New path finder

We've been using Phil Lapsley's A* library to find land paths since
Chainsaw 3.  It's reasonably general, and uses relatively complex data
structures to conserve memory.  Unfortunately, it occasionally leaks a
bit of memory (see commit 86a187c0), and is unsafe for long paths (see
commit e30dc417).

To speed it up, v4.2.2 added two caches: the neighbor cache and the
path cache.

The neighbor cache attempts to speed up lookup of adjacent sectors.
It allocates 6 pointers per sector for that.  In my tests, this is
more, sometimes much more memory than the A* library uses.  See commit
7edcd3ea on branch old-astar for its (modest) performance impact.

The path cache attempts to speed up the update's computation of
distribution path costs.  There, A* runs many times.  Each run finds
many shortest paths, of which only the one asked for is returned.  The
path cache saves all of them, so that when one of them is needed
later, we can get it from the path cache instead of running A* again.
The cache is quite effective, but a bit of a memory hog (see commit
a02d3e9f on branch old-astar).

I'm pretty sure I could speed up the path cache even more by reducing
its excessive memory consumption --- why store paths when we're only
interested in cost?  But that's a bad idea, because the path cache
itself is a bad idea.

Finding many shortest paths from the same source has a well-known
efficient and simple solution: Dijkstra's algorithm[*].

A* is an extension of Dijkstra's algorithm.  It computes a *single*
path faster than Dijkstra's.  But it can't compute *many* shortest
paths from the same source as efficiently as Dijkstra's.

I could try to modify Phil's code to make it compute many shortest
paths from the same source efficiently: turn A* into its special case
Dijkstra's algorithm (at least for distribution path assembly), then
generalize it to the many paths problem.  Of course, I'd also have to
track down its memory allocation bugs, and make it safe for long
paths.

Instead, I'm replacing it.  This commit is the first step: a rather
unsophisticated implementation of Dijkstra's algorithm specialized to
hex maps.  It works with simple data structures: an array for the hex
map (16 bytes per sector), and a binary heap for the priority queue
(16 bytes per sector, most of it never touched).  This is more memory
than Phil's A* uses, but much less than Phil's A* with v4.2.2's
caches.

[*] To fully exploit Dijkstra's "many paths" capability, we need to
compute distribution paths in distribution center order.
This commit is contained in:
Markus Armbruster 2011-02-21 20:38:09 +01:00
parent 7e2008e7f4
commit 90de24d038
2 changed files with 511 additions and 1 deletions

