Merge branch 'ilp' into 'main'

Ilp

See merge request course-asl-fastcode26/team70!25
This commit is contained in:
[Quy Anh] «Elliot» Nguyen
2026-05-21 19:09:24 +02:00
6 changed files with 1598 additions and 2 deletions
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// # Use symmetrical properties to reduce flop count
// # Changes: initialized a LUT to only compute r_a_b_norm once
// # Predecessor: variant_inlining_7.cpp
#include "../headers/board.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
// here we have real (simple) symmetry
std::vector<double> r_ab_x_lut(n_p * n_p, 0.0);
std::vector<double> r_ab_y_lut(n_p * n_p, 0.0);
std::vector<double> r_ab_norm_lut(n_p * n_p, 0.0);
// use NAME[i * n_p + j]
for (int t = 0; t < n_iter; t++) {
// get all distances first
for (int i = 0; i < n_p; i++) {
for (int j = i + 1; j < n_p; j++) {
double dx = pedestrians[i].curr_pos_x - pedestrians[j].curr_pos_x;
double dy = pedestrians[i].curr_pos_y - pedestrians[j].curr_pos_y;
double norm = sqrt(dx * dx + dy * dy);
int idx = i * n_p + j;
r_ab_x_lut[idx] = dx;
r_ab_y_lut[idx] = dy;
r_ab_norm_lut[idx] = norm;
}
}
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;
// force between pedestrians --> no symmetry because of different accellerations
for (int j = 0; j < n_p; j++) {
if (i == j)
continue;
// symmetry
double r_ab_x, r_ab_y, r_ab_norm;
if (i < j) {
r_ab_x = r_ab_x_lut[i * n_p + j];
r_ab_y = r_ab_y_lut[i * n_p + j];
r_ab_norm = r_ab_norm_lut[i * n_p + j];
} else {
// other direction
r_ab_x = -1 * r_ab_x_lut[j * n_p + i];
r_ab_y = -1 * r_ab_y_lut[j * n_p + i];
r_ab_norm = r_ab_norm_lut[j * n_p + i];
}
// ----
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;
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;
w_val = dt_neg;
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;
}
// force between pedestrian and obstacles
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 a = (p.e_x * f_alpha_B_neg_x + p.e_y * f_alpha_B_neg_y) * cos_phi_inv;
double b_sq = f_alpha_B_neg_x * f_alpha_B_neg_x + f_alpha_B_neg_y * f_alpha_B_neg_y;
w_val = dt_neg;
if (a >= 0 && (a * a > b_sq)) {
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;
}
// update the positions etc.
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;
}
@@ -0,0 +1,515 @@
// # ILP
// # Changes: unroll factor 4 and 4 accumulators. Only unrolled the inner most loop, as that is the bottleneck
// # Predecessor: variant_inlining_7_2.cpp
#include "../headers/board.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
// here we have real (simple) symmetry
std::vector<double> r_ab_x_lut(n_p * n_p, 0.0);
std::vector<double> r_ab_y_lut(n_p * n_p, 0.0);
std::vector<double> r_ab_norm_lut(n_p * n_p, 0.0);
// use NAME[i * n_p + j]
for (int t = 0; t < n_iter; t++) {
// get all distances first
// No ILP because no accumulators
for (int i = 0; i < n_p; i++) {
// only upper triangle
for (int j = i + 1; j < n_p; j++) {
double dx = pedestrians[i].curr_pos_x - pedestrians[j].curr_pos_x;
double dy = pedestrians[i].curr_pos_y - pedestrians[j].curr_pos_y;
double norm = sqrt(dx * dx + dy * dy);
r_ab_x_lut[i * n_p + j] = dx;
r_ab_y_lut[i * n_p + j] = dy;
r_ab_norm_lut[i * n_p + j] = norm;
}
}
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;
// accumulators for ILP
// 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;
double acc_0_x = 0.0, acc_1_x = 0.0, acc_2_x = 0.0, acc_3_x = 0.0;
double acc_0_y = 0.0, acc_1_y = 0.0, acc_2_y = 0.0, acc_3_y = 0.0;
const double p_e_x = p.e_x;
const double p_e_y = p.e_y;
// force between pedestrians --> no symmetry because of different accelerations
// ILP
int j = 0;
for (; j <= n_p - 4; j+=4) {
// distance symmetry
double r_ab_x_0, r_ab_y_0, r_ab_norm_0;
