/// <summary>
        /// Generate an initial population of individuals
        /// </summary>
        /// <param name="individuals">An empty list to populate with the individuals</param>
        public void Populate(ArrayList individuals)
        {
            while (individuals.Count < populationSize)
            {
                RoadNetwork network = new RoadNetwork(map);

                int startIndex = network.AddVertexUnique(map.Start);
                int endIndex = network.AddVertexUnique(map.End);
                Vertex start = network.GetVertex(startIndex);
                Vertex end = network.GetVertex(endIndex);

                int nPaths = random.Next(10);
                for (int i = 0; i < nPaths; i++)
                {
                    int midpointIndex = network.AddVertexUnique(random.Next(map.Width), random.Next(map.Height));
                    Vertex midpoint = network.GetVertex(midpointIndex);
                    StepMutator.StepPath(network, start, midpoint);
                    StepMutator.StepPath(network, midpoint, end);
                }

                int nCross = random.Next(10);
                for (int i = 0; i < nCross; i++)
                {
                    Vertex startPoint = network.GetVertex(random.Next(network.VertexCount));
                    Vertex endPoint = network.GetVertex(random.Next(network.VertexCount));
                    StepMutator.StepPath(network, startPoint, endPoint);
                }

                network.SetEnd(endIndex);

                individuals.Add(network);
            }
        }
Example #2
0
        /// <summary>
        /// Generate an initial population of individuals
        /// </summary>
        /// <param name="individuals">An empty list to populate with the individuals</param>
        public void Populate(ArrayList individuals)
        {
            RoadNetwork original = new RoadNetwork(map);

            int startIndex = original.AddVertexUnique(map.Start);
            int endIndex = original.AddVertexUnique(map.End);
            Vertex start = original.GetVertex(startIndex);
            Vertex end = original.GetVertex(endIndex);

            StepMutator.StepPath(original, start, end);

            original.SetEnd(endIndex);

            individuals.Add(original);

            while (individuals.Count < populationSize)
            {
                individuals.Add(StepMutator.Mutate((RoadNetwork)individuals[random.Next(individuals.Count)]));
            }
        }
Example #3
0
        /// <summary>
        /// Make a path between two vertices in a RoadNetwork out of a number of edges connecting adjacent points.
        /// </summary>
        /// <param name="network">The RoadNetwork to make the path in</param>
        /// <param name="start">The start Vertex of the path</param>
        /// <param name="end">The end Vertex of the path</param>
        public static void StepPath(RoadNetwork network, Vertex start, Vertex end)
        {
            int dX = end.Coordinates.X - start.Coordinates.X;
            int dY = end.Coordinates.Y - start.Coordinates.Y;

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

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

            int x = start.Coordinates.X;
            int y = start.Coordinates.Y;

            Vertex startVertex = 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--;
                }

                int index = network.AddVertexUnique(x, y);
                Vertex endVertex = network.GetVertex(index);
                network.AddEdge(startVertex, endVertex);
                startVertex = endVertex;
            }

            network.AddEdge(startVertex, end);
        }
Example #4
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;
        }