503
src/lib/common/pathfind.c Normal file
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@ -0,0 +1,503 @@
/*
* Empire - A multi-player, client/server Internet based war game.
* Copyright (C) 1986-2011, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure, Markus Armbruster
*
* Empire is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* ---
*
* See files README, COPYING and CREDITS in the root of the source
* tree for related information and legal notices. It is expected
* that future projects/authors will amend these files as needed.
*
* ---
*
* pathfind.c: Find cheapest paths
*
* Known contributors to this file:
* Markus Armbruster, 2011
*/
#include <config.h>
#include <assert.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "file.h"
#include "optlist.h"
#include "path.h"
#include "sect.h"
#ifdef PATH_FIND_DEBUG
#define DPRINTF(fmt, ...) ((void)printf(fmt , ## __VA_ARGS__))
#else
#define DPRINTF(fmt, ...) ((void)0)
#endif
static char *bufrotate(char *buf, size_t bufsz, size_t i);
/*
* Dijkstra's algorithm. Refer to your graph algorithm textbook for
* how it works. Implementation is specialized to hex maps.
*/
/*
* Array of sector data, indexed by sector uid
*
* We need to store a few values per sector visited by the path
* search. An array is the stupidest data structure that could
* possibly work.
*
* Extra benefit: it works really well for distribution in a
* continental game, where we visit most sectors. That's our most
* demanding use of path search, and its performance has noticable
* impact on the update.
*
* Island game distribution is much less demanding. The array may not
* be the best choice here, but it's plainly good enough. Same for
* path searches outside the update.
*/
struct pf_map {
/*
* visit < pf_visit : unvisited, remaining members invalid
* visit == pf_visit : open, dir & cost tentative, heapi used
* visit == pf_visit + 1 : closed, dir & cost final, heapi unused
*/
unsigned short visit;
signed char dir; /* cheapest direction to source */
int heapi; /* index in heap, valid if open */
double cost; /* cost from source */
};
static unsigned short pf_visit;
static struct pf_map *pf_map;
/*
* Binary heap, cost priority queue of all open sectors
*
* Again, we use the stupidest data structure that could possibly
* work: an array. And we make it so large it can hold *all* sectors.
* In practice, we need much less space, but a tighter upper bound is
* not obvious to me right now.
*/
struct pf_heap {
int uid; /* sector uid and */
coord x, y; /* coordinates, uid == XYOFFSET(x, y) */
double cost; /* cost from source */
};
static int pf_nheap; /* #entries in pf_nheap[] */
static struct pf_heap *pf_heap;
/*
* Source and costs
*/
static coord pf_sx, pf_sy;
static int pf_suid;
static natid pf_actor;
static double (*pf_sct_cost)(natid, int);
/* Is sector with uid UID open? */
static int
pf_is_open(int uid)
{
return pf_map[uid].visit == pf_visit;
}
/* Is sector with uid UID closed? */
static int
pf_is_closed(int uid)
{
/*
* optimization: check > pf_visit instead of == pf_visit + 1
* works because pf_map[uid].visit <= pf_visit + 1
*/
return pf_map[uid].visit > pf_visit;
}
/* Is sector with uid UID unvisited? */
static int
pf_is_unvisited(int uid)
{
return pf_map[uid].visit < pf_visit;
}
#ifdef PATH_FIND_DEBUG
static void
pf_check(void)
{
int i, uid, c;
for (i = 0; i < pf_nheap; i++) {
uid = pf_heap[i].uid;
assert(0 <= uid && uid < WORLD_SZ());
assert(pf_map[uid].heapi == i);
assert(pf_map[uid].visit == pf_visit);
