Reputation: 2129
I'm busy coding Conways Game of Life and I'm trying to optimise it using some data structure that records which cells should be checked on each life cycle.
I'm using an arrayList as a dynamic data structure to keep a record of all living cells and their neighbours. Is there a better data structure or way of keeping a shorter list that will increase the games speed?
I ask this because often many cells are checked but not changed so I feel like my implementation could be improved.
Upvotes: 3
Views: 2354
Reputation: 95402
I built a Life engine that operated on 256x512 bit grids directly mapped to screen pixels back in the 1970s, using a 2Mhz 6800 8 bit computer. I did it directly on the display pixels (they were one-bit on/off white/black) because I wanted to see the results and didn't see the point in copying the Life image to the display.
Its fundamental trick was to treat the problem as one of evaluating a Boolean logic formula for "this cell is on" based on rules of Life, rather than counting live neighbors as is usual. This formula is pretty easy to figure out, so left as a homework exercise. What made it fast was that the Boolean formula was computed on a per-bit basis, doing 8 bits at a time. If you sweep down the screen and across rows, you can in essence evaluate N bits at once (8 on the 6800, 64 on modern PCs) with very low overhead. If you go nuts, you can likely use the SIMD vector extensions and do 256 bits or more at "once". Over the top would be doing this with a GPU.
The 6800 version would process a complete screen in about .5 second; you could watch the update ripple down the screen from top to bottom (60 Hz refresh). On a modern CPU with 1000x the clock rate (1 GHz is pretty easy to get) and 64 bits at a time, it should be able to produce thousands of frames per second. So fast you can't watch it run :-{
A useful observation is that much of the Life world is dead (blank) and processing that part mostly produces more dead cells. This suggests using a sparse representation. Another poster suggested quadtrees, which I think is a very good suggestion. Your quadtree regions don't have to be square, either.
Combining the two ideas, quadtrees for non-blank regions with bit-level processing for blocks of bits designated by the quadtrees is likely to give an astonishingly fast Life algorithm.
Upvotes: 2
Reputation: 5866
I believe that the Hashlife algorithm could help you.
It gives the idea of using a quadtree (tree data structure in which each internal node has exactly four children) to keep the data, and then it uses hash tables to store the nodes of the quadtree.
For further reading, this post, written by Eric Burnett, gives a great insight about how Hashlife works, it's performance and implementation (although in Python). It's worth a read.
Upvotes: 4