How to find out Geometric Median - algorithm

The question is:
Given N points(in 2D) with x and y coordinates, find a point P (in N
given points) such that the sum of distances from other(N-1) points to
P is minimum.
This point is commonly known as Geometric Median. Is there any efficient algorithm to solve this problem, other than the naive O(N^2) one?

I solved something similar for a local online judge once using simulated annealing. That was the official solution as well and the program got AC.
The only difference was that the point I had to find did not have to be part of the N given points.
This was my C++ code, and N could be as large as 50000. The program executes in 0.1s on a 2ghz pentium 4.
// header files for IO functions and math
#include <cstdio>
#include <cmath>
// the maximul value n can take
const int maxn = 50001;
// given a point (x, y) on a grid, we can find its left/right/up/down neighbors
// by using these constants: (x + dx[0], y + dy[0]) = upper neighbor etc.
const int dx[] = {-1, 0, 1, 0};
const int dy[] = {0, 1, 0, -1};
// controls the precision - this should give you an answer accurate to 3 decimals
const double eps = 0.001;
// input and output files
FILE *in = fopen("adapost2.in","r"), *out = fopen("adapost2.out","w");
// stores a point in 2d space
struct punct
{
double x, y;
};
// how many points are in the input file
int n;
// stores the points in the input file
punct a[maxn];
// stores the answer to the question
double x, y;
// finds the sum of (euclidean) distances from each input point to (x, y)
double dist(double x, double y)
{
double ret = 0;
for ( int i = 1; i <= n; ++i )
{
double dx = a[i].x - x;
double dy = a[i].y - y;
ret += sqrt(dx*dx + dy*dy); // classical distance formula
}
return ret;
}
// reads the input
void read()
{
fscanf(in, "%d", &n); // read n from the first
// read n points next, one on each line
for ( int i = 1; i <= n; ++i )
fscanf(in, "%lf %lf", &a[i].x, &a[i].y), // reads a point
x += a[i].x,
y += a[i].y; // we add the x and y at first, because we will start by approximating the answer as the center of gravity
// divide by the number of points (n) to get the center of gravity
x /= n;
y /= n;
}
// implements the solving algorithm
void go()
{
// start by finding the sum of distances to the center of gravity
double d = dist(x, y);
// our step value, chosen by experimentation
double step = 100.0;
// done is used to keep track of updates: if none of the neighbors of the current
// point that are *step* steps away improve the solution, then *step* is too big
// and we need to look closer to the current point, so we must half *step*.
int done = 0;
// while we still need a more precise answer
while ( step > eps )
{
done = 0;
for ( int i = 0; i < 4; ++i )
{
// check the neighbors in all 4 directions.
double nx = (double)x + step*dx[i];
double ny = (double)y + step*dy[i];
// find the sum of distances to each neighbor
double t = dist(nx, ny);
// if a neighbor offers a better sum of distances
if ( t < d )
{
update the current minimum
d = t;
x = nx;
y = ny;
// an improvement has been made, so
// don't half step in the next iteration, because we might need
// to jump the same amount again
done = 1;
break;
}
}
// half the step size, because no update has been made, so we might have
// jumped too much, and now we need to head back some.
if ( !done )
step /= 2;
}
}
int main()
{
read();
go();
// print the answer with 4 decimal points
fprintf(out, "%.4lf %.4lf\n", x, y);
return 0;
}
Then I think It's correct to pick the one from your list that is closest to the (x, y) returned by this algorithm.
This algorithm takes advantage of what this wikipedia paragraph on the geometric median says:
However, it is straightforward to calculate an approximation to the
geometric median using an iterative procedure in which each step
produces a more accurate approximation. Procedures of this type can be
derived from the fact that the sum of distances to the sample points
is a convex function, since the distance to each sample point is
convex and the sum of convex functions remains convex. Therefore,
procedures that decrease the sum of distances at each step cannot get
trapped in a local optimum.
One common approach of this type, called
Weiszfeld's algorithm after the work of Endre Weiszfeld,[4] is a form
of iteratively re-weighted least squares. This algorithm defines a set
of weights that are inversely proportional to the distances from the
current estimate to the samples, and creates a new estimate that is
the weighted average of the samples according to these weights. That
is,
The first paragraph above explains why this works: because the function we are trying to optimize does not have any local minimums, so you can greedily find the minimum by iteratively improving it.
Think of this as a sort of binary search. First, you approximate the result. A good approximation will be the center of gravity, which my code computes when reading the input. Then, you see if adjacent points to this give you a better solution. In this case, a point is considered adjacent if it as a distance of step away from your current point. If it is better, then it is fine to discard your current point, because, as I said, this will not trap you into a local minimum because of the nature of the function you are trying to minimize.
After this, you half the step size, just like in binary search, and continue until you have what you consider to be a good enough approximation (controlled by the eps constant).
The complexity of the algorithm therefore depends on how accurate you want the result to be.