assert(pf_map[uid].cost <= pf_heap[i].cost);
c = 2 * i + 1;
assert(c >= pf_nheap || pf_heap[i].cost <= pf_heap[c].cost);
c++;
assert(c >= pf_nheap || pf_heap[i].cost <= pf_heap[c].cost);
}
for (uid = 0; uid < WORLD_SZ(); uid++) {
assert(pf_map[uid].visit <= pf_visit + 1);
if (pf_map[uid].visit == pf_visit) {
i = pf_map[uid].heapi;
assert(0 <= i && i < pf_nheap && pf_heap[i].uid == uid);
}
}
}
#else
#define pf_check() ((void)0)
#endif
/* Swap pf_heap's I-th and J-th elements. */
static void
pf_heap_swap(int i, int j)
{
struct pf_heap tmp;
assert(0 <= i && i < pf_nheap);
assert(0 <= j && j < pf_nheap);
tmp = pf_heap[i];
pf_heap[i] = pf_heap[j];
pf_heap[j] = tmp;
pf_map[pf_heap[i].uid].heapi = i;
pf_map[pf_heap[j].uid].heapi = j;
}
/* Restore heap property after N-th element's cost increased. */
static void
pf_sift_down(int n)
{
int r, c;
assert(0 <= n && n < pf_nheap);
for (r = n; (c = 2 * r + 1) < pf_nheap; r = c) {
if (c + 1 < pf_nheap && pf_heap[c].cost > pf_heap[c + 1].cost)
c++;
if (pf_heap[r].cost < pf_heap[c].cost)
break;
pf_heap_swap(r, c);
}
}
/* Restore heap property after N-th element's cost decreased. */
static void
pf_sift_up(int n)
{
int c, p;
assert(0 <= n && n < pf_nheap);
for (c = n; (p = (c - 1) / 2), c > 0; c = p) {
if (pf_heap[p].cost < pf_heap[c].cost)
break;
pf_heap_swap(p, c);
}
}
/*
* Open the unvisited sector X,Y.
* UID is sector uid, it equals XYOFFSET(X,Y).
* Cheapest path from source comes from direction DIR and has cost COST.
*/
static void
pf_open(int uid, coord x, coord y, int dir, double cost)
{
int i;
if (pf_is_open(uid)) {
i = pf_map[uid].heapi;
DPRINTF("pf: reopen %d,%d %g %c %d\n", x, y, cost, dirch[dir], i);
assert(cost < pf_map[uid].cost);
} else {
i = pf_nheap++;
DPRINTF("pf: open %d,%d %g %c %d\n", x, y, cost, dirch[dir], i);
pf_map[uid].heapi = i;
pf_map[uid].visit = pf_visit;
pf_heap[i].uid = uid;
pf_heap[i].x = x;
pf_heap[i].y = y;
}
pf_map[uid].dir = dir;
pf_map[uid].cost = cost;
pf_heap[i].cost = cost;
pf_sift_up(i);
pf_check();
}
/*
* Close the sector at the top of the heap.
*/
static void
pf_close(void)
{
int uid = pf_heap[0].uid;
DPRINTF("pf: close %d,%d %d\n", pf_heap[0].x, pf_heap[0].y, pf_nheap);
assert(pf_is_open(uid));
if (--pf_nheap) {
pf_heap[0] = pf_heap[pf_nheap];
pf_map[pf_heap[0].uid].heapi = 0;
pf_sift_down(0);
}
pf_map[uid].visit = pf_visit + 1;
pf_check();
}
static coord
x_in_dir(coord x, int dir)
{
int xx;
assert(0 <= x && x < WORLD_X);
assert(0 <= dir && dir <= DIR_LAST);
xx = x + diroff[dir][0];
if (xx < 0)
return xx + WORLD_X;
if (xx >= WORLD_X)
return xx - WORLD_X;
return xx;
}
static coord
y_in_dir(coord y, int dir)
{
int yy;
assert(0 <= y && y < WORLD_Y);
assert(0 <= dir && dir <= DIR_LAST);
yy = y + diroff[dir][1];
if (yy < 0)
return yy + WORLD_Y;
if (yy >= WORLD_Y)
return yy - WORLD_Y;
return yy;
}
static int
rev_dir(int dir)
{
assert(DIR_FIRST <= dir && dir <= DIR_LAST);
return dir >= DIR_FIRST + 3 ? dir - 3 : dir + 3;
}
/*
* Set the current source and cost function.
* SX,SY is the source.
* The cost to enter the sector with uid u is COST(ACTOR, u).
* Negative value means the sector can't be entered.
*/
static void
pf_set_source(coord sx, coord sy, natid actor, double (*cost)(natid, int))
{
DPRINTF("pf: source %d,%d\n", sx, sy);
pf_sx = sx;
pf_sy = sy;
pf_suid = XYOFFSET(sx, sy);
pf_actor = actor;
pf_sct_cost = cost;
if (!pf_map) {
pf_map = calloc(WORLD_SZ(), sizeof(*pf_map));
pf_heap = malloc(WORLD_SZ() * sizeof(*pf_heap));
pf_visit = 1;
} else if ((unsigned short)(pf_visit + 3) < pf_visit) {
