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groovy & grails - lecture 8
1. Groovy: Efficiency Oriented Programming
Lecture 8
Master Proteomics & Bioinformatics - University of Geneva
Alexandre Masselot - summer 2011
2. Contents
‣ Eclipse tips
‣ 8 queens on a chess board
‣ Genetic algorithm
‣ Abstract class (a little bit more about inheritance)
3. Eclipse tips
‣ Outline view in the right column
- get a list of your field and method of the current class
4. Eclipse tips
‣ Outline view in the right column
- get a list of your field and method of the current class
‣ Help > Key assist
- get a list of all the possible shortcuts
5. Eclipse tips
‣ Outline view in the right column
- get a list of your field and method of the current class
‣ Help > Key assist
- get a list of all the possible shortcuts
6. 8 queens puzzle
‣ Problem
- put 8 queens on a chess board,
- none is able to capture another (columns, rows and diagonal)
7. 8 queens puzzle: history
‣ Chess player Max Bezzel proposed the problem in 1848
8. 8 queens puzzle: history
‣ Chess player Max Bezzel proposed the problem in 1848
‣ Mathematicians (including Gauss) worked on the problem
(and generalization to n-queens)
9. 8 queens puzzle: history
‣ Chess player Max Bezzel proposed the problem in 1848
‣ Mathematicians (including Gauss) worked on the problem
(and generalization to n-queens)
‣ Franz Nauck proposed the first solutions (1850)
10. 8 queens puzzle: history
‣ Chess player Max Bezzel proposed the problem in 1848
‣ Mathematicians (including Gauss) worked on the problem
(and generalization to n-queens)
‣ Franz Nauck proposed the first solutions (1850)
‣ Computer scientists joined the party: Edsger Dijkstra (1972)
used the problem to illustrate depth-first backtracking
algorithm
11. As usually, sexy problems diverge
n-queens, n×n chessboard with kings, knights...
6
12. 8 queens on a 8×8 chessboard:
how many solutions?
7
15. 8 queens: some combinatorial considerations
‣ Number of possible positions of 8 queens on a 8x8 chess board (no
constraints):
- 64 choose 8= = 4,426,165,368
16. 8 queens: some combinatorial considerations
‣ Number of possible positions of 8 queens on a 8x8 chess board (no
constraints):
- 64 choose 8= = 4,426,165,368
‣ Number of solution to the 8 queens puzzle:
- 92, and reducing symmetries: 12 distinct
17. 8 queens: some combinatorial considerations
‣ Number of possible positions of 8 queens on a 8x8 chess board (no
constraints):
- 64 choose 8= = 4,426,165,368
‣ Number of solution to the 8 queens puzzle:
- 92, and reducing symmetries: 12 distinct
‣ extend to any n queens, on a n x n board
18. 8 queens: some combinatorial considerations
‣ Number of possible positions of 8 queens on a 8x8 chess board (no
constraints):
- 64 choose 8= = 4,426,165,368
‣ Number of solution to the 8 queens puzzle:
- 92, and reducing symmetries: 12 distinct
‣ extend to any n queens, on a n x n board
n 1 2 3 4 5 6 7 8 9 10
distinct 1 0 0 2 2 1 6 12 46 92
unique 1 0 0 1 10 4 40 92 352 724
http://en.wikipedia.org/wiki/Eight_queens_puzzle
20. Goals for today
‣ Write code to find solutions
‣ Brute force
21. Goals for today
‣ Write code to find solutions
‣ Brute force
‣ Genetic programming (evolving random
approach)
22. Goals for today
‣ Write code to find solutions
‣ Brute force
‣ Genetic programming (evolving random
approach)
‣ generalize the problem to kings
23. Goals for today
‣ Write code to find solutions
‣ Brute force
‣ Genetic programming (evolving random
approach)
‣ generalize the problem to kings
‣ code in tp8-solutions @ dokeos
45. A solution finder code:
‣ A chessboard structure:
- size & max number of pieces
- add/remove pieces
- count how many pieces are on the board
- check if two pieces are conflicting
46. A solution finder code:
‣ A chessboard structure:
- size & max number of pieces
- add/remove pieces
- count how many pieces are on the board
- check if two pieces are conflicting