double r_ab_x_1, r_ab_y_1, r_ab_norm_1;
double r_ab_x_2, r_ab_y_2, r_ab_norm_2;
double r_ab_x_3, r_ab_y_3, r_ab_norm_3;
int j0 = j, j1 = j+1, j2 = j+2, j3 = j+3;
// skip i == j
if (i != j0) {
if (i < j0) {
r_ab_x_0 = r_ab_x_lut[i * n_p + j0];
r_ab_y_0 = r_ab_y_lut[i * n_p + j0];
r_ab_norm_0 = r_ab_norm_lut[i * n_p + j0];
} else {
// other direction
// I think here we can optimize for sure, currently not using LUT good
r_ab_x_0 = -1 * r_ab_x_lut[j0 * n_p + i];
r_ab_y_0 = -1 * r_ab_y_lut[j0 * n_p + i];
r_ab_norm_0 = r_ab_norm_lut[j0 * n_p + i];
}
// the math, see paper
double r_ab2_x_0 = r_ab_x_0 - pedestrians[j0].s_b_e_x;
double r_ab2_y_0 = r_ab_y_0 - pedestrians[j0].s_b_e_y;
double r_ab2_norm_0 = sqrt(r_ab2_x_0 * r_ab2_x_0 + r_ab2_y_0 * r_ab2_y_0);
double r_ab_norm_sum_0 = r_ab_norm_0 + r_ab2_norm_0;
double two_b_sq_0 = r_ab_norm_sum_0 * r_ab_norm_sum_0 - pedestrians[j0].s_b_sq;
double two_b_0 = sqrt(two_b_sq_0);
double scalar_mult_common_0 = (r_ab_norm_sum_0 / (two_b_0 * r_ab_norm_0 * r_ab2_norm_0)) * (NEG_V0_AB_div_TWO_SIGMA * exp(two_b_0 * NEG_TWO_SIGMA_INV));
double scalar_mult_r_ab_0 = scalar_mult_common_0 * r_ab2_norm_0;
double scalar_mult_r_ab2_0 = scalar_mult_common_0 * r_ab_norm_0;
double f_alpha_beta_neg_x_0 = r_ab_x_0 * scalar_mult_r_ab_0 + r_ab2_x_0 * scalar_mult_r_ab2_0;
double f_alpha_beta_neg_y_0 = r_ab_y_0 * scalar_mult_r_ab_0 + r_ab2_y_0 * scalar_mult_r_ab2_0;
double w_val_0;
double a_0 = (p_e_x * f_alpha_beta_neg_x_0 + p_e_y * f_alpha_beta_neg_y_0) * cos_phi_inv;
double b_sq_0 = f_alpha_beta_neg_x_0 * f_alpha_beta_neg_x_0 + f_alpha_beta_neg_y_0 * f_alpha_beta_neg_y_0;
w_val_0 = dt_neg;
if (a_0 >= 0 && (a_0 * a_0 > b_sq_0)) {
w_val_0 = c_neg_times_dt;
}
acc_0_x += f_alpha_beta_neg_x_0 * w_val_0;
acc_0_y += f_alpha_beta_neg_y_0 * w_val_0;
}
// skip i == j
if (i != j1) {
if (i < j1) {
r_ab_x_1 = r_ab_x_lut[i * n_p + j1];
r_ab_y_1 = r_ab_y_lut[i * n_p + j1];
r_ab_norm_1 = r_ab_norm_lut[i * n_p + j1];
} else {
// other direction
// I think here we can optimize for sure, currently not using LUT good
r_ab_x_1 = -1 * r_ab_x_lut[j1 * n_p + i];
r_ab_y_1 = -1 * r_ab_y_lut[j1 * n_p + i];
r_ab_norm_1 = r_ab_norm_lut[j1 * n_p + i];
}
// the math, see paper
double r_ab2_x_1 = r_ab_x_1 - pedestrians[j1].s_b_e_x;
double r_ab2_y_1 = r_ab_y_1 - pedestrians[j1].s_b_e_y;
double r_ab2_norm_1 = sqrt(r_ab2_x_1 * r_ab2_x_1 + r_ab2_y_1 * r_ab2_y_1);
double r_ab_norm_sum_1 = r_ab_norm_1 + r_ab2_norm_1;
double two_b_sq_1 = r_ab_norm_sum_1 * r_ab_norm_sum_1 - pedestrians[j1].s_b_sq;
double two_b_1 = sqrt(two_b_sq_1);
double scalar_mult_common_1 = (r_ab_norm_sum_1 / (two_b_1 * r_ab_norm_1 * r_ab2_norm_1)) * (NEG_V0_AB_div_TWO_SIGMA * exp(two_b_1 * NEG_TWO_SIGMA_INV));
double scalar_mult_r_ab_1 = scalar_mult_common_1 * r_ab2_norm_1;
double scalar_mult_r_ab2_1 = scalar_mult_common_1 * r_ab_norm_1;
double f_alpha_beta_neg_x_1 = r_ab_x_1 * scalar_mult_r_ab_1 + r_ab2_x_1 * scalar_mult_r_ab2_1;
double f_alpha_beta_neg_y_1 = r_ab_y_1 * scalar_mult_r_ab_1 + r_ab2_y_1 * scalar_mult_r_ab2_1;
double w_val_1;
double a_1 = (p_e_x * f_alpha_beta_neg_x_1 + p_e_y * f_alpha_beta_neg_y_1) * cos_phi_inv;
double b_sq_1 = f_alpha_beta_neg_x_1 * f_alpha_beta_neg_x_1 + f_alpha_beta_neg_y_1 * f_alpha_beta_neg_y_1;
w_val_1 = dt_neg;
if (a_1 >= 0 && (a_1 * a_1 > b_sq_1)) {
w_val_1 = c_neg_times_dt;
}
acc_1_x += f_alpha_beta_neg_x_1 * w_val_1;
acc_1_y += f_alpha_beta_neg_y_1 * w_val_1;
}
// skip i == j
if (i != j2) {
if (i < j2) {
r_ab_x_2 = r_ab_x_lut[i * n_p + j2];
r_ab_y_2 = r_ab_y_lut[i * n_p + j2];
r_ab_norm_2 = r_ab_norm_lut[i * n_p + j2];
} else {
// other direction
// I think here we can optimize for sure, currently not using LUT good
r_ab_x_2 = -1 * r_ab_x_lut[j2 * n_p + i];
