- Replace O(2^n) GeographicRouteExplorer with O(n) GameDAGRouter using DAG + beam search - Add geographic diversity to route selection (returns routes from distinct regions) - Add trip options selector UI (TripOptionsView, TripOptionCard) to choose between routes - Simplify itinerary display: separate games and travel segments by date - Remove complex ItineraryDay bundling, query games/travel directly per day - Update ScenarioA/B/C planners to use GameDAGRouter - Add new test suites for planners and travel estimator 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
442 lines
17 KiB
Swift
442 lines
17 KiB
Swift
//
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// GameDAGRouter.swift
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// SportsTime
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//
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// Time-expanded DAG + Beam Search algorithm for route finding.
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//
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// Key insight: This is NOT "which subset of N games should I attend?"
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// This IS: "what time-respecting paths exist through a graph of games?"
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//
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// The algorithm:
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// 1. Bucket games by calendar day
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// 2. Build directed edges where time moves forward AND driving is feasible
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// 3. Beam search: keep top K paths at each depth
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// 4. Dominance pruning: discard inferior paths
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//
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// Complexity: O(days × beamWidth × avgNeighbors) ≈ 900 operations for 5-day, 78-game scenario
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// (vs 2^78 for naive subset enumeration)
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//
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import Foundation
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import CoreLocation
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enum GameDAGRouter {
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// MARK: - Configuration
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/// Default beam width - how many partial routes to keep at each step
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private static let defaultBeamWidth = 30
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/// Maximum options to return
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private static let maxOptions = 10
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/// Buffer time after game ends before we can depart (hours)
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private static let gameEndBufferHours: Double = 3.0
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/// Maximum days ahead to consider for next game (1 = next day only, 2 = allows one off-day)
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private static let maxDayLookahead = 2
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// MARK: - Public API
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/// Finds best routes through the game graph using DAG + beam search.
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///
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/// This replaces the exponential GeographicRouteExplorer with a polynomial-time algorithm.
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///
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/// - Parameters:
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/// - games: All games to consider, in any order (will be sorted internally)
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/// - stadiums: Dictionary mapping stadium IDs to Stadium objects
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/// - constraints: Driving constraints (number of drivers, max hours per day)
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/// - anchorGameIds: Games that MUST appear in every valid route (for Scenario B)
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/// - beamWidth: How many partial routes to keep at each depth (default 30)
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///
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/// - Returns: Array of valid game combinations, sorted by score (most games, least driving)
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///
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static func findRoutes(
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games: [Game],
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stadiums: [UUID: Stadium],
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constraints: DrivingConstraints,
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anchorGameIds: Set<UUID> = [],
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beamWidth: Int = defaultBeamWidth
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) -> [[Game]] {
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// Edge cases
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guard !games.isEmpty else { return [] }
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if games.count == 1 {
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// Single game - just return it if it satisfies anchors
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if anchorGameIds.isEmpty || anchorGameIds.contains(games[0].id) {
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return [games]
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}
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return []
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}
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if games.count == 2 {
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// Two games - check if both are reachable
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let sorted = games.sorted { $0.startTime < $1.startTime }
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if canTransition(from: sorted[0], to: sorted[1], stadiums: stadiums, constraints: constraints) {
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if anchorGameIds.isSubset(of: Set(sorted.map { $0.id })) {
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return [sorted]
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}
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}
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// Can't connect them - return individual games if they satisfy anchors
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if anchorGameIds.isEmpty {
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return [[sorted[0]], [sorted[1]]]
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}
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return []
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}
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// Step 1: Sort games chronologically
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let sortedGames = games.sorted { $0.startTime < $1.startTime }
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// Step 2: Bucket games by calendar day
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let buckets = bucketByDay(games: sortedGames)
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let sortedDays = buckets.keys.sorted()
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guard !sortedDays.isEmpty else { return [] }
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print("[GameDAGRouter] \(games.count) games across \(sortedDays.count) days")
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print("[GameDAGRouter] Games per day: \(sortedDays.map { buckets[$0]?.count ?? 0 })")
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// Step 3: Initialize beam with first day's games
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var beam: [[Game]] = []
