = C_TILE_WORKER;
+ }
+ }
+ }
- freelog(LOG_DEBUG, "xyz: w=%d s=%s trade=%d "
- "sci=%d lux=%d tax=%d dis=%s happy=%s",
- cm_count_worker(pcity, result),
- specialists_string(result->specialists),
- result->surplus[TRADE],
- result->surplus[SCIENCE],
- result->surplus[LUXURY],
- result->surplus[GOLD],
- result->disorder ? "yes" : "no", result->happy ? "yes" : "no");
- update_cache2(pcity, result);
+ /* Finally we must refresh the city to reset all the precomputed fields. */
+ generic_city_refresh(pcity, FALSE, 0);
+ assert(sumworkers == pcity->size);
}
/****************************************************************************
- Estimates the fitness of the given result with respect to the given
- parameters. Will fill out major fitnes and minor fitness.
-
- The minor fitness should be used if the major fitness are equal.
-*****************************************************************************/
-static void calc_fitness(struct city *pcity,
- const struct cm_parameter *const parameter,
- const struct cm_result *const result,
- int *major_fitness, int *minor_fitness)
+ Convert the city's surplus numbers into an array. Get the happy/disorder
+ values, too. This fills in the surplus array and disorder and happy
+ values based on the city's data.
+****************************************************************************/
+static void get_city_surplus(const struct city *pcity,
+ int surplus[NUM_STATS],
+ bool *disorder, bool *happy)
{
- int i;
+ surplus[FOOD] = pcity->food_surplus;
+ surplus[SHIELD] = pcity->shield_surplus;
+ surplus[TRADE] = pcity->trade_prod;
+ surplus[GOLD] = city_gold_surplus(pcity, pcity->tax_total);
+ surplus[LUXURY] = pcity->luxury_total;
+ surplus[SCIENCE] = pcity->science_total;
- *major_fitness = 0;
- *minor_fitness = 0;
+ *disorder = city_unhappy(pcity);
+ *happy = city_happy(pcity);
+}
- for (i = 0; i < NUM_STATS; i++) {
- *major_fitness += result->surplus[i] * parameter->factor[i];
- *minor_fitness += result->surplus[i];
- }
+/****************************************************************************
+ Compute the fitness of the solution. This is a fairly expensive operation.
+****************************************************************************/
+static struct cm_fitness evaluate_solution(struct cm_state *state,
+ const struct partial_solution *soln)
+{
+ struct city *pcity = state->pcity;
+ struct city backup;
+ int surplus[NUM_STATS];
+ bool disorder, happy;
- if (result->happy) {
- *major_fitness += parameter->happy_factor;
- }
+ /* make a backup, apply and evaluate the solution, and restore. This costs
+ * one "apply". */
+ memcpy(&backup, pcity, sizeof(backup));
+ apply_solution(state, soln);
+ get_city_surplus(pcity, surplus, &disorder, &happy);
+ memcpy(pcity, &backup, sizeof(backup));
- freelog(CALC_FITNESS_LOG_LEVEL2, "calc_fitness()");
- freelog(CALC_FITNESS_LOG_LEVEL,
- "calc_fitness: surplus={food=%d, shields=%d, trade=%d",
- result->surplus[FOOD], result->surplus[SHIELD],
- result->surplus[TRADE]);
- freelog(CALC_FITNESS_LOG_LEVEL,
- "calc_fitness: tax=%d, luxury=%d, science=%d}",
- result->surplus[GOLD], result->surplus[LUXURY],
- result->surplus[SCIENCE]);
- freelog(CALC_FITNESS_LOG_LEVEL2,
- "calc_fitness: factor={food=%d, shields=%d, trade=%d",
- parameter->factor[FOOD], parameter->factor[SHIELD],
- parameter->factor[TRADE]);
- freelog(CALC_FITNESS_LOG_LEVEL2,
- "calc_fitness: tax=%d, luxury=%d, science=%d}",
- parameter->factor[GOLD], parameter->factor[LUXURY],
- parameter->factor[SCIENCE]);
- freelog(CALC_FITNESS_LOG_LEVEL,
- "calc_fitness: fitness = %d, minor_fitness=%d", *major_fitness,
- *minor_fitness);
+ return compute_fitness(surplus, disorder, happy, &state->parameter);
}
-
/****************************************************************************
- Prints the data of one cache_stats struct. Called only if the define
- is on, so compile only then or else we get a warning about being
- unused.
-*****************************************************************************/
-#if SHOW_CACHE_STATS
-static void report_one_cache_stat(struct cache_stats *cache_stat,
- const char *cache_name)
+ Convert the solution into a cm_result. This is a fairly expensive
+ operation.
+****************************************************************************/
+static void convert_solution_to_result(struct cm_state *state,
+ const struct partial_solution *soln,
+ struct cm_result *result)
{
- int total = cache_stat->hits + cache_stat->misses, per_mill;
+ struct city backup;
+ struct cm_fitness fitness;
- if (total != 0) {
- per_mill = (cache_stat->hits * 1000) / total;
- } else {
- per_mill = 0;
+ if (soln->idle != 0) {
+ /* If there are unplaced citizens it's not a real solution, so the
+ * result is invalid. */
+ result->found_a_valid = FALSE;
+ return;
}
- freelog(LOG_NORMAL,
- "CM: %s: hits=%3d.%d%% misses=%3d.%d%% total=%d",
- cache_name,
- per_mill / 10, per_mill % 10, (1000 - per_mill) / 10,
- (1000 - per_mill) % 10, total);
+
+ /* make a backup, apply and evaluate the solution, and restore */
+ memcpy(&backup, state->pcity, sizeof(backup));
+ apply_solution(state, soln);
+ cm_copy_result_from_city(state->pcity, result);
+ memcpy(state->pcity, &backup, sizeof(backup));
+
+ /* result->found_a_valid should be only true if it matches the
+ parameter ; figure out if it does */
+ fitness = compute_fitness(result->surplus, result->disorder,
+ result->happy, &state->parameter);
+ result->found_a_valid = fitness.sufficient;
+}
+
+/***************************************************************************
+ Compare functions to allow sorting lattice vectors.
+ ***************************************************************************/
+
+/****************************************************************************
+ All the sorting in this code needs to respect the partial order
+ in the lattice: if a is a parent of b, then a must sort before b.
+ This routine enforces that relatively cheaply (without looking through
+ the worse_types vectors of a and b), but requires that lattice_depth
+ has already been computed.
+****************************************************************************/
+static int compare_tile_type_by_lattice_order(const struct cm_tile_type *a,
+ const struct cm_tile_type *b)
+{
+ enum cm_stat stat;
+
+ if (a == b) {
+ return 0;
+ }
+
+ /* Least depth first */
+ if (a->lattice_depth != b->lattice_depth) {
+ return a->lattice_depth - b->lattice_depth;
+ }
+
+ /* With equal depth, break ties arbitrarily, more production first. */
+ for (stat = 0; stat < NUM_STATS; stat++) {
+ if (a->production[stat] != b->production[stat]) {
+ return b->production[stat] - a->production[stat];
+ }
+ }
+
+ /* If we get here, then we have two copies of identical types, an error */
+ assert(0);
+ return 0;
}
-#endif
/****************************************************************************
- Calculates how much storage is used by the CM.
- Used by report_stats only if the define is on, so compile it only if the
- define is on.
-*****************************************************************************/
-#if SHOW_CM_STORAGE_USED
-static void report_cm_storage_used(void)
+ Sort by fitness. Since fitness is monotone in the production,
+ if a has higher fitness than b, then a cannot be a child of b, so
+ this respects the partial order -- unless a and b have equal fitness.
+ In that case, use compare_tile_type_by_lattice_order.
+****************************************************************************/
+static int compare_tile_type_by_fitness(const void *va, const void *vb)
{
- int i, sum = 0;
+ struct cm_tile_type * const *a = va;
+ struct cm_tile_type * const *b = vb;
+ double diff;
- for (i = 0; i <= MAX_FIELDS_USED; i++) {
- sum += cache3.results[i].ncombinations_allocated
- * sizeof(*cache3.results.combinations);
- sum += cache3.results[i].ncombinations
- * sizeof(**cache3.results.combinations);
- }
- sum += sizeof(cache3);
- freelog(LOG_NORMAL, "CM: cache3 uses %d bytes", sum);
- /* we should compute the cache1 and cache2 usage as well. */
+ if (*a == *b) {
+ return 0;
+ }
+
+ /* To avoid double->int roundoff problems, we call a result non-zero only
+ * if it's larger than 0.5. */
+ diff = (*b)->estimated_fitness - (*a)->estimated_fitness;
+ if (diff > 0.5) {
+ return 1; /* return value is int; don't round down! */
+ }
+ if (diff < -0.5) {
+ return -1;
+ }
+
+ return compare_tile_type_by_lattice_order(*a, *b);
}
-#endif
+
+static enum cm_stat compare_key;
/****************************************************************************
- Prints the data of the stats struct via freelog(LOG_NORMAL,...).
-*****************************************************************************/
-static void report_stats(void)
+ Compare by the production of type compare_key.
+ If a produces more food than b, then a cannot be a child of b, so
+ this respects the partial order -- unless a and b produce equal food.
+ In that case, use compare_tile_type_by_lattice_order.
+****************************************************************************/
+static int compare_tile_type_by_stat(const void *va, const void *vb)
{
-#if SHOW_TIME_STATS
- freelog(LOG_NORMAL, "CM: overall=%fs queries=%d %fms / query",
- read_timer_seconds(stats.wall_timer), stats.queries,
- (1000.0 * read_timer_seconds(stats.wall_timer)) /
- ((double) stats.queries));
-#endif
+ struct cm_tile_type * const *a = va;
+ struct cm_tile_type * const *b = vb;
-#if SHOW_CACHE_STATS
- report_one_cache_stat(&stats.cache1, "CACHE1");
- report_one_cache_stat(&stats.cache2, "CACHE2");
- report_one_cache_stat(&stats.cache3, "CACHE3");
-#endif
+ if (*a == *b) {
+ return 0;
+ }
-#if SHOW_CM_STORAGE_USED
- report_cm_storage_used();
-#endif
+ /* most production of what we care about goes first */
+ if ((*a)->production[compare_key] != (*b)->production[compare_key]) {
+ /* b-a so we sort big numbers first */
+ return (*b)->production[compare_key] - (*a)->production[compare_key];
+ }
+
+ return compare_tile_type_by_lattice_order(*a, *b);
}
-/****************************************************************************
- algorithmic functions
-*****************************************************************************/
+/***************************************************************************
+ Compute the tile-type lattice.