‣ A mechanism to explore one by one all solutions
- mimic the brute force previous example
48. A code synopsis: board fields
‣ ChessBoard.groovy/ChessBoardWithQueens.groovy
/// number of rows and column for the board
int size=8
49. A code synopsis: board fields
‣ ChessBoard.groovy/ChessBoardWithQueens.groovy
/// number of rows and column for the board
int size=8
/// maximum number of pieces on the board
int maxPieces=0
50. A code synopsis: board fields
‣ ChessBoard.groovy/ChessBoardWithQueens.groovy
/// number of rows and column for the board
int size=8
/// maximum number of pieces on the board
int maxPieces=0
/** list of list of 2 integers
each of them representing a piece on the board
(between 0 and (size-1))
*/
List piecesPositions = []
51. A code synopsis: board fields
‣ ChessBoard.groovy/ChessBoardWithQueens.groovy
/// number of rows and column for the board
int size=8
/// maximum number of pieces on the board
int maxPieces=0
/** list of list of 2 integers
each of them representing a piece on the board
(between 0 and (size-1))
*/
List piecesPositions = []
53. A code synopsis: board methods
/// how many pieces on the board
int countPieces(){...}
54. A code synopsis: board methods
/// how many pieces on the board
int countPieces(){...}
/// synopsis: board << [0, 3]
void leftShift(List<Integer> pos){...}
55. A code synopsis: board methods
/// how many pieces on the board
int countPieces(){...}
/// synopsis: board << [0, 3]
void leftShift(List<Integer> pos){...}
/// remove last introduced piece
List<Integer> removeLastPiece(){...}
56. A code synopsis: board methods
/// how many pieces on the board
int countPieces(){...}
/// synopsis: board << [0, 3]
void leftShift(List<Integer> pos){...}
/// remove last introduced piece
List<Integer> removeLastPiece(){...}
/// are two pieces positions in conflict?
boolean isPieceConflict(List<Integer> pA, List<Integer> pB){...}
58. A code synopsis: a recursive algorithm
‣ Exploring means
- placing a new piece at the next non-conflicting position
- if all pieces are on the board, flag as a solution
- exploring deeper
59. A code synopsis: a recursive algorithm
‣ Exploring means
- placing a new piece at the next non-conflicting position
- if all pieces are on the board, flag as a solution
- exploring deeper
‣ The recursion means calling the same explore method deeper
until and end is reached (e.g. all pieces are on the board)
60. A code synopsis: a recursive algorithm
‣ Implementing the displayed algorithm
explore:
if (all pieces are on the board){
!! one solution !!
return
}
pos ← next position after last piece
while (pos is on the board){
add a piece on the board at pos
if (no conflict){
explore()
}
remove last piece
pos ← next position
}
61. A code synopsis: a recursive algorithm
‣ Implementing the displayed algorithm
explore:
if (all pieces are on the board){
!! one solution !!
return
}
pos ← next position after last piece
while (pos is on the board){
add a piece on the board at pos
if (no conflict){
explore()
}
remove last piece
pos ← next position
}
62. A code synopsis: a recursive algorithm
‣ Implementing the displayed algorithm
explore:
if (all pieces are on the board){
!! one solution !!
return
}
pos ← next position after last piece
while (pos is on the board){
add a piece on the board at pos
if (no conflict){
explore()
}
remove last piece
pos ← next position
}
63. A code synopsis: a recursive algorithm
‣ Implementing the displayed algorithm
Implementing the displayed algorithm
explore:
if (all pieces are on the board){
!! one solution !!
return
}
pos ← next position after last piece
while (pos is on the board){
add a piece on the board at pos
if (no conflict){
explore()
}
remove last piece
pos ← next position
}
64. A code synopsis: a recursive algorithm
‣ Implementing the displayed algorithm
Implementing the displayed algorithm
explore:
if (all pieces are on the board){
!! one solution !!
