Patch from Lambros to make the Normal difficulty level easier, since

people have generally seemed to think Loopy is one of the more
difficult puzzles in the collection. There's a new level called
Tricky, between Normal and Hard, which is equivalent to the old
Normal.

[originally from svn r8398]
This commit is contained in:
Simon Tatham
2009-01-07 23:07:11 +00:00
parent d9e39add3a
commit fee17c3704

364
loopy.c
View File

@ -133,17 +133,6 @@ enum solver_status {
};
/* ------ Solver state ------ */
typedef struct normal {
/* For each dline, store a bitmask for whether we know:
* (bit 0) at least one is YES
* (bit 1) at most one is YES */
char *dlines;
} normal_mode_state;
typedef struct hard {
int *linedsf;
} hard_mode_state;
typedef struct solver_state {
game_state *state;
enum solver_status solver_status;
@ -151,6 +140,10 @@ typedef struct solver_state {
* looplen of 1 means there are no lines to a particular dot */
int *looplen;
/* Difficulty level of solver. Used by solver functions that want to
* vary their behaviour depending on the requested difficulty level. */
int diff;
/* caches */
char *dot_yes_count;
char *dot_no_count;
@ -159,8 +152,14 @@ typedef struct solver_state {
char *dot_solved, *face_solved;
int *dotdsf;
normal_mode_state *normal;
hard_mode_state *hard;
/* Information for Normal level deductions:
* For each dline, store a bitmask for whether we know:
* (bit 0) at least one is YES
* (bit 1) at most one is YES */
char *dlines;
/* Hard level information */
int *linedsf;
} solver_state;
/*
@ -169,21 +168,39 @@ typedef struct solver_state {
*/
#define DIFFLIST(A) \
A(EASY,Easy,e,easy_mode_deductions) \
A(NORMAL,Normal,n,normal_mode_deductions) \
A(HARD,Hard,h,hard_mode_deductions)
#define ENUM(upper,title,lower,fn) DIFF_ ## upper,
#define TITLE(upper,title,lower,fn) #title,
#define ENCODE(upper,title,lower,fn) #lower
#define CONFIG(upper,title,lower,fn) ":" #title
#define SOLVER_FN_DECL(upper,title,lower,fn) static int fn(solver_state *);
#define SOLVER_FN(upper,title,lower,fn) &fn,
A(EASY,Easy,e) \
A(NORMAL,Normal,n) \
A(TRICKY,Tricky,t) \
A(HARD,Hard,h)
#define ENUM(upper,title,lower) DIFF_ ## upper,
#define TITLE(upper,title,lower) #title,
#define ENCODE(upper,title,lower) #lower
#define CONFIG(upper,title,lower) ":" #title
enum { DIFFLIST(ENUM) DIFF_MAX };
static char const *const diffnames[] = { DIFFLIST(TITLE) };
static char const diffchars[] = DIFFLIST(ENCODE);
#define DIFFCONFIG DIFFLIST(CONFIG)
DIFFLIST(SOLVER_FN_DECL)
static int (*(solver_fns[]))(solver_state *) = { DIFFLIST(SOLVER_FN) };
/*
* Solver routines, sorted roughly in order of computational cost.
* The solver will run the faster deductions first, and slower deductions are
* only invoked when the faster deductions are unable to make progress.
* Each function is associated with a difficulty level, so that the generated
* puzzles are solvable by applying only the functions with the chosen
* difficulty level or lower.
