Completely rewrite the loop-detection algorithm used to check game

completion, _again_. In r6174 I changed it from dsf to conventional
graph theory so that it could actually highlight loops as opposed to
just discovering that one existed. Unfortunately, yesterday I
discovered a fundamental graph-theoretic error in the latter
algorithm: if you had two entirely separate loops connected by a
single path, the path would be highlighted as well as the loops.

Therefore, I've reverted to the original dsf technique, combined
with a subsequent pass to trace around each loop discovered. This
version seems to do a better job of only highlighting the actual
loops.

[originally from svn r6283]
[r6174 == 2bd8e241a93165a99f5e2c4a2dd9c3b3b1e3c6f3]
This commit is contained in:
Simon Tatham
2005-09-10 09:39:29 +00:00
parent 72989cdf1d
commit efda6cff49

200
slant.c
View File

@ -76,12 +76,13 @@ struct game_params {
typedef struct game_clues {
int w, h;
signed char *clues;
signed char *tmpsoln;
int *tmpdsf;
int refcount;
} game_clues;
#define ERR_VERTEX 1
#define ERR_SQUARE 2
#define ERR_SQUARE_TMP 4
struct game_state {
struct game_params p;
@ -1122,7 +1123,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
state->clues->h = h;
state->clues->clues = snewn(W*H, signed char);
state->clues->refcount = 1;
state->clues->tmpsoln = snewn(w*h, signed char);
state->clues->tmpdsf = snewn(W*H, int);
memset(state->clues->clues, -1, W*H);
while (*desc) {
int n = *desc++;
@ -1165,7 +1166,7 @@ static void free_game(game_state *state)
assert(state->clues);
if (--state->clues->refcount <= 0) {
sfree(state->clues->clues);
sfree(state->clues->tmpsoln);
sfree(state->clues->tmpdsf);
sfree(state->clues);
}
sfree(state);
@ -1216,63 +1217,162 @@ static int vertex_degree(int w, int h, signed char *soln, int x, int y,
static int check_completion(game_state *state)
{
int w = state->p.w, h = state->p.h, W = w+1, H = h+1;
int x, y, err = FALSE;
signed char *ts;
int i, x, y, err = FALSE;
int *dsf;
memset(state->errors, 0, W*H);
/*
* An easy way to do loop checking would be by means of the
* same dsf technique we've used elsewhere (loop over all edges
* in the grid, joining vertices together into equivalence
* classes when connected by an edge, and raise the alarm when
* an edge joins two already-equivalent vertices). However, a
* better approach is to repeatedly remove the single edge
* connecting to any degree-1 vertex, and then see if there are
* any edges left over; if so, precisely those edges are part
* of loops, which means we can highlight them as errors for
* the user.
* To detect loops in the grid, we iterate through each edge
* building up a dsf of connected components, and raise the
* alarm whenever we find an edge that connects two
* already-connected vertices.
*
* We use the `tmpsoln' scratch space in the shared clues
* We use the `tmpdsf' scratch space in the shared clues
* structure, to avoid mallocing too often.
*
* When we find such an edge, we then search around the grid to
* find the loop it is a part of, so that we can highlight it
* as an error for the user. We do this by the hand-on-one-wall
* technique: the search will follow branches off the inside of
* the loop, discover they're dead ends, and unhighlight them
* again when returning to the actual loop.
*
* This technique guarantees that every loop it tracks will
* surround a disjoint area of the grid (since if an existing
* loop appears on the boundary of a new one, so that there are
* multiple possible paths that would come back to the starting
* point, it will pick the one that allows it to turn right
* most sharply and hence the one that does not re-surround the
* area of the previous one). Thus, the total time taken in
