| 1 | /* |
| 2 | * Copyright (c) 2016-2017, Intel Corporation |
| 3 | * |
| 4 | * Redistribution and use in source and binary forms, with or without |
| 5 | * modification, are permitted provided that the following conditions are met: |
| 6 | * |
| 7 | * * Redistributions of source code must retain the above copyright notice, |
| 8 | * this list of conditions and the following disclaimer. |
| 9 | * * Redistributions in binary form must reproduce the above copyright |
| 10 | * notice, this list of conditions and the following disclaimer in the |
| 11 | * documentation and/or other materials provided with the distribution. |
| 12 | * * Neither the name of Intel Corporation nor the names of its contributors |
| 13 | * may be used to endorse or promote products derived from this software |
| 14 | * without specific prior written permission. |
| 15 | * |
| 16 | * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" |
| 17 | * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
| 18 | * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE |
| 19 | * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE |
| 20 | * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR |
| 21 | * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF |
| 22 | * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS |
| 23 | * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN |
| 24 | * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) |
| 25 | * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE |
| 26 | * POSSIBILITY OF SUCH DAMAGE. |
| 27 | */ |
| 28 | |
| 29 | /** \file |
| 30 | * \brief An algorithm to find cliques. |
| 31 | */ |
| 32 | |
| 33 | #include "clique.h" |
| 34 | #include "container.h" |
| 35 | #include "graph_range.h" |
| 36 | #include "make_unique.h" |
| 37 | |
| 38 | #include <map> |
| 39 | #include <set> |
| 40 | #include <stack> |
| 41 | |
| 42 | using namespace std; |
| 43 | |
| 44 | namespace ue2 { |
| 45 | |
| 46 | static |
| 47 | vector<u32> getNeighborInfo(const CliqueGraph &g, |
| 48 | const CliqueVertex &cv, const set<u32> &group) { |
| 49 | u32 id = g[cv].stateId; |
| 50 | vector<u32> neighbor; |
| 51 | // find neighbors for cv |
| 52 | for (const auto &v : adjacent_vertices_range(cv, g)) { |
| 53 | if (g[v].stateId != id && contains(group, g[v].stateId)){ |
| 54 | neighbor.push_back(g[v].stateId); |
| 55 | DEBUG_PRINTF("Neighbor:%u\n" , g[v].stateId); |
| 56 | } |
| 57 | } |
| 58 | |
| 59 | return neighbor; |
| 60 | } |
| 61 | |
| 62 | static |
| 63 | vector<u32> findCliqueGroup(CliqueGraph &cg) { |
| 64 | stack<vector<u32>> gStack; |
| 65 | |
| 66 | // Create mapping between vertex and id |
| 67 | map<u32, CliqueVertex> vertexMap; |
| 68 | vector<u32> init; |
| 69 | for (const auto &v : vertices_range(cg)) { |
| 70 | vertexMap[cg[v].stateId] = v; |
| 71 | init.push_back(cg[v].stateId); |
| 72 | } |
| 73 | gStack.push(init); |
| 74 | |
| 75 | // Get the vertex to start from |
| 76 | vector<u32> clique; |
| 77 | while (!gStack.empty()) { |
| 78 | vector<u32> g = move(gStack.top()); |
| 79 | gStack.pop(); |
| 80 | |
| 81 | // Choose a vertex from the graph |
| 82 | u32 id = g[0]; |
| 83 | CliqueVertex &n = vertexMap.at(id); |
| 84 | clique.push_back(id); |
| 85 | // Corresponding vertex in the original graph |
| 86 | set<u32> subgraphId(g.begin(), g.end()); |
| 87 | auto neighbor = getNeighborInfo(cg, n, subgraphId); |
| 88 | // Get graph consisting of neighbors for left branch |
| 89 | if (!neighbor.empty()) { |
| 90 | gStack.push(neighbor); |
| 91 | } |
| 92 | } |
| 93 | |
| 94 | return clique; |
| 95 | } |
| 96 | |
| 97 | template<typename Graph> |
| 98 | bool graph_empty(const Graph &g) { |
| 99 | typename Graph::vertex_iterator vi, ve; |
| 100 | tie(vi, ve) = vertices(g); |
| 101 | return vi == ve; |
| 102 | } |
| 103 | |
| 104 | vector<vector<u32>> removeClique(CliqueGraph &cg) { |
| 105 | DEBUG_PRINTF("graph size:%zu\n" , num_vertices(cg)); |
| 106 | vector<vector<u32>> cliquesVec = {findCliqueGroup(cg)}; |
| 107 | while (!graph_empty(cg)) { |
| 108 | const vector<u32> &c = cliquesVec.back(); |
| 109 | vector<CliqueVertex> dead; |
| 110 | for (const auto &v : vertices_range(cg)) { |
| 111 | u32 id = cg[v].stateId; |
| 112 | if (find(c.begin(), c.end(), id) != c.end()) { |
| 113 | dead.push_back(v); |
| 114 | } |
| 115 | } |
| 116 | for (const auto &v : dead) { |
| 117 | clear_vertex(v, cg); |
| 118 | remove_vertex(v, cg); |
| 119 | } |
| 120 | if (graph_empty(cg)) { |
| 121 | break; |
| 122 | } |
| 123 | auto clique = findCliqueGroup(cg); |
| 124 | cliquesVec.push_back(clique); |
| 125 | } |
| 126 | |
| 127 | return cliquesVec; |
| 128 | } |
| 129 | |
| 130 | } // namespace ue2 |
| 131 | |