Looking for ideas how to refactor my algorithm - c#

I am trying to write my own Game of Life, with my own set of rules. First 'concept', which I would like to apply, is socialization (which basicaly means if the cell wants to be alone or in a group with other cells). Data structure is 2-dimensional array (for now).
In order to be able to move a cell to/away from a group of another cells, I need to determine where to move it. The idea is, that I evaluate all the cells in the area (neighbours) and get a vector, which tells me where to move the cell. Size of the vector is 0 or 1 (don't move or move) and the angle is array of directions (up, down, right, left).
This is a image with representation of forces to a cell, like I imagined it (but reach could be more than 5):
Let's for example take this picture:
Forces from lower left neighbour: down (0), up (2), right (2), left (0)
Forces from right neighbour : down (0), up (0), right (0), left (2)
sum : down (0), up (2), right (0), left (0)
So the cell should go up.
I could write an algorithm with a lot of if statements and check all cells in the neighbourhood. Of course this algorithm would be easiest if the 'reach' parameter is set to 1 (first column on picture 1). But what if I change reach parameter to 10 for example? I would need to write an algorithm for each 'reach' parameter in advance... How can I avoid this (notice, that the force is growing potentialy (1, 2, 4, 8, 16, 32,...))? Can I use specific design pattern for this problem?
Also: the most important thing is not speed, but to be able to extend initial logic.
Things to take into consideration:
reach should be passed as a parameter
i would like to change function, which calculates force (potential, fibonacci)
a cell can go to a new place only if this new place is not populated
watch for corners (you can't evaluate right and top neighbours in top-right corner for example)

It should not be difficult to write your algorithm to search all of the cells within the reach distance of a particular cell C. Each cell that has an inhabitant would have a particular force of repulsion on cell C. This force of repulsion is based on the distance from the cell to cell C. In the example that you have given, that force of repulsion is based upon the L-1 distance and is 2^(reach-distance). Each repulsion force is then added together to create a cumulative force that dictates the direction in which to move the inhabitant in cell C.
You do not need to write an algorithm for each different reach. The magnitude of the force can be determined via a simple formula. If you change that formula to something else such as a Fibonacci number, you should still be able to calculate the magnitude as needed based upon the distance and the reach.
Here is some rough code written in pseudo-Java showing the basic ideas: http://codepad.org/K6zxnOAx
enum Direction {Left, Right, Up, Down, None};
Direction push(boolean board[][], int testX, int testY, int reach)
{
int xWeight = 0;
int yWeight = 0;
for (int xDist=-reach; xDist<=+reach; ++xDist)
{
for (int yDist=-reach; yDist<=+reach; ++yDist)
{
int normDist = abs(xDist) + abs(yDist);
if (0<normDist && normDist<reach)
{
int x = testX + xDist;
int y = testY + yDist;
if (0<=x && x<board.length && 0<=y && y<board[0].length)
{
if (board[x][y])
{
int force = getForceMagnitude(reach, normDist);
xWeight += sign(xDist) * force;
yWeight += sign(yDist) * force;
}
}
}
}
}
if (xWeight==0 && yWeight==0) return Direction.None;
if (abs(xWeight) > abs(yWeight))
{
return xWeight<0 ? Direction.Left : Direction.Right;
}
else
{
return yWeight<0 ? Direction.Up : Direction.Down;
}
}
int getForceMagnitude(int reach, int distance)
{
return 1<<(reach-distance);
}

Write a function to loop over the neighbors:
Use min/max to clamp the bounds of the matrix.
Use a for loop to loop over all neighbors.
Modify the for loop bounds to represent reach.
:
def CalculateForceOnCell(x, y):
force_on_x_y = [0,0,0,0]
for i in range(max(0, x-reach), min(WIDTH, x+reach)+1):
limited_reach = reach - abs(x-i)
for j in range(max(0, y - limited_reach), min(HEIGHT, y + limited_reach + 1)):
force_coefficient = limited_reach + 1
AddNeighborForce(force_on_x_y, (x, y), (i, j), force_coefficient)
return force_on_x_y

