reduced flop count

This commit is contained in:
Nguyen Quy Anh
2026-05-03 05:57:34 +02:00
parent 89dfdf7785
commit e9533ab925
10 changed files with 236 additions and 166 deletions
+1
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@@ -0,0 +1 @@
ColumnLimit: 500
+8 -5
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@@ -1,14 +1,17 @@
# Build artifacts # Build artifacts
*.o *.o
*.out *.out
*.s
# Runtime data
*.csv *.csv
*.mp4
*.gif *.gif
*.log *.mp4
sim
main* # Compiled binaries
main
sizes
# Editor files # Editor files
.clang*
.vscode .vscode
.DS_Store .DS_Store
+7
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@@ -0,0 +1,7 @@
main: board.hpp forces.cpp forces.hpp main.cpp pedestrian.hpp vector2d.hpp
g++ -O3 -march=native -std=c++23 -S main.cpp -o main.s
g++ -O3 -march=native -std=c++23 -S forces.cpp -o force.s
g++ -O3 -march=native -std=c++23 main.cpp forces.cpp -o main
sizes: sizes.cpp
g++ -O3 -march=native -std=c++23 sizes.cpp -o sizes
+6 -8
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@@ -8,14 +8,14 @@ struct Obstacle {
Obstacle() : start(0, 0), end(0, 0) {} Obstacle() : start(0, 0), end(0, 0) {}
Obstacle(Vector2d s, Vector2d e) : start(s), end(e) {} Obstacle(Vector2d s, Vector2d e) : start(s), end(e) {}
// Find the point of the obstacle that is nearest to p // Find the point of the obstacle that is closest to p
// # 15 flops // # 8 ADDs, 6 MULTs, 1 DIV
Vector2d find_nearest_obstacle_point(Vector2d p) { Vector2d find_nearest_obstacle_point(Vector2d p) {
// # 2 ADDs // # 2 ADDs
Vector2d obstacle_v = end - start; Vector2d obstacle_v = end - start;
// # 9 flops = 2 ADDs, 2 MULTs, 1 ADD, 1 DIV, 2 MULTs, 1 ADD // # 4 ADDs, 4 MULTs, 1 DIV
double projection = (p - start).dot(obstacle_v) / obstacle_v.dot(obstacle_v); double projection = (p - start).dot(obstacle_v) / obstacle_v.dot(obstacle_v);
if (projection < 0.0) if (projection < 0.0)
@@ -23,17 +23,15 @@ struct Obstacle {
else if (projection > 1.0) else if (projection > 1.0)
projection = 1.0; projection = 1.0;
// # 4 flops = 2 ADDs, 2 MULTs // # 2 ADDs, 2 MULTs
return start + obstacle_v * projection; return start + obstacle_v * projection;
} }
}; };
struct Board { struct Board {
double length, width; double length, width;
Obstacle *obstacles; // array of obstacles (represented as lines) that are present on the board Obstacle *obstacles; // Array of obstacles, represented as lines on the board
int n_obstacles; // number of obstacles int n_obstacles; // Number of obstacles
Board(double l, double w, int n, Obstacle *o) : length(l), width(w), n_obstacles(n + 4) { Board(double l, double w, int n, Obstacle *o) : length(l), width(w), n_obstacles(n + 4) {
obstacles = new Obstacle[n + 4]; obstacles = new Obstacle[n + 4];
+40 -41
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@@ -1,7 +1,7 @@
#include "forces.hpp" #include "forces.hpp"
#include <math.h> #include <math.h>
// # 8 flops = 5 MULTs, 2 ADD, 1 SQRT // # 2 ADDs, 5 MULTs, 1 SQRT
double w(Vector2d e, Vector2d f) { double w(Vector2d e, Vector2d f) {
if (e.dot(f) >= f.norm() * cos_phi) if (e.dot(f) >= f.norm() * cos_phi)
return 1.0; return 1.0;
@@ -9,95 +9,97 @@ double w(Vector2d e, Vector2d f) {
return c; return c;
} }
// # 2 DIVs // # 1 DIV
double g(double v_max_alpha, double w_alpha_norm) { double g(double v_max_alpha, double w_alpha_norm) {
// # Assumption for calculating W(n): The "if" statement always evaluates to false.
