Remove the long comment at the end of findloop.c.

This week I expanded that comment into a blog post:

  https://www.chiark.greenend.org.uk/~sgtatham/quasiblog/findloop/

which improves on the comment in three ways:

  1. diagrams

  2. adds a further reason why the footpath-dsf algorithm was
     unsatisfactory, pointed out by a Mastodon comment after I
     published the original version of the blog post

  3. adds the punchline that the loop tracing approach _could_ have
     been made to work after all!

So I've deleted the comment and replaced it with a link to the article.
This commit is contained in:
Simon Tatham
2024-09-10 12:17:22 +01:00
parent 53ceb98ff7
commit cd97968b03

View File

@ -9,6 +9,10 @@
* are precisely those which _wouldn't_ disconnect anything if removed
* (individually) - but of course flipping the sense of the output is
* easy.
*
* For some fun background reading about all the _wrong_ ways the
* Puzzles code base has tried to solve this problem in the past:
* https://www.chiark.greenend.org.uk/~sgtatham/quasiblog/findloop/
*/
#include "puzzles.h"
@ -356,175 +360,3 @@ bool findloop_run(struct findloopstate *pv, int nvertices,
*/
return nbridges < nedges;
}
/*
* Appendix: the long and painful history of loop detection in these puzzles
* =========================================================================
*
* For interest, I thought I'd write up the five loop-finding methods
* I've gone through before getting to this algorithm. It's a case
* study in all the ways you can solve this particular problem
* wrongly, and also how much effort you can waste by not managing to
* find the existing solution in the literature :-(
*
* Vertex dsf
* ----------
*
* Initially, in puzzles where you need to not have any loops in the
* solution graph, I detected them by using a dsf to track connected
* components of vertices. Iterate over each edge unifying the two
* vertices it connects; but before that, check if the two vertices
* are _already_ known to be connected. If so, then the new edge is
* providing a second path between them, i.e. a loop exists.
*
* That's adequate for automated solvers, where you just need to know
* _whether_ a loop exists, so as to rule out that move and do
* something else. But during play, you want to do better than that:
* you want to _point out_ the loops with error highlighting.
*
* Graph pruning
* -------------
*
* So my second attempt worked by iteratively pruning the graph. Find
* a vertex with degree 1; remove that edge; repeat until you can't
* find such a vertex any more. This procedure will remove *every*
* edge of the graph if and only if there were no loops; so if there
* are any edges remaining, highlight them.
*
* This successfully highlights loops, but not _only_ loops. If the
* graph contains a 'dumb-bell' shaped subgraph consisting of two
* loops connected by a path, then we'll end up highlighting the
* connecting path as well as the loops. That's not what we wanted.
*
* Vertex dsf with ad-hoc loop tracing
* -----------------------------------
*
* So my third attempt was to go back to the dsf strategy, only this
* time, when you detect that a particular edge connects two
* already-connected vertices (and hence is part of a loop), you try
* to trace round that loop to highlight it - before adding the new
* edge, search for a path between its endpoints among the edges the
* algorithm has already visited, and when you find one (which you
* must), highlight the loop consisting of that path plus the new
* edge.
*
* This solves the dumb-bell problem - we definitely now cannot
* accidentally highlight any edge that is *not* part of a loop. But
* it's far from clear that we'll highlight *every* edge that *is*
* part of a loop - what if there were multiple paths between the two
* vertices? It would be difficult to guarantee that we'd always catch
* every single one.
*
* On the other hand, it is at least guaranteed that we'll highlight
* _something_ if any loop exists, and in other error highlighting
* situations (see in particular the Tents connected component
* analysis) I've been known to consider that sufficient. So this
* version hung around for quite a while, until I had a better idea.
*
* Face dsf
* --------
*
* Round about the time Loopy was being revamped to include non-square
* grids, I had a much cuter idea, making use of the fact that the
* graph is planar, and hence has a concept of faces.
*
* In Loopy, there are really two graphs: the 'grid', consisting of
* all the edges that the player *might* fill in, and the solution
* graph of the edges the player actually *has* filled in. The
* algorithm is: set up a dsf on the *faces* of the grid. Iterate over
* each edge of the grid which is _not_ marked by the player as an
* edge of the solution graph, unifying the faces on either side of