r_ab_y_2 = -1 * r_ab_y_lut[j2 * n_p + i];
r_ab_norm_2 = r_ab_norm_lut[j2 * n_p + i];
}
// the math, see paper
double r_ab2_x_2 = r_ab_x_2 - pedestrians[j2].s_b_e_x;
double r_ab2_y_2 = r_ab_y_2 - pedestrians[j2].s_b_e_y;
double r_ab2_norm_2 = sqrt(r_ab2_x_2 * r_ab2_x_2 + r_ab2_y_2 * r_ab2_y_2);
double r_ab_norm_sum_2 = r_ab_norm_2 + r_ab2_norm_2;
double two_b_sq_2 = r_ab_norm_sum_2 * r_ab_norm_sum_2 - pedestrians[j2].s_b_sq;
double two_b_2 = sqrt(two_b_sq_2);
double scalar_mult_common_2 = (r_ab_norm_sum_2 / (two_b_2 * r_ab_norm_2 * r_ab2_norm_2)) * (NEG_V0_AB_div_TWO_SIGMA * exp(two_b_2 * NEG_TWO_SIGMA_INV));
double scalar_mult_r_ab_2 = scalar_mult_common_2 * r_ab2_norm_2;
double scalar_mult_r_ab2_2 = scalar_mult_common_2 * r_ab_norm_2;
double f_alpha_beta_neg_x_2 = r_ab_x_2 * scalar_mult_r_ab_2 + r_ab2_x_2 * scalar_mult_r_ab2_2;
double f_alpha_beta_neg_y_2 = r_ab_y_2 * scalar_mult_r_ab_2 + r_ab2_y_2 * scalar_mult_r_ab2_2;
double w_val_2;
double a_2 = (p_e_x * f_alpha_beta_neg_x_2 + p_e_y * f_alpha_beta_neg_y_2) * cos_phi_inv;
double b_sq_2 = f_alpha_beta_neg_x_2 * f_alpha_beta_neg_x_2 + f_alpha_beta_neg_y_2 * f_alpha_beta_neg_y_2;
w_val_2 = dt_neg;
if (a_2 >= 0 && (a_2 * a_2 > b_sq_2)) {
w_val_2 = c_neg_times_dt;
}
acc_2_x += f_alpha_beta_neg_x_2 * w_val_2;
acc_2_y += f_alpha_beta_neg_y_2 * w_val_2;
}
// skip i == j
if (i != j3) {
if (i < j3) {
r_ab_x_3 = r_ab_x_lut[i * n_p + j3];
r_ab_y_3 = r_ab_y_lut[i * n_p + j3];
r_ab_norm_3 = r_ab_norm_lut[i * n_p + j3];
} else {
// other direction
// I think here we can optimize for sure, currently not using LUT good
r_ab_x_3 = -1 * r_ab_x_lut[j3 * n_p + i];
r_ab_y_3 = -1 * r_ab_y_lut[j3 * n_p + i];
r_ab_norm_3 = r_ab_norm_lut[j3 * n_p + i];
}
// the math, see paper
double r_ab2_x_3 = r_ab_x_3 - pedestrians[j3].s_b_e_x;
double r_ab2_y_3 = r_ab_y_3 - pedestrians[j3].s_b_e_y;
double r_ab2_norm_3 = sqrt(r_ab2_x_3 * r_ab2_x_3 + r_ab2_y_3 * r_ab2_y_3);
double r_ab_norm_sum_3 = r_ab_norm_3 + r_ab2_norm_3;
double two_b_sq_3 = r_ab_norm_sum_3 * r_ab_norm_sum_3 - pedestrians[j3].s_b_sq;
double two_b_3 = sqrt(two_b_sq_3);
double scalar_mult_common_3 = (r_ab_norm_sum_3 / (two_b_3 * r_ab_norm_3 * r_ab2_norm_3)) * (NEG_V0_AB_div_TWO_SIGMA * exp(two_b_3 * NEG_TWO_SIGMA_INV));
double scalar_mult_r_ab_3 = scalar_mult_common_3 * r_ab2_norm_3;
double scalar_mult_r_ab2_3 = scalar_mult_common_3 * r_ab_norm_3;
double f_alpha_beta_neg_x_3 = r_ab_x_3 * scalar_mult_r_ab_3 + r_ab2_x_3 * scalar_mult_r_ab2_3;
double f_alpha_beta_neg_y_3 = r_ab_y_3 * scalar_mult_r_ab_3 + r_ab2_y_3 * scalar_mult_r_ab2_3;
double w_val_3;
double a_3 = (p_e_x * f_alpha_beta_neg_x_3 + p_e_y * f_alpha_beta_neg_y_3) * cos_phi_inv;
double b_sq_3 = f_alpha_beta_neg_x_3 * f_alpha_beta_neg_x_3 + f_alpha_beta_neg_y_3 * f_alpha_beta_neg_y_3;
w_val_3 = dt_neg;
if (a_3 >= 0 && (a_3 * a_3 > b_sq_3)) {
w_val_3 = c_neg_times_dt;
}
acc_3_x += f_alpha_beta_neg_x_3 * w_val_3;
acc_3_y += f_alpha_beta_neg_y_3 * w_val_3;
}
}
// add the result
f_alpha_dt_x += acc_0_x + acc_1_x + acc_2_x + acc_3_x;
f_alpha_dt_y += acc_0_y + acc_1_y + acc_2_y + acc_3_y;
// remaining
for (; j < n_p; j++) {
if (i == j) continue;
double r_ab_x, r_ab_y, r_ab_norm;
if (i < j) {
r_ab_x = r_ab_x_lut[i * n_p + j];
r_ab_y = r_ab_y_lut[i * n_p + j];
r_ab_norm = r_ab_norm_lut[i * n_p + j];
} else {
r_ab_x = -1 * r_ab_x_lut[j * n_p + i];
r_ab_y = -1 * r_ab_y_lut[j * n_p + i];
r_ab_norm = r_ab_norm_lut[j * n_p + i];
}
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;
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;
w_val = dt_neg;
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;
}
// force between pedestrian and obstacles
// initialized with 0 obstacles, might consider deleting this?