if (w_alpha_norm <= v_max_alpha) { if (w_alpha_norm <= v_max_alpha) {
return 1; return 1;
} }
return v_max_alpha / w_alpha_norm; return v_max_alpha / w_alpha_norm;
} }
// # 8 flops // # 6 ADDs, 2 DIVs
void compute_acceleration_term(Pedestrian *p) { void add_acceleration_term(Pedestrian *p) {
// # 2 flops
// # 2 ADDs
Vector2d desired_velocity = p->e * p->desired_v0; Vector2d desired_velocity = p->e * p->desired_v0;
Vector2d actual_velocity = p->curr_vel; Vector2d actual_velocity = p->curr_vel;
// # 6 flops = 4 ADDs, 2 DIVs
// # 4 ADDs, 2 DIVs
p->f_i += (desired_velocity - actual_velocity) / tau_alpha; p->f_i += (desired_velocity - actual_velocity) / tau_alpha;
} }
// # 55(N - 1) = 55N - 55 flops // # 15 ADDs, 24 MULTs, 8 DIVs, 5 SQRTs, 1 EXP
// //
// $\vec{F}_{\alpha\beta}(\vec{e}_{\alpha}, \vec{r}_{\alpha} - \vec{r}_{\beta})$ // $\vec{F}_{\alpha\beta}(\vec{e}_{\alpha}, \vec{r}_{\alpha} - \vec{r}_{\beta})$
// //
void compute_repulsive_effects_from_pedestrians(Pedestrian *pedestrians, Pedestrian *p, int N) { void add_repulsive_effects_from_pedestrians(Pedestrian *pedestrians, Pedestrian *p, int N) {
for (int i = 0; i < N; i++) { for (int i = 0; i < N; i++) {
if (pedestrians + i == p) if (pedestrians + i == p)
continue; continue;
// # Optional: Do not consider far away pedestrians from current pedestrian
// # Might get better speed up, remove if not
// if ((pedestrians[i].curr_pos - p->curr_pos).norm() > DISTANCE) {
// continue;
// }
// # 2 ADDs // # 2 ADDs
// $\vec{r}_{\alpha\beta}$ // $\vec{r}_{\alpha\beta}$
Vector2d r_ab = p->curr_pos - pedestrians[i].curr_pos; Vector2d r_ab = p->curr_pos - pedestrians[i].curr_pos;
// # 4 flops = 1 SQRT, 2 MULTs, 1 ADD // # 1 ADD, 2 MULTs, 1 SQRT
// $\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert$ // $\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert$
double r_ab_norm = r_ab.norm(); double r_ab_norm = r_ab.norm();
// $\vec{e}_{\beta}$ // $\vec{e}_{\beta}$
Vector2d e_b = pedestrians[i].e; Vector2d e_b = pedestrians[i].e;
// # 2 MULTs // # 1 ADD, 3 MULTs, 1 SQRT
// $v_\beta \Delta t$ // $v_\beta \Delta t$
double s_b = pedestrians[i].curr_vel.norm() * delta_t; double s_b = pedestrians[i].curr_vel.norm() * delta_t;
// # 4 flops = 2 ADDs, 2 MULTs // # 2 ADDs, 2 MULTs
// $\vec{r}_{\alpha\beta} - \vec{v}_{\beta}\varDelta_{t}\vec{e}_{\beta}$ // $\vec{r}_{\alpha\beta} - \vec{v}_{\beta}\varDelta_{t}\vec{e}_{\beta}$
Vector2d r_ab2 = r_ab - (e_b * s_b); Vector2d r_ab2 = r_ab - (e_b * s_b);
// # 4 flops = 1 SQRT, 2 MULTs, 1 ADD // # 1 ADD, 2 MULTs, 1 SQRT
// $\Arrowvert \vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta \Arrowvert$ // $\Arrowvert \vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta \Arrowvert$
double r_ab2_norm = r_ab2.norm(); double r_ab2_norm = r_ab2.norm();
// # 7 flops = 1 SQRT, 3 ADDs, 2 MULTs, 1 DIV // # 1 ADD
double r_ab_norm_sum = r_ab_norm + r_ab2_norm;
// # 1 ADD, 2 MULTs, 1 DIV, 1 SQRT
// //
// $2b = \sqrt{(\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert + \Arrowvert \vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta \Arrowvert)^2 - (v_\beta \Delta t)^2}$ // $2b = \sqrt{(\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert + \Arrowvert \vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta \Arrowvert)^2 - (v_\beta \Delta t)^2}$
// //
double b = sqrt((r_ab_norm + r_ab2_norm) * (r_ab_norm + r_ab2_norm) - s_b * s_b) / 2; double b = sqrt(r_ab_norm_sum * r_ab_norm_sum - s_b * s_b) / 2;
// # 12 flops = 6 DIVs, 3 ADDs, 3 MULTs // # 2 ADDs, 3 MULTs, 6 DIVs
// //