return
}
pos ← next position after last piece
while (pos is on the board){
add a piece on the board at pos
if (no conflict){
explore()
}
remove last piece
pos ← next position
}
65. A codesynopsis: a a recursive algorithm
A code synopsis: recursive algorithm
‣ Implementing the displayed algorithm
Implementing the displayed algorithm
explore:
if (all pieces are on the board){
!! one solution !!
return
}
pos ← next position after last piece
while (pos is on the board){
add a piece on the board at pos
if (no conflict){
explore()
}
remove last piece
pos ← next position
}
66. So we only need to code two functionalities
a) increment position; b) explore
17
67. A code synopsis: incrementing a position
‣ Incrementing a piece position means
68. A code synopsis: incrementing a position
‣ Incrementing a piece position means
- Incrementing the column
69. A code synopsis: incrementing a position
‣ Incrementing a piece position means
- Incrementing the column
- If end of line is reached: increment row and goto first column
70. A code synopsis: incrementing a position
‣ Incrementing a piece position means
- Incrementing the column
- If end of line is reached: increment row and goto first column
- Return null is end of the board is reached
71. A code synopsis: incrementing a position
‣ Incrementing a piece position means
- Incrementing the column
- If end of line is reached: increment row and goto first column
- Return null is end of the board is reached
- Return [0,0] if starting position is null
74. A code synopsis: incrementing a position
‣ Groovy code:
/*
a position is a List of 2 integer in [0, boardSize[
75. A code synopsis: incrementing a position
‣ Groovy code:
/*
a position is a List of 2 integer in [0, boardSize[
increment second coordinates if possible
76. A code synopsis: incrementing a position
‣ Groovy code:
/*
a position is a List of 2 integer in [0, boardSize[
increment second coordinates if possible
then the first (and second is set to 0)
77. A code synopsis: incrementing a position
‣ Groovy code:
/*
a position is a List of 2 integer in [0, boardSize[
increment second coordinates if possible
then the first (and second is set to 0)
returns null if end of board is reached
78. A code synopsis: incrementing a position
‣ Groovy code:
/*
a position is a List of 2 integer in [0, boardSize[
increment second coordinates if possible
then the first (and second is set to 0)
returns null if end of board is reached
returns [0,0] if a null position is to be incremented
*/
79. A code synopsis: incrementing a position
‣ Groovy code:
/*
a position is a List of 2 integer in [0, boardSize[
increment second coordinates if possible
then the first (and second is set to 0)
returns null if end of board is reached
returns [0,0] if a null position is to be incremented
*/
List<Integer> incrementPiecePosition(int boardSize,
List<Integer> p){
return [p[0], p[1]+1]
}
80. A code synopsis: incrementing a position
‣ Groovy code:
/*
a position is a List of 2 integer in [0, boardSize[
increment second coordinates if possible
then the first (and second is set to 0)
returns null if end of board is reached
returns [0,0] if a null position is to be incremented
*/
List<Integer> incrementPiecePosition(int boardSize,
List<Integer> p){
if(p[1] == (boardSize - 1) ){
return [p[0]+1, 0]
}
return [p[0], p[1]+1]
}
81. A code synopsis: incrementing a position
‣ Groovy code:
/*
a position is a List of 2 integer in [0, boardSize[
increment second coordinates if possible
then the first (and second is set to 0)
returns null if end of board is reached
returns [0,0] if a null position is to be incremented
*/
List<Integer> incrementPiecePosition(int boardSize,
List<Integer> p){
if(p[1] == (boardSize - 1) ){
if(p[0] == (boardSize -1) )
return null
return [p[0]+1, 0]
}
return [p[0], p[1]+1]
}
82. A code synopsis: incrementing a position
‣ Groovy code:
/*
a position is a List of 2 integer in [0, boardSize[
increment second coordinates if possible
then the first (and second is set to 0)
returns null if end of board is reached
returns [0,0] if a null position is to be incremented
*/
