Add hinting feature to Guess.

Pressing H now suggests the lexicographically first row consistent
with all previous feedback.

The previous function of the H key to toggle a hold marker on the
current peg is now performed by Space / CURSOR_SELECT2, which is more
in line with other puzzles anyway.
This commit is contained in:
Jonas Kölker
2015-10-01 22:53:53 +02:00
committed by Simon Tatham
parent cd67072556
commit ef5c017a5f
2 changed files with 137 additions and 3 deletions

134
guess.c
View File

@ -421,6 +421,7 @@ struct game_ui {
int drag_opeg; /* peg index, if dragged from a peg (from current guess), otherwise -1 */ int drag_opeg; /* peg index, if dragged from a peg (from current guess), otherwise -1 */
int show_labels; /* label the colours with letters */ int show_labels; /* label the colours with letters */
pegrow hint;
}; };
static game_ui *new_ui(const game_state *state) static game_ui *new_ui(const game_state *state)
@ -437,6 +438,8 @@ static game_ui *new_ui(const game_state *state)
static void free_ui(game_ui *ui) static void free_ui(game_ui *ui)
{ {
if (ui->hint)
free_pegrow(ui->hint);
free_pegrow(ui->curr_pegs); free_pegrow(ui->curr_pegs);
sfree(ui->holds); sfree(ui->holds);
sfree(ui); sfree(ui);
@ -487,6 +490,11 @@ static void game_changed_state(game_ui *ui, const game_state *oldstate,
{ {
int i; int i;
if (newstate->next_go < oldstate->next_go) {
sfree(ui->hint);
ui->hint = NULL;
}
/* Implement holds, clear other pegs. /* Implement holds, clear other pegs.
* This does something that is arguably the Right Thing even * This does something that is arguably the Right Thing even
* for undo. */ * for undo. */
@ -571,7 +579,7 @@ static void set_peg(const game_params *params, game_ui *ui, int peg, int col)
ui->markable = is_markable(params, ui->curr_pegs); ui->markable = is_markable(params, ui->curr_pegs);
} }
static int mark_pegs(pegrow guess, pegrow solution, int ncols) static int mark_pegs(pegrow guess, const pegrow solution, int ncols)
{ {
int nc_place = 0, nc_colour = 0, i, j; int nc_place = 0, nc_colour = 0, i, j;
@ -633,6 +641,125 @@ static char *encode_move(const game_state *from, game_ui *ui)
return buf; return buf;
} }
static void compute_hint(const game_state *state, game_ui *ui)
{
/* Suggest the lexicographically first row consistent with all
* previous feedback. This is not only a useful hint, but also
* a reasonable strategy if applied consistently. If the user
* uses hints in every turn, they may be able to intuit this
* strategy, or one similar to it. I (Jonas Kölker) came up
* with something close to it without seeing it in action. */
/* Some performance characteristics: I want to ask for each n,
* how many solutions are guessed in exactly n guesses if you
* use the hint in each turn.
*
* With 4 pegs and 6 colours you get the following histogram:
*
* 1 guesses: 1 solution
* 2 guesses: 4 solutions
* 3 guesses: 25 solutions
* 4 guesses: 108 solutions
* 5 guesses: 305 solutions
* 6 guesses: 602 solutions
* 7 guesses: 196 solutions
* 8 guesses: 49 solutions
* 9 guesses: 6 solutions
* (note: the tenth guess is never necessary.)
*
* With 5 pegs and 8 colours you get the following histogram:
*
* 1 guesses: 1 solution
* 2 guesses: 5 solutions
* 3 guesses: 43 solutions
* 4 guesses: 278 solutions
* 5 guesses: 1240 solutions
* 6 guesses: 3515 solutions
* 7 guesses: 7564 solutions
* 8 guesses: 14086 solutions
* 9 guesses: 4614 solutions
* 10 guesses: 1239 solutions
* 11 guesses: 175 solutions
* 12 guesses: 7 solutions
* 13 guesses: 1 solution
*
* The solution which takes too many guesses is {8, 8, 5, 6, 7}.
* The game ID is c8p5g12Bm:4991e5e41a. */
int mincolour = 1, maxcolour = 0, i, j;
/* For large values of npegs and ncolours, the lexicographically
* next guess make take a while to find. Finding upper and
* lower limits on which colours we have to consider will speed
* this up, as will caching our progress from one invocation to
* the next. The latter strategy works, since if we have ruled
* out a candidate we will never reverse this judgment in the
* light of new information. Removing information, i.e. undo,
* will require us to backtrack somehow. We backtrack by fully