It appears that the problem is difficult to solve in better than O(n^2) time when using Euclidean distances. However the point that minimizes
the sum of Manhattan distances to other points or the point that minimizes the sum of squares of Euclidean distances to other points
can be found in O(n log n) time. (Assuming multiplying two numbers is O(1)). Let me shamelessly copy/paste my solution for Manhattan distances from a recent post:
Create a sorted array of x-coordinates and for each element in the
array compute the "horizontal" cost of choosing that coordinate. The
horizontal cost of an element is the sum of distances to all the
points projected onto the X-axis. This can be computed in linear time
by scanning the array twice (once from left to right and once in the
reverse direction). Similarly create a sorted array of y-coordinates
and for each element in the array compute the "vertical" cost of
choosing that coordinate.
Now for each point in the original array, we can compute the total
cost to all other points in O(1) time by adding the horizontal and
vertical costs. So we can compute the optimal point in O(n). Thus the
total running time is O(n log n).
We can follow a similar approach for computing the point that minimizes the sum of squares of Euclidean distances to other points. Let
the sorted x-coordinates be: x1, x2, x3, ..., xn. We scan this list from left to right and for each point xi we compute:
li = sum of distances to all the elements to the left of xi = (xi-x1) + (xi-x2) + .... + (xi-xi-1) , and
sli = sum of squares of distances to all the elements to the left of xi = (xi-x1)^2 + (xi-x2)^2 + .... + (xi-xi-1)^2
Note that given li and sli we can compute li+1 and sli+1 in O(1) time as follows:
Let d = xi+1-xi. Then:
li+1 = li + id and sli+1 = sli + id^2 + 2*i*d
Thus we can compute all the li and sli in linear time by scanning from left to right. Similarly, for every element we can compute the
ri: sum of distances to all elements to the right and the sri: sum of squares of distances to all the elements to the right in linear
time. Adding sri and sli for each i, gives the sum of squares of horizontal distances to all the elements, in linear time. Similarly,
compute the sum of squares of vertical distances to all the elements.
Then we can scan through the original points array and find the point that minimizes the sum of squares of vertical and horizontal distances as before.

As mentioned earlier, the type of algorithm to use depends on the way you measure distance. Since your question does not specify this measure, here are C implementations for both the Manhattan distance and the Squared Euclidean distance. Use dim = 2 for 2D points. Complexity O(n log n).
Manhattan distance
double * geometric_median_with_manhattan(double **points, int N, int dim) {
for (d = 0; d < dim; d++) {
qsort(points, N, sizeof(double *), compare);
double S = 0;
for (int i = 0; i < N; i++) {
double v = points[i][d];
points[i][dim] += (2 * i - N) * v - 2 * S;
S += v;
}
}
return min(points, N, dim);
}
Short explanation: We can sum the distance per dimension, 2 in your case. Say we have N points and the values in one dimension are v_0, .., v_(N-1) and T = v_0 + .. + v_(N-1). Then for each value v_i we have S_i = v_0 .. v_(i-1). Now we can express the Manhattan distance for this value by summing those on the left side: i * v_i - S_i and the right side: T - S_i - (N - i) * v_i, which results in (2 * i - N) * v_i - 2 * S_i + T. Adding T to all elements does not change the order, so we leave that out. And S_i can be computed on the fly.
Here is the rest of the code that makes it into an actual C program:
#include <stdio.h>
#include <stdlib.h>
int d = 0;
int compare(const void *a, const void *b) {
return (*(double **)a)[d] - (*(double **)b)[d];
}
double * min(double **points, int N, int dim) {
double *min = points[0];
for (int i = 0; i < N; i++) {
if (min[dim] > points[i][dim]) {
min = points[i];
}
}
return min;
}
int main(int argc, const char * argv[])
{
// example 2D coordinates with an additional 0 value
double a[][3] = {{1.0, 1.0, 0.0}, {3.0, 1.0, 0.0}, {3.0, 2.0, 0.0}, {0.0, 5.0, 0.0}};
double *b[] = {a[0], a[1], a[2], a[3]};
double *min = geometric_median_with_manhattan(b, 4, 2);
printf("geometric median at {%.1f, %.1f}\n", min[0], min[1]);
return 0;
}
Squared Euclidean distance
double * geometric_median_with_square(double **points, int N, int dim) {
for (d = 0; d < dim; d++) {
qsort(points, N, sizeof(double *), compare);
double T = 0;
for (int i = 0; i < N; i++) {
T += points[i][d];
}
for (int i = 0; i < N; i++) {
double v = points[i][d];
points[i][dim] += v * (N * v - 2 * T);
}
}
return min(points, N, dim);
}
Shorter explanation: Pretty much the same approach as the previous, but with a slightly more complicated derivation. Say TT = v_0^2 + .. + v_(N-1)^2 we get TT + N * v_i^2 - 2 * v_i^2 * T. Again TT is added to all so it can be left out. More explanation on request.