List<Integer> incrementPiecePosition(int boardSize,
List<Integer> p){
if(p==null)
return [0,0]
if(p[1] == (boardSize - 1) ){
if(p[0] == (boardSize -1) )
return null
return [p[0]+1, 0]
}
return [p[0], p[1]+1]
}
83. 8 queens: a recursive algorithm (cont’d)
def explore(board){
//walk through all possible position until it is not possible anymore to
increment
while(p = incrementPiecePosition(board.size, p)){
//put the current piece on the board to give it a try
board<<p
//remove the piece before training another position
board.removeLastPiece()
}
}
84. 8 queens: a recursive algorithm (cont’d)
def explore(board){
//walk through all possible position until it is not possible anymore to
increment
while(p = incrementPiecePosition(board.size, p)){
//put the current piece on the board to give it a try
board<<p
if(!board.countConflicts()){
// if it can be added without conflict try exploration deeper
// (with one nore piece)
explore(board)
}
//remove the piece before training another position
board.removeLastPiece()
}
}
85. 8 queens: a recursive algorithm (cont’d)
def explore(board){
//let's take the last piece as starting point or null if the board is empty
def p=board.countPieces()?board.piecesPositions[-1]:null
//walk through all possible position until it is not possible anymore to
increment
while(p = incrementPiecePosition(board.size, p)){
//put the current piece on the board to give it a try
board<<p
if(!board.countConflicts()){
// if it can be added without conflict try exploration deeper
// (with one nore piece)
explore(board)
}
//remove the piece before training another position
board.removeLastPiece()
}
}
86. 8 queens: a recursive algorithm (cont’d)
def explore(board){
if((! board.countConflicts()) && (board.countPieces() == board.maxPieces)){
println "A working setup :n$board"
return
}
//let's take the last piece as starting point or null if the board is empty
def p=board.countPieces()?board.piecesPositions[-1]:null
//walk through all possible position until it is not possible anymore to
increment
while(p = incrementPiecePosition(board.size, p)){
//put the current piece on the board to give it a try
board<<p
if(!board.countConflicts()){
// if it can be added without conflict try exploration deeper
// (with one nore piece)
explore(board)
}
//remove the piece before training another position
board.removeLastPiece()
}
}
88. 8 queens: a recursive algorithm (cont’d)
‣ Initialization contains:
- defining a empty board with correct size
- launching the first call to the recursive explore function
ChessBoard board=[size:8, maxPieces:8]
explore(board)
89. 8 queens: a recursive algorithm (cont’d)
‣ Initialization contains:
- defining a empty board with correct size
- launching the first call to the recursive explore function
ChessBoard board=[size:8, maxPieces:8]
explore(board)
‣ See scripts/recursiveChessExploration.groovy
90. 8 queens: a recursive algorithm (cont’d)
‣ Initialization contains:
- defining a empty board with correct size
- launching the first call to the recursive explore function
ChessBoard board=[size:8, maxPieces:8]
explore(board)
‣ See scripts/recursiveChessExploration.groovy
91. 8 queens: a recursive algorithm (cont’d)
‣ Initialization contains:
- defining a empty board with correct size
- launching the first call to the recursive explore function
ChessBoard board=[size:8, maxPieces:8]
explore(board)
‣ See scripts/recursiveChessExploration.groovy
92. 8 queens: a recursive algorithm (cont’d)
‣ Initialization contains:
- defining a empty board with correct size
- launching the first call to the recursive explore function
ChessBoard board=[size:8, maxPieces:8]
explore(board)
‣ See scripts/recursiveChessExploration.groovy
95. Recursion: the limits
‣ Recursive method is concise
‣ But it requires
- time (method call)
- memory (deep tree!)
96. Recursion: the limits
‣ Recursive method is concise
‣ But it requires
- time (method call)
- memory (deep tree!)
‣ In practice, faster methods exist
- walking through solution staying at the same stack level
97. Recursion: the limits
‣ Recursive method is concise
‣ But it requires
- time (method call)
- memory (deep tree!)