Related

Unity - How to instantiate prefab at slider`s specific value

I`m making a 2d game based on levels in which, each level, you have three checkpoints in the score tracking bar. The player must reach the lowest checkpoint to be able to pass to the next level, but will get a bonus if he reaches the 2nd and 3rd checkpoints.
I tought on using a Slider as the scoring bar. My question is:
Is there a way to store a specific value of the Slider's bar in the Start method and Instantiate a marker prefab at that position? Here's an example:
The Max Value of the Slider at Level 1 is 100.
I want to Instantiate the first marker, with some padding in the y, in the 50`s position of the slider, the second in the 75 position and the third in the 100 position.
My current logic is that I need to, somehow, get the value I want and find his Transform, but I can`t find a way to code this, I have no idea how to get the position I want.
Here are some images to illustrate what i`m trying to do:
i would get the width attribute of the slider, then divide that by sliderMax, the result will be the the width of a single % on the slider. you can then add or subract multiple of this to get a percentages place on the bar.
example: slider.x=50
slider.width=200;
increment = slider.width/100; //this will result in two, giving you two pixels per percent.
so your 50 percent placement would be: sliderx+(increment*50);
keep in mind this is all pseudo code, designed to give you an idea of how to acheive your desired result
I found the solution!
Based on the insights i managed to do this:
void SpawnCheckPoint() {
mySlider.maxValue = gameLevel[currentLevel].maxValue; //Set the slider's Max Value to the max value of the level.
float sliderMaxValue = mySlider.maxValue;
float sliderWidth = slider.GetComponent<RectTransform>().sizeDelta.x; //Get the width of the Slider.
float zeroValue = slider.transform.position.x - (sliderWidth / 2); //Get the leftmost corner of the slider.
//Loop to Instantiate the 3 checkpoints.
for (int i = 0; i < gameLevel[currentLevel].values.Length; i++) {
float valueToIncrement = (gameLevel[currentLevel].values[i] / sliderMaxValue); //Get the % of the checkpoint based on the max value of the level.
float newPos = (sliderWidth * valueToIncrement); //New position in screen
//Instantiate the object as a child of the Slider
GameObject checkpoint = Instantiate(checkPoint, new Vector3(zeroValue + newPos - xPadding, slider.transform.position.y - yPadding, slider.transform.position.z),
Quaternion.identity, GameObject.FindGameObjectWithTag("Slider").transform);
}
}
It's probably not the best way to do what i want but it's working just fine.
Thank you all who tried to help me, your insights were very useful.

How can I figure out which tiles move and merge in my implementation of 2048?

