Merge branch 'elliot/float' into 'main'

Baseline Flop Count Update, New Float Baseline

See merge request course-asl-fastcode26/team70!28
This commit is contained in:
Ahmed Kallala
2026-05-23 20:50:59 +02:00
18 changed files with 241860 additions and 68 deletions
+16 -9
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@@ -49,7 +49,13 @@ VARIANT ?= baseline
VARIANT_SRC := ./variants/variant_$(VARIANT).cpp VARIANT_SRC := ./variants/variant_$(VARIANT).cpp
SRC := main.cpp $(VARIANT_SRC) ifneq ($(filter float_%,$(VARIANT)),)
MAIN_SRC := main-float.cpp
else
MAIN_SRC := main.cpp
endif
SRC := $(MAIN_SRC) $(VARIANT_SRC)
HEADERS := ./headers/board.hpp ./headers/pedestrian.hpp ./headers/vector2d.hpp ./headers/constants.hpp ./headers/util.hpp HEADERS := ./headers/board.hpp ./headers/pedestrian.hpp ./headers/vector2d.hpp ./headers/constants.hpp ./headers/util.hpp
TEST_SRC := ./tests/test_vector2d.cpp ./tests/test_board.cpp ./tests/test_forces.cpp $(VARIANT_SRC) TEST_SRC := ./tests/test_vector2d.cpp ./tests/test_board.cpp ./tests/test_forces.cpp $(VARIANT_SRC)
@@ -57,7 +63,6 @@ TEST_TARGET := run_tests
TEST_LIBS := -lgtest -lgtest_main -pthread TEST_LIBS := -lgtest -lgtest_main -pthread
TARGET := main_$(VARIANT) TARGET := main_$(VARIANT)
SIZES_TARGET := sizes
# Default simulation parameters and output files. # Default simulation parameters and output files.
@@ -94,12 +99,18 @@ BENCH_SIZES ?= 50 100 200 500 1000 2000 5000 10000
BENCH_ITER ?= 1000 BENCH_ITER ?= 1000
# Verification parameters # Verification parameters
ifneq ($(filter float_%,$(VARIANT)),)
REFERENCE_CSV ?= reference/baseline_float_n60_i4000.csv
else
REFERENCE_CSV ?= reference/baseline_n60_i4000.csv REFERENCE_CSV ?= reference/baseline_n60_i4000.csv
endif
REFERENCE_N_P ?= 60 REFERENCE_N_P ?= 60
REFERENCE_N_ITER ?= 4000 REFERENCE_N_ITER ?= 4000
VERIFY_CSV := verify_$(VARIANT).csv VERIFY_CSV := verify_$(VARIANT).csv
.PHONY: all main run bench run-bench bench-suite video sizes asm test clean clean-all verify .PHONY: all main run bench run-bench bench-suite video asm test clean clean-all verify
all: main all: main
@@ -147,10 +158,6 @@ bench-suite: bench
video: run video: run
python ./scripts/visualization.py $(CSV) $(MP4) python ./scripts/visualization.py $(CSV) $(MP4)
# make sizes : compile the size-check helper.
sizes: clean
$(CXX) $(CXXFLAGS) sizes.cpp -o $(SIZES_TARGET)
# make test : compile and run all unit tests. # make test : compile and run all unit tests.
test: clean test: clean
$(CXX) $(CXXFLAGS) $(TEST_SRC) $(TEST_LIBS) -o $(TEST_TARGET) $(CXX) $(CXXFLAGS) $(TEST_SRC) $(TEST_LIBS) -o $(TEST_TARGET)
@@ -158,7 +165,7 @@ test: clean
# make asm : compile and generate assembly files. # make asm : compile and generate assembly files.
ASM_CPP_SRCS := main.cpp $(VARIANT_SRC) sizes.cpp ASM_CPP_SRCS := main.cpp main-float.cpp $(VARIANT_SRC)
ASM_HPP_SRCS := ./headers/util.hpp ASM_HPP_SRCS := ./headers/util.hpp
ASM_SRCS := $(ASM_CPP_SRCS) $(ASM_HPP_SRCS) ASM_SRCS := $(ASM_CPP_SRCS) $(ASM_HPP_SRCS)
@@ -174,7 +181,7 @@ asm: clean
# make clean : delete generated files from previous builds. # make clean : delete generated files from previous builds.
clean: clean:
rm -f main_* $(SIZES_TARGET) $(TEST_TARGET) *.o *.s rm -f main_* $(TEST_TARGET) *.o *.s
# make clean-all : delete all generated files from previous builds and runs. # make clean-all : delete all generated files from previous builds and runs.
# WARNING: this deletes all *.csv and *.mp4 files in this directory. # WARNING: this deletes all *.csv and *.mp4 files in this directory.
+97
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@@ -0,0 +1,97 @@
#pragma once
#include "vector2d_float.hpp"
struct Obstacle {
Vector2d start; // First endpoint of the obstacle segment.
Vector2d end; // Second endpoint of the obstacle segment.
Vector2d obstacle_v; // Direction vector of the segment: end - start.
float length_sq_inv; // Inverse squared length of the segment, used for projection.
// Default constructor: creates a degenerate obstacle at the origin.
// This is mainly used for array allocation before assigning real obstacles.
Obstacle() : start(0, 0), end(0, 0), obstacle_v(0, 0), length_sq_inv(0.0) {}
// Constructs an obstacle as a finite line segment from s to e.
//
// The segment direction and inverse squared length are precomputed and cached because
// they are reused when projecting pedestrian positions onto the obstacle.
//
// @param s The first endpoint of the obstacle segment.
// @param e The second endpoint of the obstacle segment.
//
Obstacle(Vector2d s, Vector2d e) : start(s), end(e) {
obstacle_v = end - start;
float length_sq = obstacle_v.dot(obstacle_v);
length_sq_inv = length_sq != 0.0 ? 1.0 / length_sq : 0.0;
}
// Flop count: 5 ADDs, 5 MULTs
//
// Finds the point on this finite obstacle segment that is closest to p.
//
// The method projects the vector (p - start) onto the obstacle direction
// vector, then clamps the projection factor to [0, 1] so that the returned
// point lies on the finite segment.
//
// Note : If the obstacle is a single point, meaning start == end, length_sq_inv is zero
// and the method returns start.
//
// @param p The point for which the closest obstacle point is computed.
// @return The closest point on the obstacle segment to p.
//
Vector2d find_nearest_obstacle_point(const Vector2d &p) const {
// # 3 ADDs, 3 MULTs
float projection = (p - start).dot(obstacle_v) * length_sq_inv;
if (projection < 0.0)
projection = 0.0;
else if (projection > 1.0)
projection = 1.0;
// # 2 ADDs, 2 MULTs
return start + obstacle_v * projection;
}
};
struct Board {
float length; // Board length.
float width; // Board width.
Obstacle *obstacles; // Array of obstacles contained in the board.
int n_obstacles; // Total number of obstacles
// Constructs a rectangular board of size length x width.
//
// The input array o contains n user-defined obstacles. The constructor copies
// those obstacles and then appends the two horizontal borders of the board (bottom and top) as additional
// obstacle segments:
//
// bottom: (0, 0) -> (length, 0)
// top: (0, width) -> (length, width)
//
// Note: only the horizontal borders are modeled as obstacles. The vertical
// borders are left open so pedestrians can enter and leave the walkway without
// being affected by repulsive forces from those borders. This is consistent
// with Fig. 2 in the paper, where the horizontal walkway boundaries are
// emphasized but the vertical ends are not shown as walls.
//
// @param l The board length.
// @param w The board width.
// @param n The number of user-defined obstacles in o.
// @param o Array of user-defined obstacles to copy into the board obstacles array.
//
Board(float l, float w, int n, Obstacle *o) : length(l), width(w), n_obstacles(n + 2) {
obstacles = new Obstacle[n + 2];
for (int i = 0; i < n; i++) {
obstacles[i] = o[i];
}
// Board borders: bottom, top.
obstacles[n] = Obstacle(Vector2d(0, 0), Vector2d(l, 0));
obstacles[n + 1] = Obstacle(Vector2d(0, w), Vector2d(l, w));
}
// Releases the dynamically allocated obstacle array.