+ ***************************************************************************/
/****************************************************************************
- Frontend cache for real_fill_out_result. This method tries to avoid
- calling real_fill_out_result by all means.
-*****************************************************************************/
-static void fill_out_result(struct city *pcity, struct cm_result *result,
- struct combination *base_combination,
- int scientists, int taxmen)
+ Compute the production of tile [x,y] and stuff it into the tile type.
+ Doesn't touch the other fields.
+****************************************************************************/
+static void compute_tile_production(const struct city *pcity, int x, int y,
+ struct cm_tile_type *out)
{
- struct cm_result *slot;
- bool got_all;
+ bool is_celebrating = base_city_celebrating(pcity);
- /*
- * First try to get a filled out result from cache1 or from the
- * all_entertainer result.
- */
- if (scientists == 0 && taxmen == 0) {
- slot = &base_combination->all_entertainer;
- } else {
- assert(scientists <= base_combination->max_scientists);
- assert(taxmen <= base_combination->max_taxmen);
- assert(base_combination->cache1 != NULL);
- assert(base_combination->all_entertainer.found_a_valid);
-
- slot = &base_combination->cache1[scientists *
- (base_combination->max_taxmen + 1) +
- taxmen];
- }
-
- freelog(LOG_DEBUG,
- "fill_out_result(base_comb=%p (w=%d), scientists=%d, taxmen=%d) %s",
- base_combination, base_combination->worker, scientists,
- taxmen, slot->found_a_valid ? "CACHED" : "unknown");
-
- if (slot->found_a_valid) {
- /* Cache1 contains the result */
- stats.cache1.hits++;
- memcpy(result, slot, sizeof(struct cm_result));
- return;
- }
- stats.cache1.misses++;
+ out->production[FOOD]
+ = base_city_get_food_tile(x, y, pcity, is_celebrating);
+ out->production[SHIELD]
+ = base_city_get_shields_tile(x, y, pcity, is_celebrating);
+ out->production[TRADE]
+ = base_city_get_trade_tile(x, y, pcity, is_celebrating);
+ out->production[GOLD] = out->production[SCIENCE]
+ = out->production[LUXURY] = 0;
+}
- my_city_map_iterate(pcity, x, y) {
- result->worker_positions_used[x][y] =
- (base_combination->worker_positions[x][y] == C_TILE_WORKER);
- } my_city_map_iterate_end;
+/****************************************************************************
+ Add the tile [x,y], with production indicated by type, to
+ the tile-type lattice. 'newtype' can be on the stack.
+ x/y are ignored if the type is a specialist.
+ If the type is new, it is linked in and the lattice_index set.
+ The lattice_depth is not set.
+****************************************************************************/
+static void tile_type_lattice_add(struct tile_type_vector *lattice,
+ const struct cm_tile_type *newtype,
+ int x, int y)
+{
+ struct cm_tile_type *type;
+ int i;
- result->specialists[SP_SCIENTIST] = scientists;
- result->specialists[SP_TAXMAN] = taxmen;
- result->specialists[SP_ELVIS] =
- pcity->size - (base_combination->worker + scientists + taxmen);
-
- freelog(LOG_DEBUG,
- "fill_out_result(city='%s'(%d), specialists=%s)",
- pcity->name, pcity->id, specialists_string(result->specialists));
-
- /* try to fill result from cache2 */
- if (!base_combination->all_entertainer.found_a_valid) {
- got_all = FALSE;
+ i = tile_type_vector_find_equivalent(lattice, newtype);
+ if(i >= 0) {
+ /* We already have this type of tile; use it. */
+ type = lattice->p[i];
} else {
- struct secondary_stat *p;
- struct city_status *q;
- int i;
-
- got_all = TRUE;
-
- /*
- * fill out the primary stats that are known from the
- * all_entertainer result
- */
- for (i = 0; i < NUM_PRIMARY_STATS; i++) {
- result->surplus[i] = base_combination->all_entertainer.surplus[i];
- }
-
- p = get_secondary_stat(result->surplus[TRADE],
- result->specialists[SP_SCIENTIST],
- SP_SCIENTIST);
- if (!p->is_valid) {
- got_all = FALSE;
- } else {
- result->surplus[SCIENCE] = p->surplus;
- }
-
- p = get_secondary_stat(result->surplus[TRADE],
- result->specialists[SP_TAXMAN],
- SP_TAXMAN);
- if (!p->is_valid) {
- got_all = FALSE;
- } else {
- result->surplus[GOLD] = p->surplus;
- }
+ /* This is a new tile type; add it to the lattice. */
+ type = tile_type_dup(newtype);
- p = get_secondary_stat(result->surplus[TRADE],
- result->specialists[SP_ELVIS],
- SP_ELVIS);
- if (!p->is_valid) {
- got_all = FALSE;
- } else {
- result->surplus[LUXURY] = p->surplus;
- }
+ /* link up to the types we dominate, and those that dominate us */
+ tile_type_vector_iterate(lattice, other) {
+ if (tile_type_better(other, type)) {
+ tile_type_vector_add(&type->better_types, other);
+ tile_type_vector_add(&other->worse_types, type);
+ } else if (tile_type_better(type, other)) {
+ tile_type_vector_add(&other->better_types, type);
+ tile_type_vector_add(&type->worse_types, other);
+ }
+ } tile_type_vector_iterate_end;
- q = get_city_status(result->surplus[LUXURY],
- base_combination->worker);
- if (!q->is_valid) {
- got_all = FALSE;
- } else {
- result->disorder = q->disorder;
- result->happy = q->happy;
- }
+ /* insert into the list */
+ type->lattice_index = lattice->size;
+ tile_type_vector_add(lattice, type);
}
- if (got_all) {
- /*
- * All secondary stats and the city status have been filled from
- * cache2.
- */
+ /* Finally, add the tile to the tile type. */
+ if (!type->is_specialist) {
+ struct cm_tile tile;
- stats.cache2.hits++;
- memcpy(slot, result, sizeof(struct cm_result));
- slot->found_a_valid = TRUE;
- return;
+ tile.type = type;
+ tile.x = x;
+ tile.y = y;
+ tile_vector_append(&type->tiles, &tile);
}
+}
- stats.cache2.misses++;
+/*
+ * Add the specialist types to the lattice.
+ * This structure is necessary for now because each specialist
+ * creates only one type of production and we need to map
+ * indices from specialist_type to cm_stat.
+ */
+struct spec_stat_pair {
+ enum specialist_type spec;
+ enum cm_stat stat;
+};
+const static struct spec_stat_pair pairs[SP_COUNT] = {
+ { SP_ELVIS, LUXURY },
+ { SP_SCIENTIST, SCIENCE },
+ { SP_TAXMAN, GOLD }
+};
- /*
- * Result can't be constructed from caches. Do the slow
- * re-calculation.
- */
- real_fill_out_result(pcity, result);
+/****************************************************************************
+ Create lattice nodes for each type of specialist. This adds a new
+ tile_type for each specialist type.
+****************************************************************************/
+static void init_specialist_lattice_nodes(struct tile_type_vector *lattice,
+ const struct city *pcity)
+{
+ struct cm_tile_type type;
- /* Update cache1 */
- memcpy(slot, result, sizeof(struct cm_result));
- slot->found_a_valid = TRUE;
-}
+ tile_type_init(&type);
+ type.is_specialist = TRUE;
+
+ /* for each specialist type, create a tile_type that has as production
+ * the bonus for the specialist (if the city is allowed to use it) */
+ specialist_type_iterate(i) {
+ if (city_can_use_specialist(pcity, pairs[i].spec)) {
+ type.spec = pairs[i].spec;
+ type.production[pairs[i].stat]
+ = game.rgame.specialists[pairs[i].spec].bonus;
+ tile_type_lattice_add(lattice, &type, 0, 0);
+
+ type.production[pairs[i].stat] = 0;
+ }
+ } specialist_type_iterate_end;
+}
/****************************************************************************
- The given combination is added only if no other better combination is
- already known. add_combination will also remove any combination which
- may have become worse than the inserted.
-*****************************************************************************/
-static void add_combination(int fields_used,
- struct combination *combination)
+ Topologically sort the lattice.
+ Sets the lattice_depth field.
+ Important assumption in this code: we've computed the transitive
+ closure of the lattice. That is, better_types includes all types that
+ are better.
