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GASolver.cs
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GASolver.cs
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#define PARALLEL
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Threading;
using System.Collections.Concurrent;
namespace Omlenet
{
public class GASolver
{
private Thread worker = null;
private int populationSize;
private int generation;
private int targetGenerations;
private Mutex winnerLock = new Mutex();
private Chromosome winner = null;
private string winnerText = null;
private List<ResultListItem> winnerFoods = null;
private List<ResultListItem> winnerNutrients = null;
private bool winnerChanged = true; //To save a tiny amount of time when the UI requests the winner's info again
private Scorer scorer;
private FoodNutrient[][] nutrientsByChromosomeIndex;
private Dictionary<int, FoodNutrient[]> nutrientsByFoodId;
private List<FoodDescription> foodDescs;
private List<Nutrient> nutrients;
private List<NutrientTarget> targets;
private int targetFoodUnits;
private Dictionary<int, int> lockedFoodCounts = new Dictionary<int, int>();
private float[] lockedFoodNutrients;
private List<FoodDescription> lockedFoodDescs = new List<FoodDescription>(); //so we can remove them from the other list
public bool executed;
public bool HasWinner { get { return winner != null; } }
public GASolver(List<FoodDescription> foodDescs, List<NutrientTarget> targets, List<Nutrient> nutrients, Dictionary<int, FoodNutrient[]> foodNutrientsDict, HashSet<int> lockedFoods, int targetFoodUnits, int targetGenerations = 750000, int populationSize = 48)
{
this.nutrientsByFoodId = foodNutrientsDict;
this.foodDescs = foodDescs.ToList();
this.nutrients = nutrients.ToList();
this.targetFoodUnits = targetFoodUnits;
this.targetGenerations = targetGenerations;
this.populationSize = populationSize;
this.UpdateTargets(targets);
this.UpdateLockedFoods(lockedFoods);
}
/// <summary>
/// Get the foods in the winner as a dictionary from ID to unit count
/// </summary>
public Dictionary<int, int> GetWinningFoods()
{
var ret = new Dictionary<int, int>();
for (var x = 0; x < winner.foods.Length; x++)
{
if (winner.foods[x] != 0) ret.Add(foodDescs[x].id, winner.foods[x]);
}
foreach (var kv in lockedFoodCounts) ret.Add(kv.Key, kv.Value); //Include locked foods
return ret;
}
public void Start()
{
Stop();
generation = 0;
executed = true;
if (HasWinner) winner.score = 0; //Reset score in case the goals were changed
worker = new Thread(GeneticAlgorithm);
worker.Start(); //Don't do the work on the UI thread, so that the UI remains usable
}
/// <summary>
/// Calculate the given nutrient's effect on the chromosome's cost (assuming this is the last nutrient added)
/// If c is not provided, the winning chromosome will be used (if any)
/// </summary>
public float CalculateNutrientCostDifference(ushort nutrientId, float nutrientAmount, Chromosome c = null)
{
if (!HasWinner && c == null) return 0;
else if (c == null) c = winner;
var scoreSpace = (float[])null;
return scorer.ScoreDifference(c, new FoodNutrient[] { new FoodNutrient { nutrientId = nutrientId, nutrientAmount = nutrientAmount } }, ref scoreSpace);
}
public float CalculateFoodCostDifference(int foodId, ref float[] scoreSpace, Chromosome c = null)
{
if (!HasWinner && c == null) return 0;
else if (c == null) c = winner;
var index = foodDescs.FindIndex(p => p.id == foodId);
