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2 Commits
21b9ce7ad7
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f3a6257cd4
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f3a6257cd4 | ||
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52142da3f3 |
@@ -15,16 +15,8 @@ class BruteForceSolver:
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self.game.set_direction(x, y, Direction.UP)
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def solve(self) -> Generator[None]:
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attempts = 0
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required = 4 ** (self.game.width * self.game.height)
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while not self.game.solved():
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yield
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attempts += 1
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print(
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f"{attempts:0>{len(str(required))}}/{required} ({attempts / required * 100}%) ",
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end="\r",
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)
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self.game.turn_cw(0, 0)
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for prev, curr in pairwise(
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chain(
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24
src/algorithms/profile.py
Normal file
24
src/algorithms/profile.py
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@@ -0,0 +1,24 @@
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import time
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from multiprocessing import Pool
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from src.algorithms.bruteforce import BruteForceSolver
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from src.net import NetGame
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def test_run() -> float:
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game = NetGame(3, 3)
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solver = BruteForceSolver(game)
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a = time.perf_counter()
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for _ in solver.solve():
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pass
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b = time.perf_counter()
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return b - a
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if __name__ == "__main__":
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total = 0
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with Pool() as p:
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processes = [p.apply_async(test_run) for _ in range(100)]
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for proc in processes:
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total += proc.get()
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print(total)
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122
src/algorithms/wfc.py
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122
src/algorithms/wfc.py
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@@ -0,0 +1,122 @@
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from netTypes import Direction, PieceType
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from src.net import NetGame
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class WFCSolver:
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game: NetGame
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observed: list[list[bool]]
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possible_connections: list[list[set[Direction]]]
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def __init__(self, game: NetGame) -> None:
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self.game = game
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self.observed = [[False] * self.game.width for _ in range(self.game.height)]
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self.possible_connections = [
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[
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{Direction.UP, Direction.RIGHT, Direction.DOWN, Direction.LEFT}
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for _ in range(self.game.width)
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]
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for _ in range(self.game.width)
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]
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# Es kann nicht mit dem Rand des Feldes eine Verbindung bestehen
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for column in self.possible_connections:
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column[0].remove(Direction.UP)
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column[-1].remove(Direction.DOWN)
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for i in range(len(self.possible_connections[0])):
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self.possible_connections[0][i].remove(Direction.LEFT)
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for i in range(len(self.possible_connections[-1])):
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self.possible_connections[-1][i].remove(Direction.RIGHT)
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def get_possible_directions(self, x: int, y: int) -> set[Direction]:
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ptype = self.game.get_piece(x, y).type
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dirs = self.possible_connections[x][y]
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if ptype == PieceType.NODE:
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return dirs
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elif ptype == PieceType.CORNER:
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possible: set[Direction] = set()
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if dirs.union({Direction.UP, Direction.RIGHT}):
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possible.add(Direction.UP)
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if dirs.union({Direction.RIGHT, Direction.DOWN}):
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possible.add(Direction.RIGHT)
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if dirs.union({Direction.DOWN, Direction.LEFT}):
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possible.add(Direction.DOWN)
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if dirs.union({Direction.LEFT, Direction.UP}):
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possible.add(Direction.LEFT)
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return possible
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elif ptype == PieceType.STRAIGHT:
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if len(dirs) == 4:
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return dirs
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elif {Direction.UP, Direction.DOWN}.issubset(dirs):
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return {Direction.UP}
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elif {Direction.LEFT, Direction.RIGHT}.issubset(dirs):
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return {Direction.RIGHT}
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else:
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return set()
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else:
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if len(dirs) == 4:
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return dirs
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elif len(dirs) == 3:
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not_connected = (
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{Direction.UP, Direction.DOWN, Direction.LEFT, Direction.RIGHT}
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.difference(dirs)
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.pop()
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)
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return {Direction((not_connected + 2) % 4)}
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else:
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return set()
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def get_possible_direction_count(self, x: int, y: int) -> int:
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ptype = self.game.get_piece(x, y).type
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connectable = self.possible_connections[x][y]
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camount = len(connectable)
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if camount == 4:
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return 4
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if ptype == PieceType.NODE:
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return camount
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elif ptype == PieceType.CORNER:
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if camount == 3:
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return 2
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elif (
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camount == 2
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and connectable != {Direction.UP, Direction.DOWN}
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and connectable != {Direction.LEFT, Direction.RIGHT}
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): # 2 nicht-gegenüberliegende seiten
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return 1
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else:
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return 0
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elif ptype == PieceType.STRAIGHT:
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if camount == 4:
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return 4
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elif (
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camount == 3
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or connectable == {Direction.UP, Direction.DOWN}
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or connectable == {Direction.LEFT, Direction.RIGHT}
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):
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return 1
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else:
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return 0
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else: # T-JUNCTION
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if camount == 4:
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return 4
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elif camount == 3:
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return 1
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else:
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return 0
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def solve(self) -> None:
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coordinates = list(
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((i, j) for i in range(self.game.width) for j in range(self.game.height))
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)
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while not self.game.solved():
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(x, y) = min(
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coordinates, key=lambda t: self.get_possible_direction_count(*t)
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)
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if self.get_possible_direction_count(x, y) == 0:
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raise NotImplementedError(
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"Irgendwo eine falsche Richtung gewählt, muss diese Logik noch schreiben"
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)
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direction = self.get_possible_directions(x, y).pop()
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self.game.set_direction(x, y, direction)
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# TODO: Nachbaren updaten
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