DPRINTF("pf: visit wrap-around\n");
memset(pf_map, 0, WORLD_SZ() * sizeof(*pf_map));
pf_visit = 1;
} else
pf_visit += 2;
pf_nheap = 0;
pf_open(pf_suid, pf_sx, pf_sy, DIR_STOP, 0.0);
}
/*
* Find cheapest path from current source to DX,DY, return its cost.
*/
double
path_find_to(coord dx, coord dy)
{
int duid;
int uid, nuid, i;
double cost, c1;
coord x, y, nx, ny;
DPRINTF("pf: dest %d,%d\n", dx, dy);
duid = XYOFFSET(dx, dy);
if (pf_is_closed(duid)) {
DPRINTF("pf: done old %g\n", pf_map[duid].cost);
return pf_map[duid].cost;
}
while (pf_nheap > 0 && (uid = pf_heap[0].uid) != duid) {
x = pf_heap[0].x;
y = pf_heap[0].y;
cost = pf_heap[0].cost;
pf_close();
for (i = 0; i < 6; i++) { /* for all neighbors */
nx = x_in_dir(x, DIR_FIRST + i);
ny = y_in_dir(y, DIR_FIRST + i);
nuid = XYOFFSET(nx, ny);
c1 = pf_sct_cost(pf_actor, nuid);
if (c1 < 0)
continue;
if (pf_is_unvisited(nuid) || cost + c1 < pf_map[nuid].cost)
pf_open(nuid, nx, ny, DIR_FIRST + i, cost + c1);
}
}
DPRINTF("pf: done new %g\n", !pf_nheap ? -1.0 : pf_map[duid].cost);
if (!pf_nheap)
return -1.0;
return pf_map[duid].cost;
}
/*
* Write route from SX,SY to DX,DY to BUF[BUFSIZ], return its length.
* If the route is longer than BUFSIZ-1 characters, it's truncated.
* You must compute path cost first, with path_find_to().
* SX,SY must be on a shortest path from the current source to DX,DY.
*/
size_t
path_find_route(char *buf, size_t bufsz,
coord sx, coord sy, coord dx, coord dy)
{
coord x, y;
size_t i, len;
int suid, uid, d;
suid = XYOFFSET(sx, sy);
assert(bufsz > 0 && !pf_is_unvisited(suid));
i = bufsz;
buf[--i] = 0;
len = 0;
x = dx;
y = dy;
for (;;) {
DPRINTF("pf: %d,%d %.*s%.*s\n",
x, y,
(int)(bufsz - i), buf + i,
len >= bufsz ? (int)i : 0, buf);
uid = XYOFFSET(x, y);
assert(!pf_is_unvisited(uid));
d = pf_map[uid].dir;
if (d == DIR_STOP || uid == suid)
break;
if (!i)
i = bufsz;
buf[--i] = dirch[d];
len++;
x = x_in_dir(x, rev_dir(d));
y = y_in_dir(y, rev_dir(d));
}
assert(x == sx && y == sy);
if (len >= bufsz)
bufrotate(buf, bufsz, i);
else {
assert(i + len < bufsz);
memmove(buf, buf + i, len + 1);
}
return len;
}
/*
* Rotate BUF[BUFSZ] to put BUF[I] into BUF[0], and zero-terminate.
*/
static char *
bufrotate(char *buf, size_t bufsz, size_t i)
{
char tmp[64];
size_t n;
while (i) {
n = MIN(i, sizeof(tmp));
memcpy(tmp, buf, n);
memcpy(buf, buf + n, bufsz - n);
memcpy(buf + bufsz - n, tmp, n);
i -= n;
}
buf[bufsz - 1] = 0;
return buf;
}
/*
* Empire interface glue
*/
static double
cost_land(natid actor, int uid, int mobtype)
{
struct sctstr *sp = (void *)empfile[EF_SECTOR].cache;
if (sp[uid].sct_own != actor)
return -1.0;
return sector_mcost(&sp[uid], mobtype);
}
static double
cost_move(natid actor, int uid)
{
return cost_land(actor, uid, MOB_MOVE);
}
static double
cost_march(natid actor, int uid)
{
return cost_land(actor, uid, MOB_MARCH);
}
static double
cost_rail(natid actor, int uid)
{
return cost_land(actor, uid, MOB_RAIL);
}
static double (*cost_tab[])(natid, int) = {
cost_move, cost_march, cost_rail
};
/*
* Start finding paths from SX,SY.
* Use mobility costs for ACTOR and MOBTYPE.
*/
void
path_find_from(coord sx, coord sy, natid actor, int mobtype)
{
pf_set_source(sx, sy, actor, cost_tab[mobtype]);
}
/*
* Find cheapest path from SX,SY to DX,DY, return its mobility cost.
* Use mobility costs for ACTOR and MOBTYPE.
*/
double
path_find(coord sx, coord sy, coord dx, coord dy, natid actor, int mobtype)
{
pf_set_source(sx, sy, actor, cost_tab[mobtype]);
return path_find_to(dx, dy);
}