Beispiel #1
0
        static void evaluate()
        {
            XmlTextReader reader = new XmlTextReader("network.xml");

            reader.MoveToContent();

            RoadNetwork network = new RoadNetwork(reader);

            Console.WriteLine("Dimensions: " + network.Map.Width + " x " + network.Map.Height);
            Console.WriteLine("Start:" + network.Map.Start.X + ", " + network.Map.Start.Y);
            Console.WriteLine("End:" + network.Map.End.X + ", " + network.Map.End.Y);

            for (int i = 0; i < network.Map.TownCount; i++)
            {
                Coordinates town = network.Map.GetTown(i);
                Console.WriteLine("Town:" + town.X + "," + town.Y);
            }

            for (int i = 0; i < network.EdgeCount; i++)
            {
                Edge edge = network.GetEdge(i);
                Console.WriteLine("Edge:" + edge.Start.Coordinates.X + "," + edge.Start.Coordinates.Y + " - " + edge.End.Coordinates.X + "," + edge.End.Coordinates.Y);
            }

            IEvaluator evaluator = new Evaluator(null);

            uint fitness = evaluator.Evaluate(network);
            float v = FitnessConverter.ToFloat(fitness);

            Console.WriteLine("Fitness: " + fitness);
            Console.WriteLine("Floating Point Fitness: " + v + " " + 1 / v);
        }
Beispiel #2
0
        /// <summary>
        /// Process a Network, breaking up all edges into small steps so that edges
        /// only join adjacent points.
        /// </summary>
        /// <param name="network">The RoadNetwork to process</param>
        /// <returns>The resulting RoadNetwork</returns>
        public static RoadNetwork MakeStepped(RoadNetwork network)
        {
            RoadNetwork result = new RoadNetwork(network, false, true);
            int endVertexIndex = result.VertexCount - 1;

            for (int i = 0; i < network.EdgeCount; i++)
            {
                Edge edge = network.GetEdge(i);
                Vertex start = edge.Start.Copy;
                Vertex end = edge.End.Copy;
                Coordinates startCoordinates = start.Coordinates;
                Coordinates endCoordinates = end.Coordinates;

                int dX = endCoordinates.X - startCoordinates.X;
                int dY = endCoordinates.Y - startCoordinates.Y;

                int xStep = 1;
                if (dX < 0)
                {
                    dX = -dX;
                    xStep = -1;
                }

                int yStep = 1;
                if (dY < 0)
                {
                    dY = -dY;
                    yStep = -1;
                }

                int x = startCoordinates.X;
                int y = startCoordinates.Y;

                Vertex startPoint = start;

                while (dX > 1 || dY > 1)
                {
                    if (dX > dY)
                    {
                        x += xStep;
                        dX--;
                    }
                    else if (dY > dX)
                    {
                        y += yStep;
                        dY--;
                    }
                    else
                    {
                        x += xStep;
                        dX--;
                        y += yStep;
                        dY--;
                    }

                    Vertex endPoint = result.AddVertex(x, y);
                    result.AddEdge(startPoint, endPoint);
                    startPoint = endPoint;
                }

                result.AddEdge(startPoint, end);
            }

            result.SetEnd(endVertexIndex);

            return result;
        }
Beispiel #3
0
        /// <summary>
        /// Randomly alter a RoadNetwork to Produce a slightly different RoadNetwork
        /// </summary>
        /// <param name="source">The RoadNetwork to mutate</param>
        /// <returns>The mutated RoadNetwork</returns>
        public static RoadNetwork Mutate(RoadNetwork source)
        {
            Map map = source.Map;
            int mapWidth = map.Width;
            int mapHeight = map.Height;

            int maxXChange = 1 + mapWidth / 10;
            int maxYChange = 1 + mapHeight / 10;

            source.ClearCopies();
            source.SetVisited(false);
            source.SetBroken(true);

            RoadNetwork destination = new RoadNetwork(map);
            int endVertexIndex = -1;

            LinkedList<Vertex> vertexStack = new LinkedList<Vertex>();
            source.Start.Visited = true;
            vertexStack.AddFirst(source.Start);

            while (vertexStack.Count > 0)
            {
                Vertex vertex = vertexStack.First();
                vertexStack.RemoveFirst();

                List<Vertex> nextVertices = new List<Vertex>();
                for (int i = 0; i < vertex.EdgeCount; i++)
                {
                    Edge edge = vertex.GetEdge(i);
                    Vertex nextVertex = edge.End;

                    if (!nextVertex.Visited)
                    {
                        edge.Broken = false;
                        nextVertex.Visited = true;
                        nextVertices.Add(nextVertex);
                    }
                }

