Пример #1
0
class GraphMLExporter():
    """
    """

    def __init__(self, lines):
        """
        """

        self.lines = lines
        self.graph = Graph()
        self.i = 0

        self.createGraph()

    def createGraph(self):
        """
        """

        mul = 100

        for line in self.lines:

            n1 = self.checkNode(str(self.i))
            n2 = self.checkNode(str(self.i))

            n1['x'] = line.p1.x * mul
            n1['y'] = line.p1.y * mul
            n1['z'] = line.p1.z * mul

            n2['x'] = line.p2.x * mul
            n2['y'] = line.p2.y * mul
            n2['z'] = line.p2.z * mul

            self.graph.add_edge(n1, n2)

    def checkNode(self, label):
        """
        """

        exist = False
        
        for n in self.graph.nodes():
            if label == n['label']:
                exist = True
                node = n

        if exist:
            return node
        else:
            self.i += 1
            return self.graph.add_node(label)
            

    def write(self, ):
        """
        """

        parser = GraphMLParser()
        parser.write(self.graph, "graph.graphml")
Пример #2
0
class GraphMLExporter():
    """
    """
    def __init__(self, lines):
        """
        """

        self.lines = lines
        self.graph = Graph()
        self.i = 0

        self.createGraph()

    def createGraph(self):
        """
        """

        mul = 100

        for line in self.lines:

            n1 = self.checkNode(str(self.i))
            n2 = self.checkNode(str(self.i))

            n1['x'] = line.p1.x * mul
            n1['y'] = line.p1.y * mul
            n1['z'] = line.p1.z * mul

            n2['x'] = line.p2.x * mul
            n2['y'] = line.p2.y * mul
            n2['z'] = line.p2.z * mul

            self.graph.add_edge(n1, n2)

    def checkNode(self, label):
        """
        """

        exist = False

        for n in self.graph.nodes():
            if label == n['label']:
                exist = True
                node = n

        if exist:
            return node
        else:
            self.i += 1
            return self.graph.add_node(label)

    def write(self, ):
        """
        """

        parser = GraphMLParser()
        parser.write(self.graph, "graph.graphml")
Пример #3
0
class WorldView(QGraphicsScene):
    rowHeight = 100
    colWidth = 150
    
    def __init__(self,parent = None):
        super(WorldView,self).__init__(parent)
        self.setBackgroundBrush(QColor('white'))
        self.nodes = {'state pre': {},
                      'state post': {},
                      'action': {},
                      'utility': {},
                      'observation': {}}
        self.edgesOut = {}
        self.edgesIn = {}
        self.agents = {}
        self.world = None
        self.graph = {}
        self.dirty = False
        self.center = None

        self.xml = None

    def clear(self):
        super(WorldView,self).clear()
        for table in self.nodes.values():
            table.clear()
        self.edgesOut.clear()
        self.edgesIn.clear()
        self.center = None
        
    def displayWorld(self,agents=None):
        self.clear()

        self.graph = graph.DependencyGraph(self.world)
        self.graph.computeGraph(agents)
        layout = getLayout(self.graph)

        if self.world.diagram is None:
            self.world.diagram = diagram.Diagram()
        # Lay out the pre variable nodes
        x = self.drawStateNodes(layout['state pre'],self.graph,0,0,'xpre','ypre')
        # Lay out the action nodes
        x = self.drawActionNodes(layout['action'],x,0)
        # Lay out the post variable nodes
        x = self.drawStateNodes(layout['state post'],self.graph,x,0,'xpost','ypost')
        # Lay out the utility nodes
        x = self.drawUtilityNodes(x,0,self.graph,sorted(self.world.agents.keys()))
        self.colorNodes()
        # Lay out edges
        for key,entry in self.graph.items():
            if key in self.nodes[entry['type']]:
                node = self.nodes[entry['type']][key]
                for child in entry['children']:
                    if child in self.nodes[self.graph[child]['type']]:
                        self.drawEdge(key,child)

    def displayGroundTruth(self,agent=WORLD,x0=0,y0=0,maxRows=10,recursive=False,selfCycle=False):
        if agent == WORLD:
            self.clear()
            if __graph__:
                self.xml = Graph()
            else:
                self.xml = None
        
