Exemplo n.º 1
0
def color_most_constrained_first(graphs, color):
    global spills, unspillable, num_unused, used_registers

    #print 'starting color_most_constrained_first'
    
    for v in graphs.vertices():
        used_registers[v] = set([])
        num_unused[v] = len(registers) - len(used_registers[v])

    left = set(graphs.vertices()) - set(reserved_registers) - set(registers)
    queue = PriorityQueue(left, avail_reg_then_unspill)

    while not queue.empty():
        v = queue.pop()
        if debug:
            print 'next to color is ' + v
        if v not in color.keys():
            c = choose_color(v, color, graphs,False)
            color[v] = c
            for u in graphs.interferes_with(v):
                #if u in graphs.vertices():
                queue.update(u)
                used_registers[u] |= set([c])
                num_unused[u] = len(registers) - len(used_registers[u])
                
            if not is_reg(c):
                spills += 1

    return color
Exemplo n.º 2
0
    def djisktra(self, a, b):
        distances = [float("inf") for _ in self.vertices]
        distances[a] = 0
        predecessors = [None for _ in self.vertices]
        # queue = PriorityQueue()
        queue = PriorityQueue()
        queue.enqueue((distances[a], self.vertices[a].label))

        while True:
            if queue.empty():
                break
            # print(queue)
            _, current = queue.dequeue()
            if current is b:
                break
            # dequeue a node we already looked at
            # this may not be necessary because it will just not decrease any travel times anyway
            else:
                # traverse adj list, and see if any are shorter than current dist
                for v in self.vertices[current].adj:
                    temp = distances[current] + weight(self.vertices[current],
                                                       self.vertices[v])
                    if distances[v] > temp:
                        distances[v] = temp
                        predecessors[v] = current
                        queue.enqueue((temp, v))  # shouldn't this be (distances[v], v)

        count = 0
        for distance in distances:
            if (distance != float("inf")):
                count+=1

        #print((distances[b], predecessors[b], count))

        return (distances, predecessors, count)
Exemplo n.º 3
0
def color_most_constrained_first(graphs, color):
    global spills, unspillable, num_unused, used_registers

    #print 'starting color_most_constrained_first'

    for v in graphs.vertices():
        used_registers[v] = set([])
        num_unused[v] = len(registers) - len(used_registers[v])

    left = set(graphs.vertices()) - set(reserved_registers) - set(registers)
    queue = PriorityQueue(left, avail_reg_then_unspill)

    while not queue.empty():
        v = queue.pop()
        if debug:
            print 'next to color is ' + v
        if v not in color.keys():
            c = choose_color(v, color, graphs, False)
            color[v] = c
            for u in graphs.interferes_with(v):
                #if u in graphs.vertices():
                queue.update(u)
                used_registers[u] |= set([c])
                num_unused[u] = len(registers) - len(used_registers[u])

            if not is_reg(c):
                spills += 1

    return color
Exemplo n.º 4
0
class Sim:
    def __init__(self):
        self.q = PriorityQueue()
        self.time = 100
        self.nodes = {}
        self.actors = []
        self.done = False

    def add_actor(self, actor):
        actor.sim = self
        self.actors.append(actor)

    def at(self, event):
        if event.time < self.time:
            print "ERROR, time warp"
        else:
            self.q.put(event, event.time)

    def process(self):
        while not self.q.empty():
            event = self.q.get()
            self.time = event.time
            try:
                (result, actor) = event.process(self)
                actor.send(result)
            except StopIteration:
                pass
        print "Sim done"

    def prime(self):
        for a in self.actors:
            a.prime()

    def go(self):
        self.prime()
        self.process()
class Jeu():
    cpt = 0
    positions = {}
    caches = {}
    caches["l1"] = {}
    caches["l2"] = {}
    references = {}
    clock = 0
    strategie = CacheStrategie()

    def __init__(self, game, player, nom, init, goal, wallStates, goalStates):
        self.game = game
        self.player = player
        self.nom = nom
        self.position = init
        self.goal = goal
        self.graph = Graph((wallStates, goalStates),
                           game.spriteBuilder.rowsize,
                           game.spriteBuilder.colsize)
        self.chemin = []
        self.frontier = PriorityQueue()
        self.frontier.put(init, 0)
        self.came_from = {}
        self.cost_so_far = {}
        self.came_from[init] = None
        self.cost_so_far[init] = 0
        self.priority = 0
        self.avoid = []
        self.ID = Jeu.cpt
        Jeu.cpt += 1
        Jeu.positions[self.nom] = init
        Jeu.caches["l1"][self.nom] = []
        Jeu.references[self.nom] = self

    def play(self):
        i = 1
        while (not self.frontier.empty()):
            position, cout = self.frontier.get()

            if (position == self.goal):
                self.frontier.clear()
                break

            for nextP in self.graph.neighbors(position):
                new_cost = self.cost_so_far[position] + self.graph.cost(
                    position, nextP)
                if nextP not in self.cost_so_far or new_cost < self.cost_so_far[
                        nextP]:
                    self.cost_so_far[nextP] = new_cost
                    priority = new_cost + self.heuristic(self.goal, nextP)
                    self.frontier.put(nextP, priority)
                    self.came_from[nextP] = position
            i += 1

        result = self.path()
        result.reverse()
        self.chemin = result
        Jeu.strategie.apply(self)