‣ In practice, faster methods exist
- walking through solution staying at the same stack level
‣ Dedicated solutions if often better
- In the case of the queens problems, knowing the pieces move can greatly help to
write a dedicated algorithm (one per row, one per column...)
100. Genetic Algorithm: an introduction
‣ A problem ⇒ a fitness function
‣ A candidate solution ⇒ a score given by the fitness function
101. Genetic Algorithm: an introduction
‣ A problem ⇒ a fitness function
‣ A candidate solution ⇒ a score given by the fitness function
‣ The higher the fit, the fittest the candidate
102. Genetic Algorithm: an introduction (cont’d)
‣ Searching for a solution simulating a natural selection
103. Genetic Algorithm: an introduction (cont’d)
‣ Searching for a solution simulating a natural selection
‣ One candidate solution ⇔ one gene
104. Genetic Algorithm: an introduction (cont’d)
‣ Searching for a solution simulating a natural selection
‣ One candidate solution ⇔ one gene
‣ population ⇔ set of genes
105. Genetic Algorithm: an introduction (cont’d)
‣ Searching for a solution simulating a natural selection
‣ One candidate solution ⇔ one gene
‣ population ⇔ set of genes
‣ Start : initialize a random population
106. Genetic Algorithm: an introduction (cont’d)
‣ Searching for a solution simulating a natural selection
‣ One candidate solution ⇔ one gene
‣ population ⇔ set of genes
‣ Start : initialize a random population
‣ One generation
- fittest genes are selected
- cross-over between those genes
- random mutation
108. GA for the 8 queens problem
‣ Gene ⇔ 8 positions
109. GA for the 8 queens problem
‣ Gene ⇔ 8 positions
‣ Fitness ⇔ -board.countConflicts()
110. GA for the 8 queens problem
‣ Gene ⇔ 8 positions
‣ Fitness ⇔ -board.countConflicts()
‣ Cross-over ⇔ mixing pieces of two boards
111. GA for the 8 queens problem
‣ Gene ⇔ 8 positions
‣ Fitness ⇔ -board.countConflicts()
‣ Cross-over ⇔ mixing pieces of two boards
‣ Mutation ⇔ moving randomly one piece
112. A GA in practice (Evolution.groovy)
class Evolution {
int nbGenes=200
double mutationRate = 0.1
int nbKeepBest = 50
int nbAddRandom = 10
Random randomGenerator = new Random()
def geneFactory
List genePool
...
}
113. A GA in practice (Evolution.groovy)
def nextGeneration(){
//select a subset of the best gene + mutate them according to a rate
List reproPool=selectBest().toList().unique{it}
//keep the repro pool in the best
genePool=reproPool
}
114. A GA in practice (Evolution.groovy)
def nextGeneration(){
//select a subset of the best gene + mutate them according to a rate
List reproPool=selectBest().toList().unique{it}
//keep the repro pool in the best
genePool=reproPool
//finally mutate genes with the given rate
genePool.each {gene ->
if(randomGenerator.nextDouble() < mutationRate)
gene.mutate()
}
}
115. A GA in practice (Evolution.groovy)
def nextGeneration(){
//select a subset of the best gene + mutate them according to a rate
List reproPool=selectBest().toList().unique{it}
//keep the repro pool in the best
genePool=reproPool
//from the 'fittest' reproPool, rebuild the total population by crossover
(1..<((nbGenes-genePool.size())/2) ).each{
def geneA = reproPool[randomGenerator.nextInt(nbKeepBest)].clone()
def geneB = reproPool[randomGenerator.nextInt(nbKeepBest)].clone()
geneA.crossOver(geneB)
genePool << geneA
genePool << geneB
}
//finally mutate genes with the given rate
genePool.each {gene ->
if(randomGenerator.nextDouble() < mutationRate)
gene.mutate()
}
}
116. A GA in practice (Evolution.groovy)
def nextGeneration(){
//select a subset of the best gene + mutate them according to a rate
List reproPool=selectBest().toList().unique{it}
//keep the repro pool in the best
genePool=reproPool
//add a few random to the pool
buildRandom(nbAddRandom).each{ genePool << it }
//from the 'fittest' reproPool, rebuild the total population by crossover
(1..<((nbGenes-genePool.size())/2) ).each{
def geneA = reproPool[randomGenerator.nextInt(nbKeepBest)].clone()
def geneB = reproPool[randomGenerator.nextInt(nbKeepBest)].clone()
geneA.crossOver(geneB)
genePool << geneA
genePool << geneB
}
//finally mutate genes with the given rate
genePool.each {gene ->
if(randomGenerator.nextDouble() < mutationRate)
gene.mutate()
}
}
120. GA: more evolution
‣ Mutation rate can be time dependent (decrease over time...)