        x = x0
        y = y0
        if agent == WORLD:
            if not self.graph:
                self.graph = graph.DependencyGraph(self.world)
                self.graph.computeGraph()
            g = self.graph
            state = self.world.state
        else:
            g = self.graph = graph.DependencyGraph(self.world)
            state = self.world.agents[agent].getBelief()
            assert len(state) == 1
            g.computeGraph(state=next(iter(state.values())),belief=True)
        layout = getLayout(g)
        if agent == WORLD:
            # Lay out the action nodes
            x = self.drawActionNodes(layout['action'],x,y,maxRows)
            xPostAction = x
            believer = None
            xkey = 'xpost'
            ykey = 'ypost'
        else:
            believer = agent
            xkey = beliefKey(believer,'xpost')
            ykey = beliefKey(believer,'ypost')
        # Lay out the post variable nodes
        x = self.drawStateNodes(layout['state post'],g,x,y,xkey,ykey,believer,maxRows)
        # Lay out the observation nodes
        if agent == WORLD:
            x = self.drawObservationNodes(x,0,self.graph,xkey,ykey)
        # Lay out the utility nodes
        if agent == WORLD:
            if recursive:
                uNodes = [a.name for a in self.world.agents.values() \
                          if a.getAttribute('beliefs','%s0' % (a.name)) is True]
            else:
                uNodes = self.world.agents.keys()
        else:
            uNodes = [agent]
        x = self.drawUtilityNodes(x,y,g,uNodes)
        if agent == WORLD:
            # Draw links from utility back to actions
            for name in self.world.agents:
                if recursive and \
                   self.world.agents[name].getAttribute('beliefs','%s0' % (name)) is not True:
                    y += (maxRows+1) * self.rowHeight
                    self.displayGroundTruth(name,xPostAction,y,maxRows=maxRows,recursive=recursive)
                if name in g:
                    actions = self.world.agents[name].actions
                    for action in actions:
                        if action in g:
                            if gtnodes and str(action) not in gtnodes:
                                continue
                            self.drawEdge(name,action,g)
            self.colorNodes()
        # Draw links, reusing post nodes as pre nodes
        for key,entry in g.items():
            if isStateKey(key) or isBinaryKey(key):
                if not isFuture(key):
                    key = makeFuture(key)
                if agent != WORLD:
                    key = beliefKey(agent,key)
            elif agent != WORLD:
                continue
            if gtnodes:
                if (isFuture(key) and makePresent(key) not in gtnodes) or (not isFuture(key) and str(key) not in gtnodes):
                    if not isBeliefKey(key):
                        continue
            for child in entry['children']:
                if agent != WORLD and child in self.world.agents and not child in uNodes:
                    continue
                if (isStateKey(child) or isBinaryKey(child)) and agent != WORLD:
                    if isBinaryKey(child) or state2agent(child) == WORLD or \
                       state2feature(child) not in self.world.agents[state2agent(child)].omega:
                        child = beliefKey(agent,child)
                elif agent != WORLD and not child in uNodes:
                    continue
                if child in self.world.agents and not child in uNodes:
                    continue
                if gtnodes and makePresent(child) not in gtnodes:
                    continue
                if selfCycle or key != child:
                    self.drawEdge(key,child,g)
        x += self.colWidth
        if recursive:
            rect = QRectF(-self.colWidth/2,y0-self.rowHeight/2,
                          x,(float(maxRows)+.5)*self.rowHeight)
            self.agents[agent] = {'box': QGraphicsRectItem(rect)}
            self.agents[agent]['box'].setPen(QPen(QBrush(QColor('black')),3))
            self.agents[agent]['box'].setZValue(0.)
            if agent != WORLD:
                self.agents[agent]['text'] = QGraphicsTextItem(self.agents[agent]['box'])
                doc = QTextDocument(agent,self.agents[agent]['text'])
                self.agents[agent]['text'].setPos(rect.x(),rect.y())
                self.agents[agent]['text'].setTextWidth(rect.width())
                self.agents[agent]['text'].setDocument(doc)
            if agent != WORLD:
                color = self.world.diagram.getColor(agent)
                color.setAlpha(128)
                self.agents[agent]['box'].setBrush(QBrush(QColor(color)))
            self.addItem(self.agents[agent]['box'])