I implemented the Weiszfeld method (I know it's not what you are looking for, but it may help to aproximate your Point), the complexity is O(N*M/k) where N is the number of points, M the dimension of the points (in your case is 2) and k is the error desired:
https://github.com/j05u3/weiszfeld-implementation

Step 1: Sort the points collection by x-dimension (nlogn)
Step 2: Calculate the x-distance between each point and all points TO THE LEFT of it:
xLDist[0] := 0
for i := 1 to n - 1
xLDist[i] := xLDist[i-1] + ( ( p[i].x - p[i-1].x ) * i)
Step 3: Calculate the x-distance between each point and all points TO THE RIGHT of it:
xRDist[n - 1] := 0
for i := n - 2 to 0
xRDist[i] := xRDist[i+1] + ( ( p[i+1].x - p[i].x ) * i)
Step 4: Sum both up you'll get the total x-distance from each point to the other N-1 points
for i := 0 to n - 1
p[i].xDist = xLDist[i] + xRDist[i]
Repeat Step 1,2,3,4 with the y-dimension to get p[i].yDist
The point with the smallest sum of xDist and yDist is the answer
Total Complexity O(nlogn)
Answer in C++
Further explanation:
The idea is to reuse the already computed total distance of the previous point.
Lets say we have 3 point ABCD sorted, we see that the total left distance of D to the others before it are:
AD + BD + CD = (AC + CD) + (BC + CD) + CD = AC + BC + 3CD
In which (AC + BC) is the total left distance of C to the others before it, we took advantage of this and only need to compute ldist(C) + 3CD

You can solve the problem as a convex programming (The objective function is not always convex). The convex program can be solved using an iterative such as L-BFGS. The cost for each iteration is O(N) and usually the number of required iteration is not large. One important point to reduce the number of required iterations is that we know the optimum answer is one of the point in the input. So, the optimization can be stopped when its answer become close to one of the input points.

The answer we need to find is the geometric median
Code in c++
#include <bits/stdc++.h>
using namespace std;
int main()
{
int n;
cin >> n;
int a[n],b[n];
for(int i=0;i<n;i++)
cin >> a[i] >> b[i];
int res = 0;
sort(a,a+n);
sort(b,b+n);
int m1 = a[n/2];
int m2 = b[n/2];
for(int i=0;i<n;i++)
res += abs(m1 - a[i]);
for(int i=0;i<n;i++)
res += abs(m2 - b[i]);
cout << res << '\n';
}