*/
#define SOLVERLIST(A) \
A(trivial_deductions, DIFF_EASY) \
A(dline_deductions, DIFF_NORMAL) \
A(linedsf_deductions, DIFF_HARD) \
A(loop_deductions, DIFF_EASY)
#define SOLVER_FN_DECL(fn,diff) static int fn(solver_state *);
#define SOLVER_FN(fn,diff) &fn,
#define SOLVER_DIFF(fn,diff) diff,
SOLVERLIST(SOLVER_FN_DECL)
static int (*(solver_fns[]))(solver_state *) = { SOLVERLIST(SOLVER_FN) };
static int const solver_diffs[] = { SOLVERLIST(SOLVER_DIFF) };
const int NUM_SOLVERS = sizeof(solver_diffs)/sizeof(*solver_diffs);
struct game_params {
int w, h;
@ -218,8 +235,7 @@ struct game_drawstate {
static char *validate_desc(game_params *params, char *desc);
static int dot_order(const game_state* state, int i, char line_type);
static int face_order(const game_state* state, int i, char line_type);
static solver_state *solve_game_rec(const solver_state *sstate,
int diff);
static solver_state *solve_game_rec(const solver_state *sstate);
#ifdef DEBUG_CACHES
static void check_caches(const solver_state* sstate);
@ -333,6 +349,7 @@ static solver_state *new_solver_state(game_state *state, int diff) {
ret->state = dup_game(state);
ret->solver_status = SOLVER_INCOMPLETE;
ret->diff = diff;
ret->dotdsf = snew_dsf(num_dots);
ret->looplen = snewn(num_dots, int);
@ -356,18 +373,16 @@ static solver_state *new_solver_state(game_state *state, int diff) {
memset(ret->face_no_count, 0, num_faces);
if (diff < DIFF_NORMAL) {
ret->normal = NULL;
ret->dlines = NULL;
} else {
ret->normal = snew(normal_mode_state);
ret->normal->dlines = snewn(2*num_edges, char);
memset(ret->normal->dlines, 0, 2*num_edges);
ret->dlines = snewn(2*num_edges, char);
memset(ret->dlines, 0, 2*num_edges);
}
if (diff < DIFF_HARD) {
ret->hard = NULL;
ret->linedsf = NULL;
} else {
ret->hard = snew(hard_mode_state);
ret->hard->linedsf = snew_dsf(state->game_grid->num_edges);
ret->linedsf = snew_dsf(state->game_grid->num_edges);
}
return ret;
@ -385,15 +400,9 @@ static void free_solver_state(solver_state *sstate) {
sfree(sstate->face_yes_count);
sfree(sstate->face_no_count);
if (sstate->normal) {
sfree(sstate->normal->dlines);
sfree(sstate->normal);
}
if (sstate->hard) {
sfree(sstate->hard->linedsf);
sfree(sstate->hard);
}
/* OK, because sfree(NULL) is a no-op */
sfree(sstate->dlines);
sfree(sstate->linedsf);
sfree(sstate);
}
@ -409,6 +418,7 @@ static solver_state *dup_solver_state(const solver_state *sstate) {
ret->state = state = dup_game(sstate->state);
ret->solver_status = sstate->solver_status;
ret->diff = sstate->diff;
ret->dotdsf = snewn(num_dots, int);
ret->looplen = snewn(num_dots, int);
@ -432,22 +442,20 @@ static solver_state *dup_solver_state(const solver_state *sstate) {
ret->face_no_count = snewn(num_faces, char);
memcpy(ret->face_no_count, sstate->face_no_count, num_faces);
if (sstate->normal) {
ret->normal = snew(normal_mode_state);
ret->normal->dlines = snewn(2*num_edges, char);
memcpy(ret->normal->dlines, sstate->normal->dlines,
if (sstate->dlines) {
ret->dlines = snewn(2*num_edges, char);
memcpy(ret->dlines, sstate->dlines,
2*num_edges);
} else {
ret->normal = NULL;
ret->dlines = NULL;
}
if (sstate->hard) {
ret->hard = snew(hard_mode_state);
ret->hard->linedsf = snewn(num_edges, int);
memcpy(ret->hard->linedsf, sstate->hard->linedsf,
if (sstate->linedsf) {
ret->linedsf = snewn(num_edges, int);
memcpy(ret->linedsf, sstate->linedsf,
num_edges * sizeof(int));
} else {
ret->hard = NULL;
ret->linedsf = NULL;
}
return ret;
@ -1105,12 +1113,12 @@ static int merge_lines(solver_state *sstate, int i, int j, int inverse
assert(i < sstate->state->game_grid->num_edges);
assert(j < sstate->state->game_grid->num_edges);
i = edsf_canonify(sstate->hard->linedsf, i, &inv_tmp);
i = edsf_canonify(sstate->linedsf, i, &inv_tmp);
inverse ^= inv_tmp;
j = edsf_canonify(sstate->hard->linedsf, j, &inv_tmp);
j = edsf_canonify(sstate->linedsf, j, &inv_tmp);
inverse ^= inv_tmp;
edsf_merge(sstate->hard->linedsf, i, j, inverse);
edsf_merge(sstate->linedsf, i, j, inverse);
#ifdef SHOW_WORKING
if (i != j) {
@ -1713,7 +1721,7 @@ static int game_has_unique_soln(const game_state *state, int diff)
solver_state *sstate_new;
solver_state *sstate = new_solver_state((game_state *)state, diff);
sstate_new = solve_game_rec(sstate, diff);
sstate_new = solve_game_rec(sstate);
assert(sstate_new->solver_status != SOLVER_MISTAKE);
ret = (sstate_new->solver_status == SOLVER_SOLVED);
@ -2027,7 +2035,7 @@ static int check_completion(game_state *state)
* Easy Mode
* Just implement the rules of the game.