121. GA: more evolution
‣ Mutation rate can be time dependent (decrease over time...)
‣ Different population pools (different parameters), long term
cross-over
122. GA: more evolution
‣ Mutation rate can be time dependent (decrease over time...)
‣ Different population pools (different parameters), long term
cross-over
‣ Regular introduction of new random genes
124. Genetic algorithm: a solution for everything?
‣ GA looks like a magic solution to any optimization process
125. Genetic algorithm: a solution for everything?
‣ GA looks like a magic solution to any optimization process
‣ In practice, hard to tune evolution strategy & parameters
126. Genetic algorithm: a solution for everything?
‣ GA looks like a magic solution to any optimization process
‣ In practice, hard to tune evolution strategy & parameters
‣ For a given problem: a dedicated solution always better (when
possible)
127. Genetic algorithm: a solution for everything?
‣ GA looks like a magic solution to any optimization process
‣ In practice, hard to tune evolution strategy & parameters
‣ For a given problem: a dedicated solution always better (when
possible)
‣ For the queens problems, the recursive method is much faster
128. Genetic algorithm: a solution for everything?
‣ GA looks like a magic solution to any optimization process
‣ In practice, hard to tune evolution strategy & parameters
‣ For a given problem: a dedicated solution always better (when
possible)
‣ For the queens problems, the recursive method is much faster
‣ For 32 knights: GA is much faster (not all solutions!)
134. A generic ChessBoard : abstract class
‣ ChessBoard.groovy:
abstract class ChessBoard{
... all other methods/fields are the same ...
abstract boolean isPieceConflict(List<Integer> pA,
List<Integer> pB);
}
141. And from the exploration script
‣ In main script:
//ChessBoardWithQueens board=[size:8, maxPieces:8]
ChessBoardWithKnights board=[size:8, maxPieces:32]
explore(board)
142. And from the exploration script
‣ In main script:
//ChessBoardWithQueens board=[size:8, maxPieces:8]
ChessBoardWithKnights board=[size:8, maxPieces:32]
explore(board)
‣ Nothing more...
145. abstract class testing
‣ Not possible to instantiate new ChessBoard()
‣ Create a fake ChessBoard class for test
class ChessBoardTest extends GroovyTestCase {
class ChessBoardDummy extends ChessBoard{
boolean isPieceConflict(List<Integer> pA,
List<Integer> pB){
return ( (pA[0]==pB[0]) && (pA[1]==pB[1]) )
}
}
...
}
146. abstract class testing
‣ Not possible to instantiate new ChessBoard()
‣ Create a fake ChessBoard class for test
class ChessBoardTest extends GroovyTestCase {
class ChessBoardDummy extends ChessBoard{
boolean isPieceConflict(List<Integer> pA,
List<Integer> pB){
return ( (pA[0]==pB[0]) && (pA[1]==pB[1]) )
}
}
...
}
‣ Then all tests are with instances
ChessBoardDummy board=[size:4, maxPieces:3]
148. abstract class testing (cont’d)
‣ ChessBoardWithQueens only test for pieces conflict
class ChessBoardWithQueensTest extends GroovyTestCase {
public void testPieceConflict(){
ChessBoardWithQueens board=[size:4, maxPieces:3]
//same spot
assert board.isPieceConflict([0, 0], [0, 0])
//same row
assert board.isPieceConflict([0, 2], [0, 0])
//same column
assert board.isPieceConflict([2, 0], [0, 0])
...