int count;
if (index == -1)
{
count = lockedFoodCounts[foodId];
}
else
{
count = c.foods[index];
}
var nutrientsToRemove = count == 1 ? nutrientsByFoodId[foodId] : //Minor optimization
nutrientsByFoodId[foodId].Select(p => new FoodNutrient { foodId = p.foodId, nutrientId = p.nutrientId, nutrientAmount = p.nutrientAmount * count }).ToArray();
return scorer.ScoreDifference(c, nutrientsToRemove, ref scoreSpace);
}
public float CalculateFoodCostDifference(int foodId, int count, ref float[] scoreSpace, Chromosome c)
{
var nutrientsToRemove = count == 1 ? nutrientsByFoodId[foodId] : //Minor optimization
nutrientsByFoodId[foodId].Select(p => new FoodNutrient { foodId = p.foodId, nutrientId = p.nutrientId, nutrientAmount = p.nutrientAmount * count }).ToArray();
return scorer.ScoreDifference(c, nutrientsToRemove, ref scoreSpace);
}
public void Stop()
{
if (worker != null)
{
generation = targetGenerations;
worker.Join();
worker = null;
}
}
/// <returns>Completion progress as a percentage (floored, so 100 is actually completely done)</returns>
public int GetProgress()
{
var progress = (generation * 100 / targetGenerations);
if (progress == 100 || progress < 0)
{
try
{
worker.Join();
} catch { } //Could already be null
return 100;
}
return progress;
}
public void UpdateFoodMass(int targetFoodUnits)
{
//Pick some foods to add to/remove from the winner (if any) to meet the target food unit requirement
this.targetFoodUnits = targetFoodUnits;
if (HasWinner)
{
targetFoodUnits -= lockedFoodCounts.Sum(p => p.Value);
if (winner.foods.Length != 0 && targetFoodUnits >= 0) //Prevent errors if all foods are locked, no foods are enabled, or there are too many food units locked in already
{
//Instead of assuming the old targetFoodUnits was correct, count how many foods the old winner had--it's not hard.
AssignFoodsGreedily(winner, targetFoodUnits - winner.foods.Sum(p => p));
}
winner.score = 0;
winnerChanged = true;
}
}
private void RemoveArrayElement(ref int[] array, int idx)
{
var newArray = new int[array.Length - 1];
if (idx > 0) Array.Copy(array, newArray, idx);
if (idx < array.Length - 1) Array.Copy(array, idx + 1, newArray, idx, newArray.Length - idx);
array = newArray;
}
public void UpdateLockedFoods(HashSet<int> foodLocked)
{
foodLocked.RemoveWhere(p => !lockedFoodCounts.ContainsKey(p) && !foodDescs.Any(q => q.id == p));
//lockedFoodCounts -- if an item is already present in there, leave it alone. If one is present and needs removed, move its count into winner
if (!HasWinner)
{
winner = new Chromosome(foodDescs.Count, targetFoodUnits, new Random()); //Because if any food is locked with a count, we need a place to put it when unlocking
winnerChanged = true;
}
var keys = lockedFoodCounts.Select(p => p.Key).ToList();
foreach (var foodId in keys)
{
//If it was locked and is no longer supposed to be locked, unlock it
if (!foodLocked.Contains(foodId))
{
//Update lockedFoodDescs and foodDescs
var idx = lockedFoodDescs.FindIndex(p => p.id == foodId);
foodDescs.Add(lockedFoodDescs[idx]);
lockedFoodDescs.RemoveAt(idx);
//Update winner chromosome
var newFoodsCount = new int[foodDescs.Count];
Array.Copy(winner.foods, newFoodsCount, winner.foods.Length);
newFoodsCount[foodDescs.Count - 1] = lockedFoodCounts[foodId];
winner.foods = newFoodsCount;
//Update lockedFoodCounts
lockedFoodCounts.Remove(foodId);
}
}
foreach (var foodId in foodLocked)
{
