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AdditivePDBs.cs
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AdditivePDBs.cs
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using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
namespace mapf;
public class AdditivePDBs : IHeuristicCalculator<WorldState>
{
List<PDB> PDBs;
/// <summary>
/// The set of agents that are not covered by this set of pattern
/// databases. This information is not used by this class or any of its
/// related classes, but is simply precomputed as useful information for
/// the caller (for example, if the caller wanted to add to our
/// heuristic estimate).
/// </summary>
public SortedSet<uint> excludedAgents;
/// <summary>
/// Determines how many additive pattern databases to build and divides
/// the agents among them, possibly leaving some agents out.
/// </summary>
/// <param name="pi">the problem instance to use</param>
/// <param name="s">The root of the search tree. This is also expected
/// to have context parameters such as agents' goal states.</param>
public void build(ProblemInstance pi, WorldState s)
{
Debug.Write("Building database...");
// As a simple rule, we'll simply take pairs of agents starting
// with the first two, then the second two, etc.
PDBs = new List<PDB>();
if (s.allAgentsState.Length > 1)
{
for (uint i = 0; i < s.allAgentsState.Length - 1; i += 2)
{
// Make a list of agents we want to include together in the
// next additive pattern database. We specify agents by
// their index into the WorldState.allAgentsState
// array.
List<uint> agentsToConsider = new List<uint>();
agentsToConsider.Add(i);
agentsToConsider.Add(i + 1);
// Create a new root search node where the state only
// includes a subset of the agents of the original search
// node. This is done by passing into the state copy
// constructor our list of important agents.
WorldState tws = new WorldState(s.allAgentsState, agentsToConsider);
// Initialize, build, and save the new pattern database.
EnumeratedPDB pdb = new EnumeratedPDB();
pdb.Init(pi, agentsToConsider);
pdb.build();
Debug.Write(".");
PDBs.Add(pdb);
}
}
// Create single shortest path pattern database heuristics for the
// remaining agents if we have any left over.
if (s.allAgentsState.Length % 2 == 1)
{
SumIndividualCosts pdb = new SumIndividualCosts();
List<uint> agentsToConsider = new List<uint>(1);
agentsToConsider.Add((uint) s.allAgentsState.Length - 1);
pdb.Init(pi, agentsToConsider);
pdb.build();
PDBs.Add(pdb);
}
// For informational purposes, we will set the number of agents
// that aren't included in this set of pattern databases.
excludedAgents = new SortedSet<uint>();
Debug.WriteLine("done.");
}
/// <summary>
/// Initializes the pattern database by storing references to the
/// problem instance and also the subset of agents that the pattern
/// database pertains to.
/// </summary>
/// <param name="pi">The problem instance.</param>
/// <param name="vAgents">The agents that the pattern database should keep track of.</param>
public virtual void Init(ProblemInstance pi, List<uint> vAgents) {}
/// <summary>
/// Simply returns the sum of each of the additive pattern database
/// heuristic estimates on the given state.
/// </summary>
/// <param name="s">The state.</param>
/// <returns>The admissible heuristic value for the additive pattern
/// databases.</returns>
public uint h(WorldState s)
{
uint nHeuristicValue = 0;
foreach (PDB p in PDBs)
{
nHeuristicValue += p.h(s);
}
return nHeuristicValue;
}
public bool empty()
{
return PDBs.Count == 0;
}
/// <summary>
/// Prints header of statistics of a single run to the given output.
/// </summary>
public void OutputStatisticsHeader(TextWriter output) { }
/// <summary>
/// Prints statistics of a single run to the given output.
/// </summary>
public void OutputStatistics(TextWriter output) { }
public int NumStatsColumns {
get
{
return 0;
}
}
/// <summary>
/// Clears statistics.
/// </summary>
public void ClearStatistics() { }
public void ClearAccumulatedStatistics() { }
public void AccumulateStatistics() { }
public void OutputAccumulatedStatistics(TextWriter output) { }
public override string ToString()
{
return this.GetName();
}
public string GetName()
{
return "Additive PDB";
}
}