+****************************************************************************/
+static void top_sort_lattice(struct tile_type_vector *lattice)
{
int i;
- struct results_set *results = &cache3.results[fields_used];
+ bool marked[lattice->size];
+ bool will_mark[lattice->size];
+ struct tile_type_vector vectors[2];
+ struct tile_type_vector *current, *next;
+
+ memset(marked, 0, sizeof(marked));
+ memset(will_mark, 0, sizeof(will_mark));
+
+ tile_type_vector_init(&vectors[0]);
+ tile_type_vector_init(&vectors[1]);
+ current = &vectors[0];
+ next = &vectors[1];
+
+ /* fill up 'next' */
+ tile_type_vector_iterate(lattice, ptype) {
+ if (tile_type_num_prereqs(ptype) == 0) {
+ tile_type_vector_add(next, ptype);
+ }
+ } tile_type_vector_iterate_end;
+
+ /* while we have nodes to process: mark the nodes whose prereqs have
+ * all been visited. Then, store all the new nodes on the frontier. */
+ while (next->size != 0) {
+ /* what was the next frontier is now the current frontier */
+ struct tile_type_vector *vtmp = current;
+
+ current = next;
+ next = vtmp;
+ next->size = 0; /* clear out the contents */
+
+ /* look over the current frontier and process everyone */
+ tile_type_vector_iterate(current, ptype) {
+ /* see if all prereqs were marked. If so, decide to mark this guy,
+ and put all the descendents on 'next'. */
+ bool can_mark = TRUE;
+ int sumdepth = 0;
- /* Try to find a better combination. */
- for (i = 0; i < results->ncombinations; i++) {
- struct combination *current = results->combinations[i];
-
- if (current->production2[FOOD] >= combination->production2[FOOD] &&
- current->production2[SHIELD] >= combination->production2[SHIELD] &&
- current->production2[TRADE] >= combination->production2[TRADE]) {
- /*
- freelog(LOG_NORMAL, "found a better combination:");
- print_combination(current);
- */
- return;
+ if (will_mark[ptype->lattice_index]) {
+ continue; /* we've already been processed */
+ }
+ tile_type_vector_iterate(&ptype->better_types, better) {
+ if (!marked[better->lattice_index]) {
+ can_mark = FALSE;
+ break;
+ } else {
+ sumdepth += tile_type_num_tiles(better);
+ if (sumdepth >= FC_INFINITY) {
+ /* if this is the case, then something better could
+ always be used, and the same holds for our children */
+ sumdepth = FC_INFINITY;
+ can_mark = TRUE;
+ break;
+ }
+ }
+ } tile_type_vector_iterate_end;
+ if (can_mark) {
+ /* mark and put successors on the next frontier */
+ will_mark[ptype->lattice_index] = TRUE;
+ tile_type_vector_iterate(&ptype->worse_types, worse) {
+ tile_type_vector_add(next, worse);
+ } tile_type_vector_iterate_end;
+
+ /* this is what we spent all this time computing. */
+ ptype->lattice_depth = sumdepth;
+ }
+ } tile_type_vector_iterate_end;
+
+ /* now, actually mark everyone and get set for next loop */
+ for (i = 0; i < lattice->size; i++) {
+ marked[i] = marked[i] || will_mark[i];
+ will_mark[i] = FALSE;
}
}
- /*
- * There is no better combination. Remove any combinations which are
- * worse than the given.
- */
+ tile_type_vector_free(&vectors[0]);
+ tile_type_vector_free(&vectors[1]);
+}
- /*
- freelog(LOG_NORMAL, "add_combination()");
- print_combination(combination);
- */
+/****************************************************************************
+ Remove unreachable lattice nodes to speed up processing later.
+ This doesn't reduce the number of evaluations we do, it just
+ reduces the number of times we loop over and reject tile types
+ we can never use.
- for (i = 0; i < results->ncombinations; i++) {
- struct combination *current = results->combinations[i];
+ A node is unreachable if there are fewer available workers
+ than are needed to fill up all predecessors. A node at depth
+ two needs three workers to be reachable, for example (two to fill
+ the predecessors, and one for the tile). We remove a node if
+ its depth is equal to the city size, or larger.
- if (current->production2[FOOD] <= combination->production2[FOOD]
- && current->production2[SHIELD] <= combination->production2[SHIELD]
- && current->production2[TRADE] <= combination->production2[TRADE]) {
- /*
- freelog(LOG_NORMAL, "the following is now obsolete:");
- print_combination(current);
- */
+ We could clean up the tile arrays in each type (if we have two workers,
+ we can use only the first tile of a depth 1 tile type), but that
+ wouldn't save us anything later.
+****************************************************************************/
+static void clean_lattice(struct tile_type_vector *lattice,
+ const struct city *pcity)
+{
+ int i, j; /* i is the index we read, j is the index we write */
- /* free it and remove it from the list */
- free_combination(current);
- results->combinations[i]
- = results->combinations[results->ncombinations - 1];
- results->ncombinations--;
- i--; /* then we do i++ , so we end up at the same index again */
- }
- }
+ for (i = 0, j = 0; i < lattice->size; i++) {
+ struct cm_tile_type *ptype = lattice->p[i];
- /* Insert the given combination. Grow the array if needed. */
- if (results->ncombinations >= results->ncombinations_allocated) {
- if (results->ncombinations_allocated == 0) {
- results->ncombinations_allocated = 1;
+ if (ptype->lattice_depth >= pcity->size) {
+ tile_type_destroy(ptype);
} else {
- /* Double for amortized constant-time growing. */
- results->ncombinations_allocated *= 2;
+ int ci, cj;
+
+ lattice->p[j] = lattice->p[i];
+ lattice->p[j]->lattice_index = j;
+ j++;
+
+ /* remove children with overly high depth as well */
+ for (ci = 0, cj = 0; ci < ptype->worse_types.size; ci++) {
+ const struct cm_tile_type *ptype2 = ptype->worse_types.p[ci];
+
+ if (ptype2->lattice_depth < pcity->size) {
+ ptype->worse_types.p[cj] = ptype->worse_types.p[ci];
+ cj++;
+ }
+ }
+ ptype->worse_types.size = cj;
}
- results->combinations
- = fc_realloc(results->combinations,
- results->ncombinations_allocated
- * sizeof(*results->combinations));
}
+ lattice->size = j;
+}
+
+/****************************************************************************
+ Determine the estimated_fitness fields, and sort by that.
+ estimate_fitness is later, in a section of code that isolates
+ much of the domain-specific knowledge.
+****************************************************************************/
+static double estimate_fitness(const struct cm_state *state,
+ const int production[NUM_STATS]);
+
+static void sort_lattice_by_fitness(const struct cm_state *state,
+ struct tile_type_vector *lattice)
+{
+ int i;
+
+ /* compute fitness */
+ tile_type_vector_iterate(lattice, ptype) {
+ ptype->estimated_fitness = estimate_fitness(state, ptype->production);
+ } tile_type_vector_iterate_end;
- /* finally, actually insert it. */
- i = results->ncombinations;
- results->combinations[i] = fc_malloc(sizeof(*results->combinations[i]));
- memcpy(results->combinations[i], combination,
- sizeof(*results->combinations[i]));
- results->combinations[i]->all_entertainer.found_a_valid = FALSE;
- results->combinations[i]->cache1 = NULL;
- results->ncombinations++;
+ /* sort by it */
+ qsort(lattice->p, lattice->size, sizeof(*lattice->p),
+ compare_tile_type_by_fitness);
+
+ /* fix the lattice indices */
+ for (i = 0; i < lattice->size; i++) {
+ lattice->p[i]->lattice_index = i;
+ }
- freelog(LOG_DEBUG, "there are now %d combination which use %d tiles",
- count_valid_combinations(fields_used), fields_used);
+ freelog(LOG_LATTICE, "sorted lattice:");
+ print_lattice(LOG_LATTICE, lattice);
}
/****************************************************************************
- Will create combinations which use (fields_to_use) fields from the
- combinations which use (fields_to_use-1) fields.
- Precondition: cache3.results[fields_to_use-1] is valid.
- cache3.results[fields_to_use] is empty.
-*****************************************************************************/
-static void expand_cache3(struct city *pcity, int fields_to_use,
- const struct tile_stats *const stats)
+ Create the lattice.
+****************************************************************************/
+static void init_tile_lattice(const struct city *pcity,
+ struct tile_type_vector *lattice)
{
- int i;
- struct results_set *results = &cache3.results[fields_to_use];
- struct results_set *prev_results = &cache3.results[fields_to_use - 1];
+ struct cm_tile_type type;
- freelog(EXPAND_CACHE3_LOG_LEVEL,
- "expand_cache3(fields_to_use=%d) results[%d] "
- "has %d valid combinations",
- fields_to_use, fields_to_use - 1,
- count_valid_combinations(fields_to_use - 1));
+ /* add all the fields into the lattice */
+ tile_type_init(&type); /* init just once */
+ my_city_map_iterate(pcity, x, y) {
+ if (pcity->city_map[x][y] == C_TILE_UNAVAILABLE) {
+ continue;
+ }
+ if (!is_city_center(x, y)) {
+ compute_tile_production(pcity, x, y, &type); /* clobbers type */
+ tile_type_lattice_add(lattice, &type, x, y); /* copy type if needed */
+ }
+ } my_city_map_iterate_end;
- assert(results->ncombinations == 0);
+ /* Add all the specialists into the lattice. */
+ init_specialist_lattice_nodes(lattice, pcity);
- for (i = 0; i < prev_results->ncombinations; i++) {
- struct combination *current = prev_results->combinations[i];
+ /* Set the lattice_depth fields, and clean up unreachable nodes. */
+ top_sort_lattice(lattice);
+ clean_lattice(lattice, pcity);
- my_city_map_iterate(pcity, x, y) {
- struct combination new_pc;
+ /* All done now. */
+ print_lattice(LOG_LATTICE, lattice);
+}
- if (current->worker_positions[x][y] != C_TILE_EMPTY) {
- continue;
- }
- memcpy(&new_pc, current, sizeof(struct combination));
- assert(stats->tiles[x][y].is_valid);
- new_pc.production2[FOOD] += stats->tiles[x][y].stats[FOOD];
- new_pc.production2[SHIELD] += stats->tiles[x][y].stats[SHIELD];
- new_pc.production2[TRADE] += stats->tiles[x][y].stats[TRADE];
+/****************************************************************************
- new_pc.worker_positions[x][y] = C_TILE_WORKER;
- new_pc.worker = fields_to_use;
- add_combination(fields_to_use, &new_pc);
- } my_city_map_iterate_end;
- }
+ Handling the choice stack for the bb algorithm.
+
+****************************************************************************/
- freelog(EXPAND_CACHE3_LOG_LEVEL,
- "expand_cache3(fields_to_use=%d): %d valid combinations",
- fields_to_use, count_valid_combinations(fields_to_use));
- if (SHOW_EXPAND_CACHE3_RESULT) {
- for (i = 0; i < results->ncombinations; i++) {
- print_combination(pcity, results->combinations[i]);
- }
+/****************************************************************************
+ Return TRUE iff the stack is empty.