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if let firstDayGames = buckets[sortedDays[0]] {
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for game in firstDayGames {
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beam.append([game])
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}
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}
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// Also include option to skip first day entirely and start later
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// (handled by having multiple starting points in beam)
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for dayIndex in sortedDays.dropFirst().prefix(maxDayLookahead - 1) {
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if let dayGames = buckets[dayIndex] {
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for game in dayGames {
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beam.append([game])
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}
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}
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}
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print("[GameDAGRouter] Initial beam size: \(beam.count)")
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// Step 4: Expand beam day by day
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for (index, dayIndex) in sortedDays.dropFirst().enumerated() {
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let todaysGames = buckets[dayIndex] ?? []
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var nextBeam: [[Game]] = []
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for path in beam {
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guard let lastGame = path.last else { continue }
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let lastGameDay = dayIndexFor(lastGame.startTime, referenceDate: sortedGames[0].startTime)
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// Only consider games on this day or within lookahead
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if dayIndex > lastGameDay + maxDayLookahead {
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// This path is too far behind, keep it as-is
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nextBeam.append(path)
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continue
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}
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var addedAny = false
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// Try adding each of today's games
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for candidate in todaysGames {
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if canTransition(from: lastGame, to: candidate, stadiums: stadiums, constraints: constraints) {
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let newPath = path + [candidate]
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nextBeam.append(newPath)
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addedAny = true
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}
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}
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// Also keep the path without adding a game today (allows off-days)
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nextBeam.append(path)
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}
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// Dominance pruning + beam truncation
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beam = pruneAndTruncate(nextBeam, beamWidth: beamWidth, stadiums: stadiums)
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print("[GameDAGRouter] Day \(dayIndex): nextBeam=\(nextBeam.count), after prune=\(beam.count), max games=\(beam.map { $0.count }.max() ?? 0)")
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}
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// Step 5: Filter routes that contain all anchors
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let routesWithAnchors = beam.filter { path in
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let pathGameIds = Set(path.map { $0.id })
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return anchorGameIds.isSubset(of: pathGameIds)
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}
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// Step 6: Ensure geographic diversity in results
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// Group routes by their primary region (city with most games)
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// Then pick the best route from each region
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let diverseRoutes = selectDiverseRoutes(routesWithAnchors, stadiums: stadiums, maxCount: maxOptions)
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print("[GameDAGRouter] Found \(routesWithAnchors.count) routes with anchors, returning \(diverseRoutes.count) diverse routes")
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for (i, route) in diverseRoutes.prefix(5).enumerated() {
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let cities = route.compactMap { stadiums[$0.stadiumId]?.city }.joined(separator: " → ")
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print("[GameDAGRouter] Route \(i+1): \(route.count) games - \(cities)")
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}
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return diverseRoutes
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}
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/// Compatibility wrapper that matches GeographicRouteExplorer's interface.
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/// This allows drop-in replacement in ScenarioAPlanner and ScenarioBPlanner.
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static func findAllSensibleRoutes(
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from games: [Game],
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stadiums: [UUID: Stadium],
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anchorGameIds: Set<UUID> = [],
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stopBuilder: ([Game], [UUID: Stadium]) -> [ItineraryStop]
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) -> [[Game]] {
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// Use default driving constraints
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let constraints = DrivingConstraints.default
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return findRoutes(
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games: games,
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stadiums: stadiums,
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constraints: constraints,
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anchorGameIds: anchorGameIds
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)
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}
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// MARK: - Day Bucketing
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/// Groups games by calendar day index (0 = first day of trip, 1 = second day, etc.)
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private static func bucketByDay(games: [Game]) -> [Int: [Game]] {
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guard let firstGame = games.first else { return [:] }
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let referenceDate = firstGame.startTime
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var buckets: [Int: [Game]] = [:]
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for game in games {
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let dayIndex = dayIndexFor(game.startTime, referenceDate: referenceDate)
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buckets[dayIndex, default: []].append(game)
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}
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return buckets
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}
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/// Calculates the day index for a date relative to a reference date.
