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p73692015 f56bb1904e Update README.md 2022-10-18 09:13:04 +08:00
p73692015 362b36a40d Update README.md 2022-10-18 09:12:23 +08:00
p73692015 2e301ed899 Update README.md 2022-10-18 08:49:47 +08:00
p73692015 2c84627b8f Update README.md 2022-10-18 08:48:55 +08:00
p73692015 e9f0d676fd Update README.md 2022-10-18 08:46:48 +08:00
p68729051 efed534ba9 myreadme 2022-10-18 08:45:34 +08:00
p73692015 3558c79ffe Update README.md 2022-10-18 08:36:16 +08:00
p68729051 1c28990df2 myreadme 2022-10-18 00:08:39 +08:00
p73692015 d32a163e98 Update README.md 2022-07-15 11:19:26 +08:00
p73692015 d76a53e8ef Update README.md 2022-07-15 11:09:56 +08:00
p73692015 8c5af7ccf1 Update README.md 2022-06-23 08:50:54 +08:00
p73692015 a697ec5e01 Update README.md 2022-06-23 08:49:42 +08:00
42 changed files with 196 additions and 114 deletions

3
.idea/.gitignore vendored
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@ -1,3 +0,0 @@
# Default ignored files
/shelf/
/workspace.xml

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@ -1,12 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<module type="PYTHON_MODULE" version="4">
<component name="NewModuleRootManager">
<content url="file://$MODULE_DIR$" />
<orderEntry type="inheritedJdk" />
<orderEntry type="sourceFolder" forTests="false" />
</component>
<component name="PyDocumentationSettings">
<option name="format" value="PLAIN" />
<option name="myDocStringFormat" value="Plain" />
</component>
</module>

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@ -1,13 +0,0 @@
<component name="InspectionProjectProfileManager">
<profile version="1.0">
<option name="myName" value="Project Default" />
<inspection_tool class="PyUnresolvedReferencesInspection" enabled="true" level="WARNING" enabled_by_default="true">
<option name="ignoredIdentifiers">
<list>
<option value="runtest.ImageEditorPage" />
<option value="ImageEditorPage" />
</list>
</option>
</inspection_tool>
</profile>
</component>

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@ -1,6 +0,0 @@
<component name="InspectionProjectProfileManager">
<settings>
<option name="USE_PROJECT_PROFILE" value="false" />
<version value="1.0" />
</settings>
</component>

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@ -1,4 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="ProjectRootManager" version="2" project-jdk-name="Python 3.7 (Palette)" project-jdk-type="Python SDK" />
</project>

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@ -1,8 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="ProjectModuleManager">
<modules>
<module fileurl="file://$PROJECT_DIR$/.idea/SeAIPalette.iml" filepath="$PROJECT_DIR$/.idea/SeAIPalette.iml" />
</modules>
</component>
</project>

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@ -1,6 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="VcsDirectoryMappings">
<mapping directory="$PROJECT_DIR$" vcs="Git" />
</component>
</project>

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@ -2,8 +2,10 @@
# Form implementation generated from reading ui file 'MainWindow_map.ui'
#
# Created by: PyQt5 UI code generator 5.12.3
# WARNING! All changes made in this file will be lost!
# Created by: PyQt5 UI code generator 5.15.1
#
# WARNING: Any manual changes made to this file will be lost when pyuic5 is
# run again. Do not edit this file unless you know what you are doing.
from PyQt5 import QtCore, QtGui, QtWidgets
@ -94,9 +96,6 @@ class Ui_MainWindow(object):
self.horizontalLayout.addLayout(self.formLayout_2)
self.verticalLayout_2 = QtWidgets.QVBoxLayout()
self.verticalLayout_2.setObjectName("verticalLayout_2")
self.pushButton_2 = QtWidgets.QPushButton(self.centralwidget)
self.pushButton_2.setObjectName("pushButton_2")
self.verticalLayout_2.addWidget(self.pushButton_2)
self.pushButton_run = QtWidgets.QPushButton(self.centralwidget)
font = QtGui.QFont()
font.setFamily("宋体")
@ -111,13 +110,6 @@ class Ui_MainWindow(object):
self.pushButton_stop.setFont(font)
self.pushButton_stop.setObjectName("pushButton_stop")
self.verticalLayout_2.addWidget(self.pushButton_stop)
self.pushButton = QtWidgets.QPushButton(self.centralwidget)
font = QtGui.QFont()
font.setFamily("宋体")
font.setPointSize(12)
self.pushButton.setFont(font)
self.pushButton.setObjectName("pushButton")
self.verticalLayout_2.addWidget(self.pushButton)
self.horizontalLayout.addLayout(self.verticalLayout_2)
self.horizontalLayout.setStretch(0, 1)
self.horizontalLayout.setStretch(1, 1)
@ -157,8 +149,6 @@ class Ui_MainWindow(object):
self.label_9.setText(_translate("MainWindow", "移动节点电池容量"))
self.lineEdit_bettery.setText(_translate("MainWindow", "100"))
self.label_4.setText(_translate("MainWindow", "算法选择"))
self.pushButton_2.setText(_translate("MainWindow", "关于我们"))
self.pushButton_run.setText(_translate("MainWindow", "运行"))
self.pushButton_stop.setText(_translate("MainWindow", "停止"))
self.pushButton.setText(_translate("MainWindow", "退出程序"))
self.label_show.setText(_translate("MainWindow", "<html><head/><body><p><br/></p></body></html>"))