        if agent == WORLD:
            for observer in self.world.agents.values():
                if observer.O is not True:
                    for omega,table in observer.O.items():
                        if gtnodes and omega not in gtnodes:
                            continue
                        if self.xml:
                            for oNode in self.xml.nodes():
                                if oNode['label'] == omega:
                                    break
                            else:
                                raise ValueError('Unable to find node for %s' % (omega))
                        for action,tree in table.items():
                            if action is not None:
                                if self.xml and (len(gtnodes) == 0 or str(action) in gtnodes):
                                    for aNode in self.xml.nodes():
                                        if aNode['label'] == str(action):
                                            break
                                    else:
                                        raise ValueError('Unable to find node for %s' % (action))
                                    self.xml.add_edge(aNode,oNode,True)
                            for key in tree.getKeysIn():
                                if key != CONSTANT:
                                    if self.xml:
                                        for sNode in self.xml.nodes():
                                            if sNode['label'] == key:
                                                break
                                        else:
                                            raise ValueError('Unable to find node for %s' % (key))
                                        self.xml.add_edge(sNode,oNode,True)
                                        label = '%sBeliefOf%s' % (observer.name,key)
                                        bNode = self.getGraphNode(label)
                                        self.xml.add_edge(oNode,bNode,True)
                                    if recursive:
                                        belief = beliefKey(observer.name,makeFuture(key))
                                        self.drawEdge(omega,belief)
            for name in self.world.agents:
                # Draw links from non-belief reward components
                model = '%s0' % (name)
                R = self.world.agents[name].getReward(model)
                if R:
                    for parent in R.getKeysIn() - set([CONSTANT]):
                        if beliefKey(name,makeFuture(parent) not in self.nodes['state post']):
                            # Use real variable
                            self.drawEdge(makeFuture(parent),name,g)
            parser = GraphMLParser()
            parser.write(self.xml,'/tmp/GroundTruth-USC.graphml')

    def getGraphNode(self,label):
        for node in self.xml.nodes():
            if node['label'] == label:
                return node
        else:
            return(self.xml.add_node(label))
        
    def drawStateNodes(self,nodes,graph,x0,y0,xkey,ykey,believer=None,maxRows=10):
        x = x0
        even = True
        for layer in nodes:
            y = y0
            for key in sorted(layer):
                if believer:
                    label = beliefKey(believer,key)
                    if self.xml:
                        self.xml.add_node('%sBeliefOf%s' % (believer,makePresent(key)))
                else:
                    if gtnodes and makePresent(key) not in gtnodes:
                        continue
                    label = key
                    if self.xml:
                        self.xml.add_node(makePresent(key))
                variable = self.world.variables[makePresent(key)]
                if y >= y0+maxRows*self.rowHeight:
                    even = not even
                    if even:
                        y = y0
                    else:
                        y = y0+50
                    x += int(0.75*self.colWidth)
                if not xkey in variable:
                    variable[xkey] = x
                    variable[ykey] = y
                # Move on to next Y
                y += self.rowHeight
                if graph[key]['agent'] != WORLD and graph[key]['agent']:
                    agent = self.world.agents[graph[key]['agent']]
                    if isBinaryKey(key):
                        node = VariableNode(agent,key[len(agent.name)+1:],label,
                                            variable[xkey],variable[ykey],
                                            100,50,scene=self)
                    else:
                        node = VariableNode(agent,key[len(agent.name)+3:],label,
                                            variable[xkey],variable[ykey],
                                            100,50,scene=self)
                else:
                    node = VariableNode(None,state2feature(key),key,
                                        variable[xkey],variable[ykey],
                                        100,50,scene=self)
                self.nodes[graph[key]['type']][label] = node
            x += self.colWidth
        return x

    def drawActionNodes(self,nodes,x0,y0,maxRows=10):
        x = x0
        y = y0
        for action in sorted(nodes):
            if gtnodes and str(action) not in gtnodes:
                continue
            if self.world.diagram.getX(action) is None:
                self.setDirty()
                self.world.diagram.x[action] = x
                self.world.diagram.y[action] = y
                # Move on to next Y
                y += self.rowHeight
                if y >= maxRows*self.rowHeight:
                    y = y0
                    x += self.colWidth
            else:
                x = max(x,self.world.diagram.getX(action))
                y = max(y,self.world.diagram.getY(action))
            node = ActionNode(self.world.agents[self.graph[action]['agent']],action,scene=self)
            self.nodes[self.graph[action]['type']][action] = node
            if self.xml:
                self.xml.add_node(str(action))
        x += self.colWidth
        return x