Related

Manhattan tourist

In my algorithms and datastructures class I have been asked to implement the Manhattan tourist problem using dynamic programming.
I have come to a solution using a combination of dynamic programming and recursive calls, but I seem to get "Time limit exceeded" when putting it to the test on CodeJudge. I haven't been able to figure out why my code isn't fast enough. Any takers?
Best regards.
Description of the problem:
Your are helping the tourist guide company "Manhattan Tourists", that are arranging
guided tours of the city. They want to find a walk between two points on the map that is both interesting and short. The map is a square grid graph. The square grid graph has n rows with n nodes in each row. Let node vi,j denote the jth node on row i. For 1≤I<n and for 1≤j≤n node vi,j is connected to vi+1, j. And for 1≤i≤n and for 1 ≤ j < n node vi,j is connected to vi,j+1. The edges have non-negative edge weights that indicate how interesting that street is. See the graph below for an example of a 5 × 5 grid graph.
They want to find a short interesting walk from the upper left corner (s = v1,1) to the lower right corner (t = vn,n). More precisely, they want to find a path with the possible smallest number of edges, and among all paths with this number of edges they want the path with the maximum weight (the weight of a path is the sum of weights on the path).
All shortest paths have 2n − 2 edges and go from s to t by walking either down or right in each step. In the example below two possible shortest paths (of length 8) are indicated. The dashed path has weigth 38 and the dotted path has weight 30.
Let W [i, j] be the maximal weight you can get when walking from s to vi, j walking either down or right in each step. Let D[i, j] be the weight of the edge going down from vi, j and let R[i, j] be the weight of the edge going right from vi,j.
Description on CodeJudge:
Exercise
Before you can solve this exercise, you must first read, understand and (partly) solve the problem Manhattan Tourists described on the weekplan.
Your task here is to implement your solution. Read the input/output specification below and look at the sample test data in order to learn how to read the input and write the output.
Input format
Line 1: The integer n (1<= n <= 1000).
Line 2..n+1: the n rows of R, each consisting of n-1 integers separated by space.
Line n+2..2n: the n-1 rows of D, each consisting of n integers separated by space.
Output format:
Line 1: The maximum interest score of a shortest walk.
Heres my code so far:
public static void main(String[] args) {
Scanner console = new Scanner(System.in);
int n = console.nextInt();
int[][] R = new int[n][n-1];
int[][] D = new int[n-1][n];
for(int i = 0; i < n; i++) {
for(int j = 0; j < n-1; j++) {
R[i][j] = console.nextInt();
}
}
for(int i = 0; i < n-1; i++) {
for(int j = 0; j < n; j++) {
D[i][j] = console.nextInt();
}
}
System.out.println(opt(R, D, n, n-1, n-1));
}
public static int opt(int[][]R, int[][]D, int n, int i, int j) {
int[][] result = new int[n][n];
if(i==0 && j==0) {
if(result[i][j] == 0) {
result[i][j] = 0;
}
return result[i][j];
} else if(i == 0) {
if(result[i][j] == 0) {
result[i][j] = opt(R,D,n,i,j-1) + R[i][j-1];
}
return result[i][j];
}else if(j == 0) {
if(result[i][j] == 0) {
result[i][j] = opt(R,D,n,i-1,j) + D[i-1][j];
}
return result[i][j];
}else if(result[i][j] == 0) {
result[i][j] = max(opt(R, D, n, i, j-1) + R[i][j-1],opt(R, D, n, i-1, j) + D[i-1][j]);
}
return result[i][j];
}
public static int max(int i, int j) {
if(i > j) {
return i;
}
return j;
}
}
Why a recursion?
The topmost row can be traversed horizontally only. So, for each vertex in the first row the total weight is a sum of weights of branches to the left. You can compute all of them in a single loop as a running total across the row.
For each next row the total weight of the first vertex is a weight of the vertex above it plus the weight of the branch between them. And the total weight of each next vertex in the row is the bigger one from two possible when coming from above or from left.
All that can be computed iteratively with two nested loops.

Multiply a (n x 1) matrix by (n x m) matrix coefficient wise

I am trying to implement the following Bézier curve degree elevation equation using Eigen library:
The following code snippet is working to calculate the new control points. In this code degree is the variable n from the equation.
const size_t dimension = 3; // 2d or 3d points
const size_t degree = 3;
const size_t order = degree + 1;
// Create and fill Eigen::Matrix with original control points
Eigen::Matrix<double, order, dimension> P;
// Fill matrix with original control points. Should be degree + 1 points.
// Calculate the new control points
Eigen::Matrix<double, degree, 1> M1 = FillElevationMatrix<double, degree>();
Eigen::Matrix<double, degree, 1> M2;
M2.setOnes();
M2 -= M1;
Eigen::Matrix<double, degree, dimension> Q;
for (size_t i = 0; i < degree; ++i) {
Q.block(i, 0, 1, dimension) = (M1.row(i) * P.row(i)) + (M2.row(i) * P.row(i + 1));
}
Is there is a way to eliminate the loop and do the calculation in one shot? Or, more generically, How do I multiply a column of scalars (n x 1 matrix) by a n x m matrix so that just the corresponding row of the first matrix is multiplied by each element of the corresponding row in the second matrix in one operation?. The loop is doing it one row at a time. What I would like is something like this:
Q = (M1 * P.block(0, 0, degree, dimension)) + (M2 * P.block(1, 0, degree, dimension));
Your loop corresponds to multiplying with diagonal martrices, i.e:
Q = M1.asDiagonal() * P.topRows<degree>() + M2.asDiagonal() * P.bottomRows<degree>();
For initializing M1 and M2, also have a look at LinSpaced and reverse.