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@ -157,13 +157,6 @@
</item>
<item>
<layout class="QVBoxLayout" name="verticalLayout_2">
<item>
<widget class="QPushButton" name="pushButton_2">
<property name="text">
<string>关于我们</string>
</property>
</widget>
</item>
<item>
<widget class="QPushButton" name="pushButton_run">
<property name="font">
@ -190,19 +183,6 @@
</property>
</widget>
</item>
<item>
<widget class="QPushButton" name="pushButton">
<property name="font">
<font>
<family>宋体</family>
<pointsize>12</pointsize>
</font>
</property>
<property name="text">
<string>退出程序</string>
</property>
</widget>
</item>
</layout>
</item>
</layout>

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@ -12,6 +12,7 @@ class Charge(WildFire):
def step(self, state, info):
if not self.empty():
# if there're actions to do
action = self.actions_to_do[0]
del self.actions_to_do[0]
return action, None

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@ -23,6 +23,9 @@ class MultiBoustrophedon(Boustrophedon):
self.charges = charges
self.finished_idx = [False for _ in range(ship_num)]
#self.ship_energy = ship_energy
#self.current_ship_energy = [ship_energy for _ in range(self.ship_num)]
self.delta_x = (0, 0, 1, -1, ) # 1, 1, -1, -1)
self.delta_y = (1, -1, 0, 0, ) # 1, -1, 1, -1)

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@ -43,6 +43,8 @@ class MultiGreedy(Boustrophedon):
if self.charges[i].empty():
redecide_directions[i] = True
continue
# Decide whether charge or not
first_charge_act, charge_len = self.charges.step(state, info, i)
if first_charge_act == FINISHED:
self.finished_idx[i] = True

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@ -18,10 +18,13 @@ class MultiSpiral(Spiral):
):
super().__init__()
self.ship_num = ship_num
# self.dest_direction = [None for _ in range(ship_num)]
self.wildfires = wildfires
self.charges = charges
self.finished_idx = [False for _ in range(ship_num)]
#self.ship_energy = ship_energy
#self.current_ship_energy = [ship_energy for _ in range(self.ship_num)]
self.delta_x = [0, 0, 1, -1, 1, 1, -1, -1]
self.delta_y = [1, -1, 0, 0, 1, -1, 1, -1]

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@ -149,6 +149,7 @@ class Spiral(object):
"""
return _turn(direction)
else:
# print(f'not turn')
return direction
def step(self, state, info):

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@ -7,8 +7,8 @@ class WildFire(object):
def __init__(self):
super().__init__()
self.actions_to_do = []
self.delta_x = (0, 0, 1, -1, )
self.delta_y = (1, -1, 0, 0, )
self.delta_x = (0, 0, 1, -1, ) # 1, 1, -1, -1)
self.delta_y = (1, -1, 0, 0, ) # 1, -1, 1, -1)
@ staticmethod
def _is_valid_index(index, an_array):
@ -23,9 +23,12 @@ class WildFire(object):
def step(self, state, info):
if not self.empty():
# if there're actions to do
action = self.actions_to_do[0]
del self.actions_to_do[0]
return [action]
# print(state)
x, y, _ = state
fields = info['fields']
@ -46,6 +49,7 @@ class WildFire(object):
visited[next_x, next_y] = True
next_node = Node(next_x, next_y, cur_node)
if fields[next_x, next_y] == 0:
# not visited
node = next_node
while node.direction is not None:
self.actions_to_do.append(node.direction)