// to sparse to use ILP
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 a = (p.e_x * f_alpha_B_neg_x + p.e_y * f_alpha_B_neg_y) * cos_phi_inv;
double b_sq = f_alpha_B_neg_x * f_alpha_B_neg_x + f_alpha_B_neg_y * f_alpha_B_neg_y;
w_val = dt_neg;
if (a >= 0 && (a * a > b_sq)) {
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;
}
// update the positions etc.
// ILP is not possible I think
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;
// maybe move this calculation to a separate loop to enable ILP
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;
}
@@ -0,0 +1,678 @@
// # ILP
// # Changes: unroll factor 4 and 4 accumulators. Only unrolled the inner most loop, as that is the bottleneck
// # Predecessor: variant_inlining_7_2.cpp
#include "../headers/board.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
// here we have real (simple) symmetry
std::vector<double> r_ab_x_lut(n_p * n_p, 0.0);
std::vector<double> r_ab_y_lut(n_p * n_p, 0.0);
std::vector<double> r_ab_norm_lut(n_p * n_p, 0.0);
// use NAME[i * n_p + j]
for (int t = 0; t < n_iter; t++) {
// get all distances first
// No ILP because no accumulators
for (int i = 0; i < n_p; i++) {
// only upper triangle
for (int j = i + 1; j < n_p; j++) {
double dx = pedestrians[i].curr_pos_x - pedestrians[j].curr_pos_x;
double dy = pedestrians[i].curr_pos_y - pedestrians[j].curr_pos_y;
double norm = sqrt(dx * dx + dy * dy);
r_ab_x_lut[i * n_p + j] = dx;
r_ab_y_lut[i * n_p + j] = dy;
r_ab_norm_lut[i * n_p + j] = norm;
}
}
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;
// accumulators for ILP
// 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;
double acc_0_x = 0.0, acc_1_x = 0.0, acc_2_x = 0.0, acc_3_x = 0.0, acc_4_x = 0.0, acc_5_x = 0.0, acc_6_x = 0.0, acc_7_x = 0.0;
double acc_0_y = 0.0, acc_1_y = 0.0, acc_2_y = 0.0, acc_3_y = 0.0, acc_4_y = 0.0, acc_5_y = 0.0, acc_6_y = 0.0, acc_7_y = 0.0;
const double p_e_x = p.e_x;
const double p_e_y = p.e_y;
// force between pedestrians --> no symmetry because of different accelerations
// ILP
int j = 0;
for (; j <= n_p - 8; j+=8) {
// distance symmetry
double r_ab_x_0, r_ab_y_0, r_ab_norm_0;
double r_ab_x_1, r_ab_y_1, r_ab_norm_1;
double r_ab_x_2, r_ab_y_2, r_ab_norm_2;
double r_ab_x_3, r_ab_y_3, r_ab_norm_3;
double r_ab_x_4, r_ab_y_4, r_ab_norm_4;
double r_ab_x_5, r_ab_y_5, r_ab_norm_5;
double r_ab_x_6, r_ab_y_6, r_ab_norm_6;
double r_ab_x_7, r_ab_y_7, r_ab_norm_7;
int j0 = j, j1 = j+1, j2 = j+2, j3 = j+3, j4 = j+4, j5 = j+5, j6 = j+6, j7 = j+7;
// skip i == j
if (i != j0) {
if (i < j0) {
r_ab_x_0 = r_ab_x_lut[i * n_p + j0];
r_ab_y_0 = r_ab_y_lut[i * n_p + j0];
r_ab_norm_0 = r_ab_norm_lut[i * n_p + j0];
} else {
// other direction
// I think here we can optimize for sure, currently not using LUT good
r_ab_x_0 = -1 * r_ab_x_lut[j0 * n_p + i];
r_ab_y_0 = -1 * r_ab_y_lut[j0 * n_p + i];
r_ab_norm_0 = r_ab_norm_lut[j0 * n_p + i];
}
// the math, see paper
double r_ab2_x_0 = r_ab_x_0 - pedestrians[j0].s_b_e_x;
double r_ab2_y_0 = r_ab_y_0 - pedestrians[j0].s_b_e_y;
double r_ab2_norm_0 = sqrt(r_ab2_x_0 * r_ab2_x_0 + r_ab2_y_0 * r_ab2_y_0);
double r_ab_norm_sum_0 = r_ab_norm_0 + r_ab2_norm_0;
double two_b_sq_0 = r_ab_norm_sum_0 * r_ab_norm_sum_0 - pedestrians[j0].s_b_sq;
double two_b_0 = sqrt(two_b_sq_0);
double scalar_mult_common_0 = (r_ab_norm_sum_0 / (two_b_0 * r_ab_norm_0 * r_ab2_norm_0)) * (NEG_V0_AB_div_TWO_SIGMA * exp(two_b_0 * NEG_TWO_SIGMA_INV));