How to print values in memoization method-Dynamic pragraming

I know for a problem that can be solved using DP, can be solved by either tabulation(bottom-up) approach or memoization(top-down) approach. personally i find memoization is easy and even efficient approach(analysis required just to get recursive formula,once recursive formula is obtained, a brute-force recursive method can easily be converted to store sub-problem's result and reuse it.) The only problem that i am facing in this approach is, i am not able to construct actual result from the table which i filled on demand.
For example, in Matrix Product Parenthesization problem ( to decide in which order to perform the multiplications on Matrices so that cost of multiplication is minimum) i am able to calculate minimum cost not not able to generate order in algo.
For example, suppose A is a 10 × 30 matrix, B is a 30 × 5 matrix, and C is a 5 × 60 matrix. Then,
(AB)C = (10×30×5) + (10×5×60) = 1500 + 3000 = 4500 operations
A(BC) = (30×5×60) + (10×30×60) = 9000 + 18000 = 27000 operations.
here i am able to get min-cost as 27000 but unable to get order which is A(BC).
I used this. Suppose F[i, j] represents least number of multiplication needed to multiply Ai.....Aj and an array p[] is given which represents the chain of matrices such that the ith matrix Ai is of dimension p[i-1] x p[i]. So
0 if i=j
F[i,j]=
min(F[i,k] + F[k+1,j] +P_i-1 * P_k * P_j where k∈[i,j)
Below is the implementation that i have created.
#include<stdio.h>
#include<limits.h>
#include<string.h>
#define MAX 4
int lookup[MAX][MAX];
int MatrixChainOrder(int p[], int i, int j)
{
if(i==j) return 0;
int min = INT_MAX;
int k, count;
if(lookup[i][j]==0){
// recursively calculate count of multiplcations and return the minimum count
for (k = i; k<j; k++) {
int gmin=0;
if(lookup[i][k]==0)
lookup[i][k]=MatrixChainOrder(p, i, k);
if(lookup[k+1][j]==0)
lookup[k+1][j]=MatrixChainOrder(p, k+1, j);
count = lookup[i][k] + lookup[k+1][j] + p[i-1]*p[k]*p[j];
if (count < min){
min = count;
printf("\n****%d ",k); // i think something has be done here to represent the correct answer ((AB)C)D where first mat is represented by A second by B and so on.
}
}
lookup[i][j] = min;
}
return lookup[i][j];
}
// Driver program to test above function
int main()
{
int arr[] = {2,3,6,4,5};
int n = sizeof(arr)/sizeof(arr[0]);
memset(lookup, 0, sizeof(lookup));
int width =10;
printf("Minimum number of multiplications is %d ", MatrixChainOrder(arr, 1, n-1));
printf("\n ---->");
for(int l=0;l<MAX;++l)
printf(" %*d ",width,l);
printf("\n");
for(int z=0;z<MAX;z++){
printf("\n %d--->",z);
for(int x=0;x<MAX;x++)
printf(" %*d ",width,lookup[z][x]);
}
return 0;
}
I know using tabulation approach printing the solution is much easy but i want to do it in memoization technique.
Thanks.
Your code correctly computes the minimum number of multiplications, but you're struggling to display the optimal chain of matrix multiplications.
There's two possibilities:
When you compute the table, you can store the best index found in another memoization array.
You can recompute the optimal splitting points from the results in the memoization array.
The first would involve creating the split points in a separate array:
int lookup_splits[MAX][MAX];
And then updating it inside your MatrixChainOrder function:
...
if (count < min) {
min = count;
lookup_splits[i][j] = k;
}
You can then generate the multiplication chain recursively like this:
void print_mult_chain(int i, int j) {
if (i == j) {
putchar('A' + i - 1);
return;
}
putchar('(');
print_mult_chain(i, lookup_splits[i][j]);
print_mult_chain(lookup_splits[i][j] + 1, j);
putchar(')');
}
You can call the function with print_mult_chain(1, n - 1) from main.
The second possibility is that you don't cache lookup_splits and recompute it as necessary.
int get_lookup_splits(int p[], int i, int j) {
int best = INT_MAX;
int k_best;
for (int k = i; k < j; k++) {
int count = lookup[i][k] + lookup[k+1][j] + p[i-1]*p[k]*p[j];
if (count < best) {
best = count;
k_best = k;
}
}
return k;
}
This is essentially the same computation you did inside MatrixChainOrder, so if you go with this solution you should factor the code appropriately to avoid having two copies.
With this function, you can adapt print_mult_chain above to use it rather than the lookup_splits array. (You'll need to pass the p array in).
[None of this code is tested, so you may need to edit the answer to fix bugs].