// $\grad_{\vec{r}_{\alpha \beta}}b = \frac{(\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert + \Arrowvert \vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta \Arrowvert) (\frac{\vec{r}_{\alpha \beta}}{\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert} + \frac{\vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta}{\Arrowvert \vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta \Arrowvert})}{4b}$ // $\grad_{\vec{r}_{\alpha \beta}}b = \frac{(\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert + \Arrowvert \vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta \Arrowvert) (\frac{\vec{r}_{\alpha \beta}}{\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert} + \frac{\vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta}{\Arrowvert \vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta \Arrowvert})}{4b}$
// //
Vector2d b_grad = ((r_ab / r_ab_norm + r_ab2 / r_ab2_norm) * (r_ab_norm + r_ab2_norm)) / (4 * b); Vector2d b_grad = ((r_ab / r_ab_norm + r_ab2 / r_ab2_norm) * r_ab_norm_sum) / (4 * b);
// # 6 flops = 3 MULTs, 2 DIVs, 1 EXP // # 3 MULTs, 1 DIV, 1 EXP
// //
// $\vec{f}_{\alpha \beta}(\vec{r}_{\alpha \beta}) = \frac{V^0_{\alpha \beta}}{\sigma}e^{-b / \sigma} \grad_{\vec{r}_{\alpha \beta}}b$ // $\vec{f}_{\alpha \beta}(\vec{r}_{\alpha \beta}) = \frac{V^0_{\alpha \beta}}{\sigma}e^{-b / \sigma} \grad_{\vec{r}_{\alpha \beta}}b$
// //
Vector2d f_ped = b_grad * ((V0_AB / SIGMA) * (exp(-b / SIGMA))); Vector2d f_ped = b_grad * (V0_AB_div_SIGMA * exp(-b / SIGMA));
// # 14 flops: 9 MULTs, 4 ADDs, 1 SQRT // # 4 ADDs, 7 MULTs, 1 SQRT
// //
// $\vec{F}_{\alpha\beta}(\vec{e}_{\alpha}, \vec{r}_{\alpha} - \vec{r}_{\beta}) = w(\vec{e}_{\alpha}, -\vec{f}_{\alpha\beta})\vec{f}_{\alpha\beta}(\vec{r}_{\alpha} - \vec{r}_{\beta})$ // $\vec{F}_{\alpha\beta}(\vec{e}_{\alpha}, \vec{r}_{\alpha} - \vec{r}_{\beta}) = w(\vec{e}_{\alpha}, -\vec{f}_{\alpha\beta})\vec{f}_{\alpha\beta}(\vec{r}_{\alpha} - \vec{r}_{\beta})$
// //
p->f_i += f_ped * w(p->e, f_ped * -1); p->f_i += f_ped * w(p->e, f_ped.reverse_sign());
} }
} }
// # Assume that the four borders are also 4 obstacles // # board.n_obstacles * (13 ADDs, 19 MULTs, 4 DIVs, 2 SQRTs, 1 EXP)
// # 48 n_obstacles flops = 192 flops
// //
// $\vec{F}_{\alpha B}(\vec{e}_{\alpha}, \vec{r}_{\alpha} - \vec{r}_{B})$ // $\vec{F}_{\alpha B}(\vec{e}_{\alpha}, \vec{r}_{\alpha} - \vec{r}_{B})$
// //
void compute_repulsive_effects_from_borders(Board &board, Pedestrian *p) { void add_repulsive_effects_from_borders(Board &board, Pedestrian *p) {
Obstacle *obstacles = board.obstacles; Obstacle *obstacles = board.obstacles;
int n_borders = board.n_obstacles; int n_borders = board.n_obstacles;
@@ -106,26 +108,23 @@ void compute_repulsive_effects_from_borders(Board &board, Pedestrian *p) {
Obstacle obstacle = obstacles[i]; Obstacle obstacle = obstacles[i];
// # 17 flops // # 8 ADDs, 6 MULTs, 1 DIV
// $\vec{r}_{\alpha B}$ // $\vec{r}_{\alpha B}$
Vector2d r_aB = p->curr_pos - obstacle.find_nearest_obstacle_point(p->curr_pos); Vector2d r_aB = p->curr_pos - obstacle.find_nearest_obstacle_point(p->curr_pos);
// # 17 flops = 2 DIVs, 1 SQRT, 2 MULTs, 1 ADD, 2 MULTs, 1 DIV, 2 MULTs, 1 EXP, 1 SQRT, 2 MULTs, 1 ADD, 1 DIV // # 1 ADD, 2 MULTs, 1 SQRT
double r_aB_norm = r_aB.norm();
// # 4 MULTs, 3 DIVs, 1 EXP
// //
// $\vec{F}_{\alpha B}(\vec{r}_{\alpha B}) = \frac{U^0_{\alpha B}}{R} e^{- \Arrowvert \vec{r}_{\alpha B} \Arrowvert / R} \frac{\vec{r}_{\alpha B}}{\Arrowvert \vec{r}_{\alpha B} \Arrowvert}$ // $\vec{F}_{\alpha B}(\vec{r}_{\alpha B}) = \frac{U^0_{\alpha B}}{R} e^{- \Arrowvert \vec{r}_{\alpha B} \Arrowvert / R} \frac{\vec{r}_{\alpha B}}{\Arrowvert \vec{r}_{\alpha B} \Arrowvert}$
// //
Vector2d f_obst = (r_aB / r_aB.norm()) * (U0_AB / R) * std::exp(-r_aB.norm() / R); Vector2d f_obst = (r_aB / r_aB_norm) * U0_AB_div_R * exp(-r_aB_norm / R);
// # 2 ADDs // # 4 ADDS, 7 MULTs, 1 SQRT
// p->f_i += f_obst; //commented since this version dont takes the field of view / angle to the border into account
// I have read the paper again and on page 6 they say
// However, the formulas above for attractive and repulsive effects only hold for situations that are perceived in the desired direction e_alpha(t) of motion.
