Joint Direct/Heuristic/ML Navigator #741
asalzburger
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Ideas / Feature Requests
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I think that is a really good idea, because otherwise we would have a lot of redundant/duplicate code implementing the navigator interface for all kinds of navigators. These class MyGuider
{
std::vector<const Surface *> operator()(const propagator_state &);
}, right? |
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@XiaocongAi @benjaminhuth @paulgessinger @niermann999 - here's something I think we could consider.
@benjaminhuth and I discussed the possibility to create a heuristic navigator that basically has a trial-and-error machinery behind, i.e. a parser that collects all surfaces (configured to whatever type) from a given tracking geometry via the
TrackingGeometry::visitSurface(...)
visitor pattern. In every
status()
call it sorts through the surfaces and drops the unreachable ones, but keeps all reachable ones (probably with some bound tolerance). The idea is to get a slow but true ground truth navigation engine.Now, practically this is nothing else then the
DirectNavigator
just with the difference that the direct version of it has a predefined sequence of surfaces to be walked through (which is static).What I am thinking of is a sort of
shell, where one implementation is the
DirectGuider
, one theHeuristicGuider
and then, when @benjaminhuth has trained hisMLGuider
it could just slit in as a new module. And eventually, when @niermann999 and I have a version of theDetrayGuider
we could plug it into the same infrastructure.What do you think?
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