capsule tsp round trip computation in a private method
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@ -59,6 +59,122 @@ template <class DataFacadeT> class RoundTripPlugin final : public BasePlugin
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DataFacadeT *facade;
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DataFacadeT *facade;
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std::unique_ptr<SearchEngine<DataFacadeT>> search_engine_ptr;
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std::unique_ptr<SearchEngine<DataFacadeT>> search_engine_ptr;
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void NearestNeighbour(const RouteParameters & route_parameters,
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const PhantomNodeArray & phantom_node_vector,
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std::vector<EdgeWeight> & result_table,
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InternalRouteResult & min_route,
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std::vector<int> & min_loc_permutation) {
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//////////////////////////////////////////////////////////////////////////////////////////////////
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// START GREEDY NEAREST NEIGHBOUR HERE
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// 1. grab a random location and mark as starting point
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// 2. find the nearest unvisited neighbour, set it as the current location and mark as visited
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// 3. repeat 2 until there is no unvisited location
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// 4. return route back to starting point
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// 5. compute route
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// 6. repeat 1-5 with different starting points and choose iteration with shortest trip
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// 6. DONE!
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//////////////////////////////////////////////////////////////////////////////////////////////////
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const auto number_of_locations = phantom_node_vector.size();
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min_route.shortest_path_length = std::numeric_limits<int>::max();
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// is_lonely_island[i] indicates whether node i is a node that cannot be reached from other nodes
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// 1 means that node i is a lonely island
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// 0 means that it is not known for node i
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// -1 means that node i is not a lonely island but a reachable, connected node
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std::vector<int> is_lonely_island(number_of_locations, 0);
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int count_unreachables;
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// ALWAYS START AT ANOTHER STARTING POINT
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for(int start_node = 0; start_node < number_of_locations; ++start_node)
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{
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if (is_lonely_island[start_node] >= 0)
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{
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// if node is a lonely island it is an unsuitable node to start from and shall be skipped
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if (is_lonely_island[start_node])
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continue;
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count_unreachables = 0;
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auto start_dist_begin = result_table.begin() + (start_node * number_of_locations);
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auto start_dist_end = result_table.begin() + ((start_node + 1) * number_of_locations);
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for (auto it2 = start_dist_begin; it2 != start_dist_end; ++it2) {
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if (*it2 == 0 || *it2 == std::numeric_limits<int>::max()) {
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++count_unreachables;
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}
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}
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if (count_unreachables >= number_of_locations) {
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is_lonely_island[start_node] = 1;
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continue;
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}
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}
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int curr_node = start_node;
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is_lonely_island[curr_node] = -1;
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InternalRouteResult raw_route;
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//TODO: Should we always use the same vector or does it not matter at all because of loop scope?
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std::vector<int> loc_permutation(number_of_locations, -1);
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loc_permutation[start_node] = 0;
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// visited[i] indicates whether node i was already visited by the salesman
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std::vector<bool> visited(number_of_locations, false);
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visited[start_node] = true;
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PhantomNodes viapoint;
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// 3. REPEAT FOR EVERY UNVISITED NODE
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for(int via_point = 1; via_point < number_of_locations; ++via_point)
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{
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int min_dist = std::numeric_limits<int>::max();
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int min_id = -1;
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// 2. FIND NEAREST NEIGHBOUR
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auto row_begin_iterator = result_table.begin() + (curr_node * number_of_locations);
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auto row_end_iterator = result_table.begin() + ((curr_node + 1) * number_of_locations);
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for (auto it = row_begin_iterator; it != row_end_iterator; ++it) {
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auto index = std::distance(row_begin_iterator, it);
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if (is_lonely_island[index] < 1 && !visited[index] && *it < min_dist)
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{
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min_dist = *it;
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min_id = index;
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}
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}
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// in case there was no unvisited and reachable node found, it means that all remaining (unvisited) nodes must be lonely islands
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if (min_id == -1)
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{
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for(int loc = 0; loc < visited.size(); ++loc) {
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if (!visited[loc]) {
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is_lonely_island[loc] = 1;
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}
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}
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break;
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}
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// set the nearest unvisited location as the next via_point
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else
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{
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is_lonely_island[min_id] = -1;
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loc_permutation[min_id] = via_point;
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visited[min_id] = true;
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viapoint = PhantomNodes{phantom_node_vector[curr_node][0], phantom_node_vector[min_id][0]};
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raw_route.segment_end_coordinates.emplace_back(viapoint);
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curr_node = min_id;
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}
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}
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// 4. ROUTE BACK TO STARTING POINT
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viapoint = PhantomNodes{raw_route.segment_end_coordinates.back().target_phantom, phantom_node_vector[start_node][0]};
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raw_route.segment_end_coordinates.emplace_back(viapoint);
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// 5. COMPUTE ROUTE
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search_engine_ptr->shortest_path(raw_route.segment_end_coordinates, route_parameters.uturns, raw_route);
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// check round trip with this starting point is shorter than the shortest round trip found till now
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if (raw_route.shortest_path_length < min_route.shortest_path_length) {
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min_route = raw_route;
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min_loc_permutation = loc_permutation;
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}
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}
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SimpleLogger().Write() << "Shortest route " << min_route.shortest_path_length;
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}
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public:
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public:
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explicit RoundTripPlugin(DataFacadeT *facade)
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explicit RoundTripPlugin(DataFacadeT *facade)
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: descriptor_string("trip"), facade(facade)
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: descriptor_string("trip"), facade(facade)
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@ -104,7 +220,7 @@ template <class DataFacadeT> class RoundTripPlugin final : public BasePlugin
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}
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}
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// compute the distance table of all phantom nodes
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// compute the distance table of all phantom nodes
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std::shared_ptr<std::vector<EdgeWeight>> result_table =
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const std::shared_ptr<std::vector<EdgeWeight>> result_table =
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search_engine_ptr->distance_table(phantom_node_vector);
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search_engine_ptr->distance_table(phantom_node_vector);
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if (!result_table)
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if (!result_table)
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@ -112,120 +228,10 @@ template <class DataFacadeT> class RoundTripPlugin final : public BasePlugin
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return 400;
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return 400;
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}
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}
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//////////////////////////////////////////////////////////////////////////////////////////////////
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// compute TSP round trip
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// START GREEDY NEAREST NEIGHBOUR HERE
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// 1. grab a random location and mark as starting point
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// 2. find the nearest unvisited neighbour, set it as the current location and mark as visited
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// 3. repeat 2 until there is no unvisited location
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// 4. return route back to starting point
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// 5. compute route
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// 6. repeat 1-5 with different starting points and choose iteration with shortest trip
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// 6. DONE!