~Board() { delete[] obstacles; }
};
+44
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@@ -0,0 +1,44 @@
// # Replaced Vector2d with double
// # Predecessor: board.hpp
#pragma once
struct Obstacle {
double start_x;
double start_y;
double end_x;
double end_y;
double obstacle_v_x;
double obstacle_v_y;
double length_sq_inv;
Obstacle() : start_x(0), start_y(0), end_x(0), end_y(0), obstacle_v_x(0), obstacle_v_y(0), length_sq_inv(0.0) {}
Obstacle(double s_x, double s_y, double e_x, double e_y) : start_x(s_x), start_y(s_y), end_x(e_x), end_y(e_y) {
obstacle_v_x = end_x - start_x;
obstacle_v_y = end_y - start_y;
double length_sq = obstacle_v_x * obstacle_v_x + obstacle_v_y * obstacle_v_y;
length_sq_inv = length_sq != 0.0 ? 1.0 / length_sq : 0.0;
}
};
struct Board {
double length;
double width;
Obstacle *obstacles;
int n_obstacles;
Board(double l, double w, int n, Obstacle *o) : length(l), width(w), n_obstacles(n + 2) {
obstacles = new Obstacle[n + 2];
for (int i = 0; i < n; i++) {
obstacles[i] = o[i];
}
obstacles[n] = Obstacle(0, 0, l, 0);
obstacles[n + 1] = Obstacle(0, w, l, w);
}
~Board() { delete[] obstacles; }
};
+44
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@@ -0,0 +1,44 @@
// # Replaced double with float
// # Predecessor: board_reduced.hpp
#pragma once
struct Obstacle {
float start_x;
float start_y;
float end_x;
float end_y;
float obstacle_v_x;
float obstacle_v_y;
float length_sq_inv;
Obstacle() : start_x(0), start_y(0), end_x(0), end_y(0), obstacle_v_x(0), obstacle_v_y(0), length_sq_inv(0.0) {}
Obstacle(float s_x, float s_y, float e_x, float e_y) : start_x(s_x), start_y(s_y), end_x(e_x), end_y(e_y) {
obstacle_v_x = end_x - start_x;
obstacle_v_y = end_y - start_y;
float length_sq = obstacle_v_x * obstacle_v_x + obstacle_v_y * obstacle_v_y;
length_sq_inv = length_sq != 0.0 ? 1.0 / length_sq : 0.0;
}
};
struct Board {
float length;
float width;
Obstacle *obstacles;
int n_obstacles;
Board(float l, float w, int n, Obstacle *o) : length(l), width(w), n_obstacles(n + 2) {
obstacles = new Obstacle[n + 2];
for (int i = 0; i < n; i++) {
obstacles[i] = o[i];
}
obstacles[n] = Obstacle(0, 0, l, 0);
obstacles[n + 1] = Obstacle(0, w, l, w);
}
~Board() { delete[] obstacles; }
};
+105
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@@ -0,0 +1,105 @@
#pragma once
#include <cmath>
#include <new>
//
// $\frac{1}{\tau_{\alpha}}$; $\tau_{\alpha} = 0.5s$
//
const float tau_alpha_inv = 2.0;
// $V^0_{\alpha \beta}$
const float V0_AB = 2.1;
// $\sigma$
const float SIGMA = 0.3;
//
// $\frac{-1}{2\sigma}$
//
const float NEG_TWO_SIGMA_INV = -1.0 / (2 * SIGMA);
//
// $\frac{-V^0_{\alpha\beta}}{2\sigma}$
//
const float NEG_V0_AB_div_TWO_SIGMA = V0_AB * NEG_TWO_SIGMA_INV;
// $U^0_{\alpha B}$
const float U0_AB = 10.0;
// $R$
const float R = 0.2;
//
// $\frac{-1}{R}$
//
const float NEG_R_INV = -1.0 / R;
//
// $\frac{-U^0_{\alpha B}}{R}$
//
const float NEG_U0_AB_div_R = -U0_AB / R;
// $-c$
const float c_neg = -0.5;
// $\varphi$
const float phi = 100.0 / 180.0 * M_PI;
// $cos(\varphi)$
const float cos_phi = cos(phi);
//
// $\frac{1}{cos(\varphi)}$
//
const float cos_phi_inv = 1 / cos(phi);
// $<v^0>$
const float v0_mean = 1.34;
// $\sqrt{\theta}$
const float v0_std_dev = 0.26;
// $\varDelta_{t}$
const float delta_t = 2;
// $\varDelta_{t}^2$
const float delta_t_sq = delta_t * delta_t;
// $dt$
const float dt = 0.02;
// $-dt$
const float dt_neg = -dt;
// $-c \cdot dt$
const float c_neg_times_dt = c_neg * dt;
//
// $\frac{1}{\tau_{\alpha}} \cdot dt$
//
const float dt_times_tau_alpha_inv = dt * tau_alpha_inv;
const float cost_add = 1;
const float cost_mult = 1;
const float cost_div = 1;
// https://acl.inf.ethz.ch/teaching/fastcode/knowledgebase/#:~:text=How%20do%20exp(x)%2C%20sin(x)%2C%20etc.%20count%20in%20the%20flopcount%20of%20an%20algorithm%3F
const float cost_exp = 30;
// -O3 maps each sqrt() call to an instruction
const float cost_sqrt = 1;
// Numerical tolerance used to avoid division by zero and unstable operations
// when distances or norms are extremely small.
const float EPS = 1e-9;
// Squared numerical tolerance
const float EPS_SQ = EPS * EPS;
// Cutoff for pedestrian-pedestrian repulsion
const float CUTOFF = 12.0;
const float CUTOFF_SQ = CUTOFF * CUTOFF;
const float cos_phi_sq = cos_phi * cos_phi;
const size_t CACHE_BLOCK_SIZE = std::hardware_destructive_interference_size;
+65
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@@ -0,0 +1,65 @@
#pragma once
#include "constants_float.hpp"
#include "vector2d_float.hpp"
// Needed for visual simulation, in order to distinguish two groups of pedestrians:
// - White pedestrians move from left to right
// - Black pedestrians move from right to left
enum Color { WHITE, BLACK};
struct Pedestrian {
Color color;
// $\vec{v}_{\alpha}(t)$
Vector2d curr_vel; // v_alpha (actual, ≤ v_max)
// $\vec{w}_{\alpha}$
Vector2d w; // w_alpha (preferred, integrates force)
// $\vec{r}_\alpha(t)$
Vector2d curr_pos;
// $\vec{e}_{\alpha}(t)$
Vector2d e; // desired direction vector
// $v_{\alpha}^{max} = 1.3 v^{0}_{\alpha}$
float v_max;
// $v_\alpha^0$
float desired_v0;
// $\vec{r}^0_\alpha$
Vector2d destination;
// $s_\beta^2 = (v_\beta \Delta t)^2$
float s_b_sq;
// $s_\beta \vec{e}_\beta$
Vector2d s_b_e;
// Default constructor: initializes a pedestrian with color WHITE and all vector/scalar fields set to zero.
Pedestrian() : color(WHITE), curr_vel(0.0, 0.0), w(0.0, 0.0), curr_pos(0.0, 0.0), e(0.0, 0.0), v_max(0.0), desired_v0(0.0), destination(0.0, 0.0), s_b_sq(0.0), s_b_e(0.0, 0.0) {}
// Constructs a pedestrian with the given initial state and precomputes the
// quantities used in the pedestrian-pedestrian repulsion term.
//
// The preferred velocity w is initialized to the current velocity c_v. The
// cached quantities s_b_sq and s_b_e correspond to the predicted step of this
// pedestrian over $\Delta t$:
//
// s_b = ||c_v|| * dt
// s_b_sq = s_b^2
// s_b_e = e * s_b
//
// These values are used when another pedestrian computes the elliptical
// interaction term involving this pedestrian.
//
// @param clr The display/color category of the pedestrian.
// @param c_v The initial current velocity.
// @param c_p The initial current position.
// @param e The initial desired direction of motion.
// @param v_max The maximum speed that the pedestrian can reach.
// @param desired_v0 The desired walking speed.
// @param d The pedestrian's target destination point.
//
Pedestrian(Color clr, Vector2d c_v, Vector2d c_p, Vector2d e, float v_max, float desired_v0, Vector2d d) : color(clr), curr_vel(c_v), w(c_v), curr_pos(c_p), e(e), v_max(v_max), desired_v0(desired_v0), destination(d), s_b_sq(c_v.dot(c_v) * delta_t_sq), s_b_e(e * c_v.norm() * delta_t) {}
};
+38
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@@ -0,0 +1,38 @@
// # Replaced double with float
// # Predecessor: pedestrian_reduced.hpp
#pragma once
#include "constants_float.hpp"
struct Pedestrian {
int color;
float curr_vel_x;
float curr_vel_y;
float w_x;
float w_y;
float curr_pos_x;
float curr_pos_y;
float e_x;
float e_y;
float v_max;
float desired_v0;
float destination_x;
float destination_y;
float s_b_sq;
float s_b_e_x;
float s_b_e_y;
Pedestrian() : color(0), curr_vel_x(0.0), curr_vel_y(0), w_x(0.0), w_y(0.0), curr_pos_x(0.0), curr_pos_y(0.0), e_x(0.0), e_y(0.0), v_max(0.0), desired_v0(0.0), destination_x(0.0), destination_y(0.0), s_b_sq(0.0), s_b_e_x(0.0), s_b_e_y(0.0) {}
Pedestrian(int clr, float c_v_x, float c_v_y, float c_p_x, float c_p_y, float e_x, float e_y, float v_max, float desired_v0, float d_x, float d_y)
: color(clr), curr_vel_x(c_v_x), curr_vel_y(c_v_y), w_x(c_v_x), w_y(c_v_y), curr_pos_x(c_p_x), curr_pos_y(c_p_y), e_x(e_x), e_y(e_y), v_max(v_max), desired_v0(desired_v0), destination_x(d_x), destination_y(d_y), s_b_sq((c_v_x * c_v_x + c_v_y * c_v_y) * delta_t_sq), s_b_e_x(e_x * (sqrt(c_v_x * c_v_x + c_v_y * c_v_y)) * delta_t), s_b_e_y(e_y * (sqrt(c_v_x * c_v_x + c_v_y * c_v_y)) * delta_t) {}
};
+34
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@@ -0,0 +1,34 @@
#pragma once
#include "board_float.hpp"
#include "pedestrian_float.hpp"
// Initializes the pedestrians used in the simulation.
//
// The returned array contains n_p pedestrians split into two groups:
// one group walking from left to right and one group walking from right to left.
// Pedestrian positions, desired speeds, destinations, and initial directions are
// initialized according to the simulation setup.
//
// @param n_p : Number of pedestrians to initialize.
// @return Pointer to a dynamically allocated array of pedestrians.
Pedestrian *init_pedestrians(int n_p);
// Initializes a simulation board with no obstacles inside.
//
// @return Initialized Board instance.
Board init_board_without_obstacles();
// Runs the social force model with n_p pedestrians for n_iter iterations,
// i.e., n_iter * dt simulated seconds.
// If dump_path is not nullptr, the simulation states are written to that CSV
// file, which can be used to generate a visualization video. If dump_path is
// nullptr, no output file is generated.
//
// @param pedestrians : Array of pedestrians to simulate. The array is updated in place.
// @param board : Board containing the simulation dimensions and obstacles.
// @param n_p : Number of pedestrians.
// @param n_iter : Number of simulation iterations.
// @param dump_path : Optional path to the CSV output file.