27
Palette/env/engine.py vendored
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@ -29,7 +29,7 @@ class SeaEnvEngine(object):
ship_radius: int,
ship_velocity: int,
sonar_spread_times: int,
sonar_spread_times: int, # the number of sonar detection points
obstacles: dict,
@ -38,7 +38,7 @@ class SeaEnvEngine(object):
show_fields: bool = True,
init_ships: bool = True,
start_position=None,
start_position=None, # [start_x, start_y]
start_r=None,
time_click: float = 1.0/10.0,
@ -57,8 +57,8 @@ class SeaEnvEngine(object):
self.max_angle, self.min_angle = None, None
self.crashed = False
# basic params
self.crashed = False # whether or not crash into an obstacle or bound
self.finished = False
self.terminate = False
@ -100,9 +100,12 @@ class SeaEnvEngine(object):
self.ship_img = pygame.transform.scale(
self.ship_img, (self.ship_radius * 4, self.ship_radius * 4))
""" 2. init gymunk """
# physics stuff
self.space = pymunk.Space()
self.space.gravity = pymunk.Vec2d(0., 0.)
# create bounds
# self.create_bounds(window_height, window_width)
# create ship
self.finished_idx = None
self.init_ships = init_ships
self.battery_capacity = None
@ -121,6 +124,7 @@ class SeaEnvEngine(object):
self.fields = np.zeros(
shape=(self.window_width//field_size[0], self.window_height//field_size[1]))
# create obstacles
self.obstacles = []
self.obstacles_w_h = []
for obstacle_key in obstacles.keys():
@ -128,6 +132,7 @@ class SeaEnvEngine(object):
cur_obstacle = self.create_rectangle_obstacle(x, y, width, height)
self.obstacles.append(cur_obstacle)
self.obstacles_w_h.append((width, height))
# label the position of obstacles as -1
for i in range(x//self.field_size[0], (x+width)//self.field_size[0]):
for j in range(y//self.field_size[1], (y+height)//self.field_size[1]):
self.fields[i, self.fields.shape[1]-j-1] = -1
@ -195,6 +200,7 @@ class SeaEnvEngine(object):
for s in static:
s.friction = 1.
s.group = 1
# bound is the same as obstacle for collision
s.collision_type = COLLISION_OBSTACLE
s.color = THECOLORS['blue']
self.space.add(*static)
@ -224,8 +230,10 @@ class SeaEnvEngine(object):
self._ship_charging_time_left = [0 for _ in range(self.ship_num)]
def create_rectangle_obstacle(self, x, y, width, height):
# points = [(0, 0), (0, height), (width, height), (width, 0)]
points = [(-width/2, -height/2), (-width/2, height/2),
(width/2, height/2), (width/2, -height/2)]
# points = [(-width, -height), (-width, 0), (0, 0), (0, -height)]
mass = 9999999999
moment = pymunk.moment_for_poly(mass, points, (0, 0))
obstacle_body = pymunk.Body(mass=mass, moment=moment)
@ -247,7 +255,7 @@ class SeaEnvEngine(object):
return self._ship_batteries[ship_id]
def frame_step(self, actions: List[int]):
"""
"""frame update for one step
Args:
action (int): the next direction of the ship
@ -262,11 +270,11 @@ class SeaEnvEngine(object):
raise AssertionError("Cannot continue running after crash!")
for ship_id, action in enumerate(actions):
if action == UP:
if action == UP: # up
self._ship_charging[ship_id] = False
self._ship_charging_time_left[ship_id] = 0
self.ship_body[ship_id].angle = 1.5*np.pi
elif action == DOWN:
elif action == DOWN: # down
self._ship_charging[ship_id] = False
self._ship_charging_time_left[ship_id] = 0
self.ship_body[ship_id].angle = 0.5*np.pi
@ -354,6 +362,7 @@ class SeaEnvEngine(object):
self.ship_body[ship_id].angle = process_angle(
self.ship_body[ship_id].angle)
# calculate velocity with direction
driving_direction = Vec2d(1, 0).rotated(
self.ship_body[ship_id].angle)
@ -363,7 +372,7 @@ class SeaEnvEngine(object):
else:
self.ship_body[ship_id].velocity = 0.0 * driving_direction
# Update the screen and stuff
# Update the screen and stuff.
if self.draw_screen:
# self.screen.fill(THECOLORS["black"])
self.screen.blit(self.ss_img, (0, 0))