*
* Normal Mode
* Normal and Tricky Modes
* For each (adjacent) pair of lines through each dot we store a bit for
* whether at least one of them is on and whether at most one is on. (If we
* know both or neither is on that's already stored more directly.)
@ -2164,7 +2172,7 @@ static int dline_set_opp_atleastone(solver_state *sstate,
continue;
/* Found opposite UNKNOWNS and they're next to each other */
opp_dline_index = dline_index_from_dot(g, d, opp);
return set_atleastone(sstate->normal->dlines, opp_dline_index);
return set_atleastone(sstate->dlines, opp_dline_index);
}
return FALSE;
}
@ -2197,8 +2205,8 @@ static int face_setall_identical(solver_state *sstate, int face_index,
continue;
/* Found two UNKNOWNS */
can1 = edsf_canonify(sstate->hard->linedsf, line1_index, &inv1);
can2 = edsf_canonify(sstate->hard->linedsf, line2_index, &inv2);
can1 = edsf_canonify(sstate->linedsf, line1_index, &inv1);
can2 = edsf_canonify(sstate->linedsf, line2_index, &inv2);
if (can1 == can2 && inv1 == inv2) {
solver_set_line(sstate, line1_index, line_new);
solver_set_line(sstate, line2_index, line_new);
@ -2239,7 +2247,7 @@ static int parity_deductions(solver_state *sstate,
{
game_state *state = sstate->state;
int diff = DIFF_MAX;
int *linedsf = sstate->hard->linedsf;
int *linedsf = sstate->linedsf;
if (unknown_count == 2) {
/* Lines are known alike/opposite, depending on inv. */
@ -2338,7 +2346,7 @@ static int parity_deductions(solver_state *sstate,
* Answer: first all squares then all dots.
*/
static int easy_mode_deductions(solver_state *sstate)
static int trivial_deductions(solver_state *sstate)
{
int i, current_yes, current_no;
game_state *state = sstate->state;
@ -2433,11 +2441,11 @@ static int easy_mode_deductions(solver_state *sstate)
return diff;
}
static int normal_mode_deductions(solver_state *sstate)
static int dline_deductions(solver_state *sstate)
{
game_state *state = sstate->state;
grid *g = state->game_grid;
char *dlines = sstate->normal->dlines;
char *dlines = sstate->dlines;
int i;
int diff = DIFF_MAX;
@ -2583,29 +2591,34 @@ static int normal_mode_deductions(solver_state *sstate)
diff = min(diff, DIFF_EASY);
}
/* Now see if we can make dline deduction for edges{j,j+1} */
e = f->edges[k];
if (state->lines[e - g->edges] != LINE_UNKNOWN)
/* Only worth doing this for an UNKNOWN,UNKNOWN pair.
* Dlines where one of the edges is known, are handled in the
* dot-deductions */
continue;
dline_index = dline_index_from_face(g, f, k);
k++;
if (k >= N) k = 0;
/* minimum YESs in the complement of this dline */
if (mins[k][j] > clue - 2) {
/* Adding 2 YESs would break the clue */
if (set_atmostone(dlines, dline_index))
diff = min(diff, DIFF_NORMAL);
}
/* maximum YESs in the complement of this dline */
if (maxs[k][j] < clue) {
/* Adding 2 NOs would mean not enough YESs */
if (set_atleastone(dlines, dline_index))
diff = min(diff, DIFF_NORMAL);
/* More advanced deduction that allows propagation along diagonal
* chains of faces connected by dots, for example, 3-2-...-2-3
* in square grids. */
if (sstate->diff >= DIFF_TRICKY) {
/* Now see if we can make dline deduction for edges{j,j+1} */
e = f->edges[k];
if (state->lines[e - g->edges] != LINE_UNKNOWN)
/* Only worth doing this for an UNKNOWN,UNKNOWN pair.
* Dlines where one of the edges is known, are handled in the
* dot-deductions */
continue;
dline_index = dline_index_from_face(g, f, k);
k++;
if (k >= N) k = 0;
/* minimum YESs in the complement of this dline */
if (mins[k][j] > clue - 2) {
/* Adding 2 YESs would break the clue */
if (set_atmostone(dlines, dline_index))
diff = min(diff, DIFF_NORMAL);
}
/* maximum YESs in the complement of this dline */
if (maxs[k][j] < clue) {
/* Adding 2 NOs would mean not enough YESs */
if (set_atleastone(dlines, dline_index))
diff = min(diff, DIFF_NORMAL);
}
}
}
}
@ -2699,49 +2712,55 @@ static int normal_mode_deductions(solver_state *sstate)
}
}
/* If we have atleastone set for this dline, infer
* atmostone for each "opposite" dline (that is, each
* dline without edges in common with this one).