double scalar_mult_r_ab_0 = scalar_mult_common_0 * r_ab2_norm_0;
double scalar_mult_r_ab2_0 = scalar_mult_common_0 * r_ab_norm_0;
double f_alpha_beta_neg_x_0 = r_ab_x_0 * scalar_mult_r_ab_0 + r_ab2_x_0 * scalar_mult_r_ab2_0;
double f_alpha_beta_neg_y_0 = r_ab_y_0 * scalar_mult_r_ab_0 + r_ab2_y_0 * scalar_mult_r_ab2_0;
double w_val_0;
double a_0 = (p_e_x * f_alpha_beta_neg_x_0 + p_e_y * f_alpha_beta_neg_y_0) * cos_phi_inv;
double b_sq_0 = f_alpha_beta_neg_x_0 * f_alpha_beta_neg_x_0 + f_alpha_beta_neg_y_0 * f_alpha_beta_neg_y_0;
w_val_0 = dt_neg;
if (a_0 >= 0 && (a_0 * a_0 > b_sq_0)) {
w_val_0 = c_neg_times_dt;
}
acc_0_x += f_alpha_beta_neg_x_0 * w_val_0;
acc_0_y += f_alpha_beta_neg_y_0 * w_val_0;
}
// skip i == j
if (i != j1) {
if (i < j1) {
r_ab_x_1 = r_ab_x_lut[i * n_p + j1];
r_ab_y_1 = r_ab_y_lut[i * n_p + j1];
r_ab_norm_1 = r_ab_norm_lut[i * n_p + j1];
} else {
// other direction
// I think here we can optimize for sure, currently not using LUT good
r_ab_x_1 = -1 * r_ab_x_lut[j1 * n_p + i];
r_ab_y_1 = -1 * r_ab_y_lut[j1 * n_p + i];
r_ab_norm_1 = r_ab_norm_lut[j1 * n_p + i];
}
// the math, see paper
double r_ab2_x_1 = r_ab_x_1 - pedestrians[j1].s_b_e_x;
double r_ab2_y_1 = r_ab_y_1 - pedestrians[j1].s_b_e_y;
double r_ab2_norm_1 = sqrt(r_ab2_x_1 * r_ab2_x_1 + r_ab2_y_1 * r_ab2_y_1);
double r_ab_norm_sum_1 = r_ab_norm_1 + r_ab2_norm_1;
double two_b_sq_1 = r_ab_norm_sum_1 * r_ab_norm_sum_1 - pedestrians[j1].s_b_sq;
double two_b_1 = sqrt(two_b_sq_1);
double scalar_mult_common_1 = (r_ab_norm_sum_1 / (two_b_1 * r_ab_norm_1 * r_ab2_norm_1)) * (NEG_V0_AB_div_TWO_SIGMA * exp(two_b_1 * NEG_TWO_SIGMA_INV));
double scalar_mult_r_ab_1 = scalar_mult_common_1 * r_ab2_norm_1;
double scalar_mult_r_ab2_1 = scalar_mult_common_1 * r_ab_norm_1;
double f_alpha_beta_neg_x_1 = r_ab_x_1 * scalar_mult_r_ab_1 + r_ab2_x_1 * scalar_mult_r_ab2_1;
double f_alpha_beta_neg_y_1 = r_ab_y_1 * scalar_mult_r_ab_1 + r_ab2_y_1 * scalar_mult_r_ab2_1;
double w_val_1;
double a_1 = (p_e_x * f_alpha_beta_neg_x_1 + p_e_y * f_alpha_beta_neg_y_1) * cos_phi_inv;
double b_sq_1 = f_alpha_beta_neg_x_1 * f_alpha_beta_neg_x_1 + f_alpha_beta_neg_y_1 * f_alpha_beta_neg_y_1;
w_val_1 = dt_neg;
if (a_1 >= 0 && (a_1 * a_1 > b_sq_1)) {
w_val_1 = c_neg_times_dt;
}
acc_1_x += f_alpha_beta_neg_x_1 * w_val_1;
acc_1_y += f_alpha_beta_neg_y_1 * w_val_1;
}
// skip i == j
if (i != j2) {
if (i < j2) {
r_ab_x_2 = r_ab_x_lut[i * n_p + j2];
r_ab_y_2 = r_ab_y_lut[i * n_p + j2];
r_ab_norm_2 = r_ab_norm_lut[i * n_p + j2];
} else {
// other direction
// I think here we can optimize for sure, currently not using LUT good
r_ab_x_2 = -1 * r_ab_x_lut[j2 * n_p + i];
r_ab_y_2 = -1 * r_ab_y_lut[j2 * n_p + i];
r_ab_norm_2 = r_ab_norm_lut[j2 * n_p + i];
}
// the math, see paper
double r_ab2_x_2 = r_ab_x_2 - pedestrians[j2].s_b_e_x;
double r_ab2_y_2 = r_ab_y_2 - pedestrians[j2].s_b_e_y;
double r_ab2_norm_2 = sqrt(r_ab2_x_2 * r_ab2_x_2 + r_ab2_y_2 * r_ab2_y_2);
double r_ab_norm_sum_2 = r_ab_norm_2 + r_ab2_norm_2;
double two_b_sq_2 = r_ab_norm_sum_2 * r_ab_norm_sum_2 - pedestrians[j2].s_b_sq;
double two_b_2 = sqrt(two_b_sq_2);
double scalar_mult_common_2 = (r_ab_norm_sum_2 / (two_b_2 * r_ab_norm_2 * r_ab2_norm_2)) * (NEG_V0_AB_div_TWO_SIGMA * exp(two_b_2 * NEG_TWO_SIGMA_INV));
double scalar_mult_r_ab_2 = scalar_mult_common_2 * r_ab2_norm_2;