I am building a little 2048 WinForms game just for fun.
Note that this is not about a 2048 AI. I am just trying to make a 2048 game that can be played by humans.
I first decided to use 0-17 to represent the tiles. 0 represents an empty tile. 1 represents a 2 tile. 2 represents a 4 tile. 3 represents a 8 tile, and so on.
Then I was thinking about how to calculate the resulting board, given the direction of movement and the board before the move. Here's what I thought about:
To move up, it's just rotating the board counterclockwise by 90 degrees, move left, then rotate the board back
To move right, it's just rotating the board clockwise by 180 degrees, move left, then rotate back
To move down, it's just rotating the board clockwise by 90 degrees, move left, then rotate back.
So I just need to figure out how to calculate the resulting board when the player moves left, then I can just figure out the rest of the directions by rotating the board, move left, and rotating back. I then came p with this quite bizarre algorithm for moving left.
Convert each of the initial board's integers into characters by adding 96 and casting to char. Now a back tick (`) represents an empty tile, a represents a 2 tile, b represents a 4 tile, and so on, al the way to p.
Concatenate the characters to form 4 strings, each representing a row of the board.
An example board might look like this:
aa``
````
```b
``cb
For each string,
Remove all the back ticks
Use the regex (yes I'm using a regex in a 2048 game) ([a-p])\1 and get the first match of the string.
replace the first match with the new tile
match the rest of the string which hasn't been matched yet until no more matches is found.
Pad the string to the right if it has fewer than 4 characters.
Turn each string back to an array of integers by subtracting 96
So this is how I evaluate each row:
int[] EvaluateRow(int[] row) {
// RowToString converts an int[] to a string like I said above
StringBuilder rowString = new StringBuilder(RowToString(row));
rowString.Replace("`", "");
var regex = new Regex("([a-p])\\1");
int lastIndex = -1;
while (true) {
var match = regex.Match(rowString.ToString(), lastIndex + 1);
if (match.Success) {
// newChar is the new tile after the merge
char newChar = (char)(match.Value[0] + 1);
rowString.Remove(match.Index, match.Length);
rowString.Insert(match.Index, newChar);
lastIndex = match.Index;
Score += // some calculation for score, irrelevant
} else {
break;
}
}
// StringToRow converts a string to an int[]
return StringToRow(rowString.ToString());
}
However, there is a really big problem with my current algorithm. This algorithm only tells me the final result of a move, but I don't know which picture box (I'm using picture boxes to show the tiles) I need to move, how many spaces should each picture box move, and which picture boxes need to show a new image. I really want to not use another solution and I want to just make some changes to my current solution.
Here are the things I need to get from each row (string):
A List<(int x, int spaces)>. Each element represents which tile needs to move (the x coordinate), and how many spaces it should move (spaces).
A List<int>. Each element represents the x coordinates of the tiles which is merged into.
How can I get these information from a row string? Example:
The row string:
`a`a
will produce a list like [(1, 1), (3, 3)] and another list like [1].
I don't think the transformation to characters is really adding anything useful. If you stick with the number representation (0 = empty), then you can employ the following logic to find both the target configuration and which block went where. This is pseudo code (row is given):
fromTo = [-1, -1, -1, -1];
result = [0, 0, 0, 0];
prevVal = 0;
pos = 0;
for (i = 0; i < 4; i++) {
if (row[i]) { // Not empty
if (row[i] == prevVal) {
result[pos-1]++; // merged
fromTo[i] = pos-1;
prevVal = 0; // avoid triple merge
} else {
result[pos] = row[i];
fromTo[i] = pos;
prevVal = row[i];
pos++;
}
}
}
Now the fromTo array will indicate for each index, where the block at that original position went to. The result will have the final values. From those two pieces of information you can also know which blocks were merged. A block at original position i is merged when result[fromTo[i]] != row[i]. You also know the distance a block will travel: i - fromTo[i]. In short, you have all information to set up an animation for each block.
Examples
row | fromTo | result
------------+----------------+-----------
[0,1,0,1] | [-1,0,-1,0] | [2,0,0,0]
[0,1,1,1] | [-1,0,0,1] | [2,1,0,0]
[1,1,1,1] | [0,0,1,1] | [2,2,0,0]
[1,2,2,3] | [0,1,1,2] | [1,3,3,0]