+****************************************************************************/
+static bool choice_stack_empty(struct cm_state *state)
+{
+ return state->choice.size == 0;
+}
+
+/****************************************************************************
+ Return the last choice in the stack.
+****************************************************************************/
+static int last_choice(struct cm_state *state)
+{
+ assert(!choice_stack_empty(state));
+ return state->choice.stack[state->choice.size - 1];
+}
+
+/****************************************************************************
+ Return the number of different tile types. There is one tile type for
+ each type specialist, plus one for each distinct (different amounts of
+ production) citymap tile.
+****************************************************************************/
+static int num_types(const struct cm_state *state)
+{
+ return tile_type_vector_size(&state->lattice);
+}
+
+/****************************************************************************
+ Update the solution to assign 'number' more workers on to tiles of the
+ given type. 'number' may be negative, in which case we're removing
+ workers.
+ We do lots of sanity checking, since many bugs can get caught here.
+****************************************************************************/
+static void add_workers(struct partial_solution *soln,
+ int itype, int number,
+ const struct cm_state *state)
+{
+ enum cm_stat stat;
+ const struct cm_tile_type *ptype = tile_type_get(state, itype);
+ int newcount;
+ int old_worker_count = soln->worker_counts[itype];
+
+ if (number == 0) {
+ return;
+ }
+
+ /* update the number of idle workers */
+ newcount = soln->idle - number;
+ assert(newcount >= 0);
+ assert(newcount <= state->pcity->size);
+ soln->idle = newcount;
+
+ /* update the worker counts */
+ newcount = soln->worker_counts[itype] + number;
+ assert(newcount >= 0);
+ assert(newcount <= tile_type_num_tiles(ptype));
+ soln->worker_counts[itype] = newcount;
+
+ /* update prereqs array: if we are no longer full but we were,
+ * we need to decrement the count, and vice-versa. */
+ if (old_worker_count == tile_type_num_tiles(ptype)) {
+ assert(number < 0);
+ tile_type_vector_iterate(&ptype->worse_types, other) {
+ soln->prereqs_filled[other->lattice_index]--;
+ assert(soln->prereqs_filled[other->lattice_index] >= 0);
+ } tile_type_vector_iterate_end;
+ } else if (soln->worker_counts[itype] == tile_type_num_tiles(ptype)) {
+ assert(number > 0);
+ tile_type_vector_iterate(&ptype->worse_types, other) {
+ soln->prereqs_filled[other->lattice_index]++;
+ assert(soln->prereqs_filled[other->lattice_index]
+ <= tile_type_num_prereqs(other));
+ } tile_type_vector_iterate_end;
+ }
+
+ /* update production */
+ for (stat = 0 ; stat < NUM_STATS; stat++) {
+ newcount = soln->production[stat] + number * ptype->production[stat];
+ assert(newcount >= 0);
+ soln->production[stat] = newcount;
}
}
/****************************************************************************
- Expand the secondary_stats and city_status fields of cache2 if this
- is necessary. For this the function tries to estimate the upper limit
- of trade and luxury. It will also invalidate cache2.
-*****************************************************************************/
-static void ensure_invalid_cache2(struct city *pcity, int total_tile_trade)
+ Add just one worker to the solution.
+****************************************************************************/
+static void add_worker(struct partial_solution *soln,
+ int itype, const struct cm_state *state)
+{
+ add_workers(soln, itype, 1, state);
+}
+
+/****************************************************************************
+ Remove just one worker from the solution.
+****************************************************************************/
+static void remove_worker(struct partial_solution *soln,
+ int itype, const struct cm_state *state)
+{
+ add_workers(soln, itype, -1, state);
+}
+
+/****************************************************************************
+ Remove a worker from the current solution, and pop once off the
+ choice stack.
+****************************************************************************/
+static void pop_choice(struct cm_state *state)
+{
+ assert(!choice_stack_empty(state));
+ remove_worker(&state->current, last_choice(state), state);
+ state->choice.size--;
+}
+
+/****************************************************************************
+ True if all tiles better than this type have been used.
+****************************************************************************/
+static bool prereqs_filled(const struct partial_solution *soln, int type,
+ const struct cm_state *state)
+{
+ const struct cm_tile_type *ptype = tile_type_get(state, type);
+ int prereqs = tile_type_num_prereqs(ptype);
+
+ return soln->prereqs_filled[type] == prereqs;
+}
+
+/****************************************************************************
+ Return the next choice to make after oldchoice.
+ A choice can be made if:
+ - we haven't used all the tiles
+ - we've used up all the better tiles
+ - using that choice, we have a hope of doing better than the best
+ solution so far.
+ If oldchoice == -1 then we return the first possible choice.
+****************************************************************************/
+static bool choice_is_promising(struct cm_state *state, int newchoice);
+
+static int next_choice(struct cm_state *state, int oldchoice)
{
- bool change_size = FALSE;
- int backup,i, luxury, total_trade = total_tile_trade;
+ int newchoice;
- /* Hack since trade_between_cities accesses pcity->tile_trade */
- backup = pcity->tile_trade;
- pcity->tile_trade = total_tile_trade;
- for (i = 0; i < NUM_TRADEROUTES; i++) {
- struct city *pc2 = find_city_by_id(pcity->trade[i]);
+ for (newchoice = oldchoice + 1;
+ newchoice < num_types(state); newchoice++) {
+ const struct cm_tile_type *ptype = tile_type_get(state, newchoice);
- total_trade += trade_between_cities(pcity, pc2);
+ if(!ptype->is_specialist && (state->current.worker_counts[newchoice]
+ == tile_vector_size(&ptype->tiles))) {
+ /* we've already used all these tiles */
+ continue;
+ }
+ if (!prereqs_filled(&state->current, newchoice, state)) {
+ /* we could use a strictly better tile instead */
+ continue;
+ }
+ if (!choice_is_promising(state, newchoice)) {
+ /* heuristic says we can't beat the best going this way */
+ freelog(LOG_PRUNE_BRANCH, "--- pruning branch ---");
+ print_partial_solution(LOG_PRUNE_BRANCH, &state->current, state);
+ print_tile_type(LOG_PRUNE_BRANCH, tile_type_get(state, newchoice),
+ " + worker on ");
+ freelog(LOG_PRUNE_BRANCH, "--- branch pruned ---");
+ continue;
+ }
+ break;
}
- pcity->tile_trade = backup;
- /*
- * Estimate an upper limit for the luxury. We assume that the player
- * has set the luxury rate to 100%. There are two extremal cases: all
- * citizen are entertainers (yielding a luxury of "(pcity->size * 2
- * * get_city_luxury_bonus(pcity))/100" = A) or all citizen are
- * working on tiles and the resulting trade is converted to luxury
- * (yielding a luxury of "(total_trade * get_city_luxury_bonus(pcity))
- * / 100" = B) . We can't use MAX(A, B) since there may be cases in
- * between them which are better than these two exremal cases. So we
- * use A+B as upper limit.
- */
- luxury
- = ((pcity->size * 2 + total_trade) * get_city_luxury_bonus(pcity)) / 100;
+ /* returns num_types if no next choice was available. */
+ return newchoice;
+}
- /* +1 because we want to index from 0 to pcity->size inclusive */
- if (pcity->size + 1 > cache2.allocated_size) {
- cache2.allocated_size = pcity->size + 1;
- change_size = TRUE;
+
+/****************************************************************************
+ Pick a sibling choice to the last choice. This works down the branch to
+ see if a choice that actually looks worse may actually be better.
+****************************************************************************/
+static bool take_sibling_choice(struct cm_state *state)
+{
+ int oldchoice = last_choice(state);
+ int newchoice;
+
+ /* need to remove first, to run the heuristic */
+ remove_worker(&state->current, oldchoice, state);
+ newchoice = next_choice(state, oldchoice);
+
+ if (newchoice == num_types(state)) {
+ /* add back in so the caller can then remove it again. */
+ add_worker(&state->current, oldchoice, state);
+ return FALSE;
+ } else {
+ add_worker(&state->current, newchoice, state);
+ state->choice.stack[state->choice.size-1] = newchoice;
+ /* choice.size is unchanged */
+ return TRUE;
}
+}
- if (total_trade + 1 > cache2.allocated_trade) {
- cache2.allocated_trade = total_trade + 1;
- change_size = TRUE;
+/****************************************************************************
+ Go down from the current branch, if we can.
+ Thanks to the fact that the lattice is sorted by depth, we can keep the
+ choice stack sorted -- that is, we can start our next choice as
+ last_choice-1. This keeps us from trying out all permutations of the
+ same combination.
+****************************************************************************/
+static bool take_child_choice(struct cm_state *state)
+{
+ int oldchoice, newchoice;
+
+ if (state->current.idle == 0) {
+ return FALSE;
}
- if (luxury + 1 > cache2.allocated_luxury) {
- cache2.allocated_luxury = luxury + 1;
- change_size = TRUE;
+ if (state->choice.size == 0) {
+ oldchoice = 0;
+ } else {
+ oldchoice = last_choice(state);
}
- if (change_size) {
- freelog(LOG_DEBUG,
- "CM: expanding cache2 to size=%d, trade=%d, luxury=%d",
- cache2.allocated_size, cache2.allocated_trade,
- cache2.allocated_luxury);
- if (cache2.secondary_stats) {
- free(cache2.secondary_stats);
- cache2.secondary_stats = NULL;
- }
- cache2.secondary_stats =
- fc_malloc(cache2.allocated_trade * cache2.allocated_size *
- NUM_SPECIALISTS_ROLES * sizeof(struct secondary_stat));
+ /* oldchoice-1 because we can use oldchoice again */
+ newchoice = next_choice(state, oldchoice - 1);
- if (cache2.city_status) {
- free(cache2.city_status);
- cache2.city_status = NULL;
- }
- cache2.city_status =
- fc_malloc(cache2.allocated_luxury * cache2.allocated_size *
- sizeof(struct city_status));
+ /* did we fail? */
+ if (newchoice == num_types(state)) {
+ return FALSE;
}
- /* Make cache2 invalid */
- memset(cache2.secondary_stats, 0,
- cache2.allocated_trade * cache2.allocated_size *
- NUM_SPECIALISTS_ROLES * sizeof(struct secondary_stat));
- memset(cache2.city_status, 0,
- cache2.allocated_luxury * cache2.allocated_size *
- sizeof(struct city_status));
+ /* now push the new choice on the choice stack */
+ add_worker(&state->current, newchoice, state);
+ state->choice.stack[state->choice.size] = newchoice;
+ state->choice.size++;
+ return TRUE;
}
+
+
/****************************************************************************
- Setup. Adds the root combination (the combination which doesn't use
- any worker but the production of the city center). Incrementaly calls
- expand_cache3.