double scalar_mult_r_ab2_2 = scalar_mult_common_2 * r_ab_norm_2;
double f_alpha_beta_neg_x_2 = r_ab_x_2 * scalar_mult_r_ab_2 + r_ab2_x_2 * scalar_mult_r_ab2_2;
double f_alpha_beta_neg_y_2 = r_ab_y_2 * scalar_mult_r_ab_2 + r_ab2_y_2 * scalar_mult_r_ab2_2;
double w_val_2;
double a_2 = (p_e_x * f_alpha_beta_neg_x_2 + p_e_y * f_alpha_beta_neg_y_2) * cos_phi_inv;
double b_sq_2 = f_alpha_beta_neg_x_2 * f_alpha_beta_neg_x_2 + f_alpha_beta_neg_y_2 * f_alpha_beta_neg_y_2;
w_val_2 = dt_neg;
if (a_2 >= 0 && (a_2 * a_2 > b_sq_2)) {
w_val_2 = c_neg_times_dt;
}
acc_2_x += f_alpha_beta_neg_x_2 * w_val_2;
acc_2_y += f_alpha_beta_neg_y_2 * w_val_2;
}
// skip i == j
if (i != j3) {
if (i < j3) {
r_ab_x_3 = r_ab_x_lut[i * n_p + j3];
r_ab_y_3 = r_ab_y_lut[i * n_p + j3];
r_ab_norm_3 = r_ab_norm_lut[i * n_p + j3];
} else {
// other direction
// I think here we can optimize for sure, currently not using LUT good
r_ab_x_3 = -1 * r_ab_x_lut[j3 * n_p + i];
r_ab_y_3 = -1 * r_ab_y_lut[j3 * n_p + i];
r_ab_norm_3 = r_ab_norm_lut[j3 * n_p + i];
}
// the math, see paper
double r_ab2_x_3 = r_ab_x_3 - pedestrians[j3].s_b_e_x;
double r_ab2_y_3 = r_ab_y_3 - pedestrians[j3].s_b_e_y;
double r_ab2_norm_3 = sqrt(r_ab2_x_3 * r_ab2_x_3 + r_ab2_y_3 * r_ab2_y_3);
double r_ab_norm_sum_3 = r_ab_norm_3 + r_ab2_norm_3;
double two_b_sq_3 = r_ab_norm_sum_3 * r_ab_norm_sum_3 - pedestrians[j3].s_b_sq;
double two_b_3 = sqrt(two_b_sq_3);
double scalar_mult_common_3 = (r_ab_norm_sum_3 / (two_b_3 * r_ab_norm_3 * r_ab2_norm_3)) * (NEG_V0_AB_div_TWO_SIGMA * exp(two_b_3 * NEG_TWO_SIGMA_INV));
double scalar_mult_r_ab_3 = scalar_mult_common_3 * r_ab2_norm_3;
double scalar_mult_r_ab2_3 = scalar_mult_common_3 * r_ab_norm_3;
double f_alpha_beta_neg_x_3 = r_ab_x_3 * scalar_mult_r_ab_3 + r_ab2_x_3 * scalar_mult_r_ab2_3;
double f_alpha_beta_neg_y_3 = r_ab_y_3 * scalar_mult_r_ab_3 + r_ab2_y_3 * scalar_mult_r_ab2_3;
double w_val_3;
double a_3 = (p_e_x * f_alpha_beta_neg_x_3 + p_e_y * f_alpha_beta_neg_y_3) * cos_phi_inv;
double b_sq_3 = f_alpha_beta_neg_x_3 * f_alpha_beta_neg_x_3 + f_alpha_beta_neg_y_3 * f_alpha_beta_neg_y_3;
w_val_3 = dt_neg;
if (a_3 >= 0 && (a_3 * a_3 > b_sq_3)) {
w_val_3 = c_neg_times_dt;
}
acc_3_x += f_alpha_beta_neg_x_3 * w_val_3;
acc_3_y += f_alpha_beta_neg_y_3 * w_val_3;
}
// skip i == j
if (i != j4) {
if (i < j4) {
r_ab_x_4 = r_ab_x_lut[i * n_p + j4];
r_ab_y_4 = r_ab_y_lut[i * n_p + j4];
r_ab_norm_4 = r_ab_norm_lut[i * n_p + j4];
} else {
// other direction
// I think here we can optimize for sure, currently not using LUT good
r_ab_x_4 = -1 * r_ab_x_lut[j4 * n_p + i];
r_ab_y_4 = -1 * r_ab_y_lut[j4 * n_p + i];
r_ab_norm_4 = r_ab_norm_lut[j4 * n_p + i];
}
// the math, see paper
double r_ab2_x_4 = r_ab_x_4 - pedestrians[j4].s_b_e_x;
double r_ab2_y_4 = r_ab_y_4 - pedestrians[j4].s_b_e_y;
double r_ab2_norm_4 = sqrt(r_ab2_x_4 * r_ab2_x_4 + r_ab2_y_4 * r_ab2_y_4);
double r_ab_norm_sum_4 = r_ab_norm_4 + r_ab2_norm_4;
double two_b_sq_4 = r_ab_norm_sum_4 * r_ab_norm_sum_4 - pedestrians[j4].s_b_sq;
double two_b_4 = sqrt(two_b_sq_4);
double scalar_mult_common_4 = (r_ab_norm_sum_4 / (two_b_4 * r_ab_norm_4 * r_ab2_norm_4)) * (NEG_V0_AB_div_TWO_SIGMA * exp(two_b_4 * NEG_TWO_SIGMA_INV));
double scalar_mult_r_ab_4 = scalar_mult_common_4 * r_ab2_norm_4;
double scalar_mult_r_ab2_4 = scalar_mult_common_4 * r_ab_norm_4;
double f_alpha_beta_neg_x_4 = r_ab_x_4 * scalar_mult_r_ab_4 + r_ab2_x_4 * scalar_mult_r_ab2_4;