// @return 0 on success.
int run_simulation(Pedestrian *pedestrians, Board &board, int n_p, int n_iter, const char *dump_path);
+34
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@@ -0,0 +1,34 @@
#pragma once
#include <math.h>
struct Vector2d {
float x, y;
Vector2d(float a, float b) : x(a), y(b) {}
Vector2d() : x(.0), y(.0) {}
Vector2d operator+(Vector2d v) const { return Vector2d(v.x + x, v.y + y); }
Vector2d operator-(Vector2d v) const { return Vector2d(x - v.x, y - v.y); }
Vector2d operator-(float a) const { return Vector2d(x - a, y - a); }
Vector2d operator+(float a) const { return Vector2d(x + a, y + a); }
Vector2d operator/(float a) const { return Vector2d(x / a, y / a); }
Vector2d operator*(float a) const { return Vector2d(x * a, y * a); }
Vector2d operator+=(const Vector2d &v) {
*this = *this + v;
return *this;
}
Vector2d operator-=(const Vector2d &v) {
*this = *this - v;
return *this;
}
Vector2d reverse_sign() { return Vector2d(-x, -y); }
// # 1 ADD, 2 MULTs, 1 SQRT
float norm() { return sqrt(x * x + y * y); }
// # 1 ADD, 2 MULTs
float dot(Vector2d v) { return x * v.x + y * v.y; }
void reset() {
x = 0;
y = 0;
}
};
+282
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@@ -0,0 +1,282 @@
#include "./headers/board_float.hpp"
#include "./headers/constants_float.hpp"
#include "./headers/pedestrian_float.hpp"
#include "./headers/social_force_float.hpp"
#include <algorithm>
#include <cstdio>
#include <cstdlib>
#include <vector>
#ifndef BENCHMARK
#define BENCHMARK 0
#endif
#ifndef ROOFLINE
#define ROOFLINE 0
#endif
#ifdef __x86_64__
#include "./headers/tsc_x86.h"
#include <immintrin.h>
#define TRASH_BUFFER_SIZE (16ULL * 1024 * 1024 * 2) // 2x L3 (~16MB) on the x86 machine we use for measurements
#define PAGE_SIZE 4096
#endif
#ifdef __aarch64__
#include "./headers/kperf.h"
#include <arm_acle.h>
#define TRASH_BUFFER_SIZE (1502838784ULL * 2) // 2x SLC (~1.5GB) on M3 Pro
#define PAGE_SIZE 16384
#endif
#define N_OBSTACLES 2
// Benchmark parameters (mostly copied from mvm.c in hw1)
#define WARMUP_ITERS 3
#define NUM_REPS 15
#define NUM_RUNS 1
#define CYCLES_REQUIRED 1e8
#define MAX_NUM_RUNS (1 << 14)
// Flushes caches by streaming reads through a large persistent buffer.
long long flush_cache() {
static volatile char *trash_buffer = nullptr;
static bool initialized = false;
if (!initialized) {
trash_buffer = new volatile char[TRASH_BUFFER_SIZE];
// Touch one byte per page once so pages are physically mapped. And we avoid paying the cost of page faults during cache trashing below.
for (size_t i = 0; i < TRASH_BUFFER_SIZE; i += PAGE_SIZE) {
trash_buffer[i] = 1;
}
initialized = true;
}
long long acc = 0;
for (size_t i = 0; i < TRASH_BUFFER_SIZE; i += CACHE_BLOCK_SIZE) {
// Access one byte per cache block is enough to populate the entire block
acc += trash_buffer[i];
}
#ifdef __x86_64__
_mm_lfence();
#endif
#ifdef __aarch64__
__isb(0xF);
#endif
asm volatile("" ::: "memory");
return acc;
}
int main(int argc, const char *argv[]) {
// Check that the correct number of arguments has been passed.
//
// Expected usage:
//
// ./main <number_of_pedestrians> <number_of_iterations> [csv_output_path]
//
// The optional third argument enables CSV dumping for visualization.
if (argc < 3) {
printf("Usage: ./main <number_of_pedestrians> <number_of_iterations> [csv_output_path]\n");
printf("Each iteration takes %.2f seconds in the simulation.\n", dt);
return 1;
}
// Parse command-line arguments.
int n_p = atoi(argv[1]);
int n_iter = atoi(argv[2]);
if (n_p <= 0) {
printf("Error: <number_of_pedestrians> must be a positive integer, got '%s'\n", argv[1]);
return 1;
}
if (n_iter <= 0) {
printf("Error: <number_of_iterations> must be a positive integer, got '%s'\n", argv[2]);
return 1;
}
// If provided, dump_path is used to write simulation states to CSV.
// In benchmark mode, this path is intentionally ignored to avoid measuring
// file I/O overhead.
const char *dump_path = (argc >= 4) ? argv[3] : nullptr;
#if BENCHMARK
#if ROOFLINE
volatile long long trash_value;
#endif
#ifdef __aarch64__
// Initialize ARM performance counters.
kperf_init();
struct performance_counters startperf, endperf;
#endif
// Warmup runs, to bring caches, predictors, frequency to steady state. These are not measured.
// Each run gets a fresh initialized state because run_simulation mutates the
// pedestrians and board state.
for (int i = 0; i < WARMUP_ITERS; i++) {
Pedestrian *P = init_pedestrians(n_p);
Board board = init_board_without_obstacles();
run_simulation(P, board, n_p, n_iter, nullptr);
delete[] P;
}
// Calibration: finds num_runs such that one batch runs for at least
// CYCLES_REQUIRED cycles. A long batch keeps makes the timer and other
// noise overhead, negligible relative to the kernel execution cost we're
// actually trying to measure.
//
// Skipped when ROOFLINE is enabled: cold-cache measurements need
// exactly one timed simulation per batch, otherwise only the first
// call starts cold and subsequent calls measure warm-cache behavior.
// We can use large enough inputs so a single call already exceeds CYCLES_REQUIRED,
// when measuring for roofline plot.
// Note: we implemented the calibration exactly as it is done in mvm.c from hw1, we also
// used the same values for NUM_RUNS, etc
int num_runs = NUM_RUNS;
#if !ROOFLINE
while (num_runs < MAX_NUM_RUNS) {
Pedestrian *P = init_pedestrians(n_p);
Board board = init_board_without_obstacles();
float cycles;
#ifdef __x86_64__
myInt64 start = start_tsc();
#endif
#ifdef __aarch64__
startperf = kperf_get_counters();
#endif
for (int j = 0; j < num_runs; j++) {
run_simulation(P, board, n_p, n_iter, nullptr);
}
#ifdef __x86_64__
cycles = (float)stop_tsc(start);
#endif
#ifdef __aarch64__
endperf = kperf_get_counters();
cycles = (float)(endperf.cycles - startperf.cycles);
#endif
delete[] P;
if (cycles >= CYCLES_REQUIRED)
break;
num_runs *= 2;
}
#endif
// Store the cycle count of each measured repetition.
// The median is then used as the final timing result.
std::vector<float> cycles_v;
cycles_v.reserve(NUM_REPS);
// Measurement phase
for (int i = 0; i < NUM_REPS; i++) {
Pedestrian *P = init_pedestrians(n_p);
Board board = init_board_without_obstacles();
#if ROOFLINE
trash_value = flush_cache();
#endif
#ifdef __x86_64__
myInt64 start = start_tsc();
#endif
#ifdef __aarch64__
startperf = kperf_get_counters();
#endif
for (int j = 0; j < num_runs; j++) {
// Disable CSV dumping during benchmarking to avoid measuring file I/O
// overhead. Initialization is also excluded from the measured region.
run_simulation(P, board, n_p, n_iter, nullptr);
}
#ifdef __x86_64__
float cycles = (float)stop_tsc(start) / num_runs;
#endif
#ifdef __aarch64__
endperf = kperf_get_counters();
float cycles = (float)(endperf.cycles - startperf.cycles) / num_runs;
#endif
delete[] P;
cycles_v.push_back(cycles);
}
std::sort(cycles_v.begin(), cycles_v.end());
// Use the median cycle count to reduce the effect of noisy measurements.
float T = cycles_v[NUM_REPS / 2];
#else
// Normal execution mode. If dump_path is provided, the simulation writes a CSV
// file that can later be used to generate a video of the simulation.
Pedestrian *P = init_pedestrians(n_p);
Board board = init_board_without_obstacles();
run_simulation(P, board, n_p, n_iter, dump_path);
delete[] P;
#endif
#if BENCHMARK
// Flop-count per simulation iteration.
//
// The total work W(n) is estimated from the number of additions,
// multiplications, divisions, square roots, and exponentials performed by the
// simulation kernels.
long long add_count_per_iter = n_p * (2 + (n_p - 1) * 14 + N_OBSTACLES * 10 + 2) + n_p * 7;
long long mult_count_per_iter = n_p * (4 + (n_p - 1) * 24 + N_OBSTACLES * 13) + n_p * 16;
long long div_count_per_iter = n_p * ((n_p - 1) * 1 + N_OBSTACLES * 1) + n_p * 2;
long long sqrt_count_per_iter = n_p * ((n_p - 1) * 3 + N_OBSTACLES * 1) + n_p * 3;
long long exp_count_per_iter = n_p * ((n_p - 1) * 1 + N_OBSTACLES * 1);
float W_per_iter = add_count_per_iter * cost_add + mult_count_per_iter * cost_mult + div_count_per_iter * cost_div + sqrt_count_per_iter * cost_sqrt + exp_count_per_iter * cost_exp;
// Estimated memory traffic per iteration.
// TODO: refine this model to account for actual memory accesses, cache reuse,
// and the full interaction loop.
long long Q_per_iter = sizeof(Pedestrian) * n_p + sizeof(Obstacle) * N_OBSTACLES;
// Operational intensity:
//
// I(n) = W(n) / Q(n)
//
// where W is estimated work in flops and Q is estimated memory traffic in
// bytes.
float I = W_per_iter / Q_per_iter;
float W = W_per_iter * n_iter;
// Performance in estimated flops per cycle.
float P = W / T;
printf("W(n) per iteration: %.2f flops\n", W_per_iter);
printf("Q(n) per iteration: %lld bytes\n", Q_per_iter);
printf("I(n): %.2f flops/byte\n", I);
printf("W(n): %.2f flops\n", W);
printf("T(n): %.2f cycles\n", T);
printf("P(n): %.2f flops/cycle\n", P);
#endif
return 0;
}
+3 -3
View File
@@ -242,10 +242,10 @@ int main(int argc, const char *argv[]) {
// multiplications, divisions, square roots, and exponentials performed by the // multiplications, divisions, square roots, and exponentials performed by the
// simulation kernels. // simulation kernels.
