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.
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f207d61455
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287f799b69
2 changed files with 65 additions and 9 deletions
51
src/city.rs
51
src/city.rs
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@ -38,29 +38,37 @@ impl City {
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City { prices, buyable_house_count, width, height }
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}
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#[inline]
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pub fn get_price(&self, house: House) -> u16 {
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self.prices[house.y * self.width + house.x]
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}
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#[inline]
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pub fn get_price_xy(&self, x: usize, y: usize) -> u16 {
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self.prices[y * self.width + x]
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}
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#[inline]
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pub fn is_house(&self, house: House) -> bool {
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self.get_price(house) > 0
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}
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#[inline]
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pub fn is_house_xy(&self, x: usize, y: usize) -> bool {
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self.get_price_xy(x, y) > 0
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}
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#[inline]
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pub fn get_house_count(&self) -> usize {
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self.buyable_house_count
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}
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#[inline]
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pub fn width(&self) -> usize {
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self.width
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}
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#[inline]
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pub fn height(&self) -> usize {
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self.height
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}
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@ -188,6 +196,10 @@ impl<'a> HouseLayout<'a> {
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pub fn houses(&self) -> &Vec<House> {
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&self.houses
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}
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pub fn covered_houses(&self) -> usize {
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self.reachable_houses
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}
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}
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pub fn get_price(city: &City, houses: &Vec<House>) -> u32 {
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@ -226,6 +238,45 @@ pub fn is_valid(city: &City, houses: &Vec<House>) -> Option<u32> {
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Some(price)
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}
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pub struct HouseDistances {
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width: usize,
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height: usize,
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closest_house: Vec<Option<House>>,
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}
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impl HouseDistances {
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pub fn get_closest_house(&self, house: House) -> Option<House> {
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self.closest_house[house.y * self.width + house.x]
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}
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pub fn get_closest_house_xy(&self, x: usize, y: usize) -> Option<House> {
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self.closest_house[y * self.width + x]
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}
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}
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pub fn build_distances_right(city: &City) -> HouseDistances {
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let mut closest = vec![None; city.width() * city.height()];
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for y in 0..city.height() {
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let mut last_house_x = None;
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for x in (0..city.width()).rev() {
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closest[y * city.width() + x] = match last_house_x {
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None => None,
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Some(last_x) => Some(House::new(last_x, y))
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};
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if city.is_house_xy(x, y) {
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last_house_x = Some(x)
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}
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}
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}
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HouseDistances {
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width: city.width,
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height: city.height,
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closest_house: closest
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}
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}
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#[cfg(test)]
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mod tests {
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//use super::*;
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@ -1,6 +1,6 @@
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use crate::city;
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use crate::db::{SqliteLayoutDB, SavedLayout, MergeLowerBound, LayoutDB};
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use crate::city::{City, House};
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use crate::city::{City, House, HouseDistances};
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use itertools::Itertools;
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use itertools::iproduct;
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use std::collections::{VecDeque, HashMap};
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@ -60,13 +60,19 @@ pub fn iterate_combines<TDB: LayoutDB>(mut db: &mut TDB, top_layout_count: usize
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let transposed_city = transpose_city(&city);
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if print_progress { eprintln!("Finished building a transposed city"); }
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if print_progress { eprintln!("Building right distances..."); }
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let right_distances = city::build_distances_right(&city);
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if print_progress { eprintln!("Building right distances (transposed)..."); }
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let right_distances_transposed = city::build_distances_right(&city);
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if print_progress { eprintln!("Finished building right distances"); }
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let mut last_improve_step = LastStep::None;
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loop {
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if last_improve_step == LastStep::Vertical { break; }
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if print_progress { eprintln!("Starting to combine {} top houses DB; vertical cuts", top_layout_count); }
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let chosen_layouts = choose_layouts(db, &city, top_layout_count);
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if create_new_best_combination(&city, &chosen_layouts, &chosen_layouts, db, &mut cache, false, print_progress) {
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if create_new_best_combination(&city, &chosen_layouts, &chosen_layouts, db, &mut cache, &right_distances, false, print_progress) {
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last_improve_step = LastStep::Vertical;
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}
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if print_progress { eprintln!("Finished vertical cuts, improvement: {}", last_improve_step == LastStep::Vertical); }
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@ -77,7 +83,7 @@ pub fn iterate_combines<TDB: LayoutDB>(mut db: &mut TDB, top_layout_count: usize
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let transposed_chosen_layouts: Vec<_> = chosen_layouts.iter().map(|x| transpose_saved_layout(x)).collect();
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if print_progress { eprintln!("Starting to combine {} top houses DB; horizontal cuts", top_layout_count); }
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if create_new_best_combination(&transposed_city, &transposed_chosen_layouts, &transposed_chosen_layouts, db, &mut cache, true, print_progress) {
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if create_new_best_combination(&transposed_city, &transposed_chosen_layouts, &transposed_chosen_layouts, db, &mut cache, &right_distances_transposed, true, print_progress) {
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last_improve_step = LastStep::Horizontal;
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}
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if print_progress { eprintln!("Finished horizontal cuts, improvement: {}", last_improve_step == LastStep::Horizontal); }
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@ -108,7 +114,7 @@ fn transpose_saved_layout(layout: &SavedLayout) -> SavedLayout {
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SavedLayout::new(layout.id(), transposed)
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}
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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 {
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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 {
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let mut best_price = left_layouts.iter().chain(right_layouts.iter())
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.map(|layout| city::get_price(&city, layout.houses()))
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.min();
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@ -248,7 +254,7 @@ pub fn create_new_best_combination<TDB: LayoutDB>(city: &City, left_layouts: &Ve
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}
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let compatible = match cache.is_compatible(left.layout, right.layout, left.line.last_update_x, right.line.last_update_x, transposed) {
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None => {
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let compatible = is_compatible(city, &left.line, &right.line);
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let compatible = is_compatible(city, right_distances, &left.line, &right.line);
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cache.set_compatible(left.layout, right.layout, left.line.last_update_x, right.line.last_update_x, transposed, compatible);
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compatible
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}
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@ -306,14 +312,13 @@ pub fn create_new_best_combination<TDB: LayoutDB>(city: &City, left_layouts: &Ve
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improved
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}
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fn is_compatible(city: &City, left: &LeftLine, right: &RightLine) -> bool {
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fn is_compatible(city: &City, right_distances: &HouseDistances, left: &LeftLine, right: &RightLine) -> bool {
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for y in 0..city.height() {
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let max_left_covered_x = left.get_max_covered_x(y);
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let min_right_covered_x = right.get_min_covered_x(y);
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// This range will often be empty
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for x in (max_left_covered_x + 1)..min_right_covered_x {
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if city.is_house_xy(x, y) {
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if let Some(right_house) = right_distances.get_closest_house_xy(max_left_covered_x, y) {
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if right_house.x < min_right_covered_x {
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return false;
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}
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}
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