Number of Triangles Containing The Point (0,0)

First off, credits to Topcoder, as this problem was used in one of their SRMs (but they have no editorial for it..)
In this problem, I am given n points (where n is between 1 and 1000). For every three points, there is obviously a triangle that connects them. The question is, how many of these triangles contain the point (0,0).
I have tried looking at this thread on stack:
triangle points around a point
But I am unable to understand what data structures are used/how to use them to solve this problem.
An obvious naive solution to this problem is to use an inefficient O(n^3) algorithm and search all points. However, could someone please help me make this more efficient, and do this in O(n^2) time?
Below is Petr's solution to this problem... it is very short, but has a large idea I cannot understand.
/**
* Built using CHelper plug-in
* Actual solution is at the top
*/
public class TrianglesContainOrigin {
public long count(int[] x, int[] y) {
int n = x.length;
long res = (long) n * (n - 1) * (n - 2) / 6;
for (int i = 0; i < n; ++i) {
int x0 = x[i];
int y0 = y[i];
long cnt = 0;
for (int j = 0; j < n; ++j) {
int x1 = x[j];
int y1 = y[j];
if (x0 * y1 - y0 * x1 < 0) {
++cnt;
}
}
res -= cnt * (cnt - 1) / 2;
}
return res;
}
}
Let there be a triangle with 3 points p1=(x_1, y_1),p2=(x_2, y_2) and p3=(x_3, y_3). Let p1, p2, p3 be the position vectors. If the origin lies within, then cross product of any one position vector with other two will be different in sign (one negative, one positive). But if the origin lies outside, then there will be one point which has negative cross product with both the other points. So for each point i, find points whose cross product is less than 0. Now if you select any two of these points and make a triangle along with point i, the origin will be outside this triangle. That's why you subtract from res (selection of 2 from such points + point i). This was by far the best solution many implemented as it did not have the problem of precision with double etc.