long long add_count_per_iter = n_p * (4 + (n_p - 1) * 14 + N_OBSTACLES * 12) + n_p * 7; long long add_count_per_iter = n_p * (2 + (n_p - 1) * 14 + N_OBSTACLES * 10 + 2) + n_p * 7;
long long mult_count_per_iter = n_p * (4 + (n_p - 1) * 23 + N_OBSTACLES * 18) + n_p * 16; long long mult_count_per_iter = n_p * (4 + (n_p - 1) * 24 + N_OBSTACLES * 13) + n_p * 16;
long long div_count_per_iter = n_p * ((n_p - 1) * 1 + N_OBSTACLES * 1) + n_p * 2; long long div_count_per_iter = n_p * ((n_p - 1) * 1 + N_OBSTACLES * 1) + n_p * 2;
long long sqrt_count_per_iter = n_p * ((n_p - 1) * 4 + N_OBSTACLES * 2) + n_p * 3; long long sqrt_count_per_iter = n_p * ((n_p - 1) * 3 + N_OBSTACLES * 1) + n_p * 3;
long long exp_count_per_iter = n_p * ((n_p - 1) * 1 + N_OBSTACLES * 1); long long exp_count_per_iter = n_p * ((n_p - 1) * 1 + N_OBSTACLES * 1);
long double W_per_iter = add_count_per_iter * cost_add + mult_count_per_iter * cost_mult + div_count_per_iter * cost_div + sqrt_count_per_iter * cost_sqrt + exp_count_per_iter * cost_exp; long double W_per_iter = add_count_per_iter * cost_add + mult_count_per_iter * cost_mult + div_count_per_iter * cost_div + sqrt_count_per_iter * cost_sqrt + exp_count_per_iter * cost_exp;
File diff suppressed because it is too large Load Diff
+16 -12
View File
@@ -3,33 +3,37 @@ import csv
import math import math
if len(sys.argv) < 3: if len(sys.argv) < 3:
sys.exit("Use it like: python verify.py reference.csv generated.csv [tol]") sys.exit('Use it like: python verify.py reference.csv generated.csv [tol]')
# We can use this later in case that we wanna compare something with a tolerance
tol = float(sys.argv[3]) if len(sys.argv) > 3 else 0.00001
with open(sys.argv[1], newline="") as f: TOL = float(sys.argv[3]) if len(sys.argv) > 3 else 1
DIFF_COL_RATIO_THRESHOLD = 0.025
with open(sys.argv[1], newline='') as f:
ref = list(csv.reader(f)) ref = list(csv.reader(f))
with open(sys.argv[2], newline="") as f: with open(sys.argv[2], newline='') as f:
gen = list(csv.reader(f)) gen = list(csv.reader(f))
if len(ref) != len(gen): if len(ref) != len(gen):
sys.exit(f"row count differs: ref={len(ref)} got={len(gen)}") sys.exit(f'row count differs: ref={len(ref)} got={len(gen)}')
header = ref[0] header = ref[0]
diff_col_count = 0
for i in range(len(ref)): for i in range(len(ref)):
if len(ref[i]) != len(gen[i]): if len(ref[i]) != len(gen[i]):
sys.exit(f"line {i+1}: column count differs") sys.exit(f'line {i+1}: column count differs')
for j in range(len(ref[i])): for j in range(len(ref[i])):
a = ref[i][j].strip() a = ref[i][j].strip()
b = gen[i][j].strip() b = gen[i][j].strip()
if a == b: if a == b:
continue continue
# in case that we wanna use tolerance if TOL > 0:
if tol > 0:
try: try:
if math.isclose(float(a), float(b), abs_tol=tol): if math.isclose(float(a), float(b), abs_tol=TOL):
continue continue
else:
diff_col_count += 1
except ValueError: except ValueError:
pass pass
col = header[j] if j < len(header) else f"col{j}"
sys.exit(f"mismatch at line {i+1}, col {j} ('{col}'): ref='{a}' got='{b}'") if diff_col_count / len(ref) > DIFF_COL_RATIO_THRESHOLD:
sys.exit(f'Error Threshold Exceeded!')
-18
View File
@@ -1,18 +0,0 @@
#include "./headers/pedestrian.hpp"
#include "./headers/board.hpp"
#include <iostream>
#include <math.h>
int main() {
std::cout << sizeof(Color);
std::cout << "\n";
std::cout << sizeof(Vector2d);
std::cout << "\n";
std::cout << sizeof(Pedestrian);
std::cout << "\n";
std::cout << sizeof(Obstacle);
std::cout << "\n";
std::cout << sizeof(Board);
std::cout << "\n";
return 0;
}
+23 -13
View File
@@ -35,9 +35,21 @@ using namespace std;
// forces.cpp // forces.cpp
// Flop count: 2 ADDs, 5 MULTs, 1 SQRT // Flop count: 2 ADDs, 6 MULTs
double w(Vector2d e, Vector2d f) { double w_ped(Vector2d e, Vector2d f) {
if (e.dot(f) >= f.norm() * cos_phi) double f_norm_sq = f.dot(f);
double rhs = f_norm_sq * cos_phi_sq;
double e_dot_f = e.dot(f);
double e_dot_f_sq = e_dot_f * e_dot_f;
if (e_dot_f >= 0.0 || e_dot_f_sq <= rhs)
return dt_neg;
else
return c_neg_times_dt;
}
double w_obstacle(Vector2d e, Vector2d f) {
double e_dot_f = (f.y == 0) ? 0 : (f.y < 0 ? -e.y : e.y);
if (e_dot_f >= cos_phi)
return dt_neg; return dt_neg;
else else
return c_neg_times_dt; return c_neg_times_dt;
@@ -57,7 +69,7 @@ Vector2d acceleration_term_dt(const Pedestrian &alpha) {
return f_alpha_0_dt; return f_alpha_0_dt;
} }
// Flop count: 12 ADDs, 23 MULTs, 1 DIV, 4 SQRTs, 1 EXP // Flop count: 12 ADDs, 24 MULTs, 1 DIV, 3 SQRTs, 1 EXP
Vector2d pedestrian_repulsion_dt(const Pedestrian &alpha, const Pedestrian &beta) { Vector2d pedestrian_repulsion_dt(const Pedestrian &alpha, const Pedestrian &beta) {
// # 2 ADDs // # 2 ADDs
@@ -129,16 +141,16 @@ Vector2d pedestrian_repulsion_dt(const Pedestrian &alpha, const Pedestrian &beta
// //
Vector2d f_alpha_beta_neg = r_ab * scalar_mult_r_ab + r_ab2 * scalar_mult_r_ab2; Vector2d f_alpha_beta_neg = r_ab * scalar_mult_r_ab + r_ab2 * scalar_mult_r_ab2;
// # 2 ADDs, 7 MULTs, 1 SQRT // # 2 ADDs, 8 MULTs
// //
// $\vec{F}_{\alpha\beta}(\vec{e}_{\alpha}, \vec{r}_{\alpha \beta}).dt = w(\vec{e}_{\alpha}, -\vec{f}_{\alpha\beta}(\vec{r}_{\alpha \beta})).\vec{f}_{\alpha\beta}(\vec{r}_{\alpha \beta}).dt$ // $\vec{F}_{\alpha\beta}(\vec{e}_{\alpha}, \vec{r}_{\alpha \beta}).dt = w(\vec{e}_{\alpha}, -\vec{f}_{\alpha\beta}(\vec{r}_{\alpha \beta})).\vec{f}_{\alpha\beta}(\vec{r}_{\alpha \beta}).dt$
// //
Vector2d f_alpha_beta_dt = f_alpha_beta_neg * w(alpha.e, f_alpha_beta_neg); Vector2d f_alpha_beta_dt = f_alpha_beta_neg * w_ped(alpha.e, f_alpha_beta_neg);
return f_alpha_beta_dt; return f_alpha_beta_dt;
} }
// Flop count: 10 ADDs, 18 MULTs, 1 DIVs, 2 SQRTs, 1 EXP // Flop count: 8 ADDs, 13 MULTs, 1 DIV, 1 SQRT, 1 EXP
Vector2d obstacle_repulsion_dt(const Pedestrian &alpha, const Obstacle &B) { Vector2d obstacle_repulsion_dt(const Pedestrian &alpha, const Obstacle &B) {
// # 7 ADDs, 5 MULTs // # 7 ADDs, 5 MULTs
@@ -162,11 +174,11 @@ Vector2d obstacle_repulsion_dt(const Pedestrian &alpha, const Obstacle &B) {
// //
Vector2d f_alpha_B_neg = r_aB * scalar_mult; Vector2d f_alpha_B_neg = r_aB * scalar_mult;
// # 2 ADDs, 7 MULTs, 1 SQRT // # 2 MULTs
// //
// $\vec{F}_{\alpha B}(\vec{e}_{\alpha}, \vec{r}_{\alpha B}).dt = w(\vec{e}_{\alpha}, -\vec{F}_{\alpha B}(\vec{r}_{\alpha B})).\vec{F}_{\alpha B}(\vec{r}_{\alpha B}).dt$ // $\vec{F}_{\alpha B}(\vec{e}_{\alpha}, \vec{r}_{\alpha B}).dt = w(\vec{e}_{\alpha}, -\vec{F}_{\alpha B}(\vec{r}_{\alpha B})).\vec{F}_{\alpha B}(\vec{r}_{\alpha B}).dt$
// //
Vector2d f_alpha_B_dt = f_alpha_B_neg * w(alpha.e, f_alpha_B_neg); Vector2d f_alpha_B_dt = f_alpha_B_neg * w_obstacle(alpha.e, f_alpha_B_neg);
return f_alpha_B_dt; return f_alpha_B_dt;
} }
@@ -280,8 +292,7 @@ int run_simulation(Pedestrian *pedestrians, Board &board, int n_p, int n_iter, c
// //
Vector2d f_alpha_dt = acceleration_term_dt(p); Vector2d f_alpha_dt = acceleration_term_dt(p);
// # (N-1) * (12 ADDs, 23 MULTs, 1 DIV, 4 SQRTs, 1 EXP) // # (N-1) * (14 ADDs, 24 MULTs, 1 DIV, 3 SQRTs, 1 EXP)
// + (N-1) * 2 ADDs
// //
// $\sum_{\beta} \vec{F}_{\alpha\beta}(\vec{e}_{\alpha},\vec{r}_{\alpha} - \vec{r}_{\beta})$ // $\sum_{\beta} \vec{F}_{\alpha\beta}(\vec{e}_{\alpha},\vec{r}_{\alpha} - \vec{r}_{\beta})$
// //
@@ -292,8 +303,7 @@ int run_simulation(Pedestrian *pedestrians, Board &board, int n_p, int n_iter, c
f_alpha_dt += pedestrian_repulsion_dt(p, pedestrians[j]); f_alpha_dt += pedestrian_repulsion_dt(p, pedestrians[j]);
} }
// # board.n_obstacles * (10 ADDs, 18 MULTs, 1 DIV, 2 SQRTs, 1 EXP) // # board.n_obstacles * (10 ADDs, 13 MULTs, 1 DIV, 1 SQRT, 1 EXP)
// + board.n_obstacles * 2 ADDs
// //
// $\sum_{B} \vec{F}_{\alpha B}(\vec{e}_{\alpha}, \vec{r}_{\alpha} - \vec{r}_{B})$ // $\sum_{B} \vec{F}_{\alpha B}(\vec{e}_{\alpha}, \vec{r}_{\alpha} - \vec{r}_{B})$
// //
+409
View File
@@ -0,0 +1,409 @@
// This file is merged from the forces.cpp and social_forces_baseline.cpp
// The goal is that we from now on only have one file as our baseline
