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git://git.tartarus.org/simon/puzzles.git
synced 2025-04-21 08:01:30 -07:00
Enhance Filling's solver to handle large ghost regions.
The previous solver could cope with inferring a '1' in an empty square, but had no deductions that would enable it to infer the existence of a '4'-sized region in 5x3:52d5b1a5b3. The new solver can handle that, and I've made a companion change to the clue-stripping code so that it aims to erase whole regions where possible so as to actually present this situation to the player. Current testing suggests that at the smallest preset a nontrivial ghost region comes up in about 1/3 of games, and at the largest, more like 1/2 of games. I may yet decide to introduce a difficulty level at which it's skewed to happen more often still and one at which it doesn't happen at all; but for the moment, this at least gets the basic functionality into the code.
This commit is contained in:
349
filling.c
349
filling.c
@ -11,13 +11,6 @@
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* - the type should be somewhat big: board[i] = i
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* - Using shorts gives us 181x181 puzzles as upper bound.
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*
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* - make a somewhat more clever solver
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* + enable "ghost regions" of size > 1
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* - one can put an upper bound on the size of a ghost region
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* by considering the board size and summing present hints.
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* + for each square, for i=1..n, what is the distance to a region
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* containing i? How full is the region? How is this useful?
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*
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* - in board generation, after having merged regions such that no
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* more merges are necessary, try splitting (big) regions.
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* + it seems that smaller regions make for better puzzles; see
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@ -304,6 +297,10 @@ struct solver_state
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int *board;
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int *connected;
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int nempty;
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/* Used internally by learn_bitmap_deductions; kept here to avoid
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* mallocing/freeing them every time that function is called. */
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int *bm, *bmdsf, *bmminsize;
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};
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static void print_board(int *board, int w, int h) {
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@ -817,6 +814,262 @@ static int learn_critical_square(struct solver_state *s, int w, int h) {
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return learn;
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}
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#if 0
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static void print_bitmap(int *bitmap, int w, int h) {
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if (verbose) {
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int x, y;
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for (y = 0; y < h; y++) {
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for (x = 0; x < w; x++) {
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printv(" %03x", bm[y*w+x]);
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}
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printv("\n");
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}
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}
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}
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#endif
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static int learn_bitmap_deductions(struct solver_state *s, int w, int h)
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{
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const int sz = w * h;
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int *bm = s->bm;
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int *dsf = s->bmdsf;
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int *minsize = s->bmminsize;
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int x, y, i, j, n;
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int learn = FALSE;
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/*
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* This function does deductions based on building up a bitmap
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* which indicates the possible numbers that can appear in each
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* grid square. If we can rule out all but one possibility for a
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* particular square, then we've found out the value of that
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* square. In particular, this is one of the few forms of
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* deduction capable of inferring the existence of a 'ghost
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* region', i.e. a region which has none of its squares filled in
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* at all.
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*
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* The reasoning goes like this. A currently unfilled square S can
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* turn out to contain digit n in exactly two ways: either S is
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* part of an n-region which also includes some currently known
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* connected component of squares with n in, or S is part of an
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* n-region separate from _all_ currently known connected
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* components. If we can rule out both possibilities, then square
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* S can't contain digit n at all.
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*
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* The former possibility: if there's a region of size n
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* containing both S and some existing component C, then that
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* means the distance from S to C must be small enough that C
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* could be extended to include S without becoming too big. So we
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* can do a breadth-first search out from all existing components
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* with n in them, to identify all the squares which could be
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* joined to any of them.
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*
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* The latter possibility: if there's a region of size n that
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* doesn't contain _any_ existing component, then it also can't
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* contain any square adjacent to an existing component either. So
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* we can identify all the EMPTY squares not adjacent to any
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* existing square with n in, and group them into connected
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* components; then any component of size less than n is ruled
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* out, because there wouldn't be room to create a completely new
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* n-region in it.
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*
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* In fact we process these possibilities in the other order.
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* First we find all the squares not adjacent to an existing
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* square with n in; then we winnow those by removing too-small
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* connected components, to get the set of squares which could
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* possibly be part of a brand new n-region; and finally we do the
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* breadth-first search to add in the set of squares which could
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* possibly be added to some existing n-region.
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*/
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/*
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* Start by initialising our bitmap to 'all numbers possible in
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* all squares'.
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*/
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for (y = 0; y < h; y++)
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for (x = 0; x < w; x++)
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bm[y*w+x] = (1 << 10) - (1 << 1); /* bits 1,2,...,9 now set */
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#if 0
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printv("initial bitmap:\n");
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print_bitmap(bm, w, h);
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#endif
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/*
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* Now completely zero out the bitmap for squares that are already
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* filled in (we aren't interested in those anyway). Also, for any
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* filled square, eliminate its number from all its neighbours
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* (because, as discussed above, the neighbours couldn't be part
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* of a _new_ region with that number in it, and that's the case
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* we consider first).