// I assumed that with formulas above its also meant for equation 8 (even though not explicitly mentioned their)
// # 14 flops: 9 MULTs, 4 ADDS, 1 SQRT
// //
// $(12):\vec{F}_{\alpha B}(\vec{e}_{\alpha}, \vec{r}_{\alpha} - \vec{r}_{ B}) = w(\vec{e}_{\alpha}, -\vec{F}_{\alpha B})\vec{F}_{\alpha B}(\vec{r}_{\alpha} - \vec{r}_{ B})$ // $\vec{F}_{\alpha B}(\vec{e}_{\alpha}, \vec{r}_{\alpha} - \vec{r}_{ B}) = w(\vec{e}_{\alpha}, -\vec{F}_{\alpha B})\vec{F}_{\alpha B}(\vec{r}_{\alpha} - \vec{r}_{ B})$
// //
p->f_i += f_obst * w(p->e, f_obst * -1); p->f_i += f_obst * w(p->e, f_obst.reverse_sign());
} }
} }
+30 -6
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@@ -12,35 +12,59 @@ const double V0_AB = 2.1;
// $\sigma$ // $\sigma$
const double SIGMA = 0.3; const double SIGMA = 0.3;
//
// $\frac{V^0_{\alpha\beta}}{\sigma}$
//
const double V0_AB_div_SIGMA = V0_AB / SIGMA;
// $U^0_{\alpha B}$ // $U^0_{\alpha B}$
const double U0_AB = 10.0; const double U0_AB = 10.0;
// $R$ // $R$
const double R = 0.2; const double R = 0.2;
//
// $\frac{U^0_{\alpha B}}{R}$
//
const double U0_AB_div_R = U0_AB / R;
// $c$ // $c$
const double c = 0.5; const double c = 0.5;
// $\varphi$ // $\varphi$
const double phi = 45.0 / 180.0 * M_PI; const double phi = 45.0 / 180.0 * M_PI;
// $cos(\varphi)$
const double cos_phi = cos(phi); const double cos_phi = cos(phi);
// $<v^0>$
const double v0_mean = 1.34;
// $\sqrt{\theta}$
const double v0_std_dev = 0.26;
// $\varDelta_{t}$ // $\varDelta_{t}$
// step size = 0.2 seconds
const double delta_t = 2; const double delta_t = 2;
// $dt$
const double dt = 0.2; const double dt = 0.2;
// # Optional (forces.cpp: compute_repulsive_effects_from_pedestrians) const double cost_add = 1;
// const double DISTANCE = 2.0; const double cost_mult = 1;
const double 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 double cost_exp = 30;
// -O3 maps each sqrt() call to an instruction
const double cost_sqrt = 1;
double w(Vector2d e, Vector2d f); double w(Vector2d e, Vector2d f);
double g(double v_max_alpha, double w_alpha_norm); double g(double v_max_alpha, double w_alpha_norm);
void compute_acceleration_term(Pedestrian *p); void add_acceleration_term(Pedestrian *p);
void compute_repulsive_effects_from_pedestrians(Pedestrian *P, Pedestrian *p, int N); void add_repulsive_effects_from_pedestrians(Pedestrian *P, Pedestrian *p, int N);
void compute_repulsive_effects_from_borders(Board &B, Pedestrian *p); void add_repulsive_effects_from_borders(Board &B, Pedestrian *p);
+129 -93
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@@ -6,172 +6,217 @@
#include "vector2d.hpp" #include "vector2d.hpp"
#include <fstream> #include <fstream>
#include <iostream> #include <iostream>
#include <random>
#include <tuple> #include <tuple>
#include <vector> #include <vector>
#define SEED 42
#define BOARD_WIDTH 10.0 #define BOARD_WIDTH 10.0
#define BOARD_LENGTH 50.0 #define BOARD_LENGTH 50.0
#define BOARD_LENGTH_MINUS_ONE BOARD_LENGTH - 1
#define BOARD_LENGTH_MINUS_ONE_POINT_FIVE BOARD_LENGTH - 1.5
#define WALL_EPS 1e-3
#define BOARD_WIDTH_MINUS_WALL_EPS BOARD_WIDTH - WALL_EPS
#define BOARD_LENGTH_HALF BOARD_LENGTH / 2
#define BOARD_LENGTH_MINUS_TWO BOARD_LENGTH - 2
#define BOARD_WIDTH_MINUS_ZERO_POINT_THREE BOARD_WIDTH - 0.3
#define BOARD_LENGTH_PLUS_THIRTY BOARD_LENGTH + 30
using namespace std; using namespace std;
// Numer of pedestrians
// $n_p$
// const int n_p = 100;
// Number of iterations
// $n_{iter}$
// const int n_iter = 100;
Pedestrian *init_pedestrians(int n_p) { Pedestrian *init_pedestrians(int n_p) {
Pedestrian *P = new Pedestrian[n_p]; Pedestrian *P = new Pedestrian[n_p];
std::random_device rd; // use for truly random simulation
// std::mt19937 gen(rd()); // use rd instead of 42 as seed for real randomness // Platform-specific non-deterministic random number generator (if available)
std::mt19937 gen(42); // use fixed seed for reproducibility // random_device rd;
std::normal_distribution<double> velocity_gen(1.34, 0.26); // 1.34 and 0.26 are the mean and stdrd deviation used in paper // mt19937 gen(rd()); // Use rd for true randomness