}
Editor's Notes
today end of a cycle\nnext week: genetic algorithm\nthen web programming\nend of the year exam: bring in your ideas\nplay customer + coder\ncustomer phase with me, then iterative development.\n
we go to real world\ngood news : no exercise to do\nbad news : you must understand the whole project\nThis project is something like a semester project\nabstract class => a little more in OOP\n\n
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check out more on wikipedia\n
check out more on wikipedia\n
check out more on wikipedia\n
check out more on wikipedia\n
bishops, rooks,\nqueens + knights etc...\n
back to the roots\n
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modulo rotation, reflexion\n92 solution in the total\n
no known formula to compute the number of solution based on n\nquite some literature\n
no known formula to compute the number of solution based on n\nquite some literature\n
no known formula to compute the number of solution based on n\nquite some literature\n
no known formula to compute the number of solution based on n\nquite some literature\n
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go with aimant on the board\n
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for queens, positions could only been one column, but let&#x2019;s not over-engineer our chessboard from start\n
for queens, positions could only been one column, but let&#x2019;s not over-engineer our chessboard from start\n
for queens, positions could only been one column, but let&#x2019;s not over-engineer our chessboard from start\n
for queens, positions could only been one column, but let&#x2019;s not over-engineer our chessboard from start\n
for queens, positions could only been one column, but let&#x2019;s not over-engineer our chessboard from start\n
for queens, positions could only been one column, but let&#x2019;s not over-engineer our chessboard from start\n
for queens, positions could only been one column, but let&#x2019;s not over-engineer our chessboard from start\n
for queens, positions could only been one column, but let&#x2019;s not over-engineer our chessboard from start\n
for queens, positions could only been one column, but let&#x2019;s not over-engineer our chessboard from start\n
for queens, positions could only been one column, but let&#x2019;s not over-engineer our chessboard from start\n
for queens, positions could only been one column, but let&#x2019;s not over-engineer our chessboard from start\n
for queens, positions could only been one column, but let&#x2019;s not over-engineer our chessboard from start\n
for queens, positions could only been one column, but let&#x2019;s not over-engineer our chessboard from start\n
most attentive of you will notice that isPieceConflict is defined only into ChessBoardWithQueens.groovy\nAnd will notice that some methods are not (yet) needed (clone(), countConflicts() etc.\nQ: how do you know your code works?\n
most attentive of you will notice that isPieceConflict is defined only into ChessBoardWithQueens.groovy\nAnd will notice that some methods are not (yet) needed (clone(), countConflicts() etc.\nQ: how do you know your code works?\n
most attentive of you will notice that isPieceConflict is defined only into ChessBoardWithQueens.groovy\nAnd will notice that some methods are not (yet) needed (clone(), countConflicts() etc.\nQ: how do you know your code works?\n
most attentive of you will notice that isPieceConflict is defined only into ChessBoardWithQueens.groovy\nAnd will notice that some methods are not (yet) needed (clone(), countConflicts() etc.\nQ: how do you know your code works?\n
most attentive of you will notice that isPieceConflict is defined only into ChessBoardWithQueens.groovy\nAnd will notice that some methods are not (yet) needed (clone(), countConflicts() etc.\nQ: how do you know your code works?\n
most attentive of you will notice that isPieceConflict is defined only into ChessBoardWithQueens.groovy\nAnd will notice that some methods are not (yet) needed (clone(), countConflicts() etc.\nQ: how do you know your code works?\n
most attentive of you will notice that isPieceConflict is defined only into ChessBoardWithQueens.groovy\nAnd will notice that some methods are not (yet) needed (clone(), countConflicts() etc.\nQ: how do you know your code works?\n
most attentive of you will notice that isPieceConflict is defined only into ChessBoardWithQueens.groovy\nAnd will notice that some methods are not (yet) needed (clone(), countConflicts() etc.\nQ: how do you know your code works?\n
most attentive of you will notice that isPieceConflict is defined only into ChessBoardWithQueens.groovy\nAnd will notice that some methods are not (yet) needed (clone(), countConflicts() etc.\nQ: how do you know your code works?\n
