Solver for Flip.

[originally from svn r5970]
This commit is contained in:
Simon Tatham
2005-06-17 18:55:36 +00:00
parent f01f82105e
commit 5550660f13
2 changed files with 223 additions and 16 deletions

227
flip.c
View File

@ -3,15 +3,6 @@
* where each click toggles an overlapping set of lights. * where each click toggles an overlapping set of lights.
*/ */
/*
* TODO:
*
* - `Solve' could mark the squares you must click to solve
* + infrastructure change: this would mean the Solve operation
* must receive the current game_state as well as the initial
* one, which I've been wondering about for a while
*/
#include <stdio.h> #include <stdio.h>
#include <stdlib.h> #include <stdlib.h>
#include <string.h> #include <string.h>
@ -28,6 +19,7 @@ enum {
COL_RIGHT, COL_RIGHT,
COL_GRID, COL_GRID,
COL_DIAG, COL_DIAG,
COL_HINT,
NCOLOURS NCOLOURS
}; };
@ -65,7 +57,7 @@ struct matrix {
struct game_state { struct game_state {
int w, h; int w, h;
int moves, completed; int moves, completed, cheated, hints_active;
unsigned char *grid; /* array of w*h */ unsigned char *grid; /* array of w*h */
struct matrix *matrix; struct matrix *matrix;
}; };
@ -633,6 +625,8 @@ static game_state *new_game(midend_data *me, game_params *params, char *desc)
state->w = w; state->w = w;
state->h = h; state->h = h;
state->completed = FALSE; state->completed = FALSE;
state->cheated = FALSE;
state->hints_active = FALSE;
state->moves = 0; state->moves = 0;
state->matrix = snew(struct matrix); state->matrix = snew(struct matrix);
state->matrix->refcount = 1; state->matrix->refcount = 1;
@ -651,6 +645,8 @@ static game_state *dup_game(game_state *state)
ret->w = state->w; ret->w = state->w;
ret->h = state->h; ret->h = state->h;
ret->completed = state->completed; ret->completed = state->completed;
ret->cheated = state->cheated;
ret->hints_active = state->hints_active;
ret->moves = state->moves; ret->moves = state->moves;
ret->matrix = state->matrix; ret->matrix = state->matrix;
state->matrix->refcount++; state->matrix->refcount++;
@ -670,10 +666,194 @@ static void free_game(game_state *state)
sfree(state); sfree(state);
} }
static void rowxor(unsigned char *row1, unsigned char *row2, int len)
{
int i;
for (i = 0; i < len; i++)
row1[i] ^= row2[i];
}
static game_state *solve_game(game_state *state, game_state *currstate, static game_state *solve_game(game_state *state, game_state *currstate,
game_aux_info *aux, char **error) game_aux_info *aux, char **error)
{ {
int w = state->w, h = state->h, wh = w * h;
unsigned char *equations, *solution, *shortest;
int *und, nund;
int rowsdone, colsdone;
int i, j, k, len, bestlen;
game_state *ret;
/*
* Set up a list of simultaneous equations. Each one is of
* length (wh+1) and has wh coefficients followed by a value.
*/
equations = snewn((wh + 1) * wh, unsigned char);
for (i = 0; i < wh; i++) {
for (j = 0; j < wh; j++)
equations[i * (wh+1) + j] = currstate->matrix->matrix[j*wh+i];
equations[i * (wh+1) + wh] = currstate->grid[i] & 1;
}
/*
* Perform Gaussian elimination over GF(2).
*/
rowsdone = colsdone = 0;
nund = 0;
und = snewn(wh, int);
do {
/*
* Find the leftmost column which has a 1 in it somewhere
* outside the first `rowsdone' rows.
*/
j = -1;
for (i = colsdone; i < wh; i++) {
for (j = rowsdone; j < wh; j++)
if (equations[j * (wh+1) + i])
break;
if (j < wh)
break; /* found one */
/*
* This is a column which will not have an equation
* controlling it. Mark it as undetermined.
*/
und[nund++] = i;
}
/*
* If there wasn't one, then we've finished: all remaining
* equations are of the form 0 = constant. Check to see if
* any of them wants 0 to be equal to 1; this is the
* condition which indicates an insoluble problem
* (therefore _hopefully_ one typed in by a user!).
*/
if (i == wh) {
for (j = rowsdone; j < wh; j++)
if (equations[j * (wh+1) + wh]) {
*error = "No solution exists for this position";
sfree(equations);
return NULL; return NULL;
}
break;
}
/*
* We've found a 1. It's in column i, and the topmost 1 in
* that column is in row j. Do a row-XOR to move it up to
* the topmost row if it isn't already there.
*/
assert(j != -1);
if (j > rowsdone)
rowxor(equations + rowsdone*(wh+1), equations + j*(wh+1), wh+1);
/*
* Do row-XORs to eliminate that 1 from all rows below the
* topmost row.
*/
for (j = rowsdone + 1; j < wh; j++)
if (equations[j*(wh+1) + i])
rowxor(equations + j*(wh+1),
equations + rowsdone*(wh+1), wh+1);
/*
* Mark this row and column as done.
*/
rowsdone++;
colsdone = i+1;
/*
* If we've done all the rows, terminate.
*/
} while (rowsdone < wh);
/*
* If we reach here, we have the ability to produce a solution.
* So we go through _all_ possible solutions (each
* corresponding to a set of arbitrary choices of those