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//////////////////////////////////////////////////////////////////////////////////////////////////
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const auto number_of_locations = phantom_node_vector.size();
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// min_route is the shortest route found
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InternalRouteResult min_route;
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InternalRouteResult min_route;
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min_route.shortest_path_length = std::numeric_limits<int>::max();
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// min_loc_permutation stores the order of visited locations of the shortest route
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std::vector<int> min_loc_permutation;
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std::vector<int> min_loc_permutation;
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NearestNeighbour(route_parameters, phantom_node_vector, *result_table, min_route, min_loc_permutation);
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// is_lonely_island[i] indicates whether node i is a node that cannot be reached from other nodes
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// 1 means that node i is a lonely island
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// 0 means that it is not known for node i
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// -1 means that node i is not a lonely island but a reachable, connected node
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std::vector<int> is_lonely_island(number_of_locations, 0);
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int count_unreachables;
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// ALWAYS START AT ANOTHER STARTING POINT
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for(int start_node = 0; start_node < number_of_locations; ++start_node)
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{
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if (is_lonely_island[start_node] >= 0)
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{
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// if node is a lonely island it is an unsuitable node to start from and shall be skipped
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if (is_lonely_island[start_node])
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continue;
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count_unreachables = 0;
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auto start_dist_begin = result_table->begin() + (start_node * number_of_locations);
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auto start_dist_end = result_table->begin() + ((start_node + 1) * number_of_locations);
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for (auto it2 = start_dist_begin; it2 != start_dist_end; ++it2) {
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if (*it2 == 0 || *it2 == std::numeric_limits<int>::max()) {
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++count_unreachables;
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}
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}
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if (count_unreachables >= number_of_locations) {
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is_lonely_island[start_node] = 1;
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continue;
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}
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}
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int curr_node = start_node;
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is_lonely_island[curr_node] = -1;
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InternalRouteResult raw_route;
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//TODO: Should we always use the same vector or does it not matter at all because of loop scope?
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std::vector<int> loc_permutation(number_of_locations, -1);
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loc_permutation[start_node] = 0;
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// visited[i] indicates whether node i was already visited by the salesman
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std::vector<bool> visited(number_of_locations, false);
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visited[start_node] = true;
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PhantomNodes viapoint;
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// 3. REPEAT FOR EVERY UNVISITED NODE
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for(int via_point = 1; via_point < number_of_locations; ++via_point)
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{
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int min_dist = std::numeric_limits<int>::max();
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int min_id = -1;
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// 2. FIND NEAREST NEIGHBOUR
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auto row_begin_iterator = result_table->begin() + (curr_node * number_of_locations);
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auto row_end_iterator = result_table->begin() + ((curr_node + 1) * number_of_locations);
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for (auto it = row_begin_iterator; it != row_end_iterator; ++it) {
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auto index = std::distance(row_begin_iterator, it);
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if (is_lonely_island[index] < 1 && !visited[index] && *it < min_dist)
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{
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min_dist = *it;
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min_id = index;
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}
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}
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// in case there was no unvisited and reachable node found, it means that all remaining (unvisited) nodes must be lonely islands
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if (min_id == -1)
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{
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for(int loc = 0; loc < visited.size(); ++loc) {
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if (!visited[loc]) {
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is_lonely_island[loc] = 1;
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}
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}
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break;
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}
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// set the nearest unvisited location as the next via_point
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else
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{
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is_lonely_island[min_id] = -1;
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loc_permutation[min_id] = via_point;
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visited[min_id] = true;
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viapoint = PhantomNodes{phantom_node_vector[curr_node][0], phantom_node_vector[min_id][0]};
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raw_route.segment_end_coordinates.emplace_back(viapoint);
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curr_node = min_id;
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}
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}
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// 4. ROUTE BACK TO STARTING POINT
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viapoint = PhantomNodes{raw_route.segment_end_coordinates.back().target_phantom, phantom_node_vector[start_node][0]};
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raw_route.segment_end_coordinates.emplace_back(viapoint);
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// 5. COMPUTE ROUTE
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search_engine_ptr->shortest_path(raw_route.segment_end_coordinates, route_parameters.uturns, raw_route);
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// SimpleLogger().Write() << "Route starting at " << start_node << " with length " << raw_route.shortest_path_length;
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// check round trip with this starting point is shorter than the shortest round trip found till now
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if (raw_route.shortest_path_length < min_route.shortest_path_length) {
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min_route = raw_route;
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min_loc_permutation = loc_permutation;
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}
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}
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SimpleLogger().Write() << "Shortest route " << min_route.shortest_path_length;
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// return result to json
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// return result to json
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std::unique_ptr<BaseDescriptor<DataFacadeT>> descriptor;
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std::unique_ptr<BaseDescriptor<DataFacadeT>> descriptor;
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