//If it was unlocked and is now supposed to be locked, lock it
if (!lockedFoodCounts.ContainsKey(foodId))
{
var idx = foodDescs.FindIndex(p => p.id == foodId);
//Update winner chromosome
var count = winner.foods[idx];
RemoveArrayElement(ref winner.foods, idx);
//Update lockedFoodCounts
lockedFoodCounts.Add(foodId, count);
//Update lockedFoodDescs and foodDescs
lockedFoodDescs.Add(foodDescs[idx]);
foodDescs.RemoveAt(idx);
if (count != 0) winnerChanged = true;
}
}
//Prepare foods as a pseudo-dictionary array
nutrientsByChromosomeIndex = foodDescs.Select(p => nutrientsByFoodId[p.id].ToArray()).ToArray();
UpdateLockedNutrientAmounts();
}
private List<ResultListItem> GenerateChromosomeFoodList(Chromosome c)
{
var ret = new List<ResultListItem>();
var scoreSpace = (float[])null;
for (var x = 0; x < c.foods.Length; x++)
{
if (c.foods[x] != 0)
{
var item = foodDescs.First(p => p.id == nutrientsByChromosomeIndex[x][0].foodId);
var cost = CalculateFoodCostDifference(item.id, ref scoreSpace, c);
ret.Add(new ResultListItem { Id = item.id, Name = item.longDesc, Mass = c.foods[x] * 100, Cost = (float)Math.Round(cost, 1) });
}
}
//Locked foods
foreach (var item in lockedFoodDescs)
{
var count = lockedFoodCounts[item.id];
var cost = CalculateFoodCostDifference(item.id, ref scoreSpace, c);
ret.Add(new ResultListItem { Id = item.id, Name = item.longDesc, Mass = count * 100, Cost = (float)Math.Round(cost, 1) });
}
return ret;
}
private List<ResultListItem> GenerateChromosomeNutrientList(Chromosome c)
{
var ret = new List<ResultListItem>();
float[] scoringSpace = null;
var tempScore = scorer.Score(c, ref scoringSpace);
for (var x = 0; x < scoringSpace.Length; x++)
{
if (scoringSpace[x] != 0)
{
var nutrient = nutrients.First(p => p.id == x);
var cost = CalculateNutrientCostDifference(nutrient.id, scoringSpace[x], c);
ret.Add(new ResultListItem { Id = x, Name = nutrient.name, Mass = scoringSpace[x], Cost = (float)Math.Round(cost, 1) });
}
}
return ret;
}
//TODO: Can I move this and most of the below method into Scorer so I can reuse them for Calculator?
private void GenerateFoodText(FoodDescription food, int count, StringBuilder sb, List<Tuple<ushort, float, string>> nutrientTotals)
{
sb.AppendLine("(" + nutrientsByFoodId[food.id][0].foodId + ") " + food.longDesc);
sb.AppendLine(" " + (count * 100) + "g");
for (var y = 0; y < nutrientsByFoodId[food.id].Length; y++)
{
var nutrient = nutrients.First(p => p.id == nutrientsByFoodId[food.id][y].nutrientId);
var range = scorer.Targets.FirstOrDefault(p => p.nutrientId == nutrient.id);
var trueNutrientAmount = count * nutrientsByFoodId[food.id][y].nutrientAmount;
var percent = range != null && range.target != 0 ? " (" + Math.Round(trueNutrientAmount * 700 / range.target, 1) + "% DV)" : "";
sb.AppendLine(" " + nutrient.name + ": " + trueNutrientAmount + nutrient.unitOfMeasure + percent);
var totalIdx = nutrientTotals.FindIndex(p => p.Item1 == nutrient.id);
if (totalIdx < 0)
{
nutrientTotals.Add(new Tuple<ushort, float, string>(nutrient.id, trueNutrientAmount, nutrient.name));
}
else
{
nutrientTotals[totalIdx] = new Tuple<ushort, float, string>(nutrient.id, nutrientTotals[totalIdx].Item2 + trueNutrientAmount, nutrient.name);
}
}
sb.AppendLine();
}
private string GenerateChromosomeText(Chromosome c)
{
if (c == null) return "";
//Look up data for displaying
var testOutput = new StringBuilder();
//testOutput.AppendLine("Score: " + Math.Round(100000 / (1000 + c.score), 1) + " / 100");