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private static func dayIndexFor(_ date: Date, referenceDate: Date) -> Int {
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let calendar = Calendar.current
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let refDay = calendar.startOfDay(for: referenceDate)
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let dateDay = calendar.startOfDay(for: date)
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let components = calendar.dateComponents([.day], from: refDay, to: dateDay)
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return components.day ?? 0
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}
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// MARK: - Transition Feasibility
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/// Determines if we can travel from game A to game B.
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///
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/// Requirements:
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/// 1. B starts after A (time moves forward)
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/// 2. Driving time is within daily limit
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/// 3. We can arrive at B before B starts
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///
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private static func canTransition(
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from: Game,
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to: Game,
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stadiums: [UUID: Stadium],
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constraints: DrivingConstraints
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) -> Bool {
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// Time must move forward
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guard to.startTime > from.startTime else { return false }
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// Same stadium = always feasible (no driving needed)
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if from.stadiumId == to.stadiumId { return true }
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// Get stadiums
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guard let fromStadium = stadiums[from.stadiumId],
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let toStadium = stadiums[to.stadiumId] else {
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// Missing stadium info - use generous fallback
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// Assume 300 miles at 60 mph = 5 hours, which is usually feasible
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return true
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}
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let fromCoord = fromStadium.coordinate
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let toCoord = toStadium.coordinate
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// Calculate driving time
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let distanceMiles = TravelEstimator.haversineDistanceMiles(
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from: CLLocationCoordinate2D(latitude: fromCoord.latitude, longitude: fromCoord.longitude),
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to: CLLocationCoordinate2D(latitude: toCoord.latitude, longitude: toCoord.longitude)
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) * 1.3 // Road routing factor
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let drivingHours = distanceMiles / 60.0 // Average 60 mph
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// Must be within daily limit
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guard drivingHours <= constraints.maxDailyDrivingHours else { return false }
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// Calculate if we can arrive in time
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let departureTime = from.startTime.addingTimeInterval(gameEndBufferHours * 3600)
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let arrivalTime = departureTime.addingTimeInterval(drivingHours * 3600)
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// Must arrive before game starts (with 1 hour buffer)
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let deadline = to.startTime.addingTimeInterval(-3600)
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guard arrivalTime <= deadline else { return false }
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return true
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}
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// MARK: - Geographic Diversity
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/// Selects geographically diverse routes from the candidate set.
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/// Groups routes by their primary city (where most games are) and picks the best from each region.
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private static func selectDiverseRoutes(
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_ routes: [[Game]],
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stadiums: [UUID: Stadium],
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maxCount: Int
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) -> [[Game]] {
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guard !routes.isEmpty else { return [] }
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// Group routes by primary city (the city with the most games in the route)
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var routesByRegion: [String: [[Game]]] = [:]
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for route in routes {
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let primaryCity = getPrimaryCity(for: route, stadiums: stadiums)
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routesByRegion[primaryCity, default: []].append(route)
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}
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// Sort routes within each region by score (best first)
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for (region, regionRoutes) in routesByRegion {
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routesByRegion[region] = regionRoutes.sorted {
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scorePath($0, stadiums: stadiums) > scorePath($1, stadiums: stadiums)
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}
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}
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// Sort regions by their best route's score (so best regions come first)
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let sortedRegions = routesByRegion.keys.sorted { region1, region2 in
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let score1 = routesByRegion[region1]?.first.map { scorePath($0, stadiums: stadiums) } ?? 0
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let score2 = routesByRegion[region2]?.first.map { scorePath($0, stadiums: stadiums) } ?? 0
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return score1 > score2
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}
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print("[GameDAGRouter] Found \(sortedRegions.count) distinct regions: \(sortedRegions.prefix(10).joined(separator: ", "))")
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// Pick routes round-robin from each region to ensure diversity
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var selectedRoutes: [[Game]] = []
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var regionIndices: [String: Int] = [:]
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// First pass: get best route from each region
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for region in sortedRegions {
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if selectedRoutes.count >= maxCount { break }
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if let regionRoutes = routesByRegion[region], !regionRoutes.isEmpty {
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selectedRoutes.append(regionRoutes[0])
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regionIndices[region] = 1
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}
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}
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// Second pass: fill remaining slots with next-best routes from top regions
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var round = 1
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while selectedRoutes.count < maxCount {
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var addedAny = false
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for region in sortedRegions {
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if selectedRoutes.count >= maxCount { break }
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let idx = regionIndices[region] ?? 0
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if let regionRoutes = routesByRegion[region], idx < regionRoutes.count {
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selectedRoutes.append(regionRoutes[idx])
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regionIndices[region] = idx + 1
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addedAny = true
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}
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}
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if !addedAny { break }
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round += 1
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if round > 5 { break } // Safety limit
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}
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return selectedRoutes
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}
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/// Gets the primary city for a route (where most games are played).