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*/
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for (y = 0; y < h; y++) {
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for (x = 0; x < w; x++) {
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i = y*w+x;
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n = s->board[i];
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if (n != EMPTY) {
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bm[i] = 0;
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if (x > 0)
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bm[i-1] &= ~(1 << n);
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if (x+1 < w)
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bm[i+1] &= ~(1 << n);
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if (y > 0)
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bm[i-w] &= ~(1 << n);
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if (y+1 < h)
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bm[i+w] &= ~(1 << n);
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}
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}
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}
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#if 0
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printv("bitmap after filled squares:\n");
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print_bitmap(bm, w, h);
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#endif
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/*
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* Now, for each n, we separately find the connected components of
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* squares for which n is still a possibility. Then discard any
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* component of size < n, because that component is too small to
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* have a completely new n-region in it.
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*/
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for (n = 1; n <= 9; n++) {
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dsf_init(dsf, sz);
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/* Build the dsf */
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for (y = 0; y < h; y++)
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for (x = 0; x+1 < w; x++)
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if (bm[y*w+x] & bm[y*w+(x+1)] & (1 << n))
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dsf_merge(dsf, y*w+x, y*w+(x+1));
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for (y = 0; y+1 < h; y++)
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for (x = 0; x < w; x++)
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if (bm[y*w+x] & bm[(y+1)*w+x] & (1 << n))
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dsf_merge(dsf, y*w+x, (y+1)*w+x);
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/* Query the dsf */
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for (i = 0; i < sz; i++)
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if ((bm[i] & (1 << n)) && dsf_size(dsf, i) < n)
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bm[i] &= ~(1 << n);
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}
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#if 0
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printv("bitmap after winnowing small components:\n");
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print_bitmap(bm, w, h);
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#endif
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/*
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* Now our bitmap includes every square which could be part of a
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* completely new region, of any size. Extend it to include
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* squares which could be part of an existing region.
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*/
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for (n = 1; n <= 9; n++) {
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/*
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* We're going to do a breadth-first search starting from
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* existing connected components with cell value n, to find
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* all cells they might possibly extend into.
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*
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* The quantity we compute, for each square, is 'minimum size
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* that any existing CC would have to have if extended to
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* include this square'. So squares already _in_ an existing
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* CC are initialised to the size of that CC; then we search
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* outwards using the rule that if a square's score is j, then
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* its neighbours can't score more than j+1.
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*
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* Scores are capped at n+1, because if a square scores more
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* than n then that's enough to know it can't possibly be
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* reached by extending an existing region - we don't need to
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* know exactly _how far_ out of reach it is.
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*/
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for (i = 0; i <= sz; i++) {
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if (s->board[i] == n) {
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/* Square is part of an existing CC. */
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minsize[i] = dsf_size(s->dsf, i);
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} else {
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/* Otherwise, initialise to the maximum score n+1;
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* we'll reduce this later if we find a neighbouring
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* square with a lower score. */
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minsize[i] = n+1;
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}
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}
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for (j = 1; j < n; j++) {
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/*
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* Find neighbours of cells scoring j, and set their score
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* to at most j+1.
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*
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* Doing the BFS this way means we need n passes over the
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* grid, which isn't entirely optimal but it seems to be
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* fast enough for the moment. This could probably be
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* improved by keeping a linked-list queue of cells in
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* some way, but I think you'd have to be a bit careful to
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* insert things into the right place in the queue; this
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* way is easier not to get wrong.
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*/
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for (y = 0; y < h; y++) {
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for (x = 0; x < w; x++) {
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i = y*w+x;
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if (minsize[i] == j) {
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if (x > 0 && minsize[i-1] > j+1)
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minsize[i-1] = j+1;
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if (x+1 < w && minsize[i+1] > j+1)
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minsize[i+1] = j+1;
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if (y > 0 && minsize[i-w] > j+1)
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minsize[i-w] = j+1;
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if (y+1 < h && minsize[i+w] > j+1)
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minsize[i+w] = j+1;
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}
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}
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}
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}
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/*
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* Now, every cell scoring at most n should have its 1<<n bit
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* in the bitmap reinstated, because we've found that it's
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* potentially reachable by extending an existing CC.
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*/
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for (i = 0; i <= sz; i++)
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if (minsize[i] <= n)
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bm[i] |= 1<<n;
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}
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#if 0
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printv("bitmap after bfs:\n");
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print_bitmap(bm, w, h);
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#endif
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/*
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* Now our bitmap is complete. Look for entries with only one bit
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* set; those are squares with only one possible number, in which
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* case we can fill that number in.
