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kkt.cpp
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kkt.cpp
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#include "kkt.h"
#include "subset_generator.h"
namespace {
bool AllElementsArePositive(const std::vector<double>& sequence) {
for (const double e : sequence) {
if (e < 0) {
return false;
}
}
return true;
}
size_t PositiveCount(const std::vector<double>& sequence) {
size_t positiveCount = 0;
for (const double e : sequence) {
positiveCount += e > 0;
}
return positiveCount;
}
bool IsGoodMixedStrategy(const std::vector<double>& sequence, const size_t targetPositivesCount) {
return AllElementsArePositive(sequence) && PositiveCount(sequence) == targetPositivesCount;
}
bool IsGoodSolution(const Solution& solution, const size_t targetPositivesCount) {
return IsGoodMixedStrategy(solution.FirstMixedStrategy, targetPositivesCount) &&
IsGoodMixedStrategy(solution.SecondMixedStrategy, targetPositivesCount);
}
std::vector<std::vector<double>> PrepareSLAEMatrix(const std::vector<std::vector<double>>& source,
const std::vector<bool>& rowsToUse,
const std::vector<bool>& colsToUse)
{
std::vector<std::vector<double>> cleanMatrix = RemoveUseless(source, rowsToUse, colsToUse);
for (std::vector<double>& cleanRow : cleanMatrix) {
cleanRow.push_back(1.);
}
cleanMatrix.push_back(std::vector<double>(cleanMatrix.size() + 1, 1.));
cleanMatrix.back().back() = 0.;
return cleanMatrix;
}
std::vector<double> PrepareRight(const std::vector<std::vector<double>>& preparedMatix) {
std::vector<double> right(preparedMatix.size());
right.back() = 1.;
return right;
}
std::vector<double> RestoreArray(const std::vector<double>& sequence, const std::vector<bool>& used) {
std::vector<double> result(used.size());
size_t pointer = 0;
for (size_t i = 0; i < used.size(); ++i) {
if (!used[i]) {
continue;
}
result[i] = sequence[pointer++];
}
return result;
}
double GameValue(const std::vector<std::vector<double>>& matrix, const Solution& solution)
{
double value = 0.;
for (size_t i = 0; i < matrix.size(); ++i) {
for (size_t j = 0; j < matrix[i].size(); ++j) {
value += matrix[i][j] * solution.FirstMixedStrategy[i] * solution.SecondMixedStrategy[j];
}
}
return value;
}
std::vector<Solution> FilterNonEquilibrium(const std::vector<std::vector<double>>& matrix, const std::vector<Solution>& solutions, const double eps) {
std::vector<Solution> equilibriums;
for (const Solution solution : solutions) {
bool isEquilibrium = true;
Solution firstChanged(solution);
Solution secondChanged(solution);
for (const Solution otherSolution : solutions) {
firstChanged.FirstMixedStrategy = otherSolution.FirstMixedStrategy;
secondChanged.SecondMixedStrategy = otherSolution.SecondMixedStrategy;
const double firstChangedGameValue = GameValue(matrix, firstChanged);
const double secondChangedGameValue = GameValue(matrix, secondChanged);
if (firstChangedGameValue > solution.GameValue + eps || secondChangedGameValue + eps < solution.GameValue) {
isEquilibrium = false;
break;
}
}
if (isEquilibrium) {
equilibriums.push_back(solution);
}
}
return equilibriums;
}
}
std::vector<Solution> KKTSolver::Solve(const std::vector<std::vector<double>>& matrix, const double eps) {
std::vector<Solution> solutions;
const size_t firstPlayerStrategiesCount = matrix.size();
const size_t secondPlayerStrategiesCount = matrix.front().size();
for (size_t variablesToUse = 1; variablesToUse <= firstPlayerStrategiesCount; ++variablesToUse) {
SubsetGenerator firstGenerator(firstPlayerStrategiesCount, variablesToUse);
firstGenerator.Run([&](const std::vector<bool>& firstSubset) {
SubsetGenerator secondGenerator(secondPlayerStrategiesCount, variablesToUse);
secondGenerator.Run([&](const std::vector<bool>& secondSubset) {
const std::vector<std::vector<double>> qMatrix = PrepareSLAEMatrix(matrix, firstSubset, secondSubset);
const std::vector<std::vector<double>> pMatrix = Transpose(qMatrix);
const std::vector<double> right = PrepareRight(qMatrix);
Solution solution;
solution.FirstMixedStrategy = ::Solve(pMatrix, right, eps);
solution.FirstMixedStrategy = RestoreArray(solution.FirstMixedStrategy, firstSubset);
solution.SecondMixedStrategy = ::Solve(qMatrix, right, eps);
solution.SecondMixedStrategy = RestoreArray(solution.SecondMixedStrategy, secondSubset);
solution.GameValue = GameValue(matrix, solution);
if (IsGoodSolution(solution, variablesToUse)) {
solutions.push_back(solution);
}
});
});
}
return FilterNonEquilibrium(matrix, solutions, eps);
}