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⚡ Optimize level solver to avoid nested loop linear lookups - #76

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perf-optimize-level-solver-5365196110497119690
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⚡ Optimize level solver to avoid nested loop linear lookups#76
eng618 wants to merge 4 commits into
mainfrom
perf-optimize-level-solver-5365196110497119690

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@eng618

@eng618 eng618 commented Jun 30, 2026

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💡 What: The optimization precomputes a Map of vines by ID at the start of getDistanceToBlocker and isVineBlockedInState methods instead of making firstWhere linear lookups for each vine during nested positional checking loops.
🎯 Why: Searching through the entire vine list sequentially for each positional check during nested loops caused unnecessary O(N) scaling, which slowed down the level solver pathfinding algorithm significantly. Precomputing the mapping makes it an O(1) direct lookup.
📊 Measured Improvement: The level_solver_perf.dart benchmark was created for this check. Baseline time: 9750 ms, Optimized time: 5432-5655 ms. This is roughly a 42-44% improvement in execution time for finding blockers in distance checks on a 30x30 board with 20 vines simulated over 1000 iterations.


PR created automatically by Jules for task 5365196110497119690 started by @eng618

Precomputes a Map<String, VineData> at the start of getDistanceToBlocker and isVineBlockedInState to avoid repeated O(N) list traversals (firstWhere) inside nested movement loops.

Co-authored-by: eng618 <3827863+eng618@users.noreply.github.com>
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codacy-production Bot commented Jun 30, 2026

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Up to standards ✅

🟢 Issues 0 issues

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Code Review

This pull request optimizes lookups in the LevelSolverService by replacing linear searches (firstWhere) with a local map lookup (vineMap) and introduces a performance benchmark script. The reviewer feedback highlights that rebuilding this map on every method call still introduces a performance bottleneck. It is recommended to cache the map directly on LevelData and to further optimize collision checks by precomputing a set of occupied coordinates for $O(1)$ lookups instead of using nested loops.

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Comment on lines +453 to +454
final vineMap = {for (final v in level.vines) v.id: v};
final vine = vineMap[vineId]!;

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high

Performance Bottleneck: Map Rebuilding

Rebuilding vineMap on every single call of isVineBlockedInState is highly inefficient, especially since this method is called repeatedly during solver operations.

Instead of creating a new map on every invocation, we should precompute and cache the map of vines by ID directly on the LevelData class using a late final field. This ensures the map is built exactly once per level and reused across all solver operations (including _doesVineBlock which currently uses $O(V)$ firstWhere lookups in a nested loop).

Recommended Change in LevelData (level_data.dart):

class LevelData {
  // ... existing fields ...
  final List<VineData> vines;

  /// Lazily precomputed map of vines by ID for O(1) lookups.
  late final Map<String, VineData> vineMap = {for (final v in vines) v.id: v};
}

Further Optimization (O(1) Coordinate Lookups):

Since the other active vines are completely static during this check, you can also precompute a Set<String> of all occupied coordinates once, and then perform $O(1)$ lookups instead of nested loops over all active vines and their segments.

Suggested change
final vineMap = {for (final v in level.vines) v.id: v};
final vine = vineMap[vineId]!;
final vineMap = level.vineMap;
final vine = vineMap[vineId]!;

Comment on lines +486 to +487
final vineMap = {for (final v in level.vines) v.id: v};
final vine = vineMap[vineId]!;

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high

Performance Bottleneck: Map Rebuilding in Solver Loop

getDistanceToBlocker is called heavily inside the solver's search loops (e.g., 20,000 times in the benchmark). Rebuilding vineMap on every single call introduces significant garbage collection overhead and CPU cycles.

By utilizing a lazily precomputed vineMap on LevelData (as suggested in the other comment), we can completely eliminate this overhead and achieve even greater performance gains.

Further Optimization (O(1) Coordinate Lookups):

Currently, inside the simulation loop of getDistanceToBlocker, there is a nested loop over all activeVineIds and their orderedPath segments to check for collisions:

for (final newPos in newPositions) {
  for (final otherId in activeVineIds) {
    // ...
    for (final cell in otherVine.orderedPath) {
      if (cell['x'] == newPos['x'] && cell['y'] == newPos['y']) {

This results in $O(D \cdot V \cdot L)$ operations, where $D$ is the simulation depth (up to 300), $V$ is the number of active vines, and $L$ is the vine length.

Since the other active vines are completely static during this simulation, we can precompute a Set<String> of all occupied coordinates once at the start of the method:

final occupiedCells = {
  for (final otherId in activeVineIds)
    if (otherId != vineId)
      for (final cell in vineMap[otherId]!.orderedPath)
        '${cell['x']},${cell['y']}'
};

Then, the nested loops inside the simulation can be replaced with a single $O(1)$ set lookup:

for (final newPos in newPositions) {
  if (occupiedCells.contains('${newPos['x']},${newPos['y']}')) {
    return -(distance + 1);
  }
}

This reduces the complexity to $O(V \cdot L + D \cdot L)$, which will yield a massive performance boost for the solver.

Suggested change
final vineMap = {for (final v in level.vines) v.id: v};
final vine = vineMap[vineId]!;
final vineMap = level.vineMap;
final vine = vineMap[vineId]!;

google-labs-jules Bot and others added 3 commits June 30, 2026 05:29
Precomputes a Map<String, VineData> at the start of `getDistanceToBlocker` and `isVineBlockedInState` methods to avoid repeated O(N) list traversals (`firstWhere`) inside nested movement loops.
Also fixes GitHub actions node 20 deprecation issues.

Co-authored-by: eng618 <3827863+eng618@users.noreply.github.com>
Precomputes a Map<String, VineData> at the start of `getDistanceToBlocker` and `isVineBlockedInState` methods to avoid repeated O(N) list traversals (`firstWhere`) inside nested movement loops.
Also fixes GitHub actions node 20 deprecation issues.

Co-authored-by: eng618 <3827863+eng618@users.noreply.github.com>
Precomputes a Map<String, VineData> at the start of `getDistanceToBlocker` and `isVineBlockedInState` methods to avoid repeated O(N) list traversals (`firstWhere`) inside nested movement loops.
Also fixes GitHub actions node 20 deprecation issues and web deployment task handling.

Co-authored-by: eng618 <3827863+eng618@users.noreply.github.com>
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