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*/
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for (i = 0; i < sz; i++) {
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if (bm[i] && !(bm[i] & (bm[i]-1))) { /* is bm[i] a power of two? */
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int val = bm[i];
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/* Integer log2, by simple binary search. */
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n = 0;
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if (val >> 8) { val >>= 8; n += 8; }
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if (val >> 4) { val >>= 4; n += 4; }
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if (val >> 2) { val >>= 2; n += 2; }
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if (val >> 1) { val >>= 1; n += 1; }
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/* Double-check that we ended up with a sensible
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* answer. */
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assert(1 <= n);
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assert(n <= 9);
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assert(bm[i] == (1 << n));
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if (s->board[i] == EMPTY) {
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printv("learn: %d is only possibility at (%d, %d)\n",
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n, i % w, i / w);
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s->board[i] = n;
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filled_square(s, w, h, i);
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assert(s->nempty);
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--s->nempty;
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learn = TRUE;
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}
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}
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}
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return learn;
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}
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static int solver(const int *orig, int w, int h, char **solution) {
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const int sz = w * h;
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@ -826,6 +1079,9 @@ static int solver(const int *orig, int w, int h, char **solution) {
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ss.connected = snewn(sz, int); /* connected[n] := n.next; */
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/* cyclic disjoint singly linked lists, same partitioning as dsf.
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* The lists lets you iterate over a partition given any member */
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ss.bm = snewn(sz, int);
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ss.bmdsf = snew_dsf(sz);
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ss.bmminsize = snewn(sz, int);
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printv("trying to solve this:\n");
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print_board(ss.board, w, h);
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@ -835,6 +1091,7 @@ static int solver(const int *orig, int w, int h, char **solution) {
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if (learn_blocked_expansion(&ss, w, h)) continue;
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if (learn_expand_or_one(&ss, w, h)) continue;
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if (learn_critical_square(&ss, w, h)) continue;
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if (learn_bitmap_deductions(&ss, w, h)) continue;
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break;
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} while (ss.nempty);
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@ -854,6 +1111,9 @@ static int solver(const int *orig, int w, int h, char **solution) {
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sfree(ss.dsf);
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sfree(ss.board);
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sfree(ss.connected);
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sfree(ss.bm);
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sfree(ss.bmdsf);
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sfree(ss.bmminsize);
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return !ss.nempty;
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}
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@ -884,11 +1144,84 @@ static void minimize_clue_set(int *board, int w, int h, random_state *rs)
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{
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const int sz = w * h;
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int *shuf = snewn(sz, int), i;
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int *dsf, *next;
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for (i = 0; i < sz; ++i) shuf[i] = i;
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shuffle(shuf, sz, sizeof (int), rs);
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/* the solver is monotone, so a second pass is superfluous. */
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/*
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* First, try to eliminate an entire region at a time if possible,
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* because inferring the existence of a completely unclued region
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* is a particularly good aspect of this puzzle type and we want
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* to encourage it to happen.
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*
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* Begin by identifying the regions as linked lists of cells using
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* the 'next' array.
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*/
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dsf = make_dsf(NULL, board, w, h);
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next = snewn(sz, int);
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for (i = 0; i < sz; ++i) {
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int j = dsf_canonify(dsf, i);
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if (i == j) {
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/* First cell of a region; set next[i] = -1 to indicate
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* end-of-list. */
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next[i] = -1;
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} else {
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/* Add this cell to a region which already has a
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* linked-list head, by pointing the canonical element j
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* at this one, and pointing this one in turn at wherever
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* j previously pointed. (This should end up with the
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* elements linked in the order 1,n,n-1,n-2,...,2, which
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* is a bit weird-looking, but any order is fine.)
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*/
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assert(j < i);
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next[i] = next[j];
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next[j] = i;
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}
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}
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/*
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* Now loop over the grid cells in our shuffled order, and each
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* time we encounter a region for the first time, try to remove it
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* all. Then we set next[canonical index] to -2 rather than -1, to
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* mark it as already tried.
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*
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* Doing this in a loop over _cells_, rather than extracting and
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* shuffling a list of _regions_, is intended to skew the
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* probabilities towards trying to remove larger regions first
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* (but without anything as crudely predictable as enforcing that
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* we _always_ process regions in descending size order). Region
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* removals might well be mutually exclusive, and larger ghost
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* regions are more interesting, so we want to bias towards them
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* if we can.
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*/
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for (i = 0; i < sz; ++i) {
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int j = dsf_canonify(dsf, shuf[i]);
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if (next[j] != -2) {
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int tmp = board[j];
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int k;
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/* Blank out the whole thing. */
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for (k = j; k >= 0; k = next[k])
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board[k] = EMPTY;
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if (!solver(board, w, h, NULL)) {
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/* Wasn't still solvable; reinstate it all */
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for (k = j; k >= 0; k = next[k])
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board[k] = tmp;
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}
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/* Either way, don't try this region again. */
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next[j] = -2;
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}
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}
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sfree(next);
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sfree(dsf);
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/*
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* Now go through individual cells, in the same shuffled order,
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* and try to remove each one by itself.
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*/
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for (i = 0; i < sz; ++i) {
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int tmp = board[shuf[i]];
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board[shuf[i]] = EMPTY;
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