-*****************************************************************************/
-static void build_cache3(struct city *pcity)
+ Complete the solution by choosing tiles in order off the given
+ tile lattice.
+****************************************************************************/
+static void complete_solution(struct partial_solution *soln,
+ const struct cm_state *state,
+ const struct tile_type_vector *lattice)
{
- struct combination root_combination;
- int i, j, total_tile_trade;
- struct tile_stats tile_stats;
- bool is_celebrating = base_city_celebrating(pcity);
+ int last_choice = -1;
+ int i;
- if (cache3.pcity != pcity) {
- cache3.pcity = NULL;
- } else {
- stats.cache3.hits++;
+ if (soln->idle == 0) {
return;
}
- cache3.pcity = pcity;
- stats.cache3.misses++;
-
- /* For speed, only clear the parts of cache3 we'll use */
- for (i = 0; i < MIN(pcity->size, MAX_FIELDS_USED) + 1; i++) {
- struct results_set *results = &cache3.results[i];
- for (j = 0; j < results->ncombinations; j++) {
- free_combination(results->combinations[j]);
- results->combinations[j] = NULL;
+ /* find the last worker type added (-1 if none) */
+ for (i = 0; i < num_types(state); i++) {
+ if (soln->worker_counts[i] != 0) {
+ last_choice = i;
}
- results->ncombinations = 0;
}
- /*
- * Construct root combination. Update
- * cache3.fields_available_total. Fill tile_stats.
- */
- root_combination.worker = 0;
- root_combination.production2[FOOD] =
- base_city_get_food_tile(CITY_MAP_RADIUS, CITY_MAP_RADIUS,
- pcity, is_celebrating);
- root_combination.production2[SHIELD] =
- base_city_get_shields_tile(CITY_MAP_RADIUS, CITY_MAP_RADIUS,
- pcity, is_celebrating);
- root_combination.production2[TRADE] =
- base_city_get_trade_tile(CITY_MAP_RADIUS, CITY_MAP_RADIUS,
- pcity, is_celebrating);
+ /* While there are idle workers, pick up the next-best kind of tile,
+ * and assign the workers to the tiles.
+ * Respect lexicographic order and prerequisites. */
+ tile_type_vector_iterate(lattice, ptype) {
+ int used = soln->worker_counts[ptype->lattice_index];
+ int total = tile_type_num_tiles(ptype);
+ int touse;
+
+ if (ptype->lattice_index < last_choice) {
+ /* lex-order: we can't use ptype (some other branch
+ will check this combination, or already did) */
+ continue;
+ }
+ if (!prereqs_filled(soln, ptype->lattice_index, state)) {
+ /* don't bother using this tile before all better tiles are used */
+ continue;
+ }
- total_tile_trade = root_combination.production2[TRADE];
+ touse = total - used;
+ if (touse > soln->idle) {
+ touse = soln->idle;
+ }
+ add_workers(soln, ptype->lattice_index, touse, state);
- cache3.fields_available_total = 0;
+ if (soln->idle == 0) {
+ /* nothing left to do here */
+ return;
+ }
+ } tile_type_vector_iterate_end;
+}
- memset(&tile_stats, 0, sizeof(tile_stats));
+/****************************************************************************
+ The heuristic:
+ A partial solution cannot produce more food than the amount of food it
+ currently generates plus then placing all its workers on the best food
+ tiles. Similarly with all the other stats.
+ If we take the max along each production, and it's not better than the
+ best in at least one stat, the partial solution isn't worth anything.
- my_city_map_iterate(pcity, x, y) {
- tile_stats.tiles[x][y].is_valid = TRUE;
- tile_stats.tiles[x][y].stats[FOOD] =
- base_city_get_food_tile(x, y, pcity, is_celebrating);
- tile_stats.tiles[x][y].stats[SHIELD] =
- base_city_get_shields_tile(x, y, pcity, is_celebrating);
- tile_stats.tiles[x][y].stats[TRADE] =
- base_city_get_trade_tile(x, y, pcity, is_celebrating);
-
- if (can_field_be_used_for_worker(pcity, x, y)) {
- cache3.fields_available_total++;
- root_combination.worker_positions[x][y] = C_TILE_EMPTY;
- total_tile_trade += tile_stats.tiles[x][y].stats[TRADE];
- } else {
- root_combination.worker_positions[x][y] = C_TILE_UNAVAILABLE;
+ This function computes the max-stats produced by a partial solution.
+****************************************************************************/
+static void compute_max_stats_heuristic(const struct cm_state *state,
+ const struct partial_solution *soln,
+ int production[NUM_STATS],
+ int check_choice)
+{
+ enum cm_stat stat;
+ struct partial_solution solnplus; /* will be soln, plus some tiles */
+
+ /* Production is whatever the solution produces, plus the
+ most possible of each kind of production the idle workers could
+ produce */
+
+ if (soln->idle == 1) {
+ /* Then the total solution is soln + this new worker. So we know the
+ production exactly, and can shortcut the later code. */
+ enum cm_stat stat;
+ const struct cm_tile_type *ptype = tile_type_get(state, check_choice);
+
+ memcpy(production, soln->production, sizeof(soln->production));
+ for (stat = 0; stat < NUM_STATS; stat++) {
+ production[stat] += ptype->production[stat];
}
- } my_city_map_iterate_end;
+ return;
+ }
- /* Add root combination. */
- add_combination(0, &root_combination);
+ /* initialize solnplus here, after the shortcut check */
+ init_partial_solution(&solnplus, num_types(state), state->pcity->size);
- for (i = 1; i <= MIN(cache3.fields_available_total, pcity->size); i++) {
- expand_cache3(pcity, i, &tile_stats);
+ for (stat = 0; stat < NUM_STATS; stat++) {
+ /* compute the solution that has soln, then the check_choice,
+ then complete it with the best available tiles for the stat. */
+ copy_partial_solution(&solnplus, soln, state);
+ add_worker(&solnplus, check_choice, state);
+ complete_solution(&solnplus, state, &state->lattice_by_prod[stat]);
+
+ production[stat] = solnplus.production[stat];
}
- ensure_invalid_cache2(pcity, total_tile_trade);
+ destroy_partial_solution(&solnplus);
}
/****************************************************************************
- Creates all realisations of the given combination. Finds the best one.
-*****************************************************************************/
-static void find_best_specialist_arrangement(struct city *pcity, const struct
cm_parameter
- *const parameter, struct
combination
- *base_combination, struct cm_result
- *best_result,
- int *best_major_fitness,
- int *best_minor_fitness)
+ A choice is unpromising if isn't better than the best in at least
+ one way.
+ A choice is also unpromising if any of the stats is less than the
+ absolute minimum (in practice, this matters a lot more).
+****************************************************************************/
+static bool choice_is_promising(struct cm_state *state, int newchoice)
{
- int worker = base_combination->worker;
- int specialists = pcity->size - worker;
- int scientists, taxmen;
+ int production[NUM_STATS];
+ enum cm_stat stat;
+ bool beats_best = FALSE;
- if (!base_combination->cache1) {
+ compute_max_stats_heuristic(state, &state->current, production, newchoice);
- /* setup cache1 */
+ for (stat = 0; stat < NUM_STATS; stat++) {
+ if (production[stat] < state->min_production[stat]) {
+ freelog(LOG_PRUNE_BRANCH, "--- pruning: insufficient %s (%d < %d)",
+ cm_get_stat_name(stat), production[stat],
+ state->min_production[stat]);
+ return FALSE;
+ }
+ if (production[stat] > state->best.production[stat]) {
+ beats_best = TRUE;
+ /* may still fail to meet min at another production type, so
+ * don't short-circuit */
+ }
+ }
+ if (!beats_best) {
+ freelog(LOG_PRUNE_BRANCH, "--- pruning: best is better in all ways");
+ }
+ return beats_best;
+}
- int i, items;
+/****************************************************************************
+ These two functions are very specific for the default civ2-like ruleset.
+ These require the parameter to have been set.
+ FIXME -- this should be more general.
+****************************************************************************/
+static void init_min_production(struct cm_state *state)
+{
+ int x = CITY_MAP_RADIUS, y = CITY_MAP_RADIUS;
+ int usage[NUM_STATS];
+ struct city *pcity = state->pcity;
+ bool is_celebrating = base_city_celebrating(pcity);
+ struct city backup;
- if (city_can_use_specialist(pcity, SP_SCIENTIST)) {
- base_combination->max_scientists = specialists;
- } else {
- base_combination->max_scientists = 0;
- }
+ /* make sure the city's numbers make sense (sometimes they don't,
+ * somehow) */
+ memcpy(&backup, pcity, sizeof(*pcity));
+ generic_city_refresh(pcity, FALSE, NULL);
- if (city_can_use_specialist(pcity, SP_TAXMAN)) {
- base_combination->max_taxmen = specialists;
- } else {
- base_combination->max_taxmen = 0;
- }
- items = (base_combination->max_scientists + 1) *
- (base_combination->max_taxmen + 1);
- base_combination->cache1 =
- fc_malloc(sizeof(struct cm_result) * items);
- for (i = 0; i < items; i++) {
- base_combination->cache1[i].found_a_valid = FALSE;
- }
+ memset(state->min_production, 0, sizeof(state->min_production));
+
+ /* If the city is content, then we know the food usage is just
+ * prod-surplus; otherwise, we know it's at least 2*size but we
+ * can't easily compute the settlers. */
+ if (!city_unhappy(pcity)) {
+ usage[FOOD] = pcity->food_prod - pcity->food_surplus;
+ } else {
+ usage[FOOD] = pcity->size * 2;
}
+ state->min_production[FOOD] = usage[FOOD]
+ + state->parameter.minimal_surplus[FOOD]
+ - base_city_get_food_tile(x, y, pcity, is_celebrating);
+
+ /* surplus = (factories-waste) * production - shield_usage, so:
+ * production = (surplus + shield_usage)/(factories-waste)
+ * waste >= 0, so:
+ * production >= (surplus + usage)/factories
+ * Solving with surplus >= min_surplus, we get:
+ * production >= (min_surplus + usage)/factories
+ * 'factories' is the pcity->shield_bonus/100. Increase it a bit to avoid
+ * rounding errors.