                //If this vertex is a leaf of the tree and not the end vertex it has a 25% chance of
                //begin removed.
                if (nextVertices.Count > 0 || vertex == source.End || random.Next(4) > 0)
                {
                    Coordinates coordinates = vertex.Coordinates;

                    if (vertex != source.Start && vertex != source.End && random.Next(4) == 0)
                    {
                        coordinates = RandomAdjacentPoint(vertex.Coordinates);
                    }

                    int index = destination.AddVertexUnique(vertex.Coordinates);
                    vertex.Copy = destination.GetVertex(index);

                    if (vertex == source.End)
                    {
                        endVertexIndex = index;
                    }
                }

                //Shuffle Vertices
                for (int n = nextVertices.Count - 1; n > 0; n--)
                {
                    int m = random.Next(n + 1);
                    Vertex temp = nextVertices[m];
                    nextVertices[m] = nextVertices[n];
                    nextVertices[n] = temp;
                }

                //Push vertices onto stack in shiffled order.
                foreach (Vertex nextVertex in nextVertices)
                {
                    vertexStack.AddFirst(nextVertex);
                }
            }

            for (int i = 0; i < source.EdgeCount; i++)
            {
                Edge edge = source.GetEdge(i);

                if ((!edge.Broken || random.Next(4) > 0) && edge.Start.Copy != null && edge.End.Copy != null)
                {
                    StepPath(destination, edge.Start.Copy, edge.End.Copy);
                }
            }

            int newVertices = random.Next(20);
            for (int i = 0; i < newVertices; i++)
            {
                Vertex startVertex = destination.GetVertex(random.Next(destination.VertexCount));
                int index = destination.AddVertexUnique(RandomAdjacentPoint(startVertex.Coordinates));
                Vertex endVertex = destination.GetVertex(index);
                destination.AddEdge(startVertex, endVertex);
            }

            if (endVertexIndex == -1)
            {
                throw new Exception("End vertex not found.");
            }
            else
            {
                destination.SetEnd(endVertexIndex);
            }

            return destination;
        }
        /// <summary>
        /// Perform mutations on the network
        /// </summary>
        /// <param name="ent">Network to mutate</param>
        public RoadNetwork Mutate(RoadNetwork ent)
        {
            RoadNetwork	ret = new RoadNetwork(ent.Map);

            ent.Start.Copy = ret.AddVertex(ent.Start.Coordinates);

            // Copy over verticies
            for (int ii = 1; ii < ent.VertexCount - 1; ii++)
            {
                Vertex v = ent.GetVertex(ii);
                v.Copy = null;
                // Only move the vertex if a random number succeeds
                if (random.NextDouble() < chance_delete_vertex)
                    continue;
                else if (random.NextDouble() < chance_move_vertex)
                    v.Copy = MoveVertex(ret, v);
                else
                    v.Copy = ret.AddVertex(v.Coordinates);
            }

            // Create some new verticies
            int num_new_verts = ent.EdgeCount;
            if (num_new_verts < min_vertex_base) num_new_verts = min_vertex_base;
            num_new_verts = (int)(num_new_verts * max_new_verticies * random.NextDouble());
            for( int ii = 0; ii < num_new_verts; ii ++ )
            {
                AddVertex(ret);
            }

            ent.End.Copy = ret.AddVertex(ent.End.Coordinates);

            // Copy over edges
            for (int ii = 0; ii < ent.EdgeCount; ii++)
            {
                Edge e = ent.GetEdge(ii);
                if (random.NextDouble() < chance_delete_edge)
                    continue;
                else if (e.Start.Copy == null || e.End.Copy == null)
                    continue;
                else
                    ret.AddEdge(e.Start.Copy, e.End.Copy);
            }

            // Create some new edges
            int num_new_edges = ent.EdgeCount;
            if(num_new_edges < min_edge_base) num_new_edges = min_edge_base;
            num_new_edges = (int)(num_new_edges * max_new_edges * random.NextDouble());
            for( int ii = 0; ii < num_new_edges; ii ++ )
            {
                AddEdge(ret);
            }

            RepairMesh(ret);

            return ret;
        }
        /// <summary>
        /// Add a random edge to the network
        /// </summary>
        /// <param name="network"></param>
        /// <returns>
        /// False if the edge was not created (due to a collision), true if it was
        /// </returns>
        private bool AddEdge(RoadNetwork network)
        {
            // Get two verticies (-1 creates a smaller pool)
            int start_idx = (int)(random.NextDouble() * network.VertexCount);
            int end_idx = (int)(random.NextDouble() * (network.VertexCount - 1));
            // Handle collision
            if(end_idx >= start_idx) end_idx ++;
            Vertex start = network.GetVertex(start_idx);
            Vertex end = network.GetVertex(end_idx);