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@ -109,7 +109,13 @@ def make(
filling_time: int = 1,
cover_ratio: float = 1.0
):
"""
if not render:
os.environ["SDL_VIDEODRIVER"] = "dummy"
else:
os.environ["DISPLAY"] = os.popen(
'printenv grep DISPLAY').read().strip()
"""
with open(os.path.join('Palette', 'maps', f'{env_config}.yaml'), 'r') as f:
config = yaml.safe_load(f)
@ -154,5 +160,5 @@ if __name__ == '__main__':
if t:
break
# sea_env.reset()
print(steps)

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@ -1,4 +1,5 @@
import numpy as np
import random
from math import acos, asin
@ -17,9 +18,12 @@ def process_angle(_angle):
def asincos(sin_value, cos_value):
if sin_value >= 0:
# 第一象限和第二象限
return acos(cos_value)
else:
if cos_value >= 0:
# 第四象限
return asin(sin_value)
else:
# 第三象限
return 2*np.pi - acos(cos_value)

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@ -17,6 +17,7 @@ def generate_agent_fields(fields, ship_num, splited_areas):
for _ in range(ship_num)], axis=0)
for ship_id in range(1, ship_num+1):
cur_fields = agents_fields[ship_id-1]
# print((splited_areas != ship_id) * (splited_areas != -1))
cur_fields[(splited_areas != ship_id) * (splited_areas != -1)] += 1
return agents_fields

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@ -17,6 +17,7 @@ def generate_agent_fields(fields, ship_num, splited_areas):
for _ in range(ship_num)], axis=0)
for ship_id in range(1, ship_num+1):
cur_fields = agents_fields[ship_id-1]
# print((splited_areas != ship_id) * (splited_areas != -1))
cur_fields[(splited_areas != ship_id) * (splited_areas != -1)] += 1
return agents_fields
@ -28,6 +29,7 @@ def main(env: SeaEnv, agent: MultiGreedy):
while True:
steps += 1
info['redecide_direction'] = redecide_direction
# print(np.sum(info['fields'] == 0))
agents_fields = generate_agent_fields(
info['fields'], env.ship_num, env.splited_areas)
agent_info = deepcopy(info)

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@ -17,6 +17,7 @@ def generate_agent_fields(fields, ship_num, splited_areas):
for _ in range(ship_num)], axis=0)
for ship_id in range(1, ship_num+1):
cur_fields = agents_fields[ship_id-1]
# print((splited_areas != ship_id) * (splited_areas != -1))
cur_fields[(splited_areas != ship_id) * (splited_areas != -1)] += 1
return agents_fields

View File

@ -18,6 +18,7 @@ def generate_agent_fields(fields, ship_num, splited_areas):
for _ in range(ship_num)], axis=0)
for ship_id in range(1, ship_num+1):
cur_fields = agents_fields[ship_id-1]
# print((splited_areas != ship_id) * (splited_areas != -1))
cur_fields[(splited_areas != ship_id) * (splited_areas != -1)] += 1
return agents_fields

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@ -25,6 +25,8 @@ def main(env: SeaEnv, agent: Union[Boustrophedon, Spiral], wildfire: WildFire):
redecide_direction = True
cur_area_terminate = False
while True:
# for _ in range(9999999):
# continue
info['redecide_direction'] = redecide_direction
modified_fields = deepcopy(info['fields'])
modified_fields += ((splited_area != area_id)

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@ -7,7 +7,7 @@ env:
ship_radius: !!int 5
ship_velocity: 200
sonar_spread_times: !!int 40
obstacles:
obstacles: # name: [x of the left bottom, y of the left bottom, width, height]
obstacle0: [100, 100, 100, 200]
obstacle1: [300, 160, 120, 120]
obstacle2: [460, 460, 120, 120]

View File

@ -7,7 +7,7 @@ env:
ship_radius: !!int 5
ship_velocity: 200
sonar_spread_times: !!int 40
obstacles:
obstacles: # name: [x of the left bottom, y of the left bottom, width, height]
obstacle0: [100, 600, 100, 200]
obstacle1: [300, 360, 120, 120]
obstacle2: [660, 460, 120, 120]

View File

@ -7,7 +7,7 @@ env:
ship_radius: !!int 5
ship_velocity: 200
sonar_spread_times: !!int 40
obstacles:
obstacles: # name: [x of the left bottom, y of the left bottom, width, height]
obstacle0: [100, 600, 100, 200]
obstacle1: [300, 260, 120, 320]
obstacle2: [660, 460, 120, 120]