var scoringSpace = (float[])null;
if (c.score == 0) c.score = scorer.Score(c, ref scoringSpace); //We don't want to display 0 pointlessly
testOutput.AppendLine("Cost: " + Math.Round(c.score));
var nutrientTotals = new List<Tuple<ushort, float, string>>();
for (var x = 0; x < c.foods.Length; x++)
{
if (c.foods[x] != 0)
{
var foodItem = foodDescs.First(p => p.id == nutrientsByChromosomeIndex[x][0].foodId);
GenerateFoodText(foodItem, c.foods[x], testOutput, nutrientTotals);
}
}
foreach (var food in lockedFoodCounts)
{
var foodItem = lockedFoodDescs.First(p => p.id == food.Key);
GenerateFoodText(foodItem, food.Value, testOutput, nutrientTotals);
}
//Nutrient totals
testOutput.AppendLine();
testOutput.AppendLine("Nutrient Totals:");
for (var x = 0; x < nutrientTotals.Count; x++)
{
var range = scorer.Targets.FirstOrDefault(p => p.nutrientId == nutrientTotals[x].Item1);
var percent = range != null && range.target != 0 ? " (" + Math.Round(nutrientTotals[x].Item2 * 100 / range.target, 1) + "%) " : " ";
testOutput.AppendLine(nutrientTotals[x].Item2 + percent + nutrientTotals[x].Item3);
}
return testOutput.ToString();
}
private void UpdateLockedNutrientAmounts()
{
//Generate lockedFoodNutrients from lockedFoodCounts
lockedFoodNutrients = new float[nutrients.Max(p => p.id) + 1]; //Hopefully no nutrient has a very big ID
foreach (var kv in lockedFoodCounts.Where(p => p.Value != 0))
{
foreach (var nutrient in nutrientsByFoodId[kv.Key])
{
lockedFoodNutrients[nutrient.nutrientId] += nutrient.nutrientAmount * kv.Value;
}
}
scorer = new Scorer(targets, 7, lockedFoodNutrients, nutrients, nutrientsByChromosomeIndex);
}
//For use when loading a file
public void SetFoods(Dictionary<int, int> foodCountsById)
{
var foodUnitsBeingSet = foodCountsById.Sum(p => p.Value);
//Make a random chromosome (the count may not be correct here since some are being overwritten by the passed-in amounts)
winner = new Chromosome(nutrientsByChromosomeIndex.Length, targetFoodUnits - foodUnitsBeingSet, new Random());
winnerChanged = true;
var atLeastOneLockedFood = false;
foreach (var food in foodCountsById)
{
if (lockedFoodCounts.ContainsKey(food.Key))
{
lockedFoodCounts[food.Key] = food.Value;
}
else
{
var index = foodDescs.FindIndex(p => p.id == food.Key);
if (index == -1) continue; //Only happens if you disable a food and then save without continuing the search.
winner.foods[index] = food.Value;
}
}
if (atLeastOneLockedFood) UpdateLockedNutrientAmounts();
}
//For use in immediate response to user input (which therefore has to be locked while the GA is running)
public void SetFood(int id, int count)
{
winnerChanged = true;
if (winner == null) winner = new Chromosome(nutrientsByChromosomeIndex.Length, targetFoodUnits, new Random());
if (lockedFoodCounts.ContainsKey(id))
{
lockedFoodCounts[id] = count;
UpdateLockedNutrientAmounts();
}
else
{
//TODO: It might not be in the foodDescs list if it wasn't enabled last time you were executing
//TODO: In that case, immediately update foodDescs (but you have to do so before calling this method)
var index = foodDescs.FindIndex(p => p.id == id);
if (index == -1) return;
winner.foods[index] = count;
}
}
public Tuple<string, List<ResultListItem>, List<ResultListItem>> GetWinner(out bool changed)
{
var result = (Tuple<string, List<ResultListItem>, List<ResultListItem>>)null; //TODO: Did I just unnecessarily complicate this?