* forgetting our progress (and recomputing it if required). */
for (i = 0; i < state->next_go; ++i)
for (j = 0; j < state->params.npegs; ++j)
if (state->guesses[i]->pegs[j] > maxcolour)
maxcolour = state->guesses[i]->pegs[j];
maxcolour = min(maxcolour + 1, state->params.ncolours);
increase_mincolour:
for (i = 0; i < state->next_go; ++i) {
if (state->guesses[i]->feedback[0])
goto next_iteration;
for (j = 0; j < state->params.npegs; ++j)
if (state->guesses[i]->pegs[j] != mincolour)
goto next_iteration;
++mincolour;
goto increase_mincolour;
next_iteration:
;
}
if (!ui->hint) {
ui->hint = new_pegrow(state->params.npegs);
for (i = 0; i < state->params.npegs; ++i)
ui->hint->pegs[i] = 1;
}
while (ui->hint->pegs[0] <= state->params.ncolours) {
for (i = 0; i < state->next_go; ++i) {
mark_pegs(ui->hint, state->guesses[i], maxcolour);
for (j = 0; j < state->params.npegs; ++j)
if (ui->hint->feedback[j] != state->guesses[i]->feedback[j])
goto increment_pegrow;
}
/* a valid guess was found; install it and return */
for (i = 0; i < state->params.npegs; ++i)
ui->curr_pegs->pegs[i] = ui->hint->pegs[i];
ui->markable = TRUE;
ui->peg_cur = state->params.npegs;
ui->display_cur = 1;
return;
increment_pegrow:
for (i = ui->hint->npegs;
++ui->hint->pegs[--i], i && ui->hint->pegs[i] > maxcolour;
ui->hint->pegs[i] = mincolour);
}
/* No solution is compatible with the given hints. Impossible! */
/* (hack new_game_desc to create invalid solutions to get here) */
/* For some values of npegs and ncolours, the hinting function takes a
* long time to complete. To visually indicate completion with failure,
* should it ever happen, update the ui in some trivial way. This gives
* the user a sense of broken(ish)ness and futility. */
if (!ui->display_cur) {
ui->display_cur = 1;
} else if (state->params.npegs == 1) {
ui->display_cur = 0;
} else {
ui->peg_cur = (ui->peg_cur + 1) % state->params.npegs;
}
}
static char *interpret_move(const game_state *from, game_ui *ui, static char *interpret_move(const game_state *from, game_ui *ui,
const game_drawstate *ds, const game_drawstate *ds,
int x, int y, int button) int x, int y, int button)
@ -754,6 +881,9 @@ static char *interpret_move(const game_state *from, game_ui *ui,
if (button == CURSOR_UP && ui->colour_cur > 0) if (button == CURSOR_UP && ui->colour_cur > 0)
ui->colour_cur--; ui->colour_cur--;
ret = ""; ret = "";
} else if (button == 'h' || button == 'H' || button == '?') {
compute_hint(from, ui);
ret = "";
} else if (button == CURSOR_LEFT || button == CURSOR_RIGHT) { } else if (button == CURSOR_LEFT || button == CURSOR_RIGHT) {
int maxcur = from->params.npegs; int maxcur = from->params.npegs;
if (ui->markable) maxcur++; if (ui->markable) maxcur++;
@ -776,7 +906,7 @@ static char *interpret_move(const game_state *from, game_ui *ui,
ui->display_cur = 1; ui->display_cur = 1;
set_peg(&from->params, ui, ui->peg_cur, 0); set_peg(&from->params, ui, ui->peg_cur, 0);
ret = ""; ret = "";
} else if (button == 'H' || button == 'h') { } else if (button == CURSOR_SELECT2) {
if (ui->peg_cur == from->params.npegs) if (ui->peg_cur == from->params.npegs)
return NULL; return NULL;
ui->display_cur = 1; ui->display_cur = 1;

View File

@ -1324,7 +1324,11 @@ Alternatively, with the keyboard, the up and down cursor keys can be
used to select a peg colour, the left and right keys to select a used to select a peg colour, the left and right keys to select a
peg position, and the space bar or Enter key to place a peg of the peg position, and the space bar or Enter key to place a peg of the
selected colour in the chosen position. \q{D} or Backspace removes a selected colour in the chosen position. \q{D} or Backspace removes a
peg, and \q{H} adds a hold marker. peg, and Space adds a hold marker.
Pressing \q{h} or \q{?} will fill the current guess with a suggested
guess. Using this is not recommended for 10 or more pegs as it is
slow.
When the guess is complete, the smaller feedback pegs will be highlighted; When the guess is complete, the smaller feedback pegs will be highlighted;
clicking on these (or moving the peg cursor to them with the arrow keys clicking on these (or moving the peg cursor to them with the arrow keys