    def drawUtilityNodes(self,x0,y0,graph,agents):
        x = x0
        y = y0 - self.rowHeight/2
        for name in agents:
            if name in graph:
                agent = self.world.agents[name]
                if self.world.diagram.getX(agent.name) is None:
                    self.setDirty()
                    y += self.rowHeight
                    self.world.diagram.x[agent.name] = x
                    self.world.diagram.y[agent.name] = y
                else:
                    x = self.world.diagram.getX(agent.name)
                    y = self.world.diagram.getY(agent.name)
                node = UtilityNode(agent,x,y,scene=self)
                self.nodes[graph[name]['type']][name] = node
                if self.xml:
                    self.xml.add_node(name)
                if self.xml:
                    self.xml.add_edge(self.getGraphNode(stateKey(name,'horizon')),
                                      self.getGraphNode(name),True)
        x += self.colWidth
        return x

    def drawObservationNodes(self,x0,y0,graph,xkey,ykey,believer=None,maxRows=10):
        omega = sorted(sum([[stateKey(name,omega) for omega in self.world.agents[name].omega]
                            for name in self.world.agents],[]))
        x = x0
        y = y0
        even = True
        oNodes = {}
        for key in omega:
            if gtnodes and makePresent(key) not in gtnodes:
                continue
            if believer:
                label = beliefKey(believer,key)
                if self.xml:
                    self.xml.add_node('%sBeliefOf%s' % (believer,makePresent(key)))
            else:
                label = key
                if self.xml:
                    oNodes[key] = self.xml.add_node(key)
            variable = self.world.variables[makePresent(key)]
            if y >= y0+maxRows*self.rowHeight:
                even = not even
                if even:
                    y = y0
                else:
                    y = y0+50
                x += int(0.75*self.colWidth)
            if not xkey in variable:
                variable[xkey] = x
                variable[ykey] = y
            # Move on to next Y
            y += self.rowHeight
            agent = self.world.agents[state2agent(key)]
            if isBinaryKey(key):
                node = VariableNode(agent,key[len(agent.name)+1:],key,
                                    variable[xkey],variable[ykey],
                                    100,50,scene=self)
            else:
                node = VariableNode(agent,key[len(agent.name)+3:],key,
                                    variable[xkey],variable[ykey],
                                    100,50,scene=self)
            self.nodes['observation'][label] = node
        x += self.colWidth
        return x
        
    def drawEdge(self,parent,child,graph=None,rect0=None,rect1=None):
        if self.xml:
            if isinstance(parent,str):
                parentVal = makePresent(parent)
            else:
                parentVal = str(parent)
            if isBeliefKey(parentVal):
                parentVal = '%sBeliefOf%s' % (belief2believer(parentVal),
                                              makePresent(belief2key(parentVal)))
            if isinstance(child,str):
                childVal = makePresent(child)
            else:
                childVal = str(child)
            if isBeliefKey(childVal):
                childVal = '%sBeliefOf%s' % (belief2believer(childVal),
                                             makePresent(belief2key(childVal)))
            for nP in self.xml.nodes():
                if nP['label'] == str(parentVal):
                    break
            else:
                raise RuntimeError('Unable to find GraphML node %s' % (parentVal))
            for nC in self.xml.nodes():
                if nC['label'] == str(childVal):
                    break
            else:
                raise RuntimeError('Unable to find GraphML node %s (link from %s)' % \
                                   (childVal,parentVal))
            self.xml.add_edge(nP,nC,True)
        if graph is None:
            graph = self.graph
        if isBeliefKey(parent):
            node0 = self.nodes[graph[belief2key(parent)]['type']][parent]
        else:
            node0 = self.nodes[graph[parent]['type']][parent]
        if isBeliefKey(child):
            node1 = self.nodes[graph[belief2key(child)]['type']][child]
        else:
            node1 = self.nodes[graph[child]['type']][child]
        if rect0 is None:
            rect0 = node0.boundingRect()
        if rect1 is None:
            rect1 = node1.boundingRect()
        if parent == child:
            # Loop back to self
            x0 = rect0.x()+rect0.width()/15
            y0 = rect0.y()+2*rect0.height()/3
            path = QPainterPath(QPointF(x0,y0))
            path.arcTo(rect0.x(),rect0.y()+rect0.height()/2,rect0.width(),rect0.height(),145,250)
            edge = QGraphicsPathItem(path,node0)
            arrow = drawArrow(QLineF(x0-5,y0+25,x0,y0),edge)
        elif rect0.y() == rect1.y():
            # Same row, so arc
            x0 = rect0.x()+rect0.width()/2
            x1 = rect1.x()+rect1.width()/2
            path = QPainterPath(QPointF(x1,rect1.y()+rect1.height()/2))
            path.arcTo(x1,rect1.y()+rect1.height()/2,x0-x1,rect1.height(),180,180)
            edge = QGraphicsPathItem(path)
            node0.scene().addItem(edge)
            if x1 < x0:
                arrow = drawArrow(QLineF(x1+25,rect1.y()+rect1.height()+15,
                                         x1-5,rect1.y()+rect1.height()),edge)
            else:
                arrow = drawArrow(QLineF(x1-25,rect1.y()+rect1.height()+15,
                                         x1+5,rect1.y()+rect1.height()),edge)
        else:
            # straight-line link
            if rect0.x() < rect1.x():
                x0 = rect0.right()
                x1 = rect1.left()
            else:
                x0 = rect0.left()
                x1 = rect1.right()
            y0 = rect0.y()+rect0.height()/2
            y1 = rect1.y()+rect1.height()/2
            edge = QGraphicsLineItem(x0,y0,x1,y1)
            node0.scene().addItem(edge)
            arrow = drawArrow(edge.line(),edge)