+ *
+ * pcity->shield_prod = (factories-waste) * production.
+ * Therefore, shield_usage = pcity->shield_prod - pcity->shield_surplus
+ */
+ if (!city_unhappy(pcity)) {
+ double sbonus;
- best_result->found_a_valid = FALSE;
-
- for (scientists = 0;
- scientists <= base_combination->max_scientists; scientists++) {
- for (taxmen = 0;
- taxmen <= base_combination->max_taxmen - scientists; taxmen++) {
- int major_fitness, minor_fitness;
- struct cm_result result;
-
- freelog(FIND_BEST_SPECIALIST_ARRANGEMENT_LOG_LEVEL,
- " optimize_people: using (W/E/S/T) %d/%d/%d/%d",
- worker, pcity->size - (worker + scientists + taxmen),
- scientists, taxmen);
-
- fill_out_result(pcity, &result, base_combination, scientists,
- taxmen);
-
- freelog(FIND_BEST_SPECIALIST_ARRANGEMENT_LOG_LEVEL,
- " optimize_people: got extra=(tax=%d, luxury=%d, "
- "science=%d)",
- result.surplus[GOLD] - parameter->minimal_surplus[GOLD],
- result.surplus[LUXURY] -
- parameter->minimal_surplus[LUXURY],
- result.surplus[SCIENCE] -
- parameter->minimal_surplus[SCIENCE]);
-
- if (!is_valid_result(parameter, &result)) {
- freelog(FIND_BEST_SPECIALIST_ARRANGEMENT_LOG_LEVEL,
- " optimize_people: doesn't have enough surplus or disorder");
- continue;
- }
+ usage[SHIELD] = pcity->shield_prod - pcity->shield_surplus;
- calc_fitness(pcity, parameter, &result, &major_fitness,
- &minor_fitness);
+ sbonus = ((double)pcity->shield_bonus) / 100.0;
+ sbonus += .1;
+ state->min_production[SHIELD]
+ = (usage[SHIELD] + state->parameter.minimal_surplus[SHIELD]) / sbonus;
+ state->min_production[SHIELD]
+ -= base_city_get_shields_tile(x, y, pcity, is_celebrating);
+ } else {
+ /* Dunno what the usage is, so it's pointless to set the
+ * min_production */
+ usage[SHIELD] = 0;
+ state->min_production[SHIELD] = 0;
+ }
- freelog(FIND_BEST_SPECIALIST_ARRANGEMENT_LOG_LEVEL,
- " optimize_people: fitness=(%d,%d)", major_fitness,
- minor_fitness);
-
- result.found_a_valid = TRUE;
- if (!best_result->found_a_valid
- || ((major_fitness > *best_major_fitness)
- || (major_fitness == *best_major_fitness
- && minor_fitness > *best_minor_fitness))) {
- memcpy(best_result, &result, sizeof(struct cm_result));
- *best_major_fitness = major_fitness;
- *best_minor_fitness = minor_fitness;
- }
- } /* for taxmen */
- } /* for scientists */
+ /* we should be able to get a min_production on gold and trade, too;
+ also, lux, if require_happy, but not otherwise */
+
+ /* undo any effects from the refresh */
+ memcpy(pcity, &backup, sizeof(*pcity));
}
/****************************************************************************
- The top level optimization method. It finds the realisation with
- the best fitness.
-*****************************************************************************/
-static void optimize_final(struct city *pcity,
- const struct cm_parameter *const parameter,
- struct cm_result *best_result)
-{
- int fields_used, i;
- int results_used = 0, not_enough_primary = 0, not_enough_secondary = 0;
- /* Just for the compiler. Guarded by best_result->found_a_valid */
- int best_major_fitness = 0, best_minor_fitness = 0;
-
- build_cache3(pcity);
-
- best_result->found_a_valid = FALSE;
-
- /* Loop over all combinations */
- for (fields_used = 0;
- fields_used <= MIN(cache3.fields_available_total, pcity->size);
- fields_used++) {
- struct results_set *results = &cache3.results[fields_used];
- freelog(OPTIMIZE_FINAL_LOG_LEVEL,
- "there are %d combinations which use %d fields",
- count_valid_combinations(fields_used), fields_used);
- for (i = 0; i < results->ncombinations; i++) {
- struct combination *current = results->combinations[i];
- int major_fitness, minor_fitness;
- struct cm_result result;
-
- freelog(OPTIMIZE_FINAL_LOG_LEVEL2, " trying combination %d", i);
-
- /* this will set the all_entertainer result */
- fill_out_result(pcity, &result, current, 0, 0);
-
-
- /*
- * the secondary stats aren't calculated yet but we want to use
- * is_valid_result()
- */
- result.surplus[GOLD] = parameter->minimal_surplus[GOLD];
- result.surplus[LUXURY] = parameter->minimal_surplus[LUXURY];
- result.surplus[SCIENCE] = parameter->minimal_surplus[SCIENCE];
-
- if (!is_valid_result(parameter, &result)) {
- not_enough_primary++;
- freelog(OPTIMIZE_FINAL_LOG_LEVEL2, " not enough primary");
- continue;
- }
+ Estimate the fitness of a tile. Tiles are put into the lattice in
+ fitness order, so that we start off choosing better tiles.
+ The estimate MUST be monotone in the inputs; if it isn't, then
+ the BB algorithm will fail.
- find_best_specialist_arrangement(pcity, parameter, current, &result,
- &major_fitness, &minor_fitness);
- if (!result.found_a_valid) {
- freelog(OPTIMIZE_FINAL_LOG_LEVEL2, " not enough secondary");
- not_enough_secondary++;
- continue;
- }
+ The only fields of the state used are the city and parameter.
+****************************************************************************/
+static double estimate_fitness(const struct cm_state *state,
+ const int production[NUM_STATS]) {
+ const struct city *pcity = state->pcity;
+ const struct player *pplayer = get_player(pcity->owner);
+ enum cm_stat stat;
+ double estimates[NUM_STATS];
+ double sum = 0;
+
+ for (stat = 0; stat < NUM_STATS; stat++) {
+ estimates[stat] = production[stat];
+ }
- freelog(OPTIMIZE_FINAL_LOG_LEVEL2, " is ok");
- results_used++;
+ /* sci/lux/gold get benefit from the tax rates (in percentage) */
+ estimates[SCIENCE] += pplayer->economic.science * estimates[TRADE] / 100.0;
+ estimates[LUXURY] += pplayer->economic.luxury * estimates[TRADE] / 100.0;
+ estimates[GOLD] += pplayer->economic.tax * estimates[TRADE] / 100.0;
+
+ /* now add in the bonuses (none for food or trade) (in percentage) */
+ estimates[SHIELD] *= pcity->shield_bonus / 100.0;
+ estimates[LUXURY] *= pcity->luxury_bonus / 100.0;
+ estimates[GOLD] *= pcity->tax_bonus / 100.0;
+ estimates[SCIENCE] *= pcity->science_bonus / 100.0;
- if (!best_result->found_a_valid
- || ((major_fitness > best_major_fitness)
- || (major_fitness == best_major_fitness
- && minor_fitness > best_minor_fitness))) {
- freelog(OPTIMIZE_FINAL_LOG_LEVEL2, " is new best result");
- memcpy(best_result, &result, sizeof(struct cm_result));
- best_major_fitness = major_fitness;
- best_minor_fitness = minor_fitness;
- } else {
- freelog(OPTIMIZE_FINAL_LOG_LEVEL2,
- " isn't better than the best result");
- }
+ /* finally, sum it all up, weighted by the parameter, but give additional
+ * weight to luxuries to take account of disorder/happy constraints */
+ for (stat = 0; stat < NUM_STATS; stat++) {
+ sum += estimates[stat] * state->parameter.factor[stat];
+ }
+ sum += estimates[LUXURY];
+ return sum;
+}
+
+
+
+/****************************************************************************
+ The high-level algorithm is:
+
+ for each idle worker,
+ non-deterministically choose a position for the idle worker to use
+
+ To implement this, we keep a stack of the choices we've made.
+ When we want the next node in the tree, we see if there are any idle
+ workers left. We push an idle worker, and make it take the first field
+ in the lattice. If there are no idle workers left, then we pop out
+ until we can make another choice.