View File

@ -7,7 +7,7 @@ env:
ship_radius: !!int 1
ship_velocity: 40
sonar_spread_times: !!int 40
obstacles:
obstacles: # name: [x of the left bottom, y of the left bottom, width, height]
obstacle0: [40, 440, 340, 220]
obstacle1: [100, 160, 300, 180]
obstacle2: [300, 40, 100, 60]

View File

@ -7,7 +7,7 @@ env:
ship_radius: !!int 5
ship_velocity: 200
sonar_spread_times: !!int 40
obstacles:
obstacles: # name: [x of the left bottom, y of the left bottom, width, height]
obstacle0: [40, 440, 340, 220]
obstacle1: [100, 160, 300, 180]
obstacle2: [300, 40, 100, 60]

View File

@ -7,7 +7,7 @@ env:
ship_radius: !!int 1
ship_velocity: 40
sonar_spread_times: !!int 40
obstacles:
obstacles: # name: [x of the left bottom, y of the left bottom, width, height]
obstacle0: [40, 440, 340, 220]
obstacle1: [100, 160, 300, 180]
obstacle2: [300, 40, 100, 60]

View File

@ -7,7 +7,7 @@ env:
ship_radius: !!int 5
ship_velocity: 200
sonar_spread_times: !!int 40
obstacles:
obstacles: # name: [x of the left bottom, y of the left bottom, width, height]
obstacle0: [40, 440, 340, 220]
obstacle1: [100, 160, 300, 180]
obstacle2: [300, 40, 100, 60]

View File

@ -3,11 +3,16 @@ env:
window_width: !!int 1000
window_height: !!int 1000
field_size: [20, 20]
#start_position:
# ship0: [10, 10]
# ship1: [990, 990]
#start_r:
# ship0: !!float 0.0 # pi
# ship1: !!float 1.0 # pi
ship_radius: !!int 5
ship_velocity: 200
sonar_spread_times: !!int 40
obstacles:
obstacles: # name: [x of the left bottom, y of the left bottom, width, height]
obstacle0: [100, 100, 100, 200]
obstacle1: [300, 160, 120, 120]
obstacle2: [460, 460, 120, 120]