lock (winnerLock)
{
changed = winnerChanged;
if (winnerChanged)
{
winnerText = GenerateChromosomeText(winner);
winnerFoods = GenerateChromosomeFoodList(winner);
winnerNutrients = GenerateChromosomeNutrientList(winner);
winnerChanged = false;
}
result = new Tuple<string, List<ResultListItem>, List<ResultListItem>>(winnerText, winnerFoods, winnerNutrients);
}
return result;
}
private void GeneticAlgorithm()
{
//Temporarily remove the locked foods from the within-chromosome total food mass
targetFoodUnits -= lockedFoodCounts.Sum(p => p.Value);
targetFoodUnits = Math.Max(targetFoodUnits, 0); //Just to avoid a crash if the user locks more foods in than there are available for the week
var rnd = new Random();
var population = GeneratePopulation(populationSize, nutrientsByChromosomeIndex.Length, targetFoodUnits, rnd);
if (winner != null) //If continuing from an existing result, include the old winner
{
population.RemoveAt(population.Count - 1);
population.Add(winner);
//Make sure winner has the right total food mass (in case the user changed food amounts with SetFood)
if (winner.foods.Length != 0 && targetFoodUnits > 0) //Prevent errors if all foods are locked, no foods are enabled, or there are too many food units locked in already
{
var diff = targetFoodUnits - winner.foods.Sum(p => p);
AssignFoodsGreedily(winner, diff);
} else if (targetFoodUnits <= 0) winner.foods = new int[winner.foods.Length]; //Zero them all out if there's no room for the GA to do any work
}
//In case someone (like me) locks all the foods in the list, don't just crash.
if (targetFoodUnits <= 0 || nutrientsByChromosomeIndex.Length == 0) generation = targetGenerations - 1;
var lastImprovement = generation;
for (; generation < targetGenerations; generation++)
{
#if PARALLEL
Parallel.For(0, population.Count, () => (float[])null, (x, state, scoringSpace) =>
#else
var scoringSpace = (float[])null;
for (var x = 0; x < population.Count; x++)
#endif
{
if (population[x].score == 0) //Don't rescore needlessly (unless maybe there's an absolutely perfect chromosome somehow)
population[x].score = scorer.Score(population[x], ref scoringSpace);
#if PARALLEL
return null;
}
, p => { }
);
#else
}
#endif
population = population.OrderBy(p => p.score).ToList();
//Code that was needed during development but should no longer be:
//The population should very rarely have identical chromosomes. The more of that you can eliminate, the less time you waste, and the more you can explore the possibility space
//if (population.Select(p => p.score).Distinct().Count() < population.Count - 2)
//{
// var makeups = population.ToLookup(p => p.score, p => p.ToString());
// System.Diagnostics.Debugger.Break();
//}
lock (winnerLock)
{
if (winner == null || winner.score != population[0].score)
{
winner = population[0];
winnerChanged = true;
lastImprovement = generation;
}
}
if (generation < targetGenerations - 1)
{
//Adjust mutation probability and survival rate based on how many generations it's been since an improvement was found
var mutationChance = Math.Min(800, (generation - lastImprovement) / 10 + 30); //3% up to 80%
var survivors = (generation - lastImprovement > 500) ? populationSize / 2 : populationSize / 6; //1/6 normally, 1/2 when improvements are less common
//Even with the genetic algorithm, sometimes wiping out the whole generation except the winner has a very positive effect. Indeed, genocide helps here.
if (generation - lastImprovement > 800 &&
(generation & 63) == 0) //Don't do it every single generation, though--give those poor newbie chromosomes a fighting chance
{
population = GeneratePopulation(populationSize - 1, nutrientsByChromosomeIndex.Length, targetFoodUnits, rnd); //Fresh meat!
population.Add(winner);
}
else
{
population = BreedNewPopulation(population, survivors, mutationChance, 1, targetFoodUnits, rnd);
}
}
}
//Restore mass of locked foods
targetFoodUnits += lockedFoodCounts.Sum(p => p.Value);
}
//I experimented with a greedy approach just once, but it took 36 seconds and did not give an even remotely good result.
//It might be okay for filling in the final slot, though!