+****************************************************************************/
+static bool bb_next(struct cm_state *state)
+{
+ /* if no idle workers, then look at our solution. */
+ if (state->current.idle == 0) {
+ struct cm_fitness value = evaluate_solution(state, &state->current);
+
+ print_partial_solution(LOG_REACHED_LEAF, &state->current, state);
+ if (fitness_better(value, state->best_value)) {
+ freelog(LOG_BETTER_LEAF, "-> replaces previous best");
+ copy_partial_solution(&state->best, &state->current, state);
+ state->best_value = value;
}
}
- freelog(OPTIMIZE_FINAL_LOG_LEVEL,
- "%d combinations don't have the required minimal primary surplus",
- not_enough_primary);
+ /* try to move to a child branch, if we can. If not (including if we're
+ at a leaf), then move to a sibling. */
+ if (!take_child_choice(state)) {
+ /* keep trying to move to a sibling branch, or popping out a level if
+ we're stuck (fully examined the current branch) */
+ while ((!choice_stack_empty(state)) && !take_sibling_choice(state)) {
+ pop_choice(state);
+ }
- freelog(OPTIMIZE_FINAL_LOG_LEVEL,
- "%d combinations don't have the required minimal secondary surplus",
- not_enough_secondary);
+ /* if we popped out all the way, we're done */
+ if (choice_stack_empty(state)) {
+ return TRUE;
+ }
+ }
- freelog(OPTIMIZE_FINAL_LOG_LEVEL, "%d combinations did remain",
- results_used);
+ /* if we didn't detect that we were done, we aren't */
+ return FALSE;
}
-/*************************** public interface *******************************/
-
/****************************************************************************
-...
+ Initialize the state for the branch-and-bound algorithm.
****************************************************************************/
-void cm_init(void)
+struct cm_state *cm_init_state(struct city *pcity)
{
- int i;
+ int numtypes;
+ enum cm_stat stat;
+ struct cm_state *state = fc_malloc(sizeof(*state));
+
+ freelog(LOG_CM_STATE, "creating cm_state for %s (size %d)",
+ pcity->name, pcity->size);
+
+ /* copy the arguments */
+ state->pcity = pcity;
- cache3.pcity = NULL;
+ /* create the lattice */
+ tile_type_vector_init(&state->lattice);
+ init_tile_lattice(pcity, &state->lattice);
+ numtypes = tile_type_vector_size(&state->lattice);
- for (i = 0; i <= MAX_FIELDS_USED; i++) {
- cache3.results[i].combinations = NULL;
- cache3.results[i].ncombinations = 0;
- cache3.results[i].ncombinations_allocated = 0;
+ /* For the heuristic, make sorted copies of the lattice */
+ for (stat = 0; stat < NUM_STATS; stat++) {
+ tile_type_vector_init(&state->lattice_by_prod[stat]);
+ tile_type_vector_copy(&state->lattice_by_prod[stat], &state->lattice);
+ compare_key = stat;
+ qsort(state->lattice_by_prod[stat].p, state->lattice_by_prod[stat].size,
+ sizeof(*state->lattice_by_prod[stat].p),
+ compare_tile_type_by_stat);
}
- /* Reset the stats. */
- memset(&stats, 0, sizeof(stats));
- stats.wall_timer = new_timer(TIMER_USER, TIMER_ACTIVE);
+ /* We have no best solution yet, so its value is the worst possible. */
+ init_partial_solution(&state->best, numtypes, pcity->size);
+ state->best_value = worst_fitness();
+
+ /* Initialize the current solution and choice stack to empty */
+ init_partial_solution(&state->current, numtypes, pcity->size);
+ state->choice.stack = fc_malloc(pcity->size
+ * sizeof(*state->choice.stack));
+ state->choice.size = 0;
+
+ return state;
}
/****************************************************************************
- Call this function when the citymap size (city_tiles) has changed.
+ Set the parameter for the state. This is the first step in actually
+ solving anything.
****************************************************************************/
-void cm_init_citymap(void)
+static void begin_search(struct cm_state *state,
+ const struct cm_parameter *parameter)
{
- size_t size = (MAX_FIELDS_USED + 1) * sizeof(*cache3.results);
+#ifdef GATHER_TIME_STATS
+ start_timer(performance.current->wall_timer);
+ performance.current->query_count++;
+#endif
- cache3.results = fc_realloc(cache3.results, size);
+ /* copy the parameter and sort the main lattice by it */
+ cm_copy_parameter(&state->parameter, parameter);
+ sort_lattice_by_fitness(state, &state->lattice);
+ init_min_production(state);
- /* Initialize all values to NULL/0/FALSE */
- memset(cache3.results, 0, size);
+ /* clear out the old solution */
+ state->best_value = worst_fitness();
+ destroy_partial_solution(&state->current);
+ init_partial_solution(&state->current, num_types(state),
+ state->pcity->size);
+ state->choice.size = 0;
}
+
/****************************************************************************
-...
-*****************************************************************************/
-void cm_free(void)
+ Clean up after a search.
+ Currently, does nothing except stop the timer and output.
+****************************************************************************/
+static void end_search(struct cm_state *state)
{
- int i;
- free_timer(stats.wall_timer);
- stats.wall_timer = NULL;
+#ifdef GATHER_TIME_STATS
+ stop_timer(performance.current->wall_timer);
- free(cache2.secondary_stats);
- cache2.secondary_stats = NULL;
+#ifdef PRINT_TIME_STATS_EVERY_QUERY
+ print_performance(performance.current);
+#endif
- free(cache2.city_status);
- cache2.city_status = NULL;
+ performance.current = NULL;
+#endif
+}
- cache2.allocated_size = 0;
- cache2.allocated_trade = 0;
- cache2.allocated_luxury = 0;
+/****************************************************************************
+ Release all the memory allocated by the state.
+****************************************************************************/
+void cm_free_state(struct cm_state *state)
+{
+ enum cm_stat stat;
- clear_cache();
- for (i = 0; i <= MAX_FIELDS_USED; i++) {
- free(cache3.results[i].combinations);
- cache3.results[i].combinations = NULL;
- cache3.results[i].ncombinations = 0;
- cache3.results[i].ncombinations_allocated = 0;
+ tile_type_vector_free_all(&state->lattice);
+ for (stat = 0; stat < NUM_STATS; stat++) {
+ tile_type_vector_free(&state->lattice_by_prod[stat]);
}
+ destroy_partial_solution(&state->best);
+ destroy_partial_solution(&state->current);
+ free(state->choice.stack);
}
+
/****************************************************************************
-...
-*****************************************************************************/
-void cm_query_result(struct city *pcity,
+ Run B&B until we find the best solution.
+****************************************************************************/
+void cm_find_best_solution(struct cm_state *state,
const struct cm_parameter *const parameter,
- struct cm_result *result)
-{
- freelog(CM_QUERY_RESULT_LOG_LEVEL, "cm_query_result(city='%s'(%d))",
- pcity->name, pcity->id);
-
- assert_valid_param(parameter);
+ struct cm_result *result) {
+#ifdef GATHER_TIME_STATS
+ performance.current = &performance.opt;
+#endif
- start_timer(stats.wall_timer);
- optimize_final(pcity, parameter, result);
- stop_timer(stats.wall_timer);
+ begin_search(state, parameter);
- stats.queries++;
- freelog(CM_QUERY_RESULT_LOG_LEVEL, "cm_query_result: return");
- if (DISABLE_CACHE3) {
- cm_clear_cache(pcity);
+ /* search until we find a feasible solution */
+ while (!bb_next(state)) {
+ /* nothing */
}
- report_stats();
+
+ /* convert to the caller's format */
+ convert_solution_to_result(state, &state->best, result);
+
+ end_search(state);
}
-/****************************************************************************
- Invalidate cache3 if the given city is the one which is cached by
- cache3. The other caches (cache1, cache2 and tile_stats) doesn't have
- to be invalidated since they are chained on cache3.
-*****************************************************************************/
-void cm_clear_cache(struct city *pcity)
+/***************************************************************************
+ Wrapper that actually runs the branch & bound, and returns the best
+ solution.
+ ***************************************************************************/
+void cm_query_result(struct city *pcity,
+ const struct cm_parameter *param,
+ struct cm_result *result)
{
- freelog(LOG_DEBUG, "cm_clear_cache(city='%s'(%d))", pcity->name,
- pcity->id);
+ struct cm_state *state = cm_init_state(pcity);
- if (cache3.pcity == pcity) {
- clear_cache();
- }
+ cm_find_best_solution(state, param, result);
+ cm_free_state(state);
}
+
/****************************************************************************
-...
+ Return a translated name for the stat type.
*****************************************************************************/
const char *cm_get_stat_name(enum cm_stat stat)
{
@@ -1538,14 +1848,15 @@
return _("Luxury");
case SCIENCE:
return _("Science");
- default:
- die("Unknown stat value in cm_get_stat_name: %d", stat);
- return NULL;
+ case NUM_STATS:
+ break;
}
+ die("Unknown stat value in cm_get_stat_name: %d", stat);
+ return NULL;
}
/**************************************************************************
- Returns true if the two cm_parameters are equal.
+ Returns true if the two cm_parameters are equal.
**************************************************************************/
bool cm_are_parameter_equal(const struct cm_parameter *const p1,
const struct cm_parameter *const p2)
@@ -1577,7 +1888,7 @@
}
/**************************************************************************
- ...
+ Copy the parameter from the source to the destination field.
**************************************************************************/
void cm_copy_parameter(struct cm_parameter *dest,
const struct cm_parameter *const src)
@@ -1603,10 +1914,10 @@
dest->allow_specialists = TRUE;
}
-/**************************************************************************
+/***************************************************************************
Initialize the parameter to sane default values that will always produce
a result.
-**************************************************************************/
+***************************************************************************/
void cm_init_emergency_parameter(struct cm_parameter *dest)
{
enum cm_stat stat;
@@ -1621,3 +1932,254 @@
dest->allow_disorder = TRUE;
dest->allow_specialists = TRUE;
}
+
+/****************************************************************************
+ cm_result routines.
+****************************************************************************/
+int cm_count_worker(const struct city * pcity,
+ const struct cm_result *result)
+{
+ int count = 0;
+
+ city_map_iterate(x, y) {
+ if(result->worker_positions_used[x][y] && !is_city_center(x, y)) {
+ count++;
+ }
+ } city_map_iterate_end;
+ return count;
+}
+
+/****************************************************************************
+ Count the total number of specialists in the result.
+****************************************************************************/
+int cm_count_specialist(const struct city *pcity,
+ const struct cm_result *result)
+{
+ int count = 0;
+
+ specialist_type_iterate(spec) {
+ count += result->specialists[spec];
+ } specialist_type_iterate_end;
+
+ return count;
+}
+
+/****************************************************************************
+ Copy the city's current setup into the cm result structure.
