// # 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 #include #include #include #include #include #include #include #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 velocity_gen(v0_mean, v0_std_dev); uniform_real_distribution y_gen(0.3, BOARD_WIDTH - 0.3); uniform_real_distribution x_gen_left(2.0, BOARD_LENGTH / 2.0); uniform_real_distribution 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> samples; if (dump_path) { samples.reserve(static_cast(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 r_ab_x_lut(n_p * n_p, 0.0); std::vector r_ab_y_lut(n_p * n_p, 0.0); std::vector 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; }