/* * 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 #include #include using namespace std; namespace ue2 { static vector getNeighborInfo(const CliqueGraph &g, const CliqueVertex &cv, const set &group) { u32 id = g[cv].stateId; vector 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.emplace_back(g[v].stateId); DEBUG_PRINTF("Neighbor:%u\n", g[v].stateId); } } return neighbor; } static vector findCliqueGroup(CliqueGraph &cg) { stack> gStack; // Create mapping between vertex and id map vertexMap; vector init; for (const auto &v : vertices_range(cg)) { vertexMap[cg[v].stateId] = v; init.emplace_back(cg[v].stateId); } gStack.push(init); // Get the vertex to start from vector clique; while (!gStack.empty()) { vector g = move(gStack.top()); gStack.pop(); // Choose a vertex from the graph u32 id = g[0]; CliqueVertex &n = vertexMap.at(id); clique.emplace_back(id); // Corresponding vertex in the original graph set 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 bool graph_empty(const Graph &g) { typename Graph::vertex_iterator vi, ve; tie(vi, ve) = vertices(g); return vi == ve; } vector> removeClique(CliqueGraph &cg) { DEBUG_PRINTF("graph size:%zu\n", num_vertices(cg)); vector> cliquesVec = {findCliqueGroup(cg)}; while (!graph_empty(cg)) { const vector &c = cliquesVec.back(); vector dead; for (const auto &v : vertices_range(cg)) { u32 id = cg[v].stateId; if (find(c.begin(), c.end(), id) != c.end()) { dead.emplace_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.emplace_back(clique); } return cliquesVec; } } // namespace ue2