std::uniform_real_distribution<double> x_gen_left(2, BOARD_LENGTH / 2);
std::uniform_real_distribution<double> x_gen_right(BOARD_LENGTH / 2, BOARD_LENGTH - 2); mt19937 gen(SEED); // Use fixed seed for reproducibility
std::uniform_real_distribution<double> y_gen(0.3, BOARD_WIDTH - 0.3);
for (int i = 0; i < n_p / 2; i++) { normal_distribution<double> velocity_gen(v0_mean, v0_std_dev);
uniform_real_distribution<double> x_gen_left(2, BOARD_LENGTH_HALF);
uniform_real_distribution<double> x_gen_right(BOARD_LENGTH_HALF, BOARD_LENGTH_MINUS_TWO);
uniform_real_distribution<double> y_gen(0.3, BOARD_WIDTH_MINUS_ZERO_POINT_THREE);
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 y = y_gen(gen);
Vector2d start_pos = Vector2d(x_gen_left(gen), y);
Vector2d destination = Vector2d(BOARD_LENGTH + 30, y); Vector2d start_pos = Vector2d(x, y);
// double desired_v0 = velocity_gen(gen); Vector2d destination = Vector2d(BOARD_LENGTH_PLUS_THIRTY, y);
Vector2d init_e = destination - start_pos;
double init_e_norm = init_e.norm();
Vector2d init_e_unit = init_e / init_e_norm;
double desired_v0; double desired_v0;
// Avoid values are too small since they would make the pedestrians walk backwards
do { do {
desired_v0 = velocity_gen(gen); desired_v0 = velocity_gen(gen);
} while (desired_v0 <= 0.1); // to avoid small values (Way below the social force -> that would make the walk backwards) (we discovered some weird stuff in the simulation) } while (desired_v0 <= 0.1);
double v_max = 1.3 * desired_v0; double v_max = 1.3 * desired_v0;
P[i] = Pedestrian(WHITE, (destination - start_pos) / (destination - start_pos).norm() * desired_v0, start_pos, (destination - start_pos) / (destination - start_pos).norm(), v_max, desired_v0, destination, Vector2d());
P[i] = Pedestrian(WHITE, init_e_unit * desired_v0, start_pos, init_e_unit, v_max, desired_v0, destination, Vector2d());
} }
for (int i = n_p / 2; i < n_p; i++) { for (int i = n_p_half; i < n_p; i++) {
double x = x_gen_right(gen);
double y = y_gen(gen); double y = y_gen(gen);
Vector2d start_pos = Vector2d(x_gen_right(gen), y);
Vector2d start_pos = Vector2d(x, y);
Vector2d destination = Vector2d(-30, y); Vector2d destination = Vector2d(-30, y);
// double desired_v0 = velocity_gen(gen);
Vector2d init_e = destination - start_pos;
double init_e_norm = init_e.norm();
Vector2d init_e_unit = init_e / init_e_norm;
double desired_v0; double desired_v0;
do { do {
desired_v0 = velocity_gen(gen); desired_v0 = velocity_gen(gen);
} while (desired_v0 <= 0.1); } while (desired_v0 <= 0.1);
double v_max = 1.3 * desired_v0; double v_max = 1.3 * desired_v0;
P[i] = Pedestrian(BLACK, (destination - start_pos) / (destination - start_pos).norm() * desired_v0, start_pos, (destination - start_pos) / (destination - start_pos).norm(), v_max, desired_v0, destination, Vector2d(0, 0));
P[i] = Pedestrian(BLACK, init_e_unit * desired_v0, start_pos, init_e_unit, v_max, desired_v0, destination, Vector2d(0, 0));
} }
return P; return P;
} }
int main(int argc, const char *argv[]) { int main(int argc, const char *argv[]) {
// Check command line arguments // Ensure that arguments are passed
if (argc < 3) { if (argc < 3) {
printf("Usage: ./sim <number_of_pedestrians> <number_of_iterations>\n"); printf("Usage: ./sim <number_of_pedestrians> <number_of_iterations>\n");
printf(" number_of_iterations: each iteration = %.2f seconds of simulation time\n", dt); printf("Each iteration takes %.2f seconds in the simulation.\n", dt);
return 1; return 1;
} }
// Parse command line arguments // Parse command-line arguments
int n_p = atoi(argv[1]); int n_p = atoi(argv[1]);
int n_iter = atoi(argv[2]); int n_iter = atoi(argv[2]);
if (n_p <= 0) { if (n_p <= 0) {
printf("Error: <number_of_pedestrians> must be a positive integer, got '%s'\n", argv[1]); printf("Error: <number_of_pedestrians> must be a positive integer, got '%s' instead\n", argv[1]);
return 1; return 1;
} }
if (n_iter <= 0) { if (n_iter <= 0) {
printf("Error: <number_of_iterations> must be a positive integer, got '%s'\n", argv[2]); printf("Error: <number_of_iterations> must be a positive integer, got '%s' instead\n", argv[2]);