* Again, this test is only worth doing if both these
* lines are UNKNOWN. For if one of these lines were YES,
* the (yes == 1) test above would kick in instead. */
if (is_atleastone(dlines, dline_index)) {
int opp;
for (opp = 0; opp < N; opp++) {
int opp_dline_index;
if (opp == j || opp == j+1 || opp == j-1)
continue;
if (j == 0 && opp == N-1)
continue;
if (j == N-1 && opp == 0)
continue;
opp_dline_index = dline_index_from_dot(g, d, opp);
if (set_atmostone(dlines, opp_dline_index))
diff = min(diff, DIFF_NORMAL);
}
if (yes == 0 && is_atmostone(dlines, dline_index)) {
/* This dline has *exactly* one YES and there are no
* other YESs. This allows more deductions. */
if (unknown == 3) {
/* Third unknown must be YES */
for (opp = 0; opp < N; opp++) {
int opp_index;
if (opp == j || opp == k)
continue;
opp_index = d->edges[opp] - g->edges;
if (state->lines[opp_index] == LINE_UNKNOWN) {
solver_set_line(sstate, opp_index, LINE_YES);
diff = min(diff, DIFF_EASY);
}
}
} else if (unknown == 4) {
/* Exactly one of opposite UNKNOWNS is YES. We've
* already set atmostone, so set atleastone as well.
*/
if (dline_set_opp_atleastone(sstate, d, j))
/* More advanced deduction that allows propagation along diagonal
* chains of faces connected by dots, for example: 3-2-...-2-3
* in square grids. */
if (sstate->diff >= DIFF_TRICKY) {
/* If we have atleastone set for this dline, infer
* atmostone for each "opposite" dline (that is, each
* dline without edges in common with this one).
* Again, this test is only worth doing if both these
* lines are UNKNOWN. For if one of these lines were YES,
* the (yes == 1) test above would kick in instead. */
if (is_atleastone(dlines, dline_index)) {
int opp;
for (opp = 0; opp < N; opp++) {
int opp_dline_index;
if (opp == j || opp == j+1 || opp == j-1)
continue;
if (j == 0 && opp == N-1)
continue;
if (j == N-1 && opp == 0)
continue;
opp_dline_index = dline_index_from_dot(g, d, opp);
if (set_atmostone(dlines, opp_dline_index))
diff = min(diff, DIFF_NORMAL);
}
if (yes == 0 && is_atmostone(dlines, dline_index)) {
/* This dline has *exactly* one YES and there are no
* other YESs. This allows more deductions. */
if (unknown == 3) {
/* Third unknown must be YES */
for (opp = 0; opp < N; opp++) {
int opp_index;
if (opp == j || opp == k)
continue;
opp_index = d->edges[opp] - g->edges;
if (state->lines[opp_index] == LINE_UNKNOWN) {
solver_set_line(sstate, opp_index,
LINE_YES);
diff = min(diff, DIFF_EASY);
}
}
} else if (unknown == 4) {
/* Exactly one of opposite UNKNOWNS is YES. We've
* already set atmostone, so set atleastone as
* well.