How to find closest point on multisegment line

I'm trying to find a solution for best performance.
I need to find closet point on multisegment line (List points) to given point.
My line have thousands of points and I need to check distance to this line few times per second. So solution need to be very fast.
Right now I have something like below. It works but it is going to be slow when line have 10000+ points.
Maybe someone have idea how to make it faster?
public static float GetSqrDistXZ(Vector3 a, Vector3 b)
{
Vector3 vector = new Vector3(a.x - b.x, 0, a.z - b.z);
return vector.sqrMagnitude;
}
public static Vector3 NearestPointOnFiniteLine(Vector3 start, Vector3 end, Vector3 pnt)
{
Vector3 line = (end - start);
float len = Mathf.Sqrt(line.sqrMagnitude);
line.Normalize();
Vector3 v = pnt - start;
float d = (v.x * line.x) + (v.z * line.z);
d = Mathf.Clamp(d, 0f, len);
return start + line * d;
}
int pointsCount = line.points3.Count - 1; // line - List<Vector3> points.
float[] distances = new float[pointsCount];
for (int i = 0; i < pointsCount+1; i++) {
if (i >= 1) {
distances [i - 1] = GetSqrDistXZ (point, NearestPointOnFiniteLine (line.points3 [i - 1], line.points3 [i], point));
}
}
int minListIndexLeft = System.Array.IndexOf (distances, Mathf.Min (distances));
float minimalDistance = distances[minListIndexLeft];
Vector3 closestPoint = NearestPointOnFiniteLine (line.points3[minListIndexLeft], line.points3[minListIndexLeft+1], point);
You'll want to think about space partitioning. In this example I'm going to assume a 2D space, but this works in 3D just as well. Also there are much better solutions like BSP trees and stuff, but we'll keep it simple here.
Imagine putting a grid over your 2D space. Every segment (distance between 2 points) of your line intersects with one or more cells of that grid. What you have to do is to store the intersecting segments for every cell. If your line does not change, you can do that in one single pass on startup, or even store that information statically in an Asset.
But once you have that information, all you have to do is calculate the cell that your point is inside and then only check the line segments that intersect with that specific cell or a number of direct neighbours (see below). This makes finding the closest point lightning fast in comparison.
If you play with this idea on a piece of paper you may come across cases where this solution does not yield the closest point, because it did not consider a neighboring cell that contained a closer point. The easiest way to solve this is the following approach:
1. Find cell C, which is the cell your point is in
2. Let cellRange = 0
3. Let point B be undefined
4. Find closest point P among all segments that intersect cell C and its neighboring cells of range cellRange*
5. If B is the same as newly found point P then P is the solution. You are done.
6. Increase cellRange by 1
7. Let B = P
8. Repeat from step 4
* "neighboring cells of range cellRange" means:
cellRange 0: only cell C, no neighbours
cellRange 1: cell C and direct neighbours
cellRange 2: cell C, direct neighbours and their direct neighbours
...
This solution basically checks if increasing the search range improves the solution. As soon as increasing the range did not improve the solution, you found the closest point.

algorithm to get first, second, third neighbors from a coordinate

In a bitmap for each pixel, I'm trying to get its first, second, third... level of neighbors until the end of the bitmap, but my solution is a little slow, so let me know if any of you guys have a better algorithm or way to do this:
private IEnumerable<Point> getNeightboorsOfLevel(int level, Point startPos, Point[,] bitMap)
{
var maxX = bitMap.GetLength(0);
var maxY = bitMap.GetLength(1);
if (level > Math.Max(maxX, maxY)) yield break;
int startXpos = startPos.X - level;
int startYpos = startPos.Y - level;
int sizeXY = level * 2;
var plannedTour = new Rectangle(startXpos, startYpos, sizeXY, sizeXY);
var tourBoundaries = new Rectangle(0, 0, maxX, maxY);
for(int UpTour = plannedTour.X; UpTour<plannedTour.Width; UpTour++)
if (tourBoundaries.Contains(UpTour,plannedTour.Y))
yield return bitMap[UpTour,plannedTour.Y];
for(int RightTour = plannedTour.Y; RightTour<plannedTour.Height;RightTour++)
if (tourBoundaries.Contains(plannedTour.Right,RightTour))
yield return bitMap[plannedTour.Right,RightTour];
for(int DownTour = plannedTour.X; DownTour<plannedTour.Width;DownTour++)
if (tourBoundaries.Contains(DownTour,plannedTour.Bottom))
yield return bitMap[DownTour,plannedTour.Bottom];
for (int LeftTour = plannedTour.Y; LeftTour < plannedTour.Height; LeftTour++)
if (tourBoundaries.Contains(plannedTour.X,LeftTour))
yield return bitMap[plannedTour.X,LeftTour];
}
Well, if this is too slow, you might want to change your approach.
For example, generate a Dictionary<Color, List<Point>> which for each color in the bitmap has a list of points which are that color. Then when you are given a point, you get the color and then run through the list of points to find the closest one to the given point.
This is a 1 time pre-compute on your image, and then changes the complexity to by the number of points which are the same color. I'm assuming currently it is slow because you have to look at a lot of points because it is rare to find a point with the same color.
One way to speed things is to make your plannedTour include the boundaries. For example:
var plannedTour = new Rectangle(
Math.Max(0, startPos.X - level),
Math.Max(0, startPos.Y - level),
Math.Min(maxX, startPos.X + level),
Math.Min(maxY, startPos.Y + level));
That pre-computes the boundaries and prevents you from having to check at every loop iteration. It can also save you an entire Left tour, for example.
If you do that, you need an if statement to prevent checking an area that is outside the boundaries. For example:
if (plannedTour.Y >= minY)
{
// do Up tour.
}
if (plannedTour.X <= maxX)
{
// do Right tour
}
if (plannedTour.Y <= maxY)
{
// do Down tour
}
if (plannedTour.X >= minX)
{
// do Left tour
}
A minor optimization would be to eliminate the four extra pixels you're checking. It looks to me as though you're checking each corner twice. You can prevent that by making the Left and Right tours start at plannedTour.Y+1 and end at plannedTour.Bottom-1.
You might be able to save some time, although it'll probably be small, by using a strict left-to-right, top-to-bottom check. That is, check the Up row, then on the next row check the left and right pixels, then the next row, etc., and finally check the bottom row. Doing this will probably give you better cache coherence because it's likely that bitMap[x-level, y] and bitmap[x+level, y] will be on the same cache line, whereas it's highly unlikely that bitmap[x-level, y] and bitmap[x-level, y+1] will be on the same cache line. The savings you gain from doing the memory access that way might not be worth the add complexity in the coding.