        edge.setZValue(1.)
        if not parent in self.edgesOut:
            self.edgesOut[parent] = {}
        if child in self.edgesOut[parent]:
            node0.scene().removeItem(self.edgesOut[parent][child][0])
        self.edgesOut[parent][child] = (edge,arrow)
        if not child in self.edgesIn:
            self.edgesIn[child] = {}
        if parent != child:
            self.edgesIn[child][parent] = (edge,arrow)
        return edge

    def highlightEdges(self,center):
        """
        Hide any edges *not* originating or ending at the named node
        :type center: {str}
        """
        self.center = center
        for key,table in list(self.edgesOut.items())+list(self.edgesIn.items()):
            if center is None or key in center:
                # All edges are important!
                for edge,arrow in table.values():
                    edge.show()
            else:
                for subkey,(edge,arrow) in table.items():
                    if center is None or subkey in center:
                        # This edge is important
                        edge.show()
                    else:
                        # This edge is unimportant
                        edge.hide()
                        
    def boldEdges(self,center):
        """
        Highlight any edges originating or ending at the named node
        :type center: {str}
        """
        for key,table in self.edgesOut.items()+self.edgesIn.items():
            if key in center:
                # All edges are important!
                for edge,arrow in table.values():
                    edge.setPen(QPen(QBrush(QColor('black')),5))
                    edge.setZValue(2.0)
            else:
                for subkey,(edge,arrow) in table.items():
                    if subkey in center:
                        # This edge is important
                        edge.setPen(QPen(QBrush(QColor('black')),5))
                        edge.setZValue(2.0)
                    else:
                        # This edge is unimportant
                        edge.setPen(QPen(QColor('black')))
                        edge.setZValue(1.0)

    def updateEdges(self,key,rect):
        self.setDirty()
        if key in self.edgesOut:
            for subkey,(edge,arrow) in self.edgesOut[key].items():
                if self.center is None or key in self.center or subkey in self.center:
                    if isinstance(edge,QGraphicsLineItem):
                        line = edge.line()
                        line.setP1(QPointF(rect.x()+rect.width(),rect.y()+rect.height()/2))
                        edge.setLine(line)
                        drawArrow(line,arrow=arrow)
                    elif key != subkey:
                        edge.scene().removeItem(edge)
                        del self.edgesOut[key][subkey]
                        del self.edgesIn[subkey][key]
                        self.drawEdge(key,subkey,rect0=rect)
        if key in self.edgesIn:
            for subkey,(edge,arrow) in self.edgesIn[key].items():
                if self.center is None or key in self.center or subkey in self.center:
                    if isinstance(edge,QGraphicsLineItem):
                        line = edge.line()
                        line.setP2(QPointF(rect.x(),rect.y()+rect.height()/2))
                        edge.setLine(line)
                        drawArrow(line,arrow=arrow)
                    elif key != subkey:
                        edge.scene().removeItem(edge)
                        del self.edgesIn[key][subkey]
                        del self.edgesOut[subkey][key]
                        self.drawEdge(subkey,key,rect1=rect)