* searching round loops is linear in the grid area since every
* edge is visited at most twice.
*/
ts = state->clues->tmpsoln;
memcpy(ts, state->soln, w*h);
for (y = 0; y < H; y++)
for (x = 0; x < W; x++) {
int vx = x, vy = y;
int sx, sy;
/*
* Every time we disconnect a vertex like this, there
* is precisely one other vertex which might have
* become degree 1; so we follow the trail as far as it
* leads. This ensures that we don't have to make more
* than one loop over the grid, because whenever a
* degree-1 vertex comes into existence somewhere we've
* already looked, we immediately remove it again.
* Hence one loop over the grid is adequate; and
* moreover, this algorithm visits every vertex at most
* twice (once in the loop and possibly once more as a
* result of following a trail) so it has linear time
* in the area of the grid.
*/
while (vertex_degree(w, h, ts, vx, vy, FALSE, &sx, &sy) == 1) {
ts[sy*w+sx] = 0;
vx = vx + 1 + (sx - vx) * 2;
vy = vy + 1 + (sy - vy) * 2;
}
}
/*
* Now mark any remaining edges with ERR_SQUARE.
*/
dsf = state->clues->tmpdsf;
for (i = 0; i < W*H; i++)
dsf[i] = i; /* initially all distinct */
for (y = 0; y < h; y++)
for (x = 0; x < w; x++)
if (ts[y*w+x]) {
state->errors[y*W+x] |= ERR_SQUARE;
err = TRUE;
for (x = 0; x < w; x++) {
int i1, i2;
if (state->soln[y*w+x] == 0)
continue;
if (state->soln[y*w+x] < 0) {
i1 = y*W+x;
i2 = (y+1)*W+(x+1);
} else {
i1 = y*W+(x+1);
i2 = (y+1)*W+x;
}
/*
* Our edge connects i1 with i2. If they're already
* connected, flag an error. Otherwise, link them.
*/
if (dsf_canonify(dsf, i1) == dsf_canonify(dsf, i2)) {
int x1, y1, x2, y2, dx, dy, dt, pass;
err = TRUE;
/*
* Now search around the boundary of the loop to
* highlight it.
*
* We have to do this in two passes. The first
* time, we toggle ERR_SQUARE_TMP on each edge;
* this pass terminates with ERR_SQUARE_TMP set on
* exactly the loop edges. In the second pass, we
* trace round that loop again and turn
* ERR_SQUARE_TMP into ERR_SQUARE. We have to do
* this because otherwise we might cancel part of a
* loop highlighted in a previous iteration of the
* outer loop.
*/
for (pass = 0; pass < 2; pass++) {
x1 = i1 % W;
y1 = i1 / W;
x2 = i2 % W;
y2 = i2 / W;
do {
/* Mark this edge. */
if (pass == 0) {
state->errors[min(y1,y2)*W+min(x1,x2)] ^=
ERR_SQUARE_TMP;
} else {
state->errors[min(y1,y2)*W+min(x1,x2)] |=
ERR_SQUARE;
state->errors[min(y1,y2)*W+min(x1,x2)] &=
~ERR_SQUARE_TMP;
}
/*
* Progress to the next edge by turning as
* sharply right as possible. In fact we do
* this by facing back along the edge and
* turning _left_ until we see an edge we
* can follow.
*/
dx = x1 - x2;
dy = y1 - y2;
for (i = 0; i < 4; i++) {
/*
* Rotate (dx,dy) to the left.
*/
dt = dx; dx = dy; dy = -dt;
/*
* See if (x2,y2) has an edge in direction
* (dx,dy).
*/
if (x2+dx < 0 || x2+dx >= W ||
y2+dy < 0 || y2+dy >= H)
continue; /* off the side of the grid */
/* In the second pass, ignore unmarked edges. */
if (pass == 1 &&
!(state->errors[(y2-(dy<0))*W+x2-(dx<0)] &
ERR_SQUARE_TMP))
continue;
if (state->soln[(y2-(dy<0))*w+x2-(dx<0)] ==
(dx==dy ? -1 : +1))
break;
}
/*
* In pass 0, we expect to have found
* _some_ edge we can follow, even if it
* was found by rotating all the way round
* and going back the way we came.
*
* In pass 1, because we're removing the
* mark on each edge that allows us to
* follow it, we expect to find _no_ edge
* we can follow when we've come all the
* way round the loop.
*/
if (pass == 1 && i == 4)
break;
assert(i < 4);
/*
* Set x1,y1 to x2,y2, and x2,y2 to be the
* other end of the new edge.
*/
x1 = x2;
y1 = y2;
x2 += dx;
y2 += dy;
} while (y2*W+x2 != i2);
}
} else
dsf_merge(dsf, i1, i2);
}
/*
* Now go through and check the degree of each clue vertex, and
* mark it with ERR_VERTEX if it cannot be fulfilled.