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