*/
if (dline_set_opp_atleastone(sstate, d, j))
diff = min(diff, DIFF_NORMAL);
}
}
}
}
}
@ -2749,11 +2768,11 @@ static int normal_mode_deductions(solver_state *sstate)
return diff;
}
static int hard_mode_deductions(solver_state *sstate)
static int linedsf_deductions(solver_state *sstate)
{
game_state *state = sstate->state;
grid *g = state->game_grid;
char *dlines = sstate->normal->dlines;
char *dlines = sstate->dlines;
int i;
int diff = DIFF_MAX;
int diff_tmp;
@ -2823,8 +2842,8 @@ static int hard_mode_deductions(solver_state *sstate)
if (state->lines[line2_index] != LINE_UNKNOWN)
continue;
/* Infer dline flags from linedsf */
can1 = edsf_canonify(sstate->hard->linedsf, line1_index, &inv1);
can2 = edsf_canonify(sstate->hard->linedsf, line2_index, &inv2);
can1 = edsf_canonify(sstate->linedsf, line1_index, &inv1);
can2 = edsf_canonify(sstate->linedsf, line2_index, &inv2);
if (can1 == can2 && inv1 != inv2) {
/* These are opposites, so set dline atmostone/atleastone */
if (set_atmostone(dlines, dline_index))
@ -2858,7 +2877,7 @@ static int hard_mode_deductions(solver_state *sstate)
for (i = 0; i < g->num_edges; i++) {
int can, inv;
enum line_state s;
can = edsf_canonify(sstate->hard->linedsf, i, &inv);
can = edsf_canonify(sstate->linedsf, i, &inv);
if (can == i)
continue;
s = sstate->state->lines[can];
@ -3031,52 +3050,59 @@ static int loop_deductions(solver_state *sstate)
/* This will return a dynamically allocated solver_state containing the (more)
* solved grid */
static solver_state *solve_game_rec(const solver_state *sstate_start,
int diff)
static solver_state *solve_game_rec(const solver_state *sstate_start)
{
solver_state *sstate, *sstate_saved;
int solver_progress;
game_state *state;
solver_state *sstate;
/* Indicates which solver we should call next. This is a sensible starting
* point */
int current_solver = DIFF_EASY, next_solver;
/* Index of the solver we should call next. */
int i = 0;
/* As a speed-optimisation, we avoid re-running solvers that we know
* won't make any progress. This happens when a high-difficulty
* solver makes a deduction that can only help other high-difficulty
* solvers.
* For example: if a new 'dline' flag is set by dline_deductions, the
* trivial_deductions solver cannot do anything with this information.
* If we've already run the trivial_deductions solver (because it's
* earlier in the list), there's no point running it again.
*
* Therefore: if a solver is earlier in the list than "threshold_index",
* we don't bother running it if it's difficulty level is less than
* "threshold_diff".
*/
int threshold_diff = 0;
int threshold_index = 0;
sstate = dup_solver_state(sstate_start);
/* Cache the values of some variables for readability */
state = sstate->state;
sstate_saved = NULL;
solver_progress = FALSE;
check_caches(sstate);
do {
while (i < NUM_SOLVERS) {
if (sstate->solver_status == SOLVER_MISTAKE)
return sstate;
next_solver = solver_fns[current_solver](sstate);
if (next_solver == DIFF_MAX) {
if (current_solver < diff && current_solver + 1 < DIFF_MAX) {
/* Try next beefier solver */
next_solver = current_solver + 1;
} else {
next_solver = loop_deductions(sstate);
}
}
if (sstate->solver_status == SOLVER_SOLVED ||
sstate->solver_status == SOLVER_AMBIGUOUS) {
/* fprintf(stderr, "Solver completed\n"); */
/* solver finished */
break;
}
/* Once we've looped over all permitted solvers then the loop
* deductions without making any progress, we'll exit this while loop */
current_solver = next_solver;
} while (current_solver < DIFF_MAX);
if ((solver_diffs[i] >= threshold_diff || i >= threshold_index)
&& solver_diffs[i] <= sstate->diff) {
/* current_solver is eligible, so use it */
int next_diff = solver_fns[i](sstate);
if (next_diff != DIFF_MAX) {
/* solver made progress, so use new thresholds and
* start again at top of list. */
threshold_diff = next_diff;
threshold_index = i;
i = 0;
continue;
}
}
/* current_solver is ineligible, or failed to make progress, so
* go to the next solver in the list */
i++;
}
if (sstate->solver_status == SOLVER_SOLVED ||
sstate->solver_status == SOLVER_AMBIGUOUS) {
@ -3096,7 +3122,7 @@ static char *solve_game(game_state *state, game_state *currstate,
solver_state *sstate, *new_sstate;
sstate = new_solver_state(state, DIFF_MAX);
new_sstate = solve_game_rec(sstate, DIFF_MAX);
new_sstate = solve_game_rec(sstate);
if (new_sstate->solver_status == SOLVER_SOLVED) {
soln = encode_solve_move(new_sstate->state);
@ -3707,7 +3733,7 @@ int main(int argc, char **argv)
solver_state *sstate_new;
solver_state *sstate = new_solver_state((game_state *)s, diff);
sstate_new = solve_game_rec(sstate, diff);
sstate_new = solve_game_rec(sstate);
if (sstate_new->solver_status == SOLVER_MISTAKE)
ret = 0;
@ -3740,7 +3766,7 @@ int main(int argc, char **argv)
/* If we supported a verbose solver, we'd set verbosity here */
sstate_new = solve_game_rec(sstate, diff);
sstate_new = solve_game_rec(sstate);
if (sstate_new->solver_status == SOLVER_MISTAKE)
printf("Puzzle is inconsistent\n");