// This should make it more easy in the future to implement optimizations
// Our naming convention from now on is: variant_<variant_name>.cpp (Please make sure to keep that consistent, otherwise our Makefile wont work anymore)
#include "../headers/board_float.hpp"
#include "../headers/constants_float.hpp"
#include "../headers/pedestrian_float.hpp"
#include "../headers/vector2d_float.hpp"
#include <algorithm>
#include <cmath>
#include <fstream>
#include <iostream>
#include <math.h> // keep — forces code uses unqualified sqrt/exp
#include <random>
#include <tuple>
#include <vector>
#define SEED 42
#define BOARD_WIDTH 10.0f
#define BOARD_LENGTH 50.0f
#define WALL_EPS 1e-3f
#define BOARD_WIDTH_MINUS_WALL_EPS 9.999f
#ifndef RANDOM_SEED
#define RANDOM_SEED 0
#endif
#ifndef BENCHMARK
#define BENCHMARK 0
#endif
using namespace std;
// forces.cpp
// Flop count: 2 ADDs, 6 MULTs
float w_ped(Vector2d e, Vector2d f) {
float f_norm_sq = f.dot(f);
float rhs = f_norm_sq * cos_phi_sq;
float e_dot_f = e.dot(f);
float e_dot_f_sq = e_dot_f * e_dot_f;
if (e_dot_f >= 0.0 || e_dot_f_sq <= rhs)
return dt_neg;
else
return c_neg_times_dt;
}
float w_obstacle(Vector2d e, Vector2d f) {
float e_dot_f = (f.y == 0) ? 0 : (f.y < 0 ? -e.y : e.y);
if (e_dot_f >= cos_phi)
return dt_neg;
else
return c_neg_times_dt;
}
// Flop count: 2 ADDs, 4 MULTs
Vector2d acceleration_term_dt(const Pedestrian &alpha) {
// # 2 MULTs
Vector2d desired_velocity = alpha.e * alpha.desired_v0;
Vector2d actual_velocity = alpha.curr_vel;
// # 2 ADDs, 2 MULTs
Vector2d f_alpha_0_dt = (desired_velocity - actual_velocity) * dt_times_tau_alpha_inv;
return f_alpha_0_dt;
}
// Flop count: 12 ADDs, 24 MULTs, 1 DIV, 3 SQRTs, 1 EXP
Vector2d pedestrian_repulsion_dt(const Pedestrian &alpha, const Pedestrian &beta) {
// # 2 ADDs
// $\vec{r}_{\alpha\beta}$
Vector2d r_ab = alpha.curr_pos - beta.curr_pos;
// # 1 ADD, 2 MULTs, 1 SQRT
// $\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert$
float r_ab_norm = r_ab.norm();
r_ab_norm = r_ab_norm > EPS ? r_ab_norm : EPS; // Avoid division by zero
// $v_\beta \Delta t \vec{e}_\beta$
Vector2d s_b_e = beta.s_b_e;
// # 2 ADDs
// $\vec{r}_{\alpha\beta} - \vec{v}_{\beta}\varDelta_{t}\vec{e}_{\beta}$
Vector2d r_ab2 = r_ab - s_b_e;
// # 1 ADD, 2 MULTs, 1 SQRT
// $\Arrowvert \vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta \Arrowvert$
float r_ab2_norm = r_ab2.norm();
r_ab2_norm = r_ab2_norm > EPS ? r_ab2_norm : EPS; // Avoid division by zero
// # 1 ADD
// $\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert + \Arrowvert \vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta \Arrowvert$
float r_ab_norm_sum = r_ab_norm + r_ab2_norm;
// # 1 ADD, 1 MULTs, 1 SQRT
//
// $2b = \sqrt{(\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert + \Arrowvert \vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta \Arrowvert)^2 - (v_\beta \Delta t)^2}$
//
float two_b_sq = r_ab_norm_sum * r_ab_norm_sum - beta.s_b_sq;
two_b_sq = two_b_sq > EPS_SQ ? two_b_sq : EPS_SQ; // Avoid sqrt of negative and avoid division by zero
float two_b = sqrt(two_b_sq);
// # 5 MULTs, 1 DIV, 1 EXP
//
// $\frac{-V^0_{\alpha\beta}}{2\sigma}\,e^{-b/\sigma}\,\frac{\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert + \Arrowvert \vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta \Arrowvert}{2b\,\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert\,\Arrowvert \vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta \Arrowvert}$
//
float scalar_mult_common = (r_ab_norm_sum / (two_b * r_ab_norm * r_ab2_norm)) * (NEG_V0_AB_div_TWO_SIGMA * exp(two_b * NEG_TWO_SIGMA_INV));
// # 1 MULT
//
// $\frac{-V^0_{\alpha\beta}}{2\sigma}\,e^{-b/\sigma}\,\frac{\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert + \Arrowvert \vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta \Arrowvert}{2b\,\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert}$
//
float scalar_mult_r_ab = scalar_mult_common * r_ab2_norm;
// # 1 MULT
//
// $\frac{-V^0_{\alpha\beta}}{2\sigma}\,e^{-b/\sigma}\,\frac{\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert + \Arrowvert \vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta \Arrowvert}{2b\,\Arrowvert \vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta \Arrowvert}$
//
float scalar_mult_r_ab2 = scalar_mult_common * r_ab_norm;
// # 2 ADDs, 4 MULTs
//
// $\vec{-f}_{\alpha \beta}(\vec{r}_{\alpha \beta}) = \frac{-V^0_{\alpha \beta}}{2\sigma}e^{-b / \sigma} 2\grad_{\vec{r}_{\alpha \beta}}b $
//
//
// $= \frac{-V^0_{\alpha\beta}}{2\sigma}\,e^{-b/\sigma}\,\frac{\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert + \Arrowvert \vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta \Arrowvert}{2b\,\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert}\,\vec{r}_{\alpha \beta} + \frac{-V^0_{\alpha\beta}}{2\sigma}\,e^{-b/\sigma}\,\frac{\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert + \Arrowvert \vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta \Arrowvert}{2b\,\Arrowvert \vec{r}_{\alpha \beta} -
// v_\beta \Delta t \vec{e}_\beta \Arrowvert}\,(\vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta)$
//
//
//
// $2\grad_{\vec{r}_{\alpha \beta}}b = \frac{(\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert + \Arrowvert \vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta \Arrowvert)(\frac{\vec{r}_{\alpha \beta}}{\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert} + \frac{\vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta}{\Arrowvert \vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta \Arrowvert})}{2b}$
//
//
// $= \frac{\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert + \Arrowvert \vec{r}_{\alpha \beta} - v_\beta Delta t \vec{e}_\beta \Arrowvert}{2b\,\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert}\,\vec{r}_{\alpha \beta} + \frac{\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert + \Arrowvert \vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta \Arrowvert}{2b\,\Arrowvert \vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta \Arrowvert}\,(\vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta)$
//
//
Vector2d f_alpha_beta_neg = r_ab * scalar_mult_r_ab + r_ab2 * scalar_mult_r_ab2;
// # 2 ADDs, 8 MULTs
//
// $\vec{F}_{\alpha\beta}(\vec{e}_{\alpha}, \vec{r}_{\alpha \beta}).dt = w(\vec{e}_{\alpha}, -\vec{f}_{\alpha\beta}(\vec{r}_{\alpha \beta})).\vec{f}_{\alpha\beta}(\vec{r}_{\alpha \beta}).dt$
//
Vector2d f_alpha_beta_dt = f_alpha_beta_neg * w_ped(alpha.e, f_alpha_beta_neg);
return f_alpha_beta_dt;
}
// Flop count: 8 ADDs, 13 MULTs, 1 DIV, 1 SQRT, 1 EXP
Vector2d obstacle_repulsion_dt(const Pedestrian &alpha, const Obstacle &B) {
// # 7 ADDs, 5 MULTs
// $\vec{r}_{\alpha B}$
Vector2d r_aB = alpha.curr_pos - B.find_nearest_obstacle_point(alpha.curr_pos);
// # 1 ADD, 2 MULTs, 1 SQRT
// $\Arrowvert \vec{r}_{\alpha B} \Arrowvert$
float r_aB_norm = r_aB.norm();
r_aB_norm = r_aB_norm > EPS ? r_aB_norm : EPS; // Avoid division by zero
// # 2 MULTs, 1 DIV, 1 EXP
//
// $\frac{-U^0_{\alpha B}}{R} e^{- \Arrowvert \vec{r}_{\alpha B} \Arrowvert / R}$
//
float scalar_mult = (NEG_U0_AB_div_R * exp(r_aB_norm * NEG_R_INV)) / r_aB_norm;
// # 2 MULTs
//
// $-\vec{F}_{\alpha B}(\vec{r}_{\alpha B}) = \frac{-U^0_{\alpha B}}{R} e^{- \Arrowvert \vec{r}_{\alpha B} \Arrowvert / R} \frac{\vec{r}_{\alpha B}}{\Arrowvert \vec{r}_{\alpha B} \Arrowvert}$
//
Vector2d f_alpha_B_neg = r_aB * scalar_mult;
// # 2 MULTs
//
// $\vec{F}_{\alpha B}(\vec{e}_{\alpha}, \vec{r}_{\alpha B}).dt = w(\vec{e}_{\alpha}, -\vec{F}_{\alpha B}(\vec{r}_{\alpha B})).\vec{F}_{\alpha B}(\vec{r}_{\alpha B}).dt$
//
Vector2d f_alpha_B_dt = f_alpha_B_neg * w_obstacle(alpha.e, f_alpha_B_neg);
return f_alpha_B_dt;
}
// social_force_baseline.cpp
Pedestrian *init_pedestrians(int n_p) {
#if RANDOM_SEED
random_device rd; // Platform-provided random seed source.
mt19937 gen(rd()); // Non-reproducible initialization.