double f_alpha_beta_neg_y_4 = r_ab_y_4 * scalar_mult_r_ab_4 + r_ab2_y_4 * scalar_mult_r_ab2_4;
double w_val_4;
double a_4 = (p_e_x * f_alpha_beta_neg_x_4 + p_e_y * f_alpha_beta_neg_y_4) * cos_phi_inv;
double b_sq_4 = f_alpha_beta_neg_x_4 * f_alpha_beta_neg_x_4 + f_alpha_beta_neg_y_4 * f_alpha_beta_neg_y_4;
w_val_4 = dt_neg;
if (a_4 >= 0 && (a_4 * a_4 > b_sq_4)) {
w_val_4 = c_neg_times_dt;
}
acc_4_x += f_alpha_beta_neg_x_4 * w_val_4;
acc_4_y += f_alpha_beta_neg_y_4 * w_val_4;
}
// skip i == j
if (i != j5) {
if (i < j5) {
r_ab_x_5 = r_ab_x_lut[i * n_p + j5];
r_ab_y_5 = r_ab_y_lut[i * n_p + j5];
r_ab_norm_5 = r_ab_norm_lut[i * n_p + j5];
} else {
// other direction
// I think here we can optimize for sure, currently not using LUT good
r_ab_x_5 = -1 * r_ab_x_lut[j5 * n_p + i];
r_ab_y_5 = -1 * r_ab_y_lut[j5 * n_p + i];
r_ab_norm_5 = r_ab_norm_lut[j5 * n_p + i];
}
// the math, see paper
double r_ab2_x_5 = r_ab_x_5 - pedestrians[j5].s_b_e_x;
double r_ab2_y_5 = r_ab_y_5 - pedestrians[j5].s_b_e_y;
double r_ab2_norm_5 = sqrt(r_ab2_x_5 * r_ab2_x_5 + r_ab2_y_5 * r_ab2_y_5);
double r_ab_norm_sum_5 = r_ab_norm_5 + r_ab2_norm_5;
double two_b_sq_5 = r_ab_norm_sum_5 * r_ab_norm_sum_5 - pedestrians[j5].s_b_sq;
double two_b_5 = sqrt(two_b_sq_5);
double scalar_mult_common_5 = (r_ab_norm_sum_5 / (two_b_5 * r_ab_norm_5 * r_ab2_norm_5)) * (NEG_V0_AB_div_TWO_SIGMA * exp(two_b_5 * NEG_TWO_SIGMA_INV));
double scalar_mult_r_ab_5 = scalar_mult_common_5 * r_ab2_norm_5;
double scalar_mult_r_ab2_5 = scalar_mult_common_5 * r_ab_norm_5;
double f_alpha_beta_neg_x_5 = r_ab_x_5 * scalar_mult_r_ab_5 + r_ab2_x_5 * scalar_mult_r_ab2_5;
double f_alpha_beta_neg_y_5 = r_ab_y_5 * scalar_mult_r_ab_5 + r_ab2_y_5 * scalar_mult_r_ab2_5;
double w_val_5;
double a_5 = (p_e_x * f_alpha_beta_neg_x_5 + p_e_y * f_alpha_beta_neg_y_5) * cos_phi_inv;
double b_sq_5 = f_alpha_beta_neg_x_5 * f_alpha_beta_neg_x_5 + f_alpha_beta_neg_y_5 * f_alpha_beta_neg_y_5;
w_val_5 = dt_neg;
if (a_5 >= 0 && (a_5 * a_5 > b_sq_5)) {
w_val_5 = c_neg_times_dt;
}
acc_5_x += f_alpha_beta_neg_x_5 * w_val_5;
acc_5_y += f_alpha_beta_neg_y_5 * w_val_5;
}
// skip i == j
if (i != j6) {
if (i < j6) {
r_ab_x_6 = r_ab_x_lut[i * n_p + j6];
r_ab_y_6 = r_ab_y_lut[i * n_p + j6];
r_ab_norm_6 = r_ab_norm_lut[i * n_p + j6];
} else {
// other direction
// I think here we can optimize for sure, currently not using LUT good
r_ab_x_6 = -1 * r_ab_x_lut[j6 * n_p + i];
r_ab_y_6 = -1 * r_ab_y_lut[j6 * n_p + i];
r_ab_norm_6 = r_ab_norm_lut[j6 * n_p + i];
}
// the math, see paper
double r_ab2_x_6 = r_ab_x_6 - pedestrians[j6].s_b_e_x;
double r_ab2_y_6 = r_ab_y_6 - pedestrians[j6].s_b_e_y;
double r_ab2_norm_6 = sqrt(r_ab2_x_6 * r_ab2_x_6 + r_ab2_y_6 * r_ab2_y_6);
double r_ab_norm_sum_6 = r_ab_norm_6 + r_ab2_norm_6;
double two_b_sq_6 = r_ab_norm_sum_6 * r_ab_norm_sum_6 - pedestrians[j6].s_b_sq;
double two_b_6 = sqrt(two_b_sq_6);
double scalar_mult_common_6 = (r_ab_norm_sum_6 / (two_b_6 * r_ab_norm_6 * r_ab2_norm_6)) * (NEG_V0_AB_div_TWO_SIGMA * exp(two_b_6 * NEG_TWO_SIGMA_INV));
double scalar_mult_r_ab_6 = scalar_mult_common_6 * r_ab2_norm_6;
double scalar_mult_r_ab2_6 = scalar_mult_common_6 * r_ab_norm_6;
double f_alpha_beta_neg_x_6 = r_ab_x_6 * scalar_mult_r_ab_6 + r_ab2_x_6 * scalar_mult_r_ab2_6;
double f_alpha_beta_neg_y_6 = r_ab_y_6 * scalar_mult_r_ab_6 + r_ab2_y_6 * scalar_mult_r_ab2_6;
double w_val_6;