return 1; return 1;
} }
Obstacle obs[] = {}; Obstacle obs[] = {};
Board board = Board(BOARD_LENGTH, BOARD_WIDTH, 0, obs); Board board = Board(BOARD_LENGTH, BOARD_WIDTH, 0, obs);
// Logic to get/dump the simulation data // Logic for importing/exporting the simulation data
const int dump_interval = 1; // dump every 5 iterations -> 20 fps (since dt = 0.01) const int dump_interval = 1;
const char *dump_path = (argc >= 4) ? argv[3] : nullptr; const char *dump_path = (argc >= 4) ? argv[3] : nullptr;
std::vector<std::tuple<int, int, double, double, double, double, int>> samples; // t, id, x, y, e.x, e.y, color vector<tuple<int, int, double, double, double, double, int>> samples; // t, id, x, y, e.x, e.y, color
if (dump_path) if (dump_path) {
samples.reserve((size_t)n_iter / dump_interval * n_p); samples.reserve((size_t)n_iter / dump_interval * n_p);
}
Pedestrian *pedestrians = init_pedestrians(n_p); Pedestrian *pedestrians = init_pedestrians(n_p);
// # Start here or right after function signature
uint64_t start = start_tsc(); uint64_t start = start_tsc();
// # (8 + 55N - 55 + 192 + 4 + 8 + 4 + 10)*n_p*n_iter
for (int t = 0; t < n_iter; t++) { for (int t = 0; t < n_iter; t++) {
// Pass1: conmpute all forces from the current state
// Pass 1: Conmpute all the forces given the current state
for (int i = 0; i < n_p; i++) { for (int i = 0; i < n_p; i++) {
Pedestrian &p = pedestrians[i]; Pedestrian &p = pedestrians[i];
p.f_i.reset(); p.f_i.reset();
// # 8 flops // # 6 ADDs, 2 DIVs
// //
// $\vec{F}_\alpha(\vec{v}_\alpha, v^0_\alpha \vec{e}_\alpha) \vec{e}_\alpha(t) = \frac{1}{\tau_\alpha}(v^0_\alpha \vec{e}_\alpha - \vec{v}_\alpha)$ // $\vec{F}_\alpha(\vec{v}_\alpha, v^0_\alpha \vec{e}_\alpha) = \frac{1}{\tau_\alpha}(v^0_\alpha \vec{e}_\alpha - \vec{v}_\alpha)$
// //
compute_acceleration_term(&p); add_acceleration_term(&p);
// # 55N - 55 flops // # 15 ADDs, 24 MULTs, 8 DIVs, 5 SQRTs, 1 EXP
// //
// $\sum_{\beta} \vec{F}_{\alpha\beta}(\vec{e}_{\alpha}, \vec{r}_{\alpha} - \vec{r}_{\beta})$ // $\sum_{\beta} \vec{F}_{\alpha\beta}(\vec{e}_{\alpha}, \vec{r}_{\alpha} - \vec{r}_{\beta})$
// //
compute_repulsive_effects_from_pedestrians(pedestrians, &p, n_p); add_repulsive_effects_from_pedestrians(pedestrians, &p, n_p);
// # 192 flops // # board.n_obstacles * (13 ADDs, 19 MULTs, 4 DIVs, 2 SQRTs, 1 EXP)
// //
// $\sum_{B} \vec{F}_{\alpha B}(\vec{e}_{\alpha}, \vec{r}_{\alpha} - \vec{r}_{B})$ // $\sum_{B} \vec{F}_{\alpha B}(\vec{e}_{\alpha}, \vec{r}_{\alpha} - \vec{r}_{B})$
// //
compute_repulsive_effects_from_borders(board, &p); add_repulsive_effects_from_borders(board, &p);
} }
// Pass2: integrate the forces and update the current state
// Pass 2: Integrate the forces and update the current state
for (int i = 0; i < n_p; i++) { for (int i = 0; i < n_p; i++) {
Pedestrian &p = pedestrians[i]; Pedestrian &p = pedestrians[i];
// # 4 flops = 2 ADDs, 2 MULTs
// integrate preferred velocity: dw/dt = F (Eq. 10) // # 2 ADDs, 2 MULTs
//
// $\frac{d\vec{w_\alpha}}{dt} = \vec{F}_{\alpha}(t)$
//
//
p.w = p.w + p.f_i * dt; p.w = p.w + p.f_i * dt;
// # 1 ADD, 2 MULTs, 1 SQRT
double w_norm = p.w.norm(); double w_norm = p.w.norm();
// # Assumption for calculating W(n): The "if" statement always evaluates to true.
if (w_norm > p.v_max) { if (w_norm > p.v_max) {
// # 2 MULTs, 1 DIV
p.w = p.w * (p.v_max / w_norm); p.w = p.w * (p.v_max / w_norm);
} }
// Vector2d w_alpha = p.curr_vel + p.f_i * dt; // commented since this was using p.curr_vel instead of p.w (different from paper)
// # 8 flops = 2 MULTs, 2 DIVs, 1 SQRT, 2 MULTs, 1 ADD // # 1 ADD, 4 MULTs, 1 DIV, 1 SQRT
p.curr_vel = p.w * g(p.v_max, p.w.norm()); p.curr_vel = p.w * g(p.v_max, p.w.norm());
// # 4 flops = 2 ADDs, 2 MULTs // # 2 ADDs, 2 MULTs
// //
// $\vec{r}_i^{t+1} = \vec{r}^t_i + v^t_idt$ // $\vec{r}_i^{t+1} = \vec{r}^t_i + v^t_idt$
// //
p.curr_pos = p.curr_pos + p.curr_vel * dt; p.curr_pos = p.curr_pos + p.curr_vel * dt;
// # 10 flops = 5 ADDs, 2 DIVs, 1 SQRT, 2 MULTs // When a pedestrian reaches the end of the hallway we simply "teleport" the person back to the beginning.
