【发布时间】:2017-12-17 13:56:41
【问题描述】:
我为我的游戏编写了一个简单的 A* 算法:
导航.hpp
#pragma once
#include <SFML\Graphics.hpp>
#include <algorithm>
#include <iostream>
#include <vector>
#include <list>
#include <set>
using namespace std;
class Field;
//Comparer using by set to allow priority
struct FieldComparer
{
bool operator()(const Field *, const Field *) const;
};
using FieldSet = set<Field*, FieldComparer>;
using FieldContainer = vector<Field*>; ///////////////////////////faster than list ?!
//Contains info about field, buildings builded on it and type of terrain
class Field
{
private:
sf::Vector2i mapPosition{ 0, 0 };
unsigned hCost{ 0 }; //to goal
unsigned gCost{ 0 }; //to start
Field * parent;
bool isWalkable { true };
bool isPathPart { false };
public:
void SetParent(Field&);
Field * GetParent() const;
unsigned GetFCost() const; //sum of hCost and gCost
unsigned GetHCost() const;
unsigned GetGCost() const;
bool IsWalkable() const;
bool IsPathPart() const;
void SetHCost(unsigned);
void SetGCost(unsigned);
void SetWalkable(bool);
void SetAsPartOfPath(bool);
sf::Vector2i GetMapPosition() const;
//compares positions
bool operator == (const Field& other);
Field(sf::Vector2i mapPosition, bool isWalkable)
: mapPosition(mapPosition), isWalkable(isWalkable) {}
};
//Contains fields and describes them
class Map
{
private:
sf::Vector2u mapSize;
Field *** fields; //two dimensional array of fields gives the fastest access
public:
sf::Vector2u GetMapSize() const;
Field *** GetFields();
Map(sf::Vector2u);
Map() {}
};
//Searching patch after giving a specified map
class PathFinder
{
private:
//Calculate score between two fields
unsigned CalcScore(Field&, Field&) const;
//Get neighbours of field in specified map
FieldContainer GetNeighbours(Field&, Map&) const;
public:
//Find path that have the lowest cost, from a to b in map
FieldContainer FindPath(Map&, Field&, Field&);
//Reconstruct path using pointers to parent
FieldContainer ReconstructPath(Field*, Field*) const;
};
导航.cpp
#include "Navigation.hpp"
#pragma region Field
void Field::SetParent(Field & parent) { this->parent = &parent; }
Field * Field::GetParent() const { return parent; }
unsigned Field::GetFCost() const { return hCost + gCost; }
unsigned Field::GetHCost() const { return hCost; }
unsigned Field::GetGCost() const { return gCost; }
bool Field::IsWalkable() const { return isWalkable; }
bool Field::IsPathPart() const { return isPathPart; }
void Field::SetHCost(unsigned value) { hCost = value; }
void Field::SetGCost(unsigned value) { gCost = value; }
void Field::SetWalkable(bool isWalkable) { this->isWalkable = isWalkable; }
void Field::SetAsPartOfPath(bool isPathPart) { this->isPathPart = isPathPart; }
sf::Vector2i Field::GetMapPosition() const { return mapPosition; }
bool Field::operator == (const Field& other)
{
return this->mapPosition == other.GetMapPosition();
}
#pragma endregion Field
#pragma region Map
sf::Vector2u Map::GetMapSize() const { return mapSize; }
Field *** Map::GetFields() { return fields; }
Map::Map(sf::Vector2u mapSize) : mapSize(mapSize)
{
//initialize map
fields = new Field**[mapSize.x];
//initialize all fields
for (unsigned x = 0; x < mapSize.x; x++)
{
fields[x] = new Field*[mapSize.y];
for (unsigned y = 0; y < mapSize.y; y++)
{
fields[x][y] = new Field({static_cast<int>(x), static_cast<int>(y)},
{
(!(y == 3 && x >= 1) || (x == 5 && y < 4))
});
}
}
}
#pragma endregion Map
#pragma region PathFinder
bool FieldComparer::operator()(const Field * l, const Field * r) const
{
return l->GetFCost() < r->GetFCost() || //another field has smaller fcost
l->GetFCost() == r->GetFCost() && //or fcost equals, and checked field is nearer to goal than current field
l->GetHCost() < r->GetHCost();
}
unsigned PathFinder::CalcScore(Field & a, Field & b) const
{
sf::Vector2u dst
{
static_cast<unsigned>(abs(b.GetMapPosition().x - a.GetMapPosition().x)),
static_cast<unsigned>(abs(b.GetMapPosition().y - a.GetMapPosition().y))
};
return (dst.x > dst.y ? 14 * dst.y + 10 * (dst.x - dst.y) :
14 * dst.x + 10 * (dst.y - dst.x));
}
FieldContainer PathFinder::GetNeighbours(Field & f, Map & m) const
{
FieldContainer neighbours{};
//cout << "checking neighbours for field: { " << f.GetMapPosition().x << ", " << f.GetMapPosition().y << " }\n";
for (int x = -1; x <= 1; x++)
{
for (int y = -1; y <= 1; y++)
{
int xPos = f.GetMapPosition().x + x;
int yPos = f.GetMapPosition().y + y;
if (x == 0 && y == 0) //dont check the same field
continue;
//check that field is in the map
bool isInTheMap = (xPos >= 0 && yPos >= 0 && xPos < m.GetMapSize().x && yPos < m.GetMapSize().y);
if (isInTheMap)
{
neighbours.push_back(m.GetFields()[xPos][yPos]);
}
}
}
return neighbours;
}
FieldContainer PathFinder::FindPath(Map& map, Field& a, Field& b)
{
FieldSet open = {}; //not expanded fields
FieldSet closed = {}; //expanded fields
a.SetHCost(CalcScore(a, b)); //calculate h cost for start field, gcost equals 0
open.insert(&a); //add start field to open vector
while (!open.empty()) //while we have unexpanded fields in open set
{
Field * current = *open.begin(); //set current field
//if current checked field is our goal field
if (*current == b)
{
return
ReconstructPath(&a, current); //return reversed path
}
closed.insert(current); //end of checking current field, add it to closed vector...
