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Optimize combines by storing the closest house in a direction.

This is a huge speedup. It's equivalent to using prefix sums. Needs a lot of memory.
master
Jirka Sejkora 4 years ago
parent
commit
287f799b69
  1. 51
      src/city.rs
  2. 23
      src/combine.rs

51
src/city.rs

@ -38,29 +38,37 @@ impl City {
City { prices, buyable_house_count, width, height }
}
#[inline]
pub fn get_price(&self, house: House) -> u16 {
self.prices[house.y * self.width + house.x]
}
#[inline]
pub fn get_price_xy(&self, x: usize, y: usize) -> u16 {
self.prices[y * self.width + x]
}
#[inline]
pub fn is_house(&self, house: House) -> bool {
self.get_price(house) > 0
}
#[inline]
pub fn is_house_xy(&self, x: usize, y: usize) -> bool {
self.get_price_xy(x, y) > 0
}
#[inline]
pub fn get_house_count(&self) -> usize {
self.buyable_house_count
}
#[inline]
pub fn width(&self) -> usize {
self.width
}
#[inline]
pub fn height(&self) -> usize {
self.height
}
@ -188,6 +196,10 @@ impl<'a> HouseLayout<'a> {
pub fn houses(&self) -> &Vec<House> {
&self.houses
}
pub fn covered_houses(&self) -> usize {
self.reachable_houses
}
}
pub fn get_price(city: &City, houses: &Vec<House>) -> u32 {
@ -226,6 +238,45 @@ pub fn is_valid(city: &City, houses: &Vec<House>) -> Option<u32> {
Some(price)
}
pub struct HouseDistances {
width: usize,
height: usize,
closest_house: Vec<Option<House>>,
}
impl HouseDistances {
pub fn get_closest_house(&self, house: House) -> Option<House> {
self.closest_house[house.y * self.width + house.x]
}
pub fn get_closest_house_xy(&self, x: usize, y: usize) -> Option<House> {
self.closest_house[y * self.width + x]
}
}
pub fn build_distances_right(city: &City) -> HouseDistances {
let mut closest = vec![None; city.width() * city.height()];
for y in 0..city.height() {
let mut last_house_x = None;
for x in (0..city.width()).rev() {
closest[y * city.width() + x] = match last_house_x {
None => None,
Some(last_x) => Some(House::new(last_x, y))
};
if city.is_house_xy(x, y) {
last_house_x = Some(x)
}
}
}
HouseDistances {
width: city.width,
height: city.height,
closest_house: closest
}
}
#[cfg(test)]
mod tests {
//use super::*;

23
src/combine.rs

@ -1,6 +1,6 @@
use crate::city;
use crate::db::{SqliteLayoutDB, SavedLayout, MergeLowerBound, LayoutDB};
use crate::city::{City, House};
use crate::city::{City, House, HouseDistances};
use itertools::Itertools;
use itertools::iproduct;
use std::collections::{VecDeque, HashMap};
@ -60,13 +60,19 @@ pub fn iterate_combines<TDB: LayoutDB>(mut db: &mut TDB, top_layout_count: usize
let transposed_city = transpose_city(&city);
if print_progress { eprintln!("Finished building a transposed city"); }
if print_progress { eprintln!("Building right distances..."); }
let right_distances = city::build_distances_right(&city);
if print_progress { eprintln!("Building right distances (transposed)..."); }
let right_distances_transposed = city::build_distances_right(&city);
if print_progress { eprintln!("Finished building right distances"); }
let mut last_improve_step = LastStep::None;
loop {
if last_improve_step == LastStep::Vertical { break; }
if print_progress { eprintln!("Starting to combine {} top houses DB; vertical cuts", top_layout_count); }
let chosen_layouts = choose_layouts(db, &city, top_layout_count);
if create_new_best_combination(&city, &chosen_layouts, &chosen_layouts, db, &mut cache, false, print_progress) {
if create_new_best_combination(&city, &chosen_layouts, &chosen_layouts, db, &mut cache, &right_distances, false, print_progress) {
last_improve_step = LastStep::Vertical;
}
if print_progress { eprintln!("Finished vertical cuts, improvement: {}", last_improve_step == LastStep::Vertical); }
@ -77,7 +83,7 @@ pub fn iterate_combines<TDB: LayoutDB>(mut db: &mut TDB, top_layout_count: usize
let transposed_chosen_layouts: Vec<_> = chosen_layouts.iter().map(|x| transpose_saved_layout(x)).collect();
if print_progress { eprintln!("Starting to combine {} top houses DB; horizontal cuts", top_layout_count); }
if create_new_best_combination(&transposed_city, &transposed_chosen_layouts, &transposed_chosen_layouts, db, &mut cache, true, print_progress) {
if create_new_best_combination(&transposed_city, &transposed_chosen_layouts, &transposed_chosen_layouts, db, &mut cache, &right_distances_transposed, true, print_progress) {
last_improve_step = LastStep::Horizontal;
}
if print_progress { eprintln!("Finished horizontal cuts, improvement: {}", last_improve_step == LastStep::Horizontal); }
@ -108,7 +114,7 @@ fn transpose_saved_layout(layout: &SavedLayout) -> SavedLayout {
SavedLayout::new(layout.id(), transposed)
}
pub fn create_new_best_combination<TDB: LayoutDB>(city: &City, left_layouts: &Vec<SavedLayout>, right_layouts: &Vec<SavedLayout>, db: &mut TDB, cache: &mut CompatibilityCache, transposed: bool, print_progress: bool) -> bool {
pub fn create_new_best_combination<TDB: LayoutDB>(city: &City, left_layouts: &Vec<SavedLayout>, right_layouts: &Vec<SavedLayout>, db: &mut TDB, cache: &mut CompatibilityCache, right_distances: &HouseDistances, transposed: bool, print_progress: bool) -> bool {
let mut best_price = left_layouts.iter().chain(right_layouts.iter())
.map(|layout| city::get_price(&city, layout.houses()))
.min();
@ -248,7 +254,7 @@ pub fn create_new_best_combination<TDB: LayoutDB>(city: &City, left_layouts: &Ve
}
let compatible = match cache.is_compatible(left.layout, right.layout, left.line.last_update_x, right.line.last_update_x, transposed) {
None => {
let compatible = is_compatible(city, &left.line, &right.line);
let compatible = is_compatible(city, right_distances, &left.line, &right.line);
cache.set_compatible(left.layout, right.layout, left.line.last_update_x, right.line.last_update_x, transposed, compatible);
compatible
}
@ -306,14 +312,13 @@ pub fn create_new_best_combination<TDB: LayoutDB>(city: &City, left_layouts: &Ve
improved
}
fn is_compatible(city: &City, left: &LeftLine, right: &RightLine) -> bool {
fn is_compatible(city: &City, right_distances: &HouseDistances, left: &LeftLine, right: &RightLine) -> bool {
for y in 0..city.height() {
let max_left_covered_x = left.get_max_covered_x(y);
let min_right_covered_x = right.get_min_covered_x(y);
// This range will often be empty
for x in (max_left_covered_x + 1)..min_right_covered_x {
if city.is_house_xy(x, y) {
if let Some(right_house) = right_distances.get_closest_house_xy(max_left_covered_x, y) {
if right_house.x < min_right_covered_x {
return false;
}
}

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