most attentive of you will notice that isPieceConflict is defined only into ChessBoardWithQueens.groovy\nAnd will notice that some methods are not (yet) needed (clone(), countConflicts() etc.\nQ: how do you know your code works?\n
most attentive of you will notice that isPieceConflict is defined only into ChessBoardWithQueens.groovy\nAnd will notice that some methods are not (yet) needed (clone(), countConflicts() etc.\nQ: how do you know your code works?\n
most attentive of you will notice that isPieceConflict is defined only into ChessBoardWithQueens.groovy\nAnd will notice that some methods are not (yet) needed (clone(), countConflicts() etc.\nQ: how do you know your code works?\n
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Q: how do you know your code works?\n
Q: how do you know your code works?\n
Q: how do you know your code works?\n
Q: how do you know your code works?\n
Q: how do you know your code works?\n
Q: how do you know your code works?\n
Q: how do you know your code works?\n
Q: how do you know your code works?\n
Q: how do you know your code works?\n
Q: how do you know your code works?\n
Q: how do you know your code works?\n
Q: how do you know your code works?\n
Q: how do you know your code works?\n
Q: how do you know your code works?\n
Q: how do you know your code works?\n
Q: how do you know your code works?\n
Q: how do you know your code works?\n
Q: how do you know your code works?\n
Q: how do you know your code works?\n
Q: how do you know your code works?\n
Q: how do you know your code works?\n
Q: how do you know your code works?\n
Q: how do you know your code works?\n
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divide and conquer\nmust not call itself indefinitely\n
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time can also be measured taken into consideration the number of lines written, not just computing time\nThink of building a taxonomy subtree\n walking through a deep tree means remembering all the precedent status\n
time can also be measured taken into consideration the number of lines written, not just computing time\nThink of building a taxonomy subtree\n walking through a deep tree means remembering all the precedent status\n
time can also be measured taken into consideration the number of lines written, not just computing time\nThink of building a taxonomy subtree\n walking through a deep tree means remembering all the precedent status\n
time can also be measured taken into consideration the number of lines written, not just computing time\nThink of building a taxonomy subtree\n walking through a deep tree means remembering all the precedent status\n
We know the finality => we can write a dedicated solution\nbut another approach exists\n
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motto: the fittest survive and transfer its genes\n random new genes can be incorporated into the population\n
motto: the fittest survive and transfer its genes\n random new genes can be incorporated into the population\n
motto: the fittest survive and transfer its genes\n random new genes can be incorporated into the population\n
motto: the fittest survive and transfer its genes\n random new genes can be incorporated into the population\n
motto: the fittest survive and transfer its genes\n random new genes can be incorporated into the population\n
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a gene factory which can generate gene related to our problem\nthose genes can mutate, crossover, compute there fitness, being randomly built\n\n
local minima => never get out\n
different pools => each explore a specificity\nmix to avoid consanguinity....\n
different pools => each explore a specificity\nmix to avoid consanguinity....\n
different pools => each explore a specificity\nmix to avoid consanguinity....\n
if you know the finality, darwinism is not the correct path...\n
if you know the finality, darwinism is not the correct path...\n
if you know the finality, darwinism is not the correct path...\n
if you know the finality, darwinism is not the correct path...\n
if you know the finality, darwinism is not the correct path...\n
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32 knights, or 14 bishops, 16 kings or 8 rooks,\n
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not good...\n
not good...\n
not good...\nnote the missing {} and\n
not good...\nnote the missing {} and\n
not good...\nnote the missing {} and\n
Test all with ChessBoardWithQueensTest\nonly pieces conflict with ChessBoardWithKnightsTests\n
In practice: think agile!!! refactor when the knights come on the table!\nGA: much slower for the queens, but so much faster for the knights...\n
In practice: think agile!!! refactor when the knights come on the table!\nGA: much slower for the queens, but so much faster for the knights...\n