How many moves to reach a destination? Efficient flood filling

I want to compute the distance of cells from a destination cell, using number of four-way movements to reach something. So the the four cells immediately adjacent to the destination have a distance of 1, and those on the four cardinal directions of each of them have a distance of 2 and so on. There is a maximum distance that might be around 16 or 20, and there are cells that are occupied by barriers; the distance can flow around them but not through them.
I want to store the output into a 2D array, and I want to be able to compute this 'distance map' for any destination on a bigger maze map very quickly.
I am successfully doing it with a variation on a flood fill where the I place incremental distance of the adjacent unfilled cells in a priority queue (using C++ STL).
I am happy with the functionality and now want to focus on optimizing the code, as it is very performance sensitive.
What cunning and fast approaches might there be?
I think you have done everything right. If you coded it correct it takes O(n) time and O(n) memory to compute flood fill, where n is the number of cells, and it can be proven that it's impossible to do better (in general case). And after fill is complete you just return distance for any destination with O(1), it easy to see that it also can be done better.
So if you want to optimize performance, you can only focused on CODE LOCAL OPTIMIZATION. Which will not affect asymptotic but can significantly improve your real execution time. But it's hard to give you any advice for code optimization without actually seeing source.
So if you really want to see optimized code see the following (Pure C):
include
int* BFS()
{
int N, M; // Assume we have NxM grid.
int X, Y; // Start position. X, Y are unit based.
int i, j;
int movex[4] = {0, 0, 1, -1}; // Move on x dimension.
int movey[4] = {1, -1, 0, 0}; // Move on y dimension.
// TO DO: Read N, M, X, Y
// To reduce redundant functions calls and memory reallocation
// allocate all needed memory once and use a simple arrays.
int* map = (int*)malloc((N + 2) * (M + 2));
int leadDim = M + 2;
// Our map. We use one dimension array. map[x][y] = map[leadDim * x + y];
// If (x,y) is occupied then map[leadDim*x + y] = -1;
// If (x,y) is not visited map[leadDim*x + y] = -2;
int* queue = (int*)malloc(N*M);
int first = 0, last =1;
// Fill the boarders to simplify the code and reduce conditions
for (i = 0; i < N+2; ++i)
{
map[i * leadDim + 0] = -1;
map[i * leadDim + M + 1] = -1;
}
for (j = 0; j < M+2; ++j)
{
map[j] = -1;
map[(N + 1) * leadDim + j] = -1;
}
// TO DO: Read the map.
queue[first] = X * leadDim + Y;
map[X * leadDim + Y] = 0;
// Very simple optimized process loop.
while (first < last)
{
int current = queue[first];
int step = map[current];
for (i = 0; i < 4; ++i)
{
int temp = current + movex[i] * leadDim + movey[i];
if (map[temp] == -2) // only one condition in internal loop.
{
map[temp] = step + 1;
queue[last++] = temp;
}
}
++first;
}
free(queue);
return map;
}
Code may seems tricky. And of course, it doesn't look like OOP (I actually think that OOP fans will hate it) but if you want something really fast that's what you need.
It's common task for BFS. Complexity is O(cellsCount)
My c++ implementation:
vector<vector<int> > GetDistance(int x, int y, vector<vector<int> > cells)
{
const int INF = 0x7FFFFF;
vector<vector<int> > distance(cells.size());
for(int i = 0; i < distance.size(); i++)
distance[i].assign(cells[i].size(), INF);
queue<pair<int, int> > q;
q.push(make_pair(x, y));
distance[x][y] = 0;
while(!q.empty())
{
pair<int, int> curPoint = q.front();
q.pop();
int curDistance = distance[curPoint.first][curPoint.second];
for(int i = -1; i <= 1; i++)
for(int j = -1; j <= 1; j++)
{
if( (i + j) % 2 == 0 ) continue;
pair<int, int> nextPoint(curPoint.first + i, curPoint.second + j);
if(nextPoint.first >= 0 && nextPoint.first < cells.size()
&& nextPoint.second >= 0 && nextPoint.second < cells[nextPoint.first].size()
&& cells[nextPoint.first][nextPoint.second] != BARRIER
&& distance[nextPoint.first][nextPoint.second] > curDistance + 1)
{
distance[nextPoint.first][nextPoint.second] = curDistance + 1;
q.push(nextPoint);
}
}
}
return distance;
}
Start with a recursive implementation: (untested code)
int visit( int xy, int dist) {
int ret =1;
if (array[xy] <= dist) return 0;
array[xy] = dist;
if (dist == maxdist) return ret;
ret += visit ( RIGHT(xy) , dist+1);
...
same for left, up, down
...
return ret;
}
You'l need to handle the initalisation and the edge-cases. And you have to decide if you want a two dimentional array or a one dimensonal array.
A next step could be to use a todo list and remove the recursion, and a third step could be to add some bitmasking.
8-bit computers in the 1970s did this with an optimization that has the same algorithmic complexity, but in the typical case is much faster on actual hardware.
Starting from the initial square, scan to the left and right until "walls" are found. Now you have a "span" that is one square tall and N squares wide. Mark the span as "filled," in this case each square with the distance to the initial square.
For each square above and below the current span, if it's not a "wall" or already filled, pick it as the new origin of a span.
Repeat until no new spans are found.
Since horizontal rows tend to be stored contiguously in memory, this algorithm tends to thrash the cache far less than one that has no bias for horizontal searches.
Also, since in the most common cases far fewer items are pushed and popped from a stack (spans instead of individual blocks) there is less time spent maintaining the stack.

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