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MddMatchAndPrune.cs
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MddMatchAndPrune.cs
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using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
namespace mapf
{
/// <summary>
/// Used by CostTreeNodeSolverKSimpleMatching (but actually commented out)
/// </summary>
class MddMatchAndPrune
{
MDD[] allMDDs;
Queue<MddMatchAndPruneState> openList;
Dictionary<MddMatchAndPruneState, MddMatchAndPruneState> closedList;
int solutionDepth; // The depth is the cost + 1 because the root also counts as a level
MddMatchAndPruneState goal; // This will contain the goal node if such was found
bool legal; //indicates if all single MDDs are legal
public bool[] conflicted; //indicates if the matching process found any illegal nodes/edges and pruned any of the MDDs
Run runner;
CostTreeNodeSolver nodeSolver;
/// <summary>
/// constructor
/// </summary>
public MddMatchAndPrune(Run runner, CostTreeNodeSolver nodeSolver)
{
this.openList = new Queue<MddMatchAndPruneState>();
this.closedList = new Dictionary<MddMatchAndPruneState, MddMatchAndPruneState>();
conflicted = new bool[4];
this.runner = runner;
this.nodeSolver = nodeSolver;
}
public void initialize(MDD[] allMDDs)
{
this.allMDDs = allMDDs;
this.openList.Clear();
this.closedList.Clear();
MDDNode[] rootPositions = new MDDNode[allMDDs.Length];
for (int i = 0; i < allMDDs.Length; i++)
{
if (allMDDs[i].levels == null)
{
legal = false;
return;
}
rootPositions[i] = allMDDs[i].levels[0].First.Value;
this.conflicted[i] = false;
}
MddMatchAndPruneState root = new MddMatchAndPruneState(rootPositions);
this.solutionDepth = root.allPositions[0].mdd.levels.Length;
openList.Enqueue(root);
legal = true;
}
/// <summary>
/// Build the generalized MDD
/// </summary>
/// <returns>Whether it was successful</returns>
private bool buildGeneralMDD()
{
MddMatchAndPruneState current = openList.Dequeue();
successorIterator allChildren = new successorIterator(allMDDs.Length);
int currentLevel = current.stateLevel;
while (current.stateLevel + 1 != this.solutionDepth) // while not goal
{
Expand(current, allChildren);
if (openList.Count == 0)
return false;
current = openList.Dequeue();
if (current.stateLevel != currentLevel)
{
closedList.Clear();
currentLevel++;
}
if (runner.ElapsedMilliseconds() > Constants.MAX_TIME)
return false;
}
return true;
}
/// <summary>
/// expands a given node
/// </summary>
/// <param name="toExpand"></param>
/// <param name="allChildren"></param>
private void Expand(MddMatchAndPruneState toExpand, successorIterator allChildren)
{
allChildren.initialize(toExpand);
MddMatchAndPruneState successor;
while (allChildren.hasNext)
{
successor = allChildren.getNext();
if (closedList.ContainsKey(successor))
{
closedList[successor].addParent(toExpand);
}
else
{
this.nodeSolver.matchCounter++;
successor.addParent(toExpand);
closedList.Add(successor, successor);
openList.Enqueue(successor);
if (successor.stateLevel + 1 == this.solutionDepth)
goal = successor;
}
}
}
private void reverseExpand(MddMatchAndPruneState toExpand)
{
foreach (MddMatchAndPruneState parent in toExpand.parents)
{
for (int i = 0; i < toExpand.allPositions.Length; i++)
{
((CostTreeSearchWithEdgesMatrix)this.nodeSolver.solver).edgesMatrix[i,
parent.allPositions[i].getVertexIndex(),
(int)Move.Direction.Wait] =
((CostTreeSearchWithEdgesMatrix)this.nodeSolver.solver).edgesMatrixCounter + 1;
}
if (closedList.ContainsKey(parent) == false)
{
openList.Enqueue(parent);
closedList.Add(parent, parent);
}
}
}
/// <summary>
/// Prunes a given level according to the edgesMatrix
/// </summary>
/// <param name="level"></param>
private void pruneLevel(int level)
{
int parentI;
for (int i = 0; i < allMDDs.Length; i++)
{
if (allMDDs[i].levels == null)
continue;
foreach (MDDNode node in allMDDs[i].levels[level])
{
MDDNode[] parentsToDelete = new MDDNode[5];
parentI = 0;
foreach (MDDNode parent in node.parents)
{
//if not legal
int edge = ((CostTreeSearchWithEdgesMatrix)this.nodeSolver.solver).edgesMatrix[i,
parent.getVertexIndex(),
(int)node.move.direction /*or parent.move.direction, I'm not sure*/];
if (edge != ((CostTreeSearchWithEdgesMatrix)this.nodeSolver.solver).edgesMatrixCounter + 1)
{
parentsToDelete[parentI] = parent;
this.conflicted[i] = true;
}
parentI++;
}
foreach (MDDNode deleteParent in parentsToDelete)
if (deleteParent != null)
node.removeParent(deleteParent);
}
}
}
/// <summary>
/// Prunes the given MDDs according to each other
/// </summary>
/// <returns>Whether it was successful, by how much to increment edgesMatrixCounter, and by how much to increment matchCounter</returns>
public bool pruneMDDs()
{
if (legal == false)
return false;
bool success = buildGeneralMDD();
if (success == false)
return false;
Trace.Assert(openList.Count == 0);