open.erase(open.find(current)); //set solution
//get neighbours of current field
for (auto f : GetNeighbours(*current, map))
{
//continue if f is unavailable
if (closed.find(f) != closed.end() || !f->IsWalkable())
{
continue;
}
//calculate tentative g cost, based on current cost and direction changed
unsigned tentativeGCost = current->GetGCost() + (current->GetMapPosition().x != f->GetMapPosition().x && current->GetMapPosition().y != f->GetMapPosition().y ? 14 : 10);
bool fieldIsNotInOpenSet = open.find(f) == open.end();
if (tentativeGCost < f->GetGCost() || fieldIsNotInOpenSet)
{
f->SetGCost(tentativeGCost);
f->SetHCost(CalcScore(*f, b));
f->SetParent(*current);
if (fieldIsNotInOpenSet)
{
open.insert(f);
}
}
}
}
return {}; //no path anaviable
}
FieldContainer PathFinder::ReconstructPath(Field * a, Field * current) const
{
FieldContainer totalPath { current };
while (!(current == a))
{
totalPath.push_back(current);
current->SetAsPartOfPath(true);
current = current->GetParent();
}
std::reverse(totalPath.begin(), totalPath.end()); //reverse the path
return totalPath;
}
#pragma endregion PathFinder
...我想知道为什么当我使用 std::list 而不是 std::vector 时,执行路径查找算法的时间等于或大于 std::vector 中的时间,因为只有 FieldContainer 的添加操作.
我使用 std::chrono 高分辨率计时器在循环中检查了 10 次执行时间:
#include "MapDrawer.h"
#include <iostream>
#include "Navigation.hpp"
//clock
#include <chrono>
typedef std::chrono::high_resolution_clock ChronoClock;
using namespace sf;
bool pathFound = false;
FieldContainer path;
Map gameMap;
const sf::Vector2f mapSize { 300, 300 };
void Test()
{
for (int i = 0; i < 10; i++)
{
gameMap = { static_cast<sf::Vector2u>(mapSize) };
PathFinder pathFinder{};
auto t1 = ChronoClock::now();
path = pathFinder.FindPath(gameMap, *gameMap.GetFields()[0][0], *gameMap.GetFields()[(int)(mapSize.x - 1)][(int)(mapSize.y - 1)]);
auto t2 = ChronoClock::now();
std::cout << "Delta: " << std::chrono::duration_cast<std::chrono::milliseconds>(t2 - t1).count() << " milliseconds\n";
}
}
void MapDrawer::draw(RenderTarget &target, RenderStates states) const
{
if (!pathFound)
{
Test();
pathFound = true;
}
////////////////
}
以毫秒为单位的结果(调试)
map size container time (average)
50x50 list 13,8
50x50 vector 12,4
150x150 list 54,0
150x150 vector 41,9
300x300 list 109,9
300x300 vector 100,8
以毫秒为单位的结果(RELEASE)
map size container time (average)
500x500 list 9,3
500x500 vector 7,4
1500x1500 list 23,9
1500x1500 vector 23,7
所以看起来向量比列表更快,但是为什么,因为列表在添加操作时应该更快?
顺便说一句。那个算法快吗?如果不是,那我可以改变什么来提高速度?
谢谢。
【问题讨论】:
-
帮助阅读:isocpp.org/blog/2014/06/stroustrup-lists。 “我的 2012 年“走向本土”主题演讲。”从链接页面链接到一些非常好的了解细节。
-
当然列表更慢:它必须将每个元素存储在非连续内存中。如果可能,您应该使用
deque或vector。 -
Vectors 在尝试扩展时会出现性能问题,否则访问量为 O[1]。列表必须搜索列表的末尾(除非它有尾指针),分配一个新节点,然后将新节点附加到列表中。
-
优化版本构建与否?
-
@RetiredNinja 哦,我忘记了发布模式,顺便说一句。 WOW 100ms -> 4ms 没想到释放模式这么厉害……
标签: algorithm performance list c++11 vector