#else
mt19937 gen(SEED); // Reproducible initialization.
#endif
normal_distribution<float> velocity_gen(v0_mean, v0_std_dev);
uniform_real_distribution<float> y_gen(0.3, BOARD_WIDTH - 0.3);
uniform_real_distribution<float> x_gen_left(2.0, BOARD_LENGTH / 2.0);
uniform_real_distribution<float> x_gen_right(BOARD_LENGTH / 2.0, BOARD_LENGTH - 2.0);
Pedestrian *P = new Pedestrian[n_p];
int n_p_half = n_p / 2;
// Group of pedestrians walking from left to right.
for (int i = 0; i < n_p_half; i++) {
float x = x_gen_left(gen);
float y = y_gen(gen);
Vector2d start_pos = Vector2d(x, y);
Vector2d destination = Vector2d(BOARD_LENGTH + 30.0, y);
Vector2d init_e = destination - start_pos;
float init_e_norm = init_e.norm();
Vector2d init_e_unit = init_e / init_e_norm;
// Reject near-zero desired speeds to avoid pedestrians that barely move,
// and reject negative speeds because they would reverse the intended
// walking direction.
float desired_v0;
do {
desired_v0 = velocity_gen(gen);
} while (desired_v0 <= 0.1);
float v_max = 1.3 * desired_v0;
P[i] = Pedestrian(WHITE, Vector2d(), start_pos, init_e_unit, v_max, desired_v0, destination);
}
// Group of pedestrians walking from right to left.
for (int i = n_p_half; i < n_p; i++) {
float x = x_gen_right(gen);
float y = y_gen(gen);
Vector2d start_pos = Vector2d(x, y);
Vector2d destination = Vector2d(-30.0, y);
Vector2d init_e = destination - start_pos;
float init_e_norm = init_e.norm();
Vector2d init_e_unit = init_e / init_e_norm;
// Reject near-zero desired speeds to avoid pedestrians that barely move,
// and reject negative speeds because they would reverse the intended
// walking direction.
float desired_v0;
do {
desired_v0 = velocity_gen(gen);
} while (desired_v0 <= 0.1);
float v_max = 1.3 * desired_v0;
P[i] = Pedestrian(BLACK, Vector2d(), start_pos, init_e_unit, v_max, desired_v0, destination);
}
return P;
}
Board init_board_without_obstacles() { return Board(BOARD_LENGTH, BOARD_WIDTH, 0, nullptr); }
int run_simulation(Pedestrian *pedestrians, Board &board, int n_p, int n_iter, const char *dump_path) {
#if BENCHMARK
// Avoid compiler unused parameter warning
(void)dump_path;
#endif
#if !BENCHMARK
const int dump_interval = 1;
// Each sample stores: time step, pedestrian id, x, y, e.x, e.y, color.
vector<tuple<int, int, float, float, float, float, int>> samples;
if (dump_path) {
samples.reserve(static_cast<size_t>(n_iter / dump_interval + 1) * n_p);
// Store the initial state before the first simulation step.
for (int i = 0; i < n_p; i++) {
Pedestrian &p = pedestrians[i];
samples.emplace_back(0, i, p.curr_pos.x, p.curr_pos.y, p.e.x, p.e.y, p.color);
}
}
#endif
for (int t = 0; t < n_iter; t++) {
// Pass 1: Compute all forces from the current state.
for (int i = 0; i < n_p; i++) {
Pedestrian &p = pedestrians[i];
// # 2 ADDs, 4 MULTs
//
// $\vec{F}_\alpha(\vec{v}_\alpha, v^0_\alpha \vec{e}_\alpha) = \frac{1}{\tau_\alpha}(v^0_\alpha \vec{e}_\alpha - \vec{v}_\alpha)$
//
Vector2d f_alpha_dt = acceleration_term_dt(p);
// # (N-1) * (14 ADDs, 24 MULTs, 1 DIV, 3 SQRTs, 1 EXP)
//
// $\sum_{\beta} \vec{F}_{\alpha\beta}(\vec{e}_{\alpha},\vec{r}_{\alpha} - \vec{r}_{\beta})$
//
for (int j = 0; j < n_p; j++) {
if (i == j)
continue;
f_alpha_dt += pedestrian_repulsion_dt(p, pedestrians[j]);
}
// # board.n_obstacles * (10 ADDs, 13 MULTs, 1 DIV, 1 SQRT, 1 EXP)
//
// $\sum_{B} \vec{F}_{\alpha B}(\vec{e}_{\alpha}, \vec{r}_{\alpha} - \vec{r}_{B})$
//
for (int k = 0; k < board.n_obstacles; k++) {
f_alpha_dt += obstacle_repulsion_dt(p, board.obstacles[k]);
}
// # 2 ADDs
//
//
// $\frac{d\vec{w}_\alpha}{dt} = \vec{F}_{\alpha}(t)$
//
p.w += f_alpha_dt;
}
// Pass 2: Update pedestrian states after all forces have been computed.
// # (7 ADDs, 16 MULTs, 2 DIVs, 3 SQRTs) * n_p
for (int i = 0; i < n_p; i++) {
Pedestrian &p = pedestrians[i];
// # 1 ADD, 2 MULTs, 1 SQRT
float w_norm = p.w.norm();
float w_norm2 = w_norm > EPS ? w_norm : EPS; // Avoid division by zero.
// # 1 DIV
float correction_factor = std::min(1.0f, p.v_max / w_norm2);
// # 2 MULTs
p.curr_vel = p.w * correction_factor;
// # 2 ADDs, 2 MULTs
//
// $\vec{r}_i^{t+1} = \vec{r}_i^t + \vec{v}_i^t dt$
//
p.curr_pos = p.curr_pos + p.curr_vel * dt;
// When a pedestrian reaches the end of the corridor, teleport them back
// to the opposite entrance while keeping the same y-coordinate. This
// maintains a constant pedestrian flow and makes lane formation easier to
// observe.
if (p.color == WHITE && p.curr_pos.x > (BOARD_LENGTH - 1.5)) {
p.curr_pos.x = 1.0;
p.destination.y = p.curr_pos.y;
p.w = Vector2d(p.desired_v0, 0.0);
p.curr_vel = p.w;
}
if (p.color == BLACK && p.curr_pos.x < 1.5) {
p.curr_pos.x = BOARD_LENGTH - 1.0;
p.destination.y = p.curr_pos.y;
p.w = Vector2d(-p.desired_v0, 0.0);
p.curr_vel = p.w;
}
// Keep pedestrians inside the board boundaries.
p.curr_pos.y = clamp(p.curr_pos.y, WALL_EPS, BOARD_WIDTH_MINUS_WALL_EPS);
// # 2 ADDs
Vector2d e = p.destination - p.curr_pos;
// # 1 ADD, 2 MULTs, 1 DIV, 1 SQRT
float e_norm = e.norm();
float e_norm2 = e_norm > EPS ? e_norm : EPS; // Avoid division by zero.
float e_norm_inv = 1.0 / e_norm2;
// # 2 MULTs
p.e = e * e_norm_inv;
// # 1 ADD, 2 MULTs
float velocity_norm_sq = p.curr_vel.dot(p.curr_vel);
// # 1 SQRT
float velocity_norm = std::sqrt(velocity_norm_sq);
// # 1 MULT
p.s_b_sq = velocity_norm_sq * delta_t_sq;
// # 3 MULTs
p.s_b_e = p.e * (velocity_norm * delta_t);
#if !BENCHMARK
// Store the current pedestrian state for visualization.
if (dump_path && (t % dump_interval == 0)) {
samples.emplace_back(t + 1, i, p.curr_pos.x, p.curr_pos.y, p.e.x, p.e.y, p.color);
}
#endif
}
}
#if !BENCHMARK
// Export recorded simulation states to CSV.
