#include "board.hpp" #include "forces.hpp" #include "math.h" #include "pedestrian.hpp" #include "tsc_x86.h" #include "vector2d.hpp" #include #include #include #include #define BOARD_WIDTH 10.0 #define BOARD_LENGTH 50.0 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 *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 std::mt19937 gen(42); // use fixed seed for reproducibility std::normal_distribution velocity_gen(1.34, 0.26); // 1.34 and 0.26 are the mean and stdrd deviation used in paper std::uniform_real_distribution x_gen(2, BOARD_LENGTH - 2); std::uniform_real_distribution y_gen(2, BOARD_WIDTH - 2); for (int i = 0; i < n_p / 2; i++) { double y = y_gen(gen); Vector2d start_pos = Vector2d(x_gen(gen), y); Vector2d destination = Vector2d(BOARD_LENGTH + 300, BOARD_WIDTH / 2); // double desired_v0 = velocity_gen(gen); double desired_v0; do { 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) 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()); } for (int i = n_p / 2; i < n_p; i++) { double y = y_gen(gen); Vector2d start_pos = Vector2d(x_gen(gen), y); Vector2d destination = Vector2d(-300, BOARD_WIDTH / 2); // double desired_v0 = velocity_gen(gen); double desired_v0; do { desired_v0 = velocity_gen(gen); } while (desired_v0 <= 0.1); 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)); } return P; } int main(int argc, const char *argv[]) { Obstacle obs[] = {}; Board board = Board(BOARD_LENGTH, BOARD_WIDTH, 0, obs); int n_p = atoi(argv[1]); int n_iter = atoi(argv[2]); // Logic to get/dump the simulation data const int dump_interval = 5; // dump every 5 iterations -> 20 fps (since dt = 0.01) const char *dump_path = (argc >= 4) ? argv[3] : nullptr; std::vector> samples; // t, id, x, y, color if (dump_path) samples.reserve((size_t)n_iter / dump_interval * n_p); Pedestrian *pedestrians = init_pedestrians(n_p); // # Start here or right after function signature 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++) { // Pass1: conmpute all forces from the current state for (int i = 0; i < n_p; i++) { Pedestrian &p = pedestrians[i]; p.f_i.reset(); // # 8 flops compute_acceleration_term(&p); // # 55N - 55 flops compute_repulsive_effects_from_pedestrians(pedestrians, &p, n_p); // # 192 flops compute_repulsive_effects_from_borders(board, &p); } // Pass2: integrate the forces and update the current state for (int i = 0; i < n_p; i++) { Pedestrian &p = pedestrians[i]; // # 4 flops = 2 ADDs, 2 MULTs // integrate preferred velocity: dw/dt = F (Eq. 10) p.w = p.w + p.f_i * dt; // 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 p.curr_vel = p.w * g(p.v_max, p.w.norm()); // # 4 flops = 2 ADDs, 2 MULTs p.curr_pos = p.curr_pos + p.curr_vel * dt; // how to handle if a pedestrian reached the end of our simulation/end of the hallway // 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.destination.y = p.curr_pos.y; } 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; } // # 10 flops = 5 ADDs, 2 DIVs, 1 SQRT, 2 MULTs p.e = (p.destination - p.curr_pos) / (p.destination - p.curr_pos).norm(); // if we have a dump path/file we wanna save the data for visualisation if (dump_path && (t % dump_interval == 0)) { samples.emplace_back(t, i, p.curr_pos.x, p.curr_pos.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); std::cout << "T(n): "; std::cout << T; std::cout << " cycles\n"; double P = W / T; std::cout << "P(n): "; std::cout << P; std::cout << " flops/cycle\n"; // now we wanna save the data to a csv if (dump_path) { std::ofstream out(dump_path); out << "time,id,x,y,color\n"; for (auto &[t, id, x, y, c] : samples) { out << t << ',' << id << ',' << x << ',' << y << ',' << c << '\n'; } } delete[] pedestrians; return 0; }