/// <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); } }
/// <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> /// 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)])); } }
/// <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); }
/// <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; }
static void Save() { Random random = new Random(); Map map = Map.FromFile("map.xml"); IOutputter outputter = new RoadNetworkXmlOutputter("c:\\cits3200test\\roadnetworks.xml"); outputter.OpenOutput(); for (int g = 0; g < 10; g++) { AATreeGeneration generation = new AATreeGeneration(); for (int i = 0; i < 20; i++) { RoadNetwork network = new RoadNetwork(map); for (int v = 0; v < 100; v++) { network.AddVertex(random.Next(100), random.Next(100)); } for (int e = 0; e < 1000; e++) { network.AddEdge(network.GetVertex(random.Next(100)), network.GetVertex(random.Next(100))); } generation.Insert(network, (uint)i); } outputter.OutputGeneration(generation, g); } outputter.CloseOutput(); }
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; }
private void RepairMesh(RoadNetwork network) { network.SetVisited(false); int num_unknown = network.VertexCount; LinkedList<Vertex> to_check = new LinkedList<Vertex>(); to_check.AddLast( network.Start ); while( num_unknown > 0 ) { Vertex v = null; // While there's still unchecked nodes in this group while(to_check.Count > 0) { v = to_check.First.Value; to_check.RemoveFirst(); v.Visited = true; num_unknown --; for( int i = 0; i < v.EdgeCount; i ++ ) { Vertex next = v.GetEdge(i).End; if (next.Visited) continue; to_check.AddLast(next); } } // If there are still unreached verticies, pick the first and connect if( num_unknown > 0 ) { Vertex end = null; // Find the first non-visited vertex for (int i = 0; i < network.VertexCount; i++) { if (!network.GetVertex(i).Visited) { end = network.GetVertex(i); break; } } // Make an edge from this vertex to the last checked network.AddEdge(v, end); to_check.AddLast(end); } } }
private void AddVertex(RoadNetwork network) { Vertex prev = null; Vertex next = null; int x = (int)( random.NextDouble() * network.Map.Width ); int y = (int)( random.NextDouble() * network.Map.Height ); if (network.VertexCount >= 2) { // Create new links int prev_idx = (int)(random.NextDouble() * (network.VertexCount)); int next_idx = (int)(random.NextDouble() * (network.VertexCount - 1)); prev = network.GetVertex(prev_idx); // Get the next vertex, and make sure it's not the previous if (next_idx == prev_idx) next_idx = (next_idx + 1) % network.VertexCount; next = network.GetVertex(next_idx); } Vertex v = network.AddVertex(new Coordinates(x, y)); if(network.VertexCount >= 2) { // Create two edges for it network.AddEdge(prev, v); network.AddEdge(v, next); } }
/// <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; }
/// <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; }