Apply some optimisation to Undead's get_unique() function, which was

not only enumerating all possible arrangements of monsters along a
sight-line in O(3^n) time, but also allocated memory for them all and
then does a quadratic-time loop over that list to find arrangements
with a unique visibility count from both ends. Spotted by the new
'make test', which observed that 7x7dn#517035041807425 took 45 seconds
to generate.

This revised version still does the initial O(3^n) enumeration, which
can probably be got rid of as well with a bit more thought, but it now
doesn't allocate nearly so much memory and it spots uniques
efficiently. The above random seed now generates the same game ID in
less than a second, which drops this puzzle off the 'make test' hit
list of things most obviously needing speedup.

[originally from svn r9826]
This commit is contained in:
Simon Tatham
2013-04-12 16:28:52 +00:00
parent 120f6de605
commit fe6da52b26

View File

@ -576,8 +576,9 @@ int next_list(struct guess *g, int pos) {
void get_unique(game_state *state, int counter, random_state *rs) {
int p,i,c,count_uniques;
int p,i,c,pathlimit,count_uniques;
struct guess path_guess;
int *view_count;
struct entry {
struct entry *link;
@ -589,7 +590,7 @@ void get_unique(game_state *state, int counter, random_state *rs) {
struct {
struct entry *head;
struct entry *node;
} views, single_views, loop_views, test_views;
} views, single_views, test_views;
struct entry test_entry;
@ -616,19 +617,16 @@ void get_unique(game_state *state, int counter, random_state *rs) {
views.head = NULL;
views.node = NULL;
do {
int mirror;
pathlimit = state->common->paths[counter].length + 1;
view_count = snewn(pathlimit*pathlimit, int);
for (i = 0; i < pathlimit*pathlimit; i++)
view_count[i] = 0;
views.node = snewn(1,struct entry);
views.node->link = views.head;
views.node->guess = snewn(path_guess.length,int);
views.head = views.node;
views.node->start_view = 0;
views.node->end_view = 0;
memcpy(views.node->guess, path_guess.guess,
path_guess.length*sizeof(int));
do {
int mirror, start_view, end_view;
mirror = FALSE;
start_view = 0;
for (p=0;p<state->common->paths[counter].length;p++) {
if (state->common->paths[counter].p[p] == -1) mirror = TRUE;
else {
@ -636,17 +634,18 @@ void get_unique(game_state *state, int counter, random_state *rs) {
if (state->common->paths[counter].p[p] ==
state->common->paths[counter].mapping[i]) {
if (path_guess.guess[i] == 1 && mirror == TRUE)
views.node->start_view++;
start_view++;
if (path_guess.guess[i] == 2 && mirror == FALSE)
views.node->start_view++;
start_view++;
if (path_guess.guess[i] == 4)
views.node->start_view++;
start_view++;
break;
}
}
}
}
mirror = FALSE;
end_view = 0;
for (p=state->common->paths[counter].length-1;p>=0;p--) {
if (state->common->paths[counter].p[p] == -1) mirror = TRUE;
else {
@ -654,16 +653,31 @@ void get_unique(game_state *state, int counter, random_state *rs) {
if (state->common->paths[counter].p[p] ==
state->common->paths[counter].mapping[i]) {
if (path_guess.guess[i] == 1 && mirror == TRUE)
views.node->end_view++;
end_view++;
if (path_guess.guess[i] == 2 && mirror == FALSE)
views.node->end_view++;
end_view++;
if (path_guess.guess[i] == 4)
views.node->end_view++;
end_view++;
break;
}
}
}
}
assert(start_view >= 0 && start_view < pathlimit);
assert(end_view >= 0 && end_view < pathlimit);
i = start_view * pathlimit + end_view;
view_count[i]++;
if (view_count[i] == 1) {
views.node = snewn(1,struct entry);
views.node->link = views.head;
views.node->guess = snewn(path_guess.length,int);
views.head = views.node;
views.node->start_view = start_view;
views.node->end_view = end_view;
memcpy(views.node->guess, path_guess.guess,
path_guess.length*sizeof(int));
}
} while (next_list(&path_guess, path_guess.length-1));
/* extract single entries from view list */
@ -680,17 +694,8 @@ void get_unique(game_state *state, int counter, random_state *rs) {
while (test_views.head != NULL) {
test_views.node = test_views.head;
test_views.head = test_views.head->link;
c = 0;
loop_views.head = views.head;
loop_views.node = views.node;
while (loop_views.head != NULL) {
loop_views.node = loop_views.head;
loop_views.head = loop_views.head->link;
if (test_views.node->start_view == loop_views.node->start_view &&
test_views.node->end_view == loop_views.node->end_view)
c++;
}
if (c == 1) {
i = test_views.node->start_view * pathlimit + test_views.node->end_view;
if (view_count[i] == 1) {
single_views.node = snewn(1,struct entry);
single_views.node->link = single_views.head;
single_views.node->guess = snewn(path_guess.length,int);
@ -703,6 +708,8 @@ void get_unique(game_state *state, int counter, random_state *rs) {
}
}
sfree(view_count);
if (count_uniques > 0) {
test_entry.start_view = 0;
test_entry.end_view = 0;