How to get levels for Fry Graph readability formula?

I'm working in an application (C#) that applies some readability formulas to a text, like Gunning-Fog, Precise SMOG, Flesh-Kincaid.
Now, I need to implement the Fry-based Grade formula in my program, I understand the formula's logic, pretty much you take 3 100-words samples and calculate the average on sentences per 100-words and syllables per 100-words, and then, you use a graph to plot the values.
Here is a more detailed explanation on how this formula works.
I already have the averages, but I have no idea on how can I tell my program to "go check the graph and plot the values and give me a level." I don't have to show the graph to the user, I only have to show him the level.
I was thinking that maybe I can have all the values in memory, divided into levels, for example:
Level 1: values whose sentence average are between 10.0 and 25+, and whose syllables average are between 108 and 132.
Level 2: values whose sentence average are between 7.7 and 10.0, and .... so on
But the problem is that so far, the only place in which I have found the values that define a level, are in the graph itself, and they aren't too much accurate, so if I apply the approach commented above, trying to take the values from the graph, my level estimations would be too much imprecise, thus, the Fry-based Grade will not be accurate.
So, maybe any of you knows about some place where I can find exact values for the different levels of the Fry-based Grade, or maybe any of you can help me think in a way to workaround this.
Thanks
Well, I'm not sure about this being the most efficient solution, neither the best one, but at least it does the job.
I gave up to the idea of having like a math formula to get the levels, maybe there is such a formula, but I couldn't find it.
So I took the Fry's graph, with all the levels, and I painted each level of a different color, them I loaded the image on my program using:
Bitmap image = new Bitmap(#"C:\FryGraph.png");
image.GetPixel(int x, int y);
As you can see, after loading the image I use the GetPixel method to get the color at the specified coordinates. I had to do some conversion, to get the equivalent pixels for a given value on the graph, since the scale of the graph is not the equivalent to the pixels of the image.
In the end, I compare the color returned by GetPixel to see which was the Fry readability level of the text.
I hope this may be of any help for someone who faces the same problem.
Cheers.
You simply need to determine the formula for the graph. That is, a formula that accepts the number of sentences and number of syllables, and returns the level.
If you can't find the formula, you can determine it yourself. Estimate the linear equation for each of the lines on the graph. Also estimate the 'out-of-bounds' areas in the 'long words' and 'long sentences' areas.
Now for each point, just determine the region in which it resides; which lines it is above and which lines it is below. This is fairly simple algebra, unfortunately this is the best link I can find to describe how to do that.
I have made a first pass at solving this that I thought I would share in case someone else is looking sometime in the future. I built on the answer above and created a generic list of linear equations that one can use to determine an approximate grade level. First had to correct the values to make it more linear. This does not take into account the invalid areas, but I may revisit that.
The equation class:
public class GradeLineEquation
{
// using form y = mx+b
// or y=Slope(x)=yIntercept
public int GradeLevel { get; set; }
