Example #1
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 #2
0
        /// <summary>
        /// Generate two child RoadNetworks by recombining halves of two parent RoadNetworks.
        /// </summary>
        /// <param name="parent1">The first parent RoadNetwork</param>
        /// <param name="parent2">The second parent RoadNetwork</param>
        /// <param name="child1">The first child RoadNetwork</param>
        /// <param name="child2">The second child RoadNetwork</param>
        public static void Conjugate(RoadNetwork parent1, RoadNetwork parent2, out RoadNetwork child1, out RoadNetwork child2)
        {
            Cut(parent1);
            Cut(parent2);

            List<Vertex> startVertexPartition1 = new List<Vertex>();
            List<Vertex> endVertexPartition1 = new List<Vertex>();
            List<Vertex> startVertexPartition2 = new List<Vertex>();
            List<Vertex> endVertexPartition2 = new List<Vertex>();

            List<Edge> startEdgePartition1 = new List<Edge>();
            List<Edge> endEdgePartition1 = new List<Edge>();
            List<Edge> startEdgePartition2 = new List<Edge>();
            List<Edge> endEdgePartition2 = new List<Edge>();
            List<Edge> brokenEdgePartition1 = new List<Edge>();
            List<Edge> brokenEdgePartition2 = new List<Edge>();

            parent1.PartitionVertices(startVertexPartition1, endVertexPartition1);
            parent2.PartitionVertices(startVertexPartition2, endVertexPartition2);

            parent1.PartitionEdges(startEdgePartition1, endEdgePartition1, brokenEdgePartition1);
            parent2.PartitionEdges(startEdgePartition2, endEdgePartition2, brokenEdgePartition2);

            child1 = new RoadNetwork(parent1.Map);
            child2 = new RoadNetwork(parent2.Map);

            child1.CopyVerticesUnique(startVertexPartition1);
            child1.CopyEdges(startEdgePartition1);

            int endIndex1 = child1.CopyVerticesUnique(endVertexPartition2);
            child1.CopyEdges(endEdgePartition2);

            child2.CopyVerticesUnique(startVertexPartition2);
            child2.CopyEdges(startEdgePartition2);

            int endIndex2 = child2.CopyVerticesUnique(endVertexPartition1);
            child2.CopyEdges(endEdgePartition1);

            ShuffleEdges(brokenEdgePartition1);
            ShuffleEdges(brokenEdgePartition2);

            int nEdges = Math.Max(brokenEdgePartition1.Count, brokenEdgePartition2.Count);

            for (int i = 0; i < nEdges; i++)
            {
                Vertex start1;
                Vertex end1;
                Vertex start2;
                Vertex end2;

                GetStartAndEnd(brokenEdgePartition1, i, endVertexPartition1, startVertexPartition1, out start1, out end1);
                GetStartAndEnd(brokenEdgePartition2, i, endVertexPartition2, startVertexPartition2, out start2, out end2);

                if (start1 != null && start2 != null)
                {
                    StepMutator.StepPath(child1, start2.Copy, end1.Copy);
                    StepMutator.StepPath(child2, start1.Copy, end2.Copy);
                }
            }

            child1.SetEnd(endIndex1);
            child2.SetEnd(endIndex2);
        }
Example #3
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;
        }
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;
        }
Example #5
0
        static RoadNetwork RandomNetwork(Map map)
        {
            Random random = new Random();

            RoadNetwork network = new RoadNetwork(map);

            network.AddVertex(map.Start);
            network.AddVertex(map.End);

            Vertex start = network.Start;
            Vertex end = network.End;

            for (int i = 0; i < 2; i++)
            {
                Vertex startPoint = start;

                for (int j = 0; j < 10; j++)
                {
                    Vertex endPoint = network.AddVertex(random.Next(map.Width), random.Next(map.Height));
                    network.AddEdge(startPoint, endPoint);
                    startPoint = endPoint;
                }

                network.AddEdge(startPoint, end);
            }

            for (int k = 0; k < 80; k++)
            {
                Vertex startPoint = network.GetVertex(random.Next(network.VertexCount));
                Vertex endPoint = network.AddVertex(random.Next(map.Width), random.Next(map.Height));
                network.AddEdge(startPoint, endPoint);
            }

            for (int l = 0; l < 20; l++)
            {
                Vertex startPoint = network.GetVertex(random.Next(network.VertexCount));
                Vertex endPoint = network.GetVertex(random.Next(network.VertexCount));
                network.AddEdge(startPoint, endPoint);
            }

            network.SetEnd(1);
            return network;
        }
        /// <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 #7
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;
        }