if (dump_path) {
ofstream out(dump_path);
out << "time,id,x,y,p.e.x,p.e.y,color\n";
for (auto &[t, id, x, y, e_x, e_y, c] : samples) {
out << t << ',' << id << ',' << x << ',' << y << ',' << e_x << ',' << e_y << ',' << c << '\n';
}
}
#endif
return 0;
}
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// # Changes: Replaced «double» with «float» in variable declarations
// # Predecessor: variant_float_baseline.cpp
#include "../headers/board_reduced_float.hpp"
#include "../headers/constants_float.hpp"
#include "../headers/pedestrian_reduced_float.hpp"
#include <algorithm>
#include <cmath>
#include <fstream>
#include <iostream>
#include <math.h>
#include <random>
#include <tuple>
#include <vector>
#define SEED 42
#define BOARD_WIDTH 10.0f
#define BOARD_LENGTH 50.0f
#define WALL_EPS 1e-3f
#define BOARD_WIDTH_MINUS_WALL_EPS 9.999f
#ifndef RANDOM_SEED
#define RANDOM_SEED 0
#endif
#ifndef BENCHMARK
#define BENCHMARK 0
#endif
using namespace std;
Pedestrian *init_pedestrians(int n_p) {
#if RANDOM_SEED
random_device rd;
mt19937 gen(rd());
#else
mt19937 gen(SEED);
#endif
normal_distribution<float> velocity_gen(v0_mean, v0_std_dev);
uniform_real_distribution<float> y_gen(0.3, BOARD_WIDTH - 0.3);
uniform_real_distribution<float> x_gen_left(2.0, BOARD_LENGTH / 2.0);
uniform_real_distribution<float> x_gen_right(BOARD_LENGTH / 2.0, BOARD_LENGTH - 2.0);
Pedestrian *P = new Pedestrian[n_p];
int n_p_half = n_p / 2;
for (int i = 0; i < n_p_half; i++) {
float x = x_gen_left(gen);
float y = y_gen(gen);
float start_pos_x = x;
float start_pos_y = y;
float destination_x = BOARD_LENGTH + 30.0;
float destination_y = y;
float init_e_x = destination_x - start_pos_x;
float init_e_y = destination_y - start_pos_y;
float init_e_norm = sqrt(init_e_x * init_e_x + init_e_y * init_e_y);
float init_e_unit_x = init_e_x / init_e_norm;
float init_e_unit_y = init_e_y / init_e_norm;
float desired_v0;
do {
desired_v0 = velocity_gen(gen);
} while (desired_v0 <= 0.1);
float v_max = 1.3 * desired_v0;
P[i] = Pedestrian(0, 0, 0, start_pos_x, start_pos_y, init_e_unit_x, init_e_unit_y, v_max, desired_v0, destination_x, destination_y);
}
for (int i = n_p_half; i < n_p; i++) {
float x = x_gen_right(gen);
float y = y_gen(gen);
float start_pos_x = x;
float start_pos_y = y;
float destination_x = -30;
float destination_y = y;
float init_e_x = destination_x - start_pos_x;
float init_e_y = destination_y - start_pos_y;
float init_e_norm = sqrt(init_e_x * init_e_x + init_e_y * init_e_y);
float init_e_unit_x = init_e_x / init_e_norm;
float init_e_unit_y = init_e_y / init_e_norm;
float desired_v0;
do {
desired_v0 = velocity_gen(gen);
} while (desired_v0 <= 0.1);
float v_max = 1.3 * desired_v0;
P[i] = Pedestrian(1, 0, 0, start_pos_x, start_pos_y, init_e_unit_x, init_e_unit_y, v_max, desired_v0, destination_x, destination_y);
}
return P;
}
Board init_board_without_obstacles() { return Board(BOARD_LENGTH, BOARD_WIDTH, 0, nullptr); }
int run_simulation(Pedestrian *pedestrians, Board &board, int n_p, int n_iter, const char *dump_path) {
#if BENCHMARK
(void)dump_path;
#endif
#if !BENCHMARK
const int dump_interval = 1;
vector<tuple<int, int, float, float, float, float, int>> samples;
if (dump_path) {
samples.reserve(static_cast<size_t>(n_iter / dump_interval + 1) * n_p);
for (int i = 0; i < n_p; i++) {
Pedestrian &p = pedestrians[i];
samples.emplace_back(0, i, p.curr_pos_x, p.curr_pos_y, p.e_x, p.e_y, p.color);
}
}
#endif
for (int t = 0; t < n_iter; t++) {
for (int i = 0; i < n_p; i++) {
Pedestrian &p = pedestrians[i];
float desired_velocity_x = p.e_x * p.desired_v0;
float desired_velocity_y = p.e_y * p.desired_v0;
float f_alpha_dt_x = (desired_velocity_x - p.curr_vel_x) * dt_times_tau_alpha_inv;
float f_alpha_dt_y = (desired_velocity_y - p.curr_vel_y) * dt_times_tau_alpha_inv;
for (int j = 0; j < n_p; j++) {
if (i == j)
continue;
float r_ab_x = p.curr_pos_x - pedestrians[j].curr_pos_x;
float r_ab_y = p.curr_pos_y - pedestrians[j].curr_pos_y;
float r_ab_norm = sqrt(r_ab_x * r_ab_x + r_ab_y * r_ab_y);
r_ab_norm = r_ab_norm > EPS ? r_ab_norm : EPS;
float r_ab2_x = r_ab_x - pedestrians[j].s_b_e_x;
float r_ab2_y = r_ab_y - pedestrians[j].s_b_e_y;
float r_ab2_norm = sqrt(r_ab2_x * r_ab2_x + r_ab2_y * r_ab2_y);
r_ab2_norm = r_ab2_norm > EPS ? r_ab2_norm : EPS;
float r_ab_norm_sum = r_ab_norm + r_ab2_norm;
float two_b_sq = r_ab_norm_sum * r_ab_norm_sum - pedestrians[j].s_b_sq;
two_b_sq = two_b_sq > EPS_SQ ? two_b_sq : EPS_SQ;
float two_b = sqrt(two_b_sq);
float scalar_mult_common = (r_ab_norm_sum / (two_b * r_ab_norm * r_ab2_norm)) * (NEG_V0_AB_div_TWO_SIGMA * exp(two_b * NEG_TWO_SIGMA_INV));
float scalar_mult_r_ab = scalar_mult_common * r_ab2_norm;
float scalar_mult_r_ab2 = scalar_mult_common * r_ab_norm;
float f_alpha_beta_neg_x = r_ab_x * scalar_mult_r_ab + r_ab2_x * scalar_mult_r_ab2;
float f_alpha_beta_neg_y = r_ab_y * scalar_mult_r_ab + r_ab2_y * scalar_mult_r_ab2;
float w_val;
float f_norm_sq = f_alpha_beta_neg_x * f_alpha_beta_neg_x + f_alpha_beta_neg_y * f_alpha_beta_neg_y;
float rhs = f_norm_sq * cos_phi_sq;
float e_dot_f = p.e_x * f_alpha_beta_neg_x + p.e_y * f_alpha_beta_neg_y;
float e_dot_f_sq = e_dot_f * e_dot_f;
if (e_dot_f >= 0.0 || e_dot_f_sq <= rhs)
w_val = dt_neg;
else
w_val = c_neg_times_dt;
f_alpha_dt_x = f_alpha_dt_x + f_alpha_beta_neg_x * w_val;
f_alpha_dt_y = f_alpha_dt_y + f_alpha_beta_neg_y * w_val;
}
for (int k = 0; k < board.n_obstacles; k++) {
float v1_x = p.curr_pos_x - board.obstacles[k].start_x;
float v1_y = p.curr_pos_y - board.obstacles[k].start_y;
float v2_x = board.obstacles[k].obstacle_v_x;
float v2_y = board.obstacles[k].obstacle_v_y;
float projection = (v1_x * v2_x + v1_y * v2_y) * board.obstacles[k].length_sq_inv;
if (projection < 0.0)
projection = 0.0;
else if (projection > 1.0)
projection = 1.0;
float r_aB_x = p.curr_pos_x - (board.obstacles[k].start_x + board.obstacles[k].obstacle_v_x * projection);
float r_aB_y = p.curr_pos_y - (board.obstacles[k].start_y + board.obstacles[k].obstacle_v_y * projection);
float r_aB_norm = sqrt(r_aB_x * r_aB_x + r_aB_y * r_aB_y);
r_aB_norm = r_aB_norm > EPS ? r_aB_norm : EPS;
float scalar_mult = (NEG_U0_AB_div_R * exp(r_aB_norm * NEG_R_INV)) / r_aB_norm;
float f_alpha_B_neg_x = r_aB_x * scalar_mult;
float f_alpha_B_neg_y = r_aB_y * scalar_mult;
float w_val;
float e_dot_f = (f_alpha_B_neg_y == 0) ? 0 : (f_alpha_B_neg_y < 0 ? -p.e_y : p.e_y);
if (e_dot_f >= cos_phi)
w_val = dt_neg;
else
w_val = c_neg_times_dt;
float f_alpha_B_dt_x = f_alpha_B_neg_x * w_val;
float f_alpha_B_dt_y = f_alpha_B_neg_y * w_val;
f_alpha_dt_x += f_alpha_B_dt_x;
f_alpha_dt_y += f_alpha_B_dt_y;
}
p.w_x += f_alpha_dt_x;
p.w_y += f_alpha_dt_y;
}
for (int i = 0; i < n_p; i++) {
Pedestrian &p = pedestrians[i];
float w_norm = sqrt(p.w_x * p.w_x + p.w_y * p.w_y);
float w_norm2 = w_norm > EPS ? w_norm : EPS;
float correction_factor = min(1.0f, p.v_max / w_norm2);
p.curr_vel_x = p.w_x * correction_factor;
p.curr_vel_y = p.w_y * correction_factor;
p.curr_pos_x = p.curr_pos_x + p.curr_vel_x * dt;
p.curr_pos_y = p.curr_pos_y + p.curr_vel_y * dt;
if (p.color == 0 && p.curr_pos_x > (BOARD_LENGTH - 1.5)) {
p.curr_pos_x = 1.0;
p.destination_y = p.curr_pos_y;
p.w_x = p.desired_v0;
p.w_y = 0.0;
p.curr_vel_x = p.w_x;
p.curr_vel_y = p.w_y;
}
if (p.color == 1 && p.curr_pos_x < 1.5) {
p.curr_pos_x = BOARD_LENGTH - 1.0;
p.destination_y = p.curr_pos_y;
p.w_x = -p.desired_v0;
p.w_y = 0.0;
p.curr_vel_x = p.w_x;
p.curr_vel_y = p.w_y;
}
p.curr_pos_y = clamp(p.curr_pos_y, WALL_EPS, BOARD_WIDTH_MINUS_WALL_EPS);
float e_x = p.destination_x - p.curr_pos_x;
float e_y = p.destination_y - p.curr_pos_y;
float e_norm = sqrt(e_x * e_x + e_y * e_y);
float e_norm2 = e_norm > EPS ? e_norm : EPS;
float e_norm_inv = 1.0 / e_norm2;
p.e_x = e_x * e_norm_inv;
p.e_y = e_y * e_norm_inv;
float velocity_norm_sq = p.curr_vel_x * p.curr_vel_x + p.curr_vel_y * p.curr_vel_y;
float velocity_norm = sqrt(velocity_norm_sq);
p.s_b_sq = velocity_norm_sq * delta_t_sq;
p.s_b_e_x = p.e_x * (velocity_norm * delta_t);
p.s_b_e_y = p.e_y * (velocity_norm * delta_t);
#if !BENCHMARK
if (dump_path && (t % dump_interval == 0)) {
samples.emplace_back(t + 1, i, p.curr_pos_x, p.curr_pos_y, p.e_x, p.e_y, p.color);
}
#endif
}
}
#if !BENCHMARK
if (dump_path) {
ofstream out(dump_path);
out << "time,id,x,y,p.e.x,p.e.y,color\n";
for (auto &[t, id, x, y, e_x, e_y, c] : samples) {
out << t << ',' << id << ',' << x << ',' << y << ',' << e_x << ',' << e_y << ',' << c << '\n';
}
}
#endif
return 0;
}
+280
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// # This file performs in-lining for run_simulation.