+****************************************************************************/
+void cm_copy_result_from_city(const struct city *pcity,
+ struct cm_result *result)
+{
+ /* copy the map of where workers are */
+ city_map_iterate(x, y) {
+ result->worker_positions_used[x][y] =
+ (pcity->city_map[x][y] == C_TILE_WORKER);
+ } city_map_iterate_end;
+
+ /* copy the specialist counts */
+ specialist_type_iterate(spec) {
+ result->specialists[spec] = pcity->specialists[spec];
+ } specialist_type_iterate_end;
+
+ /* find the surplus production numbers */
+ get_city_surplus(pcity, result->surplus,
+ &result->disorder, &result->happy);
+
+ /* this is a valid result, in a sense */
+ result->found_a_valid = TRUE;
+}
+
+/****************************************************************************
+ Debugging routines.
+****************************************************************************/
+#ifdef CM_DEBUG
+static void snprint_production(char *buffer, size_t bufsz,
+ const int production[NUM_STATS])
+{
+ int nout;
+
+ nout = snprintf(buffer, bufsz, "[%d %d %d %d %d %d]",
+ production[FOOD], production[SHIELD],
+ production[TRADE], production[GOLD],
+ production[LUXURY], production[SCIENCE]);
+
+ assert(nout >= 0 && nout <= bufsz);
+}
+
+/****************************************************************************
+ Print debugging data about a particular tile type.
+****************************************************************************/
+static void print_tile_type(int loglevel, const struct cm_tile_type *ptype,
+ const char *prefix)
+{
+ char prodstr[256];
+
+ snprint_production(prodstr, sizeof(prodstr), ptype->production);
+ freelog(loglevel, "%s%s fitness %g depth %d, idx %d; %d tiles", prefix,
+ prodstr, ptype->estimated_fitness, ptype->lattice_depth,
+ ptype->lattice_index, tile_type_num_tiles(ptype));
+}
+
+/****************************************************************************
+ Print debugging data about a whole B&B lattice.
+****************************************************************************/
+static void print_lattice(int loglevel,
+ const struct tile_type_vector *lattice)
+{
+ freelog(loglevel, "lattice has %u terrain types", (unsigned)lattice->size);
+ tile_type_vector_iterate(lattice, ptype) {
+ print_tile_type(loglevel, ptype, " ");
+ } tile_type_vector_iterate_end;
+}
+
+/****************************************************************************
+ Print debugging data about a partial CM solution.
+****************************************************************************/
+static void print_partial_solution(int loglevel,
+ const struct partial_solution *soln,
+ const struct cm_state *state)
+{
+ int i;
+ int last_type = 0;
+ char buf[256];
+
+ if(soln->idle != 0) {
+ freelog(loglevel, "** partial solution has %d idle workers", soln->idle);
+ } else {
+ freelog(loglevel, "** completed solution:");
+ }
+
+ snprint_production(buf, sizeof(buf), soln->production);
+ freelog(loglevel, "production: %s", buf);
+
+ freelog(loglevel, "tiles used:");
+ for (i = 0; i < num_types(state); i++) {
+ if (soln->worker_counts[i] != 0) {
+ snprintf(buf, sizeof(buf),
+ " %d tiles of type ", soln->worker_counts[i]);
+ print_tile_type(loglevel, tile_type_get(state, i), buf);
+ }
+ }
+
+ for (i = 0; i < num_types(state); i++) {
+ if (soln->worker_counts[i] != 0) {
+ last_type = i;
+ }
+ }
+
+ freelog(loglevel, "tiles available:");
+ for (i = last_type; i < num_types(state); i++) {
+ const struct cm_tile_type *ptype = tile_type_get(state, i);
+
+ if (soln->prereqs_filled[i] == tile_type_num_prereqs(ptype)
+ && soln->worker_counts[i] < tile_type_num_tiles(ptype)) {
+ print_tile_type(loglevel, tile_type_get(state, i), " ");
+ }
+ }
+}
+
+#endif /* CM_DEBUG */
+
+#ifdef GATHER_TIME_STATS
+/****************************************************************************
+ Print debugging performance data.
+****************************************************************************/
+static void print_performance(struct one_perf *counts)
+{
+ double s, ms;
+ double q;
+ int queries, applies;
+
+ s = read_timer_seconds(counts->wall_timer);
+ ms = 1000.0 * s;
+
+ queries = counts->query_count;
+ q = queries;
+
+ applies = counts->apply_count;
+
+ freelog(LOG_TIME_STATS,
+ "CM-%s: overall=%fs queries=%d %fms / query, %d applies",
+ counts->name, s, queries, ms / q, applies);
+}
+#endif
+
+/****************************************************************************
+ Print debugging inormation about one city.
+****************************************************************************/
+void cm_print_city(const struct city *pcity)
+{
+ freelog(LOG_NORMAL, "print_city(city='%s'(id=%d))",
+ pcity->name, pcity->id);
+ freelog(LOG_NORMAL,
+ " size=%d, entertainers=%d, scientists=%d, taxmen=%d",
+ pcity->size, pcity->specialists[SP_ELVIS],
+ pcity->specialists[SP_SCIENTIST],
+ pcity->specialists[SP_TAXMAN]);
+ freelog(LOG_NORMAL, " workers at:");
+ my_city_map_iterate(pcity, x, y) {
+ if (pcity->city_map[x][y] == C_TILE_WORKER) {
+ freelog(LOG_NORMAL, " (%2d,%2d)", x, y);
+ }
+ } my_city_map_iterate_end;
+
+ freelog(LOG_NORMAL, " food = %3d (%+3d)",
+ pcity->food_prod, pcity->food_surplus);
+ freelog(LOG_NORMAL, " shield = %3d (%+3d)",
+ pcity->shield_prod, pcity->shield_surplus);
+ freelog(LOG_NORMAL, " trade = %3d", pcity->trade_prod);
+
+ freelog(LOG_NORMAL, " gold = %3d (%+3d)", pcity->tax_total,
+ city_gold_surplus(pcity, pcity->tax_total));
+ freelog(LOG_NORMAL, " luxury = %3d", pcity->luxury_total);
+ freelog(LOG_NORMAL, " science = %3d", pcity->science_total);
+}
+
+
+/****************************************************************************
+ Print debugging inormation about a full CM result.
+****************************************************************************/
+void cm_print_result(const struct city *pcity,
+ const struct cm_result *result)
+{
+ int y, i, worker = cm_count_worker(pcity, result);
+ freelog(LOG_NORMAL, "print_result(result=%p)", result);
+ freelog(LOG_NORMAL,
+ "print_result: found_a_valid=%d disorder=%d happy=%d",
+ result->found_a_valid, result->disorder, result->happy);
+
+ freelog(LOG_NORMAL, "print_result: workers at:");
+ my_city_map_iterate(pcity, x, y) {
+ if (result->worker_positions_used[x][y]) {
+ freelog(LOG_NORMAL, "print_result: (%2d,%2d)", x, y);
+ }
+ } my_city_map_iterate_end;
+
+ for (y = 0; y < CITY_MAP_SIZE; y++) {
+ char line[CITY_MAP_SIZE + 1];
+ int x;
+
+ line[CITY_MAP_SIZE] = 0;
+
+ for (x = 0; x < CITY_MAP_SIZE; x++) {
+ if (!is_valid_city_coords(x, y)) {
+ line[x] = '-';
+ } else if (is_city_center(x, y)) {
+ line[x] = 'c';
+ } else if (result->worker_positions_used[x][y]) {
+ line[x] = 'w';
+ } else {
+ line[x] = '.';
+ }
+ }
+ freelog(LOG_NORMAL, "print_result: %s", line);
+ }
+ freelog(LOG_NORMAL,
+ "print_result: people: (workers/specialists) %d/%s",
+ worker, specialists_string(result->specialists));
+
+ for (i = 0; i < NUM_STATS; i++) {
+ freelog(LOG_NORMAL, "print_result: %10s surplus=%d",
+ cm_get_stat_name(i), result->surplus[i]);
+ }
+}
- [freeciv-ai] Re: (PR#10203) Greedy CM algorithm, Benoit Hudson, 2004/11/13
- [freeciv-ai] Re: (PR#10203) Greedy CM algorithm, Vasco Alexandre da Silva Costa, 2004/11/13
- [freeciv-ai] (PR#10203) Greedy CM algorithm, Vasco Alexandre da Silva Costa, 2004/11/13
- [freeciv-ai] (PR#10203) Greedy CM algorithm, Jason Short, 2004/11/16
- [freeciv-ai] (PR#10203) Greedy CM algorithm,
Jason Short <=
- [freeciv-ai] Re: (PR#10203) Greedy CM algorithm, Benoit Hudson, 2004/11/17
- [freeciv-ai] Re: (PR#10203) Greedy CM algorithm, Benoit Hudson, 2004/11/17
- [freeciv-ai] Re: (PR#10203) Greedy CM algorithm, ue80@xxxxxxxxxxxxxxxxxxxxx, 2004/11/17
- [freeciv-ai] Re: (PR#10203) Greedy CM algorithm, Jason Short, 2004/11/18
- [freeciv-ai] Re: (PR#10203) Greedy CM algorithm, Benoit Hudson, 2004/11/18
- [freeciv-ai] Re: (PR#10203) Greedy CM algorithm, Jason Short, 2004/11/18
- [freeciv-ai] Re: (PR#10203) Greedy CM algorithm, Jason Short, 2004/11/19
- [freeciv-ai] Re: (PR#10203) Greedy CM algorithm, Jason Short, 2004/11/18
- [freeciv-ai] Re: (PR#10203) Greedy CM algorithm, Benoit Hudson, 2004/11/18
- [freeciv-ai] Re: (PR#10203) Greedy CM algorithm, ue80@xxxxxxxxxxxxxxxxxxxxx, 2004/11/19
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