//In the end, I decided to use this as a rare mutation or when the user increases/decreases the targetFoodUnits.
//(This method is unused)
private Chromosome GenerateGreedyChromosome(int foodCount, int targetFoodUnits)
{
var c = new Chromosome(foodCount, targetFoodUnits, new Random());
AssignFoodsGreedily(c, targetFoodUnits);
return c;
}
private class AssignFoodsGreedily_ThreadCache
{
public Chromosome c;
public float[] scoringSpace;
public int bestIndex;
public float bestScore;
}
/// <summary>
/// Add or remove the specified number of units of food.
/// This is very expensive, so it runs in full parallel.
/// </summary>
private Chromosome AssignFoodsGreedily(Chromosome c, int targetFoodUnits)
{
var direction = (targetFoodUnits > 0 ? 1 : -1);
while (targetFoodUnits != 0)
{
//Score every possible food at this step and select the one that makes it the best
var bestIndex = 0;
float bestScore = 1000000;
var oldNutrients = (float[])null;
var oldScore = scorer.Score(c, ref oldNutrients);
//TODO: If I just assign each of these to a thread instead of using concurrent stacks, it'd probably be notably faster, as it wouldn't need locking and I could control the partitions more simply.
var cacheSet = new ConcurrentStack<AssignFoodsGreedily_ThreadCache>(Enumerable.Range(0,
#if PARALLEL
Environment.ProcessorCount
#else
1
#endif
)
.Select(p => new AssignFoodsGreedily_ThreadCache { c = c.Clone(), bestIndex = 0, bestScore = 1000000 }));
var enumerable = Enumerable.Range(0, c.foods.Length);
if (direction < 0) enumerable = enumerable.Where(p => c.foods[p] > 0); //Can't subtract from 0 units
Parallel.ForEach(enumerable, new ParallelOptions { MaxDegreeOfParallelism = cacheSet.Count },
() => {
AssignFoodsGreedily_ThreadCache cache;
while (!cacheSet.TryPop(out cache)); //Hopefully should never return false because we have at least as many clones as we have threads
return cache;
}, (idx, q, cache) => {
var tempScore = scorer.ScoreDifference(oldScore, oldNutrients, nutrientsByChromosomeIndex[idx], direction, ref cache.scoringSpace);
if (tempScore < cache.bestScore)
{
cache.bestScore = tempScore;
cache.bestIndex = idx;
}
return cache;
}, cache => {
cacheSet.Push(cache); //Relinquish this cache
}
);
//Get the best food selection from the concurrent stack
while (cacheSet.Count > 0)
{
cacheSet.TryPop(out var subresult);
if (subresult.bestScore < bestScore)
{
bestScore = subresult.bestScore;
bestIndex = subresult.bestIndex;
}
}
c.foods[bestIndex] += direction; //Permanently modify the chromosome
//c.score = bestScore; //Remember the score it ended up with instead of rescoring it unnecessarily next time
targetFoodUnits -= direction; //Decrease the amount of greedy assignments/removals that we have left to do
}
return c;
}
private List<Chromosome> GeneratePopulation(int size, int foodCount, int targetFoodUnits, Random rnd)
{
var ret = new List<Chromosome>();
while (size-- > 0)
{
ret.Add(new Chromosome(foodCount, targetFoodUnits, rnd));
}
return ret;
}
/// <summary>
///
/// </summary>
/// <param name="oldPopulation">Assumed to be already scored and sorted from best to worst</param>
/// <param name="survivalRate">Number of top chromosomes to use for breeding and mutation. There's no check for this, but it needs to be at least 2 and at most oldPopulation's size.</param>
/// <param name="mutationChance">Tenths of a percent chance for mutation</param>
/// <param name="greedyChance">Tenths of a percent chance for dropping the worst and then adding the best food greedily (an expensive operation)</param>