    def reset(self):
        self.graph.wall = list(set(self.graph.wall) - set(self.avoid))
        self.chemin = []
        self.avoid.clear()
        self.frontier.clear()
        self.frontier.put(self.position, 0)
        self.came_from = {}
        self.cost_so_far = {}
        self.came_from[self.position] = None
        self.cost_so_far[self.position] = 0
        self.pause = 0
        Jeu.caches["l2"][self.nom] = self.caches["l1"][self.nom]
        Jeu.caches["l1"][self.nom] = []

    def done(self):
        for i in Jeu.references.values():
            if (i.goal != (-1, -1)):
                return False
        return True

    def heuristic(self, a, b):
        xa, ya = a
        xb, yb = b
        return abs(xa - xb) + abs(ya - yb)

    def path(self):
        final = []
        if (self.goal not in self.came_from):
            return final
        current = self.goal
        while (current != None):
            final.append(current)
            current = self.came_from[current]
        return final

    def freeze(self, n=1):
        self.priority += n

    def isObstacle(self, case):
        Jeu.positions[self.nom] = (-1, -1)
        temoin = case in Jeu.positions.values()
        Jeu.positions[self.nom] = self.position
        return temoin

    def move(self):
        if (Jeu.references[list(Jeu.references.keys())[0]] is self):
            Jeu.clock += 1
            print("clock", Jeu.clock)
        if (self.priority > 0):
            print(self.nom, "FREEEEEEEEEEEEZE")
            self.priority -= 1
            return
        # print("chemin: "+str(self.chemin))
        if (len(self.chemin) == 0):
            # print("joueur {0}: RIEN A CHERCHER".format(self.nom))
            Jeu.positions[self.nom] = self.position
            return
        if (self.isObstacle(self.chemin[0])):
            print("joueur {0}: conflit avec un autre joueur".format(self.nom))
            Jeu.strategie.reply(self)
            return
        Jeu.caches["l1"][self.nom].append(self.position)
        row, col = self.chemin[0]
        self.player.set_rowcol(row, col)
        self.position = (row, col)
        if (len(self.chemin) > 0):
            self.chemin.pop(0)
        Jeu.positions[self.nom] = self.position
        #print("pos :", self.nom, self.position)
        self.game.mainiteration()
Exemplo n.º 6
0
class Astar(WalkerBase):

    def __init__(self, maze):
        #super already sets the start as the current cell
        super(Astar, self).__init__(maze, maze.start())
        self.strategy = "Euclidean" #make it possible to choose an option which heuristic can be used
        #current position not necessary, stored in walker
        #open list containing all cells to explore
        self.open = PriorityQueue()
        self.closed = dict()# node:parent
        self.g = 10 #total costs the agent took so far
        self.last = None
        self.closed[self._cell] = None

    def heuristic(self,cell):
        '''

        :param currentPoint:
        :return: the distance (aka the costs) from the current point to reach the goal based on the current
                 heuristic
        '''
        return np.sqrt(np.square(maze_constants.XCELLS - cell._xLoc)+np.square(maze_constants.YCELLS - cell._yLoc))


    #Function tracking back to the last decision point, recursive?
    def backToDecisionPoint(self,cell):
        #paint the current cell which will be temporarily discarded
        self.paint(self._cell,TEMPORARILYDISCARDED_COLOR)
        self.last = self._cell
        self._cell = cell


    def step(self):
        if self._cell is self._maze.start():
            paths = self._cell.get_paths(last=self.last) #self._cell.parent where we came from
            for i in paths:
                costs = self.heuristic(self._cell) + self.g
                self.open.put([i,self._cell,0,self.g],costs)
                self.paint(i,OPENLIST_COLOR)
                self.last = self._cell

        #finished?
        if self._cell is self._maze.finish():
            road = []
            tmp = self._cell
            i = 0
            while not (tmp._yLoc == 0 and tmp._xLoc == 0):
                road.append(tmp)
                tmp = self.closed[tmp]
                i+=1
            road = road[::-1]

            for i in road:
                self.paint(i, FOUND_COLOR)

            self._isDone = True
            return

        #what are the possible steps from here?
        paths = self._cell.get_paths(last=self.last)

        #as long as there are cells in the open list,
        #  get the one with the lowest costs
        next = self.open.get()
        while next[0] in self.closed.keys():
            next = self.open.get()

        #continue the walk from where we are right now
        if next[1] == self._cell:
            self.paint(next[0],CLOSEDLIST_COLOR)
            self.closed[next[0]] = self._cell
            self._cell = next[0]
            self.g += 10

        #is the next cell an adjacent cell of the current cell?
        elif not next[0] in paths:
            #discard the current position
            self.paint(self._cell,TEMPORARILYDISCARDED_COLOR)
            self._cell = next[0]
            self.last = next[1]
            self.g = next[2]
            self.closed[self._cell] = self.last
            self.paint(self.last,CLOSEDLIST_COLOR)
            self.paint(self._cell,CLOSEDLIST_COLOR)

        #Append the open list for the current position
        newPaths = self._cell.get_paths(last=self.last)
        if len(newPaths) > 0:
            for i in newPaths:
                if not i in self.closed:
                    self.paint(i,OPENLIST_COLOR)
                    f = self.heuristic(i) + self.g
                    self.open.put([i,self._cell,self.g],f)
        if len(newPaths) == 0 and self.open.empty():
            print("This is not suppossed to happen, please start new")