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private static func getPrimaryCity(for route: [Game], stadiums: [UUID: Stadium]) -> String {
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var cityCounts: [String: Int] = [:]
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for game in route {
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let city = stadiums[game.stadiumId]?.city ?? "Unknown"
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cityCounts[city, default: 0] += 1
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}
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return cityCounts.max(by: { $0.value < $1.value })?.key ?? "Unknown"
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}
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// MARK: - Scoring and Pruning
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/// Scores a path. Higher = better.
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/// Prefers: more games, less driving, geographic coherence
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private static func scorePath(_ path: [Game], stadiums: [UUID: Stadium]) -> Double {
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let gameCount = Double(path.count)
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// Calculate total driving
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var totalDriving: Double = 0
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for i in 0..<(path.count - 1) {
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totalDriving += estimateDrivingHours(from: path[i], to: path[i + 1], stadiums: stadiums)
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}
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// Score: heavily weight game count, penalize driving
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return gameCount * 100.0 - totalDriving * 2.0
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}
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/// Estimates driving hours between two games.
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private static func estimateDrivingHours(
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from: Game,
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to: Game,
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stadiums: [UUID: Stadium]
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) -> Double {
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// Same stadium = 0 driving
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if from.stadiumId == to.stadiumId { return 0 }
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guard let fromStadium = stadiums[from.stadiumId],
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let toStadium = stadiums[to.stadiumId] else {
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return 5.0 // Fallback: assume 5 hours
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}
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let fromCoord = fromStadium.coordinate
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let toCoord = toStadium.coordinate
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let distanceMiles = TravelEstimator.haversineDistanceMiles(
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from: CLLocationCoordinate2D(latitude: fromCoord.latitude, longitude: fromCoord.longitude),
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to: CLLocationCoordinate2D(latitude: toCoord.latitude, longitude: toCoord.longitude)
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) * 1.3
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return distanceMiles / 60.0
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}
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/// Prunes dominated paths and truncates to beam width.
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private static func pruneAndTruncate(
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_ paths: [[Game]],
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beamWidth: Int,
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stadiums: [UUID: Stadium]
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) -> [[Game]] {
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// Remove exact duplicates
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var uniquePaths: [[Game]] = []
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var seen = Set<String>()
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for path in paths {
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let key = path.map { $0.id.uuidString }.joined(separator: "-")
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if !seen.contains(key) {
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seen.insert(key)
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uniquePaths.append(path)
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}
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}
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// Sort by score (best first)
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let sorted = uniquePaths.sorted { scorePath($0, stadiums: stadiums) > scorePath($1, stadiums: stadiums) }
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// Dominance pruning: within same ending city, keep only best paths
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var pruned: [[Game]] = []
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var bestByEndCity: [String: Double] = [:]
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for path in sorted {
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guard let lastGame = path.last else { continue }
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let endCity = stadiums[lastGame.stadiumId]?.city ?? "Unknown"
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let score = scorePath(path, stadiums: stadiums)
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// Keep if this is the best path ending in this city, or if score is within 20% of best
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if let bestScore = bestByEndCity[endCity] {
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if score >= bestScore * 0.8 {
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pruned.append(path)
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}
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} else {
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bestByEndCity[endCity] = score
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pruned.append(path)
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}
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// Stop if we have enough
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if pruned.count >= beamWidth * 2 {
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break
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}
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}
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// Final truncation
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return Array(pruned.prefix(beamWidth))
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}
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}
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