double a_6 = (p_e_x * f_alpha_beta_neg_x_6 + p_e_y * f_alpha_beta_neg_y_6) * cos_phi_inv;
double b_sq_6 = f_alpha_beta_neg_x_6 * f_alpha_beta_neg_x_6 + f_alpha_beta_neg_y_6 * f_alpha_beta_neg_y_6;
w_val_6 = dt_neg;
if (a_6 >= 0 && (a_6 * a_6 > b_sq_6)) {
w_val_6 = c_neg_times_dt;
}
acc_6_x += f_alpha_beta_neg_x_6 * w_val_6;
acc_6_y += f_alpha_beta_neg_y_6 * w_val_6;
}
// skip i == j
if (i != j7) {
if (i < j7) {
r_ab_x_7 = r_ab_x_lut[i * n_p + j7];
r_ab_y_7 = r_ab_y_lut[i * n_p + j7];
r_ab_norm_7 = r_ab_norm_lut[i * n_p + j7];
} else {
// other direction
// I think here we can optimize for sure, currently not using LUT good
r_ab_x_7 = -1 * r_ab_x_lut[j7 * n_p + i];
r_ab_y_7 = -1 * r_ab_y_lut[j7 * n_p + i];
r_ab_norm_7 = r_ab_norm_lut[j7 * n_p + i];
}
// the math, see paper
double r_ab2_x_7 = r_ab_x_7 - pedestrians[j7].s_b_e_x;
double r_ab2_y_7 = r_ab_y_7 - pedestrians[j7].s_b_e_y;
double r_ab2_norm_7 = sqrt(r_ab2_x_7 * r_ab2_x_7 + r_ab2_y_7 * r_ab2_y_7);
double r_ab_norm_sum_7 = r_ab_norm_7 + r_ab2_norm_7;
double two_b_sq_7 = r_ab_norm_sum_7 * r_ab_norm_sum_7 - pedestrians[j7].s_b_sq;
double two_b_7 = sqrt(two_b_sq_7);
double scalar_mult_common_7 = (r_ab_norm_sum_7 / (two_b_7 * r_ab_norm_7 * r_ab2_norm_7)) * (NEG_V0_AB_div_TWO_SIGMA * exp(two_b_7 * NEG_TWO_SIGMA_INV));
double scalar_mult_r_ab_7 = scalar_mult_common_7 * r_ab2_norm_7;
double scalar_mult_r_ab2_7 = scalar_mult_common_7 * r_ab_norm_7;
double f_alpha_beta_neg_x_7 = r_ab_x_7 * scalar_mult_r_ab_7 + r_ab2_x_7 * scalar_mult_r_ab2_7;
double f_alpha_beta_neg_y_7 = r_ab_y_7 * scalar_mult_r_ab_7 + r_ab2_y_7 * scalar_mult_r_ab2_7;
double w_val_7;
double a_7 = (p_e_x * f_alpha_beta_neg_x_7 + p_e_y * f_alpha_beta_neg_y_7) * cos_phi_inv;
double b_sq_7 = f_alpha_beta_neg_x_7 * f_alpha_beta_neg_x_7 + f_alpha_beta_neg_y_7 * f_alpha_beta_neg_y_7;
w_val_7 = dt_neg;
if (a_7 >= 0 && (a_7 * a_7 > b_sq_7)) {
w_val_7 = c_neg_times_dt;
}
acc_7_x += f_alpha_beta_neg_x_7 * w_val_7;
acc_7_y += f_alpha_beta_neg_y_7 * w_val_7;
}
}
// add the result
f_alpha_dt_x += acc_0_x + acc_1_x + acc_2_x + acc_3_x + acc_4_x + acc_5_x + acc_6_x + acc_7_x;
f_alpha_dt_y += acc_0_y + acc_1_y + acc_2_y + acc_3_y + acc_4_y + acc_5_y + acc_6_y + acc_7_y;
// remaining
for (; j < n_p; j++) {
if (i == j) continue;
double r_ab_x, r_ab_y, r_ab_norm;
if (i < j) {
r_ab_x = r_ab_x_lut[i * n_p + j];
r_ab_y = r_ab_y_lut[i * n_p + j];
r_ab_norm = r_ab_norm_lut[i * n_p + j];
} else {
r_ab_x = -1 * r_ab_x_lut[j * n_p + i];
r_ab_y = -1 * r_ab_y_lut[j * n_p + i];
r_ab_norm = r_ab_norm_lut[j * n_p + i];
}
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;
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;
w_val = dt_neg;
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;
}
// force between pedestrian and obstacles
// initialized with 0 obstacles, might consider deleting this?
// to sparse to use ILP
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 a = (p.e_x * f_alpha_B_neg_x + p.e_y * f_alpha_B_neg_y) * cos_phi_inv;
double b_sq = f_alpha_B_neg_x * f_alpha_B_neg_x + f_alpha_B_neg_y * f_alpha_B_neg_y;
w_val = dt_neg;
if (a >= 0 && (a * a > b_sq)) {
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;
}
// update the positions etc.
// ILP is not possible I think
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;
// maybe move this calculation to a separate loop to enable ILP
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;
}