* components not directly determined by an equation), and pick
* one requiring the smallest number of flips.
*/
solution = snewn(wh, unsigned char);
shortest = snewn(wh, unsigned char);
memset(solution, 0, wh);
bestlen = wh + 1;
while (1) {
/*
* Find a solution based on the current values of the
* undetermined variables.
*/
for (j = rowsdone; j-- ;) {
int v;
/*
* Find the leftmost set bit in this equation.
*/
for (i = 0; i < wh; i++)
if (equations[j * (wh+1) + i])
break;
assert(i < wh); /* there must have been one! */
/*
* Compute this variable using the rest.
*/
v = equations[j * (wh+1) + wh];
for (k = i+1; k < wh; k++)
if (equations[j * (wh+1) + k])
v ^= solution[k];
solution[i] = v;
}
/*
* Compare this solution to the current best one, and
* replace the best one if this one is shorter.
*/
len = 0;
for (i = 0; i < wh; i++)
if (solution[i])
len++;
if (len < bestlen) {
bestlen = len;
memcpy(shortest, solution, wh);
}
/*
* Now increment the binary number given by the
* undetermined variables: turn all 1s into 0s until we see
* a 0, at which point we turn it into a 1.
*/
for (i = 0; i < nund; i++) {
solution[und[i]] = !solution[und[i]];
if (solution[und[i]])
break;
}
/*
* If we didn't find a 0 at any point, we have wrapped
* round and are back at the start, i.e. we have enumerated
* all solutions.
*/
if (i == nund)
break;
}
/*
* We have a solution. Produce a game state with the solution
* marked in annotations.
*/
ret = dup_game(currstate);
ret->hints_active = TRUE;
ret->cheated = TRUE;
for (i = 0; i < wh; i++) {
ret->grid[i] &= ~2;
if (shortest[i])
ret->grid[i] |= 2;
}
sfree(shortest);
sfree(solution);
sfree(equations);
return ret;
} }
static char *game_text_format(game_state *state) static char *game_text_format(game_state *state)
@ -725,8 +905,11 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
if (ret->grid[j] & 1) if (ret->grid[j] & 1)
done = FALSE; done = FALSE;
} }
if (done) ret->grid[i] ^= 2; /* toggle hint */
if (done) {
ret->completed = TRUE; ret->completed = TRUE;
ret->hints_active = FALSE;
}
return ret; return ret;
} }
@ -782,6 +965,10 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours)
ret[COL_DIAG * 3 + 1] = ret[COL_GRID * 3 + 1]; ret[COL_DIAG * 3 + 1] = ret[COL_GRID * 3 + 1];
ret[COL_DIAG * 3 + 2] = ret[COL_GRID * 3 + 2]; ret[COL_DIAG * 3 + 2] = ret[COL_GRID * 3 + 2];
ret[COL_HINT * 3 + 0] = 1.0F;
ret[COL_HINT * 3 + 1] = 0.0F;
ret[COL_HINT * 3 + 2] = 0.0F;
*ncolours = NCOLOURS; *ncolours = NCOLOURS;
return ret; return ret;
} }
@ -865,6 +1052,14 @@ static void draw_tile(frontend *fe, game_drawstate *ds,
} }
} }
/*
* Draw a hint blob if required.
*/
if (tile & 2) {
draw_rect(fe, bx + TILE_SIZE/20, by + TILE_SIZE / 20,
TILE_SIZE / 6, TILE_SIZE / 6, COL_HINT);
}
unclip(fe); unclip(fe);
draw_update(fe, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1); draw_update(fe, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1);
@ -922,6 +1117,9 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
v &= ~1; v &= ~1;
} }
if (!state->hints_active)
v &= ~2;
if (oldstate && state->grid[i] != oldstate->grid[i]) if (oldstate && state->grid[i] != oldstate->grid[i])
vv = 255; /* means `animated' */ vv = 255; /* means `animated' */
else else
@ -936,7 +1134,10 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
{ {
char buf[256]; char buf[256];
sprintf(buf, "%sMoves: %d", state->completed ? "COMPLETED! " : "", sprintf(buf, "%sMoves: %d",
(state->completed ?
(state->cheated ? "Auto-solved. " : "COMPLETED! ") :
(state->cheated ? "Auto-solver used. " : "")),
state->moves); state->moves);
status_bar(fe, buf); status_bar(fe, buf);
@ -988,7 +1189,7 @@ const struct game thegame = {
new_game, new_game,
dup_game, dup_game,
free_game, free_game,
FALSE, solve_game, TRUE, solve_game,
FALSE, game_text_format, FALSE, game_text_format,
new_ui, new_ui,
free_ui, free_ui,

View File

@ -1011,8 +1011,14 @@ change when you flip it.
\IM{Flip controls} keys, for Flip \IM{Flip controls} keys, for Flip
\IM{Flip controls} shortcuts (keyboard), for Flip \IM{Flip controls} shortcuts (keyboard), for Flip
Left-click in a square to flip it and its associated squares. That's Left-click in a square to flip it and its associated squares.
all!
If you use the \q{Solve} function on this game, it will highlight
some of the squares with red blobs. If you click once in every
square with a red blob, the game should be solved. (If you click in
a square \e{without} a red blob, a red blob will appear in it to
indicate that you will need to reverse that operation to reach the
solution.)
\H{flip-parameters} \I{parameters, for flip}Flip parameters \H{flip-parameters} \I{parameters, for flip}Flip parameters