// p.e = (p.destination - p.curr_pos) / (p.destination - p.curr_pos).norm(); // This way, we have a constant flow of pedestrians, and it is easier to see lanes forming.
if (p.color == WHITE && p.curr_pos.x > BOARD_LENGTH_MINUS_ONE_POINT_FIVE) {
// how to handle if a pedestrian reached the end of our simulation/end of the hallway // keep y, reset x
// The option we do here is to just "teleport" the person back to the beginning
// the good thing is we will have a constant flow of pedestrians and in the simulation we should see how lines build up
if (p.color == WHITE && p.curr_pos.x > (BOARD_LENGTH - 1.5)) {
// basically just keep the y position and reset the x
p.curr_pos.x = 1.0; p.curr_pos.x = 1.0;
p.destination.y = p.curr_pos.y; p.destination.y = p.curr_pos.y;
p.w = Vector2d(p.desired_v0, 0); p.w = Vector2d(p.desired_v0, 0);
p.curr_vel = p.w; p.curr_vel = p.w;
} }
if (p.color == BLACK && p.curr_pos.x < 1.5) { if (p.color == BLACK && p.curr_pos.x < 1.5) {
p.curr_pos.x = BOARD_LENGTH - 1.0; p.curr_pos.x = BOARD_LENGTH_MINUS_ONE;
p.destination.y = p.curr_pos.y; p.destination.y = p.curr_pos.y;
p.w = Vector2d(-p.desired_v0, 0); p.w = Vector2d(-p.desired_v0, 0);
p.curr_vel = p.w; p.curr_vel = p.w;
} }
// # 10 flops = 5 ADDs, 2 DIVs, 1 SQRT, 2 MULTs // # 2 ADDs
p.e = (p.destination - p.curr_pos) / (p.destination - p.curr_pos).norm(); Vector2d e = p.destination - p.curr_pos;
// p.e = (p.curr_vel - p.destination) / (p.curr_vel - p.destination).norm();
// p.e = (p.destination + (p.curr_vel / p.curr_vel.norm())) / (p.destination + (p.curr_vel / p.curr_vel.norm())).norm(); // # 1 ADD, 2 MULTs, 1 SQRT
const double WALL_EPS = 1e-3; double e_norm = e.norm();
// # 2 DIVs
p.e = e / e_norm;
if (p.curr_pos.y < 0.0) { if (p.curr_pos.y < 0.0) {
p.curr_pos.y = WALL_EPS; p.curr_pos.y = WALL_EPS;
if (p.curr_vel.y < 0) if (p.curr_vel.y < 0)
@@ -180,53 +225,44 @@ int main(int argc, const char *argv[]) {
p.w.y = 0; p.w.y = 0;
} }
if (p.curr_pos.y > BOARD_WIDTH) { if (p.curr_pos.y > BOARD_WIDTH) {
p.curr_pos.y = BOARD_WIDTH - WALL_EPS; p.curr_pos.y = BOARD_WIDTH_MINUS_WALL_EPS;
if (p.curr_vel.y > 0) if (p.curr_vel.y > 0)
p.curr_vel.y = 0; p.curr_vel.y = 0;
if (p.w.y > 0) if (p.w.y > 0)
p.w.y = 0; p.w.y = 0;
} }
// if we have a dump path/file we wanna save the data for visualisation // Save the data for visualization
if (dump_path && (t % dump_interval == 0)) { if (dump_path && (t % dump_interval == 0)) {
samples.emplace_back(t, i, p.curr_pos.x, p.curr_pos.y, p.e.x, p.e.y, p.color); samples.emplace_back(t, i, p.curr_pos.x, p.curr_pos.y, p.e.x, p.e.y, p.color);
} }
} }
} }
long long W = (long long)(8 + 55 * n_p - 55 + 192 + 4 + 8 + 4 + 10) * n_p * n_iter;
std::cout << "W(n): ";
std::cout << W;
std::cout << " flops\n";
double T = stop_tsc(start); long double T = stop_tsc(start);
std::cout << "T(n): ";
std::cout << T;
std::cout << " cycles\n";
double P = W / T; long long add_count_per_iter = n_p * (21 + board.n_obstacles * 13) + n_p * 9;
long long mult_count_per_iter = n_p * (24 + board.n_obstacles * 19) + n_p * 14;
long long div_count_per_iter = n_p * (10 + board.n_obstacles * 4) + n_p * 4;
long long sqrt_count_per_iter = n_p * (5 + board.n_obstacles * 2) + n_p * 3;
long long exp_count_per_iter = n_p * (1 + board.n_obstacles * 1);
std::cout << "P(n): "; 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;
std::cout << P; long long Q_per_iter = sizeof(Pedestrian) * n_p + sizeof(Obstacle) * board.n_obstacles; // TODO: Refine this
std::cout << " flops/cycle\n"; long double I = W_per_iter / Q_per_iter;