// # Changes: Replaced references to Vector2d structs inside each Obstacle of Board.obstacles with references to doubles
// # Predecessor: variant_inlining_7.cpp
#include "../headers/board_reduced.hpp"
#include "../headers/constants.hpp"
#include "../headers/pedestrian_reduced.hpp"
#include <algorithm>
#include <cmath>
#include <fstream>
#include <iostream>
#include <math.h>
#include <random>
#include <tuple>
#include <vector>
#define SEED 42
#define BOARD_WIDTH 10.0
#define BOARD_LENGTH 50.0
#define WALL_EPS 1e-3
#define BOARD_WIDTH_MINUS_WALL_EPS 9.999
#ifndef RANDOM_SEED
#define RANDOM_SEED 0
#endif
#ifndef BENCHMARK
#define BENCHMARK 0
#endif
using namespace std;
Pedestrian *init_pedestrians(int n_p) {
#if RANDOM_SEED
random_device rd;
mt19937 gen(rd());
#else
mt19937 gen(SEED);
#endif
normal_distribution<double> velocity_gen(v0_mean, v0_std_dev);
uniform_real_distribution<double> y_gen(0.3, BOARD_WIDTH - 0.3);
uniform_real_distribution<double> x_gen_left(2.0, BOARD_LENGTH / 2.0);
uniform_real_distribution<double> x_gen_right(BOARD_LENGTH / 2.0, BOARD_LENGTH - 2.0);
Pedestrian *P = new Pedestrian[n_p];
int n_p_half = n_p / 2;
for (int i = 0; i < n_p_half; i++) {
double x = x_gen_left(gen);
double y = y_gen(gen);
double start_pos_x = x;
double start_pos_y = y;
double destination_x = BOARD_LENGTH + 30.0;
double destination_y = y;
double init_e_x = destination_x - start_pos_x;
double init_e_y = destination_y - start_pos_y;
double init_e_norm = sqrt(init_e_x * init_e_x + init_e_y * init_e_y);
double init_e_unit_x = init_e_x / init_e_norm;
double init_e_unit_y = init_e_y / init_e_norm;
double desired_v0;
do {
desired_v0 = velocity_gen(gen);
} while (desired_v0 <= 0.1);
double v_max = 1.3 * desired_v0;
P[i] = Pedestrian(0, 0, 0, start_pos_x, start_pos_y, init_e_unit_x, init_e_unit_y, v_max, desired_v0, destination_x, destination_y);
}
for (int i = n_p_half; i < n_p; i++) {
double x = x_gen_right(gen);
double y = y_gen(gen);
double start_pos_x = x;
double start_pos_y = y;
double destination_x = -30;
double destination_y = y;
double init_e_x = destination_x - start_pos_x;
double init_e_y = destination_y - start_pos_y;
double init_e_norm = sqrt(init_e_x * init_e_x + init_e_y * init_e_y);
double init_e_unit_x = init_e_x / init_e_norm;
double init_e_unit_y = init_e_y / init_e_norm;
double desired_v0;
do {
desired_v0 = velocity_gen(gen);
} while (desired_v0 <= 0.1);
double v_max = 1.3 * desired_v0;
P[i] = Pedestrian(1, 0, 0, start_pos_x, start_pos_y, init_e_unit_x, init_e_unit_y, v_max, desired_v0, destination_x, destination_y);
}
return P;
}
Board init_board_without_obstacles() { return Board(BOARD_LENGTH, BOARD_WIDTH, 0, nullptr); }
int run_simulation(Pedestrian *pedestrians, Board &board, int n_p, int n_iter, const char *dump_path) {
#if BENCHMARK
(void)dump_path;
#endif
#if !BENCHMARK
const int dump_interval = 1;
vector<tuple<int, int, double, double, double, double, int>> samples;
if (dump_path) {
samples.reserve(static_cast<size_t>(n_iter / dump_interval + 1) * n_p);
for (int i = 0; i < n_p; i++) {
Pedestrian &p = pedestrians[i];
samples.emplace_back(0, i, p.curr_pos_x, p.curr_pos_y, p.e_x, p.e_y, p.color);
}
}
#endif
for (int t = 0; t < n_iter; t++) {
for (int i = 0; i < n_p; i++) {
Pedestrian &p = pedestrians[i];
double desired_velocity_x = p.e_x * p.desired_v0;
double desired_velocity_y = p.e_y * p.desired_v0;
double f_alpha_dt_x = (desired_velocity_x - p.curr_vel_x) * dt_times_tau_alpha_inv;
double f_alpha_dt_y = (desired_velocity_y - p.curr_vel_y) * dt_times_tau_alpha_inv;
for (int j = 0; j < n_p; j++) {
if (i == j)
continue;
double r_ab_x = p.curr_pos_x - pedestrians[j].curr_pos_x;
double r_ab_y = p.curr_pos_y - pedestrians[j].curr_pos_y;
double r_ab_norm = sqrt(r_ab_x * r_ab_x + r_ab_y * r_ab_y);
double r_ab2_x = r_ab_x - pedestrians[j].s_b_e_x;
double r_ab2_y = r_ab_y - pedestrians[j].s_b_e_y;
double r_ab2_norm = sqrt(r_ab2_x * r_ab2_x + r_ab2_y * r_ab2_y);
double r_ab_norm_sum = r_ab_norm + r_ab2_norm;
double two_b_sq = r_ab_norm_sum * r_ab_norm_sum - pedestrians[j].s_b_sq;
double two_b = sqrt(two_b_sq);
double scalar_mult_common = (r_ab_norm_sum / (two_b * r_ab_norm * r_ab2_norm)) * (NEG_V0_AB_div_TWO_SIGMA * exp(two_b * NEG_TWO_SIGMA_INV));
double scalar_mult_r_ab = scalar_mult_common * r_ab2_norm;
double scalar_mult_r_ab2 = scalar_mult_common * r_ab_norm;
double f_alpha_beta_neg_x = r_ab_x * scalar_mult_r_ab + r_ab2_x * scalar_mult_r_ab2;
double f_alpha_beta_neg_y = r_ab_y * scalar_mult_r_ab + r_ab2_y * scalar_mult_r_ab2;
double w_val = dt_neg;
double a = (p.e_x * f_alpha_beta_neg_x + p.e_y * f_alpha_beta_neg_y) * cos_phi_inv;
double b_sq = f_alpha_beta_neg_x * f_alpha_beta_neg_x + f_alpha_beta_neg_y * f_alpha_beta_neg_y;
if (a >= 0 && (a * a > b_sq)) {
w_val = c_neg_times_dt;
}
f_alpha_dt_x = f_alpha_dt_x + f_alpha_beta_neg_x * w_val;
f_alpha_dt_y = f_alpha_dt_y + f_alpha_beta_neg_y * w_val;
}
for (int k = 0; k < board.n_obstacles; k++) {
double v1_x = p.curr_pos_x - board.obstacles[k].start_x;
double v1_y = p.curr_pos_y - board.obstacles[k].start_y;
double projection = (v1_x * board.obstacles[k].obstacle_v_x + v1_y * board.obstacles[k].obstacle_v_y) * board.obstacles[k].length_sq_inv;
if (projection < 0.0)
projection = 0.0;
else if (projection > 1.0)
projection = 1.0;
double r_aB_x = p.curr_pos_x - (board.obstacles[k].start_x + board.obstacles[k].obstacle_v_x * projection);
double r_aB_y = p.curr_pos_y - (board.obstacles[k].start_y + board.obstacles[k].obstacle_v_y * projection);
double r_aB_norm = sqrt(r_aB_x * r_aB_x + r_aB_y * r_aB_y);
double scalar_mult = (NEG_U0_AB_div_R * exp(r_aB_norm * NEG_R_INV)) / r_aB_norm;
double f_alpha_B_neg_x = r_aB_x * scalar_mult;
double f_alpha_B_neg_y = r_aB_y * scalar_mult;
double w_val;
double e_dot_f = (f_alpha_B_neg_y == 0) ? 0 : (f_alpha_B_neg_y < 0 ? -p.e_y : p.e_y);
if (e_dot_f >= cos_phi)
w_val = dt_neg;
else
w_val = c_neg_times_dt;
double f_alpha_B_dt_x = f_alpha_B_neg_x * w_val;
double f_alpha_B_dt_y = f_alpha_B_neg_y * w_val;
f_alpha_dt_x += f_alpha_B_dt_x;
f_alpha_dt_y += f_alpha_B_dt_y;
}
p.w_x += f_alpha_dt_x;
p.w_y += f_alpha_dt_y;
}
for (int i = 0; i < n_p; i++) {
Pedestrian &p = pedestrians[i];
double w_norm = sqrt(p.w_x * p.w_x + p.w_y * p.w_y);
double correction_factor = min(1.0, p.v_max / w_norm);
p.curr_vel_x = p.w_x * correction_factor;
p.curr_vel_y = p.w_y * correction_factor;
p.curr_pos_x = p.curr_pos_x + p.curr_vel_x * dt;
p.curr_pos_y = p.curr_pos_y + p.curr_vel_y * dt;
if (p.color == 0 && p.curr_pos_x > (BOARD_LENGTH - 1.5)) {
p.curr_pos_x = 1.0;
p.destination_y = p.curr_pos_y;
p.w_x = p.desired_v0;
p.w_y = 0.0;
p.curr_vel_x = p.w_x;
p.curr_vel_y = p.w_y;
}
if (p.color == 1 && p.curr_pos_x < 1.5) {
p.curr_pos_x = BOARD_LENGTH - 1.0;
p.destination_y = p.curr_pos_y;
p.w_x = -p.desired_v0;
p.w_y = 0.0;
p.curr_vel_x = p.w_x;
p.curr_vel_y = p.w_y;
}
p.curr_pos_y = clamp(p.curr_pos_y, WALL_EPS, BOARD_WIDTH_MINUS_WALL_EPS);
double e_x = p.destination_x - p.curr_pos_x;
double e_y = p.destination_y - p.curr_pos_y;
double e_norm_inv = 1.0 / sqrt(e_x * e_x + e_y * e_y);
p.e_x = e_x * e_norm_inv;
p.e_y = e_y * e_norm_inv;
double velocity_norm_sq = p.curr_vel_x * p.curr_vel_x + p.curr_vel_y * p.curr_vel_y;
double velocity_norm = sqrt(velocity_norm_sq);
p.s_b_sq = velocity_norm_sq * delta_t_sq;
p.s_b_e_x = p.e_x * (velocity_norm * delta_t);
p.s_b_e_y = p.e_y * (velocity_norm * delta_t);
#if !BENCHMARK
if (dump_path && (t % dump_interval == 0)) {
samples.emplace_back(t + 1, i, p.curr_pos_x, p.curr_pos_y, p.e_x, p.e_y, p.color);
}
#endif
}
}
#if !BENCHMARK
if (dump_path) {
ofstream out(dump_path);
out << "time,id,x,y,p.e.x,p.e.y,color\n";
for (auto &[t, id, x, y, e_x, e_y, c] : samples) {
out << t << ',' << id << ',' << x << ',' << y << ',' << e_x << ',' << e_y << ',' << c << '\n';
}
}
#endif
return 0;
}