            // Make sure this isn't making a duplicate (or reverse duplicate)
            for( int i = 0; i < network.EdgeCount; i ++ )
            {
                Edge edge = network.GetEdge(i);
                if( edge.Start == start && edge.End == end )
                    return false;
                if( edge.End == start && edge.Start == end )
                    return false;
            }
            network.AddEdge(start, end);
            return true;
        }
Beispiel #6
0
        /// <summary>
        /// Randomly alter a RoadNetwork to Produce a slightly different RoadNetwork
        /// </summary>
        /// <param name="source">The RoadNetwork to mutate</param>
        /// <returns>The mutated RoadNetwork</returns>
        public static RoadNetwork Mutate(RoadNetwork source)
        {
            Map map = source.Map;
            int mapWidth = map.Width;
            int mapHeight = map.Height;

            int maxXChange = 1 + mapWidth / 10;
            int maxYChange = 1 + mapHeight / 10;

            source.ClearCopies();
            source.SetVisited(false);
            source.SetBroken(true);

            RoadNetwork destination = new RoadNetwork(map);
            int endVertexIndex = -1;

            LinkedList<Vertex> vertexStack = new LinkedList<Vertex>();
            source.Start.Visited = true;
            vertexStack.AddFirst(source.Start);

            while (vertexStack.Count > 0)
            {
                Vertex vertex = vertexStack.First();

                vertexStack.RemoveFirst();

                List<Vertex> nextVertices = new List<Vertex>();
                for (int i = 0; i < vertex.EdgeCount; i++)
                {
                    Edge edge = vertex.GetEdge(i);
                    Vertex nextVertex = edge.End;

                    if (!nextVertex.Visited)
                    {
                        edge.Broken = false;
                        nextVertex.Visited = true;
                        nextVertices.Add(nextVertex);
                    }
                }

                //If this vertex is a leaf of the tree and not the end vertex it has a 25% chance of
                //begin removed.
                if (nextVertices.Count > 0 || vertex == source.End || random.Next(4) > 0)
                {
                    if (vertex == source.End)
                    {
                        endVertexIndex = destination.VertexCount;
                    }

                    if (vertex == source.Start || vertex == source.End || random.Next(10) > 0)
                    {
                        destination.CopyVertex(vertex);
                    }
                    else
                    {
                        int x = vertex.Coordinates.X + random.Next(2 * maxXChange+1) - maxXChange;
                        int y = vertex.Coordinates.Y + random.Next(2 * maxYChange + 1) - maxYChange;

                        x = Math.Max(0, Math.Min(x, map.Width - 1));
                        y = Math.Max(0, Math.Min(y, map.Height - 1));

                        vertex.Copy = destination.AddVertex(x, y);
                    }
                }

                //Shuffle Vertices
                for (int n = nextVertices.Count - 1; n > 0; n--)
                {
                    int m = random.Next(n + 1);
                    Vertex temp = nextVertices[m];
                    nextVertices[m] = nextVertices[n];
                    nextVertices[n] = temp;
                }

                //Push vertices onto stack in shiffled order.
                foreach (Vertex nextVertex in nextVertices)
                {
                    vertexStack.AddFirst(nextVertex);
                }
            }

            for (int i = 0; i < source.EdgeCount; i++)
            {
                Edge edge = source.GetEdge(i);

                if ((!edge.Broken || random.Next(4) > 0) && edge.Start.Copy != null && edge.End.Copy != null)
                {
                    destination.CopyEdge(edge);
                }
            }

            int verticesToAdd = random.Next(10);

            for (int i = 0; i < verticesToAdd; i++)
            {
                Vertex startVertex = destination.GetVertex(random.Next(destination.VertexCount));
                Vertex endVertex = destination.AddVertex(random.Next(mapWidth), random.Next(mapHeight));
                destination.AddEdge(startVertex, endVertex);
            }

            int edgesToAdd = random.Next(destination.VertexCount/2);

            for (int i = 0; i < edgesToAdd; i++)
            {
                Vertex startVertex = destination.GetVertex(random.Next(destination.VertexCount));
                Vertex endVertex = destination.GetVertex(random.Next(destination.VertexCount));
                if (startVertex != endVertex)
                {
                    destination.AddEdge(startVertex, endVertex);
                }
            }

            if (endVertexIndex == -1)
            {
                throw new Exception("End vertex not found.");
            }
            else
            {
                destination.SetEnd(endVertexIndex);
            }

            return destination;
        }