long double W = W_per_iter * n_iter;
long double P = W / T;
long long W_per_iter = (long long)(8 + 55 * n_p - 55 + 192 + 4 + 8 + 4 + 10) * n_p; printf("W(n) per iteration: %.2Lf flops\n", W_per_iter);
std::cout << "W(n) per iteration: "; printf("Q(n) per iteration: %Ld bytes\n", Q_per_iter);
std::cout << W_per_iter; printf("I(n): %.2Lf flops/byte\n", I);
std::cout << " flops\n"; printf("W(n): %.2Lf flops\n", W);
printf("T(n): %.2Lf cycles\n", T);
printf("P(n): %.2Lf flops/cycle\n", P);
long long Q = 104 * n_p + 32 * 4 + 80; // Export the data to a .csv file
std::cout << "Q(n) per iteration: ";
std::cout << Q;
std::cout << " bytes\n";
long long I = (long long)(8 + 55 * n_p - 55 + 192 + 4 + 8 + 4 + 10) * n_p / Q;
std::cout << "I(n): ";
std::cout << I;
std::cout << " flops/byte\n";
// now we wanna save the data to a csv
if (dump_path) { if (dump_path) {
std::ofstream out(dump_path); ofstream out(dump_path);
out << "time,id,x,y,p.e.x,p.e.y,color\n"; 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) { for (auto &[t, id, x, y, e_x, e_y, c] : samples) {
out << t << ',' << id << ',' << x << ',' << y << ',' << e_x << ',' << e_y << ',' << c << '\n'; out << t << ',' << id << ',' << x << ',' << y << ',' << e_x << ',' << e_y << ',' << c << '\n';
+9 -5
View File
@@ -1,5 +1,4 @@
#pragma once #pragma once
#include "random"
#include "vector2d.hpp" #include "vector2d.hpp"
// For visual simulation // For visual simulation
@@ -14,7 +13,7 @@ struct Pedestrian {
// $\vec{r}_\alpha(t)$ // $\vec{r}_\alpha(t)$
Vector2d curr_pos; Vector2d curr_pos;
// $\vec{e}_{\alpha}(t)$ // $\vec{e}_{\alpha}(t)$
Vector2d e; // desired direction vector Vector2d e; // desired direction vector
// $v_{\alpha}^{max} = 1.3 v^{0}_{\alpha}$ // $v_{\alpha}^{max} = 1.3 v^{0}_{\alpha}$
double v_max; double v_max;
// $v_\alpha^0$ // $v_\alpha^0$
@@ -24,9 +23,14 @@ struct Pedestrian {
// social force // social force
Vector2d f_i; Vector2d f_i;
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), f_i(0.0, 0.0) {} 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),
f_i(0.0, 0.0) {}
Pedestrian(Color clr, Vector2d c_v, Vector2d c_p, Vector2d e, double v_max, double desired_v0, Vector2d d, Vector2d f) Pedestrian(Color clr, Vector2d c_v, Vector2d c_p, Vector2d e, double v_max,
double desired_v0, Vector2d d, Vector2d f)
: color(clr), curr_vel(c_v), w(c_v), // initialize w = v at t=0 : color(clr), curr_vel(c_v), w(c_v), // initialize w = v at t=0
curr_pos(c_p), e(e), v_max(v_max), desired_v0(desired_v0), destination(d), f_i(f) {} curr_pos(c_p), e(e), v_max(v_max), desired_v0(desired_v0),
destination(d), f_i(f) {}
}; };
-6
View File
@@ -1,6 +0,0 @@
- [ ] SQRT == 1 flop? EXP == 1 flop?
- [ ] Where to start measurements, do we include measurements?
- [ ] Can Vector2d be reused?
- [ ] How precise do we have to be? How do we define "correctness"?
- [ ] Do borders count as obstacles?
- [ ] Do we use a fixed machine, frequency scaling, etc.
+6 -2
View File
@@ -15,9 +15,13 @@ struct Vector2d {
*this = *this + v; *this = *this + v;
return *this; return *this;
} }
// # 4 flops = 1 SQRT, 2 MULTs, 1 ADD
Vector2d reverse_sign() { return Vector2d(-x, -y); }
// # 1 ADD, 2 MULTs, 1 SQRT
double norm() { return sqrt(x * x + y * y); } double norm() { return sqrt(x * x + y * y); }
// # 3 flops = 2 MULTs, 1 ADD
// # 1 ADD, 2 MULTs
double dot(Vector2d v) { return x * v.x + y * v.y; } double dot(Vector2d v) { return x * v.x + y * v.y; }
void reset() { void reset() {
x = 0; x = 0;