    def step(self):
        self.world.step()
        self.world.printState()
        self.colorNodes('likelihood')
        
    def colorNodes(self,mode='agent'):
        cache = None
        for category,nodes in self.nodes.items():
            for node in nodes.values():
                color = node.defaultColor
                if mode == 'agent':
                    if node.agent:
                        color = self.world.diagram.getColor(node.agent.name)
                    elif node.agent is None:
                        color = self.world.diagram.getColor(None)
                elif mode == 'likelihood':
                    if cache is None:
                        # Pre-compute some outcomes
                        cache = {}
                        outcomes = self.world.step(real=False)
                        for outcome in outcomes:
                            # Update action probabilities
                            for name,distribution in outcome['actions'].items():
                                if name not in cache:
                                    cache[name] = Distribution()
                                for action in distribution.domain():
                                    cache[name].addProb(action,outcome['probability']*distribution[action])
                            # Update state probabilities
                            for vector in outcome['new'].domain():
                                for key,value in vector.items():
                                    if key not in cache:
                                        cache[key] = Distribution()
                                    cache[key].addProb(value,outcome['probability']*outcome['new'][vector])
                    if category == 'state pre':
                        if node.agent:
                            key = stateKey(node.agent.name,node.feature)
                        else:
                            key = stateKey(None,node.feature)
                        variable = self.world.variables[key]
                        marginal = self.world.getFeature(key)
                        if variable['domain'] is bool:
                            color = dist2color(marginal)
                        else:
                            raise RuntimeError('Unable to display color of %s over domain %s' % (key,variable['domain']))
                    elif category == 'action':
                        uniform = 1./float(len(cache[node.agent.name]))
                        prob = cache[node.agent.name].getProb(node.action)
                        if prob < uniform:
                            prob = 0.5*prob/uniform
                        else:
                            prob = 0.5*(prob-uniform)/(1.-uniform) + 0.5
                        distribution = Distribution({True: prob})
                        distribution[False] = 1.-distribution[True]
                        color = dist2color(distribution)
                    elif category == 'state post':
                        if node.agent:
                            key = stateKey(node.agent.name,node.feature)
                        else:
                            key = stateKey(None,node.feature)
                        key = makePresent(key)
                        if self.world.variables[key]['domain'] is bool:
                            dist = self.world.float2value(key,cache[key])
                            color = dist2color(dist)
                node.setBrush(QBrush(color))

    def setDirty(self):
        self.parent().parent().parent().actionSave.setEnabled(True)
        self.dirty = True

    def unsetDirty(self):
        self.parent().parent().parent().actionSave.setEnabled(False)
        self.dirty = False

    def minRect(self):
        """
        @return: a rectangle cropped to show only object space
        """
        rect = None
        for nodes in self.nodes.values():
            for node in nodes.values():
                if rect is None:
                    rect = node.boundingRect()
                else:
                    rect = rect.united(node.boundingRect())
        return rect

    def saveImage(self,fname):
        rect = self.minRect() #self.sceneRect()
        pix = QImage(rect.width(), rect.height(),QImage.Format_ARGB32)
        painter = QPainter(pix)
        self.render(painter,rect)
        painter.end()
        pix.save(fname)

    def saveSubgraphs(self,dirName,onlyConnected=True):
        previous = self.center
        for nodeType,nodes in self.nodes.items():
            for key,node in nodes.items():
                if not onlyConnected or key in self.edgesOut or key in self.edgesIn:
                    center = {key}
                    if nodeType == 'state post':
                        for agent in self.world.agents:
                            subkey = beliefKey(agent,key)
                            if subkey in nodes:
                                center.add(subkey)
                    self.highlightEdges(center)
                    if isinstance(key,ActionSet):
                        self.saveImage(os.path.join(dirName,'%s.png' % (str(key))))
                    else:
                        self.saveImage(os.path.join(dirName,'%s.png' % (escapeKey(key))))
        self.highlightEdges(previous)