129
README.md
View File

@ -4,16 +4,16 @@ SeAI Palette集智调色板是面向集群网络的多节点智能协同路径
集智调色板软件设计了参数输入模块、算法运行模块及信息输出模块,在不同节点数量要求的前提下划分区域方向,按区域进行算法的运行。并可以综合考虑固定节点、覆盖率、电池容量等条件下,给出运行步数、重复步数和重复率等等性能指标。
软件界面简单,易学用,包含参数的输入选择,程序的运行,算法结果的展示等,源代码公开,算法可修改。
软件界面简单,易学用,包含参数的输入选择,程序的运行,算法结果的展示等,源代码公开,算法可修改。
开发人员:王凯、于化鹏、李晶、王兆琦、李慧涛、赵志允、张乐飞、陈光
开发人员:H.P. Yu、K. Wang、J. Li、H.T. Li、Z.Q. Wang、Z.Y. Zhao、L.F. Zhang、G. Chen
## 1. 开发环境配置
运行以下命令:
```bash
conda env create -f create_env.yaml
```
该命令会根据create_env.yaml配置文件创建一个名为`Palette`的conda虚拟环境继续输入`conda activate Palette`即可激活该虚拟环境。
该命令会创建一个名为`Palette`的conda虚拟环境`conda activate Palette`即可激活该虚拟环境。
## 2. 软件运行
@ -21,8 +21,125 @@ conda env create -f create_env.yaml
```python
python main_tt.py
```
## 3. 一些说明
1. 关于程序输出的说明
## 3. 问题定义和仿真设计
1环境设计
环境依赖方面仿真平台主要基于Python平台实现。具体地物理仿真引擎使用的是Pymunk并将物理仿真结果Pygame渲染成可视化结果。此外在数值计算方面主要使用了Numpy工具包。
为保证实验结果综合客观,仿真平台包含了三张虚构的海图。
2方案设计
主要考虑了三种方案:
单AUV全覆盖路径规划即只规划单个AUV的全覆盖路径
多AUV全覆盖路径规划即需要同时规划多个AUV相互配合情况下的全覆盖路径
需要充电的单/多AUV路径规划即在上面两种方案的基础上额外考虑AUV的充电的需要AUV可根据能量情况自行前往充电桩进行充电降低人工打捞充电带来的巨大运维成本。
针对以上三种方案分别设计了仿真实验测试在不同目标覆盖率下AUV使用不同算法巡航海域所需的总时间以及重复航行区域的大小。
## 4. 使用算法
* 栅格法
* 牛耕法
* 内螺旋法
* 贪心法
## 5. 软硬件运行平台
1配置要求
<table>
<tr>
<th>组件</th>
<th>配置</th>
<th>备注</th>
</tr>
<tr>
<td>系统 </td>
<td>Windows 10 家庭中文版 20H2 64位</td>
<td>扩展支持Linux和Mac系统</td>
</tr>
<tr>
<td>处理器</td>
<td>处理器类型:
酷睿i3兼容处理器或速度更快的处理器
处理器速度:
最低1.0GHz
建议2.0GHz或更快
</td>
<td>不支持ARM、IA64等芯片处理器</td>
</tr>
<tr>
<td>内存</td>
<td>RAM 16.0 GB (15.7 GB 可用)</td>
<td></td>
</tr>
<tr>
<td>显卡</td>
<td>最小:核心显卡
推荐GTX1060或同类型显卡
</td>
<td></td>
</tr>
<tr>
<td>硬盘</td>
<td>500G</td>
<td></td>
</tr>
<td>显示器</td>
<td>3840×2160像素高分屏</td>
<td></td>
</tr>
<tr>
</tr>
<td>软件</td>
<td>Anaconda3 2020及以上</td>
<td>Python3.7及以上,需手动安装包</td>
</tr>
</table>
2手动部署搭建及运行
推荐的安装步骤如下:
安装Anaconda3-2020.02-Windows-x86_64或以上版本
手动安装pygame、pymunk、pyyaml、numpy、easydict和pyqt安装方式推荐参考如下
```
pip install -i https://pypi.tuna.tsinghua.edu.cn/simple pygame==2.0.1
```
将软件模块文件夹拷贝到电脑中以D盘为例路径为D:\island-multi_ships
## 6. 模块详细设计
1界面设计
界面总体设计如下:
![主界面展示](https://osredm.com/repo/SeAIPalette/SeAIPalette/raw/branch/master/pic2/3.png)
为了操作简便主界面只分为功能选择区和信息输出区以及“运行”、“停止”按钮。功能选择区涵盖“地图选择”、“最低覆盖率”、“AUV数量”、“区域划分方向”、“算法选择”、“是否渲染”、“考虑固定节点”、“是否需要充电”和与之相关联的“AUV电池容量”。
信息输出区主要包含当前运行的相关信息,包括状态标志、运行完成标志、步数、重复步数、重复率等。
2地图0演示
采用“牛耕法”最低覆盖率100%AUV数量为1运行结果如下步数2373重复步数60重复率2.40%。
![D:\pic](https://osredm.com/repo/SeAIPalette/SeAIPalette/raw/branch/master/pic2/40.png)
当“是否渲染”选择“否”时,物理引擎图形不展示,程序后台静默运行后自动输出相关状态及结果信息。
![D:\pic](https://osredm.com/repo/SeAIPalette/SeAIPalette/raw/branch/master/pic2/4.jpg)
当AUV数量为3时使用的步数大大减少仅需要706步重复步数为38重复率1.52%。
![D:\pic](https://osredm.com/repo/SeAIPalette/SeAIPalette/raw/branch/master/pic2/7.jpg)
![D:\pic](https://osredm.com/repo/SeAIPalette/SeAIPalette/raw/branch/master/pic2/8.jpg)
算法选择“贪心法”使用的步数705重复步数33重复率1.32%,和“牛耕法”相同。
当考虑充电时设置电池容量为100使用的步数964重复步数709重复率28.36%。
## 7. 其他说明
* 程序输出的说明
程序运行结束后会在命令行输出类似于下面的结果:
```
@ -34,7 +151,7 @@ python main_tt.py
```
分别为使用的步数,重复的步数和重复率。
2. 关于渲染结果的说明
* 关于渲染结果的说明
渲染中不同移动节点负责的区域用不同颜色标记,每个区域颜色越深表示该区域被重复走的次数越多。

View File

@ -3,6 +3,7 @@ from MainWindow_map import Ui_MainWindow
from PyQt5 import QtWidgets, QtCore, QtSql, QtGui
from PyQt5.QtWidgets import *
from PyQt5.QtCore import *
from PyQt5.QtGui import QPixmap
import threading, time, subprocess
@ -121,5 +122,6 @@ class mywindow(QtWidgets.QMainWindow, Ui_MainWindow):
if __name__ == '__main__':
app = QApplication(sys.argv)
window = mywindow()
# window.showMaximized()
window.show()
sys.exit(app.exec_())

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