public float Slope { get; set; }
public float yIntercept { get; set; }
public float GetYGivenX(float x)
{
float result = 0;
result = (Slope * x) + yIntercept;
return result;
}
public GradeLineEquation(int gradelevel,float slope,float yintercept)
{
this.GradeLevel = gradelevel;
this.Slope = slope;
this.yIntercept = yintercept;
}
}
Here is the FryCalculator:
public class FryCalculator
{
//this class normalizes the plot on the Fry readability graph the same way a person would, by choosing points on the graph based on values even though
//the y-axis is non-linear and neither axis starts at 0. Just picking a relative point on each axis to plot the intercept of the zero and infinite scope lines
private List<GradeLineEquation> linedefs = new List<GradeLineEquation>();
public FryCalculator()
{
LoadLevelEquations();
}
private void LoadLevelEquations()
{
// load the estimated linear equations for each line with the
// grade level, Slope, and y-intercept
linedefs.Add(new NLPTest.GradeLineEquation(1, (float)0.5, (float)22.5));
linedefs.Add(new NLPTest.GradeLineEquation(2, (float)0.5, (float)20.5));
linedefs.Add(new NLPTest.GradeLineEquation(3, (float)0.6, (float)17.4));
linedefs.Add(new NLPTest.GradeLineEquation(4, (float)0.6, (float)15.4));
linedefs.Add(new NLPTest.GradeLineEquation(5, (float)0.625, (float)13.125));
linedefs.Add(new NLPTest.GradeLineEquation(6, (float)0.833, (float)7.333));
linedefs.Add(new NLPTest.GradeLineEquation(7, (float)1.05, (float)-1.15));
linedefs.Add(new NLPTest.GradeLineEquation(8, (float)1.25, (float)-8.75));
linedefs.Add(new NLPTest.GradeLineEquation(9, (float)1.75, (float)-24.25));
linedefs.Add(new NLPTest.GradeLineEquation(10, (float)2, (float)-35));
linedefs.Add(new NLPTest.GradeLineEquation(11, (float)2, (float)-40));
linedefs.Add(new NLPTest.GradeLineEquation(12, (float)2.5, (float)-58.5));
linedefs.Add(new NLPTest.GradeLineEquation(13, (float)3.5, (float)-93));
linedefs.Add(new NLPTest.GradeLineEquation(14, (float)5.5, (float)-163));
}
public int GetGradeLevel(float avgSylls,float avgSentences)
{
// first normalize the values given to cartesion positions on the graph
float x = NormalizeX(avgSylls);
float y = NormalizeY(avgSentences);
// given x find the first grade level equation that produces a lower y at that x
return linedefs.Find(a => a.GetYGivenX(x) < y).GradeLevel;
}
private float NormalizeY(float avgSentenceCount)
{
float result = 0;
int lower = -1;
int upper = -1;
// load the list of y axis line intervalse
List<double> intervals = new List<double> {2.0, 2.5, 3.0, 3.3, 3.5, 3.6, 3.7, 3.8, 4.0, 4.2, 4.3, 4.5, 4.8, 5.0, 5.2, 5.6, 5.9, 6.3, 6.7, 7.1, 7.7, 8.3, 9.1, 10.0, 11.1, 12.5, 14.3, 16.7, 20.0, 25.0 };
// find the first line lower or equal to the number we have
lower = intervals.FindLastIndex(a => ((double)avgSentenceCount) >= a);
// if we are not over the top or on the line grab the next higher line value
if(lower > -1 && lower < intervals.Count-1 && ((float) intervals[lower] != avgSentenceCount))
upper = lower + 1;
// set the integer portion of the respons
result = (float)lower;
// if we have an upper limit calculate the percentage above the lower line (to two decimal places) and add it to the result
if(upper != -1)
result += (float)Math.Round((((avgSentenceCount - intervals[lower])/(intervals[upper] - intervals[lower]))),2);
return result;
}
private float NormalizeX(float avgSyllableCount)
{
// the x axis is MUCH simpler. Subtract 108 and divide by 2 to get the x position relative to a 0 origin.
float result = (avgSyllableCount - 108) / 2;
return result;
}
}

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