/// <returns></returns>
private List<Chromosome> BreedNewPopulation(List<Chromosome> oldPopulation, int survivalRate, int mutationChance, int greedyChance, int targetFoodUnits, Random rnd)
{
var ret = new List<Chromosome>();
//Note: If I wanted to go crazy with reducing garbage collections, I could alternate between two lists and generate the new generation's chromosomes in-place instead of constructing new ones
greedyChance += mutationChance; //Stack probabilities on top of each other for easier randomization
var nextIndex = 0;
ret.Add(oldPopulation[0].Clone()); //The fittest one shall always survive
while (ret.Count < oldPopulation.Count)
{
//Reuse the top <survivalRate> chromosomes for breeding and mutating (but they can breed with losers, as we all know)
var val = rnd.Next(1000);
if (val < mutationChance) ret.Add(new Chromosome(oldPopulation[nextIndex], rnd));
else if (val < greedyChance)
{
var c = oldPopulation[nextIndex].Clone();
AssignFoodsGreedily(c, -1);
AssignFoodsGreedily(c, 1);
ret.Add(c);
}
else
{
//Involve the losers in the cross-breeding simply because I'm getting way too many duplicates in most generations with my 831 food options x 85 target count
var alterIndex = rnd.Next(oldPopulation.Count);
ret.Add(new Chromosome(oldPopulation[nextIndex], oldPopulation[alterIndex], targetFoodUnits, rnd));
}
nextIndex = (nextIndex + 1) % survivalRate;
}
return ret;
}
public void UpdateFoodList(List<FoodDescription> updatedFoodDescs)
{
//Drop locked foods that aren't in the passed-in list, because they can't be locked if they're not enabled
var foodsThatCanBeLocked = updatedFoodDescs.Where(p => lockedFoodCounts.ContainsKey(p.id)).ToLookup(p => p.id);
for (var x = 0; x < lockedFoodDescs.Count; x++)
{
if (!foodsThatCanBeLocked[lockedFoodDescs[x].id].Any())
{
lockedFoodCounts.Remove(lockedFoodDescs[x].id);
//lockedFoodNutrients will update later
lockedFoodDescs.RemoveAt(x);
x--;
}
}
//Exclude foods that were already locked
updatedFoodDescs = updatedFoodDescs.Where(p => !lockedFoodCounts.ContainsKey(p.id)).ToList();
//This takes a long time, so first, let's just check if the list actually needs updated.
if (updatedFoodDescs.Count == foodDescs.Count)
{
var needsUpdate = false;
for (var x = 0; x < foodDescs.Count; x++)
{
if (foodDescs[x].id != updatedFoodDescs[x].id)
{
needsUpdate = true;
break;
}
}
if (!needsUpdate) return;
}
//Have to go through the old and new lists simultaneously and see if any foods were added/removed
var foodIdToNewIndexMapping = nutrientsByChromosomeIndex.ToDictionary(p => p[0].foodId, p => updatedFoodDescs.FindIndex(q => q.id == p[0].foodId));
var oldFoods = (int[])winner.foods.Clone();
winner.foods = new int[updatedFoodDescs.Count]; //Resize the array
Random rnd = new Random();
for (var x = 0; x < oldFoods.Length; x++)
{
//If the old food still exists in the new list, correct its index
var newIndex = foodIdToNewIndexMapping[nutrientsByChromosomeIndex[x][0].foodId];
if (newIndex != -1)
{
winner.foods[newIndex] = oldFoods[x];
}
else if (oldFoods[x] != 0)
{
//Randomly allocate those mass points to another, still-available food
winner.foods[rnd.Next(winner.foods.Length)] += oldFoods[x];
}
}
winner.score = 0;
winnerChanged = true;
foodDescs = updatedFoodDescs;
nutrientsByChromosomeIndex = foodDescs.Select(p => nutrientsByFoodId[p.id].ToArray()).ToArray();
}
public void UpdateTargets(List<NutrientTarget> targets)
{
this.targets = targets;
scorer = new Scorer(targets, 7, lockedFoodNutrients, nutrients, nutrientsByChromosomeIndex);
}
}
}