MddMatchAndPruneState current = goal;
int currentLevel = goal.stateLevel;
closedList.Clear();
while (current.stateLevel > 0) // while not root
{
if (runner.ElapsedMilliseconds() > Constants.MAX_TIME)
return false;
if (current.stateLevel < currentLevel)
{
pruneLevel(currentLevel);
currentLevel--;
((CostTreeSearchWithEdgesMatrix)this.nodeSolver.solver).edgesMatrixCounter++;
closedList.Clear();
}
reverseExpand(current);
current = openList.Dequeue();
}
pruneLevel(currentLevel); //prune level 1
return true;
}
}
class MddMatchAndPruneState
{
public MDDNode[] allPositions;
public int stateLevel; //starts at 0
public LinkedList<MddMatchAndPruneState> parents;
LinkedList<MddMatchAndPruneState> childrens;
public MddMatchAndPruneState(MDDNode[] allPositions)
{
this.allPositions = allPositions;
this.stateLevel = allPositions[0].move.time;
this.parents = new LinkedList<MddMatchAndPruneState>();
this.childrens = new LinkedList<MddMatchAndPruneState>();
}
public MddMatchAndPruneState(LinkedListNode<MDDNode>[] allSuccessors)
{
allPositions = new MDDNode[allSuccessors.Length];
for (int i = 0; i < allPositions.Length; i++)
{
allPositions[i] = allSuccessors[i].Value;
}
this.stateLevel = allPositions[0].move.time;
this.parents = new LinkedList<MddMatchAndPruneState>();
this.childrens = new LinkedList<MddMatchAndPruneState>();
}
public void margeParents(LinkedList<MddMatchAndPruneState> otherParents)
{
parents.Union(otherParents);
}
public void addParent(MddMatchAndPruneState parent)
{
this.parents.AddLast(parent);
parent.childrens.AddLast(this);
}
public override int GetHashCode()
{
unchecked
{
int ans = 0;
for (int i = 0; i < allPositions.Length; i = i + 2)
{
ans += allPositions[i].move.GetHashCode();
}
return ans;
}
}
public override bool Equals(object obj)
{
if (obj == null)
return false;
MddMatchAndPruneState comp = (MddMatchAndPruneState)obj;
return this.allPositions.SequenceEqual<MDDNode>(comp.allPositions);
}
}
class successorIterator
{
LinkedListNode<MDDNode>[] nodesFromChildrenList;
MddMatchAndPruneState prevStep;
public bool hasNext;
public successorIterator(int size)
{
this.nodesFromChildrenList = new LinkedListNode<MDDNode>[size];
}
public void initialize(MddMatchAndPruneState prevStep)
{
this.hasNext = true;
this.prevStep = prevStep;
for (int i = 0; i < nodesFromChildrenList.Length; i++)
{
nodesFromChildrenList[i] = prevStep.allPositions[i].children.First; //if crashes check there if there can be a node with no children
if (nodesFromChildrenList[i] == null)
this.hasNext = false;
}
while (hasNext == true && isLegal(0) == false)
{
getNext();
}
}
/// <summary>
/// Return the next generated child.
/// </summary>
/// <returns></returns>
public MddMatchAndPruneState getNext()
{
//first return than iterate
MddMatchAndPruneState ans = new MddMatchAndPruneState(nodesFromChildrenList);
if (nextChild(0) == false)
{
hasNext = false;
}
return ans;
}
/// <summary>
/// Sets the next child in line for a given agent, if it's the last child returns the first in order (closed loop). If reset returns false.
/// </summary>
/// <param name="agent"></param>
private bool nextSuccessor(int agent)
{
if (nodesFromChildrenList[agent].Next == null)
{
nodesFromChildrenList[agent] = nodesFromChildrenList[agent].List.First;
return false;
}
nodesFromChildrenList[agent] = nodesFromChildrenList[agent].Next;
return true;
}
/// <summary>
/// Recursive function, try to proceed the first agent if it is at the end of its children resets him and proceeds the second agent and so on
/// </summary>
/// <param name="agent"></param>
private bool nextChild(int agent)
{
if (agent == nodesFromChildrenList.Length)
return false;
if (nextSuccessor(agent) == false)
return nextChild(agent + 1);
while (isLegal(agent) == false)
{
if (nextSuccessor(agent) == false)
return nextChild(agent + 1);
}
if (agent > 0 && isLegal(0) == false)
return nextChild(0);
return true;
}
/// <summary>
/// If we move the i'th agent we check whether it is legal with all agents that moved before,
/// i.e. from that point forward
/// </summary>
/// <param name="checkFrom"></param>
/// <returns></returns>
private bool isLegal(int checkFrom)
{
// check if all moves are legal from the i agent forward (collisons+head on collisions)
for (int i = checkFrom; i < nodesFromChildrenList.Length - 1; i++)
{
var node = nodesFromChildrenList[i].Value;
for (int j = i + 1; j < nodesFromChildrenList.Length; j++)
{
var other = nodesFromChildrenList[j].Value;
// TODO: Replace the following duplicated logic is node.move.isColliding(other.move)
// after making sure results stay correct
if (node.Equals(other))
return false;
if (Constants.ALLOW_HEAD_ON_COLLISION == false &&
node.getVertexIndex() == prevStep.allPositions[j].getVertexIndex() &&
node.getVertexIndex() == prevStep.allPositions[i].getVertexIndex())
return false;
}
}
return true;
}
}
}