Improved the limited shuffle mechanism in Sixteen and Twiddle. They

were already making sure that no shuffle move was the precise
inverse of the previous one, or contributed to repeating the
previous one so many times as to turn it into effectively fewer
moves (doing the same rotation three times in Twiddle, or shifting a
row by more than half its length in Sixteen). However, they were
only checking against the _last_ move, which meant that in any
situation where there were completely disjoint move spaces (4x4n2
Twiddle, or any Sixteen at all) it was still possible to have A then
B then inv(A) occurring in the shuffle, leading to an unnecessarily
easy game.

Now both shuffle routines keep separate track of all
_non-overlapping_ recent moves, and will avoid inverting any move
which hasn't had another move overlap it since it was made. This
should reduce the incidence of too-easy limited shuffle games,
although it can't be prevented _entirely_ (since, if nothing else,
it's always possible to increase the shuffle limit past the maximum
group radius).

[originally from svn r5875]
This commit is contained in:
Simon Tatham
2005-05-31 11:19:11 +00:00
parent 412344ff9a
commit 0c7f777ecb
2 changed files with 86 additions and 43 deletions

View File

@ -207,7 +207,9 @@ static char *new_game_desc(game_params *params, random_state *rs,
tiles = snewn(n, int);
if (params->movetarget) {
int prevstart = -1, prevoffset = -1, prevdirection = 0, nrepeats = 0;
int prevoffset = -1;
int max = (params->w > params->h ? params->w : params->h);
int *prevmoves = snewn(max, int);
/*
* Shuffle the old-fashioned way, by making a series of
@ -218,7 +220,7 @@ static char *new_game_desc(game_params *params, random_state *rs,
tiles[i] = i;
for (i = 0; i < params->movetarget; i++) {
int start, offset, len, direction;
int start, offset, len, direction, index;
int j, tmp;
/*
@ -230,12 +232,14 @@ static char *new_game_desc(game_params *params, random_state *rs,
if (j < params->w) {
/* Column. */
index = j;
start = j;
offset = params->w;
len = params->h;
} else {
/* Row. */
start = (j - params->w) * params->w;
index = j - params->w;
start = index * params->w;
offset = 1;
len = params->w;
}
@ -243,36 +247,42 @@ static char *new_game_desc(game_params *params, random_state *rs,
direction = -1 + 2 * random_upto(rs, 2);
/*
* To at least _try_ to avoid boring cases, check that
* this move doesn't directly undo the previous one, or
* repeat it so many times as to turn it into fewer
* moves.
* To at least _try_ to avoid boring cases, check
* that this move doesn't directly undo a previous
* one, or repeat it so many times as to turn it
* into fewer moves in the opposite direction. (For
* example, in a row of length 4, we're allowed to
* move it the same way twice, but not three
* times.)
*
* We track this for each individual row/column,
* and clear all the counters as soon as a
* perpendicular move is made. This isn't perfect
* (it _can't_ guaranteeably be perfect - there
* will always come a move count beyond which a
* shorter solution will be possible than the one
* which constructed the position) but it should
* sort out all the obvious cases.
*/
if (start == prevstart && offset == prevoffset) {
if (direction == -prevdirection)
continue; /* inverse of previous move */
else if (2 * (nrepeats+1) > len)
continue; /* previous move repeated too often */
}
if (offset == prevoffset) {
tmp = prevmoves[index] + direction;
if (abs(2*tmp) > len || abs(tmp) < abs(prevmoves[index]))
continue;
}
/* If we didn't `continue', we've found an OK move to make. */
if (offset != prevoffset) {
int i;
for (i = 0; i < max; i++)
prevmoves[i] = 0;
prevoffset = offset;
}
prevmoves[index] += direction;
break;
}
/*
* Now save the move into the `prev' variables.
*/
if (start == prevstart && offset == prevoffset) {
nrepeats++;
} else {
prevstart = start;
prevoffset = offset;
prevdirection = direction;
nrepeats = 1;
}
/*
* And make it.
* Make the move.
*/
if (direction < 0) {
start += (len-1) * offset;
@ -284,6 +294,8 @@ static char *new_game_desc(game_params *params, random_state *rs,
tiles[start + (len-1) * offset] = tmp;
}
sfree(prevmoves);
} else {
used = snewn(n, int);