* that edge. This groups the faces into connected components. Now,
* there is more than one connected component iff a loop exists, and
* moreover, an edge of the solution graph is part of a loop iff the
* faces on either side of it are in different connected components!
*
* This is the first algorithm I came up with that I was confident
* would successfully highlight exactly the correct set of edges in
* all cases. It's also conceptually elegant, and very easy to
* implement and to be confident you've got it right (since it just
* consists of two very simple loops over the edge set, one building
* the dsf and one reading it off). I was very pleased with it.
*
* Doing the same thing in Slant is slightly more difficult because
* the set of edges the user can fill in do not form a planar graph
* (the two potential edges in each square cross in the middle). But
* you can still apply the same principle by considering the 'faces'
* to be diamond-shaped regions of space around each horizontal or
* vertical grid line. Equivalently, pretend each edge added by the
* player is really divided into two edges, each from a square-centre
* to one of the square's corners, and now the grid graph is planar
* again.
*
* However, it fell down when - much later - I tried to implement the
* same algorithm in Net.
*
* Net doesn't *absolutely need* loop detection, because of its system
* of highlighting squares connected to the source square: an argument
* involving counting vertex degrees shows that if any loop exists,
* then it must be counterbalanced by some disconnected square, so
* there will be _some_ error highlight in any invalid grid even
* without loop detection. However, in large complicated cases, it's
* still nice to highlight the loop itself, so that once the player is
* clued in to its existence by a disconnected square elsewhere, they
* don't have to spend forever trying to find it.
*
* The new wrinkle in Net, compared to other loop-disallowing puzzles,
* is that it can be played with wrapping walls, or - topologically
* speaking - on a torus. And a torus has a property that algebraic
* topologists would know of as a 'non-trivial H_1 homology group',
* which essentially means that there can exist a loop on a torus
* which *doesn't* separate the surface into two regions disconnected
* from each other.
*
* In other words, using this algorithm in Net will do fine at finding
* _small_ localised loops, but a large-scale loop that goes (say) off
* the top of the grid, back on at the bottom, and meets up in the
* middle again will not be detected.
*
* Footpath dsf
* ------------
*
* To solve this homology problem in Net, I hastily thought up another
* dsf-based algorithm.
*
* This time, let's consider each edge of the graph to be a road, with
* a separate pedestrian footpath down each side. We'll form a dsf on
* those imaginary segments of footpath.
*
* At each vertex of the graph, we go round the edges leaving that
* vertex, in order around the vertex. For each pair of edges adjacent
* in this order, we unify their facing pair of footpaths (e.g. if
* edge E appears anticlockwise of F, then we unify the anticlockwise
* footpath of F with the clockwise one of E) . In particular, if a
* vertex has degree 1, then the two footpaths on either side of its
* single edge are unified.
*
* Then, an edge is part of a loop iff its two footpaths are not
* reachable from one another.
*
* This algorithm is almost as simple to implement as the face dsf,
* and it works on a wider class of graphs embedded in plane-like
* surfaces; in particular, it fixes the torus bug in the face-dsf
* approach. However, it still depends on the graph having _some_ sort
* of embedding in a 2-manifold, because it relies on there being a
* meaningful notion of 'order of edges around a vertex' in the first
* place, so you couldn't use it on a wildly nonplanar graph like the
* diamond lattice. Also, more subtly, it depends on the graph being
* embedded in an _orientable_ surface - and that's a thing that might
* much more plausibly change in future puzzles, because it's not at
* all unlikely that at some point I might feel moved to implement a
* puzzle that can be played on the surface of a Mobius strip or a
* Klein bottle. And then even this algorithm won't work.
*
* Tarjan's bridge-finding algorithm
* ---------------------------------
*
* And so, finally, we come to the algorithm above. This one is pure
* graph theory: it doesn't depend on any concept of 'faces', or 'edge
* ordering around a vertex', or any other trapping of a planar or
* quasi-planar graph embedding. It should work on any graph
* whatsoever, and reliably identify precisely the set of edges that
* form part of some loop. So *hopefully* this long string of failures
* has finally come to an end...
*/