Files
puzzles/findloop.c
Simon Tatham cd97968b03 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.
2024-09-10 12:17:22 +01:00

363 lines
12 KiB
C

/*
* Routine for finding loops in graphs, reusable across multiple
* puzzles.
*
* The strategy is Tarjan's bridge-finding algorithm, which is
* designed to list all edges whose removal would disconnect a
* previously connected component of the graph. We're interested in
* exactly the reverse - edges that are part of a loop in the graph
* 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"
struct findloopstate {
int parent, child, sibling, component_root;
bool visited;
int index, minindex, maxindex;
int minreachable, maxreachable;
int bridge;
};
struct findloopstate *findloop_new_state(int nvertices)
{
/*
* Allocate a findloopstate structure for each vertex, and one
* extra one at the end which will be the overall root of a
* 'super-tree', which links the whole graph together to make it
* as easy as possible to iterate over all the connected
* components.
*/
return snewn(nvertices + 1, struct findloopstate);
}
void findloop_free_state(struct findloopstate *state)
{
sfree(state);
}
bool findloop_is_loop_edge(struct findloopstate *pv, int u, int v)
{
/*
* Since the algorithm is intended for finding bridges, and a
* bridge must be part of any spanning tree, it follows that there
* is at most one bridge per vertex.
*
* Furthermore, by finding a _rooted_ spanning tree (so that each
* bridge is a parent->child link), you can find an injection from
* bridges to vertices (namely, map each bridge to the vertex at
* its child end).
*
* So if the u-v edge is a bridge, then either v was u's parent
* when the algorithm ran and we set pv[u].bridge = v, or vice
* versa.
*/
return !(pv[u].bridge == v || pv[v].bridge == u);
}
static bool findloop_is_bridge_oneway(
struct findloopstate *pv, int u, int v, int *u_vertices, int *v_vertices)
{
int r, total, below;
if (pv[u].bridge != v)
return false;
r = pv[u].component_root;
total = pv[r].maxindex - pv[r].minindex + 1;
below = pv[u].maxindex - pv[u].minindex + 1;
if (u_vertices)
*u_vertices = below;
if (v_vertices)
*v_vertices = total - below;
return true;
}
bool findloop_is_bridge(
struct findloopstate *pv, int u, int v, int *u_vertices, int *v_vertices)
{
return (findloop_is_bridge_oneway(pv, u, v, u_vertices, v_vertices) ||
findloop_is_bridge_oneway(pv, v, u, v_vertices, u_vertices));
}
bool findloop_run(struct findloopstate *pv, int nvertices,
neighbour_fn_t neighbour, void *ctx)
{
int u, v, w, root, index;
int nbridges, nedges;
root = nvertices;
/*
* First pass: organise the graph into a rooted spanning forest.
* That is, a tree structure with a clear up/down orientation -
* every node has exactly one parent (which may be 'root') and
* zero or more children, and every parent-child link corresponds
* to a graph edge.
*
* (A side effect of this is to find all the connected components,
* which of course we could do less confusingly with a dsf - but
* then we'd have to do that *and* build the tree, so it's less
* effort to do it all at once.)
*/
for (v = 0; v <= nvertices; v++) {
pv[v].parent = root;
pv[v].child = -2;
pv[v].sibling = -1;
pv[v].visited = false;
}
pv[root].child = -1;
nedges = 0;
debug(("------------- new find_loops, nvertices=%d\n", nvertices));
for (v = 0; v < nvertices; v++) {
if (pv[v].parent == root) {
/*
* Found a new connected component. Enumerate and treeify
* it.
*/
pv[v].sibling = pv[root].child;
pv[root].child = v;
pv[v].component_root = v;
debug(("%d is new child of root\n", v));
u = v;
while (1) {
if (!pv[u].visited) {
pv[u].visited = true;
/*
* Enumerate the neighbours of u, and any that are
* as yet not in the tree structure (indicated by
* child==-2, and distinct from the 'visited'
* flag) become children of u.
*/
debug((" component pass: processing %d\n", u));
for (w = neighbour(u, ctx); w >= 0;
w = neighbour(-1, ctx)) {
debug((" edge %d-%d\n", u, w));
if (pv[w].child == -2) {
debug((" -> new child\n"));
pv[w].child = -1;
pv[w].sibling = pv[u].child;
pv[w].parent = u;
pv[w].component_root = pv[u].component_root;
pv[u].child = w;
}
/* While we're here, count the edges in the whole
* graph, so that we can easily check at the end
* whether all of them are bridges, i.e. whether
* no loop exists at all. */
if (w > u) /* count each edge only in one direction */
nedges++;
}
/*
* Now descend in depth-first search.
*/
if (pv[u].child >= 0) {
u = pv[u].child;
debug((" descending to %d\n", u));
continue;
}
}
if (u == v) {
debug((" back at %d, done this component\n", u));
break;
} else if (pv[u].sibling >= 0) {
u = pv[u].sibling;
debug((" sideways to %d\n", u));
} else {
u = pv[u].parent;
debug((" ascending to %d\n", u));
}
}
}
}
/*
* Second pass: index all the vertices in such a way that every
* subtree has a contiguous range of indices. (Easily enough done,
* by iterating through the tree structure we just built and
* numbering its elements as if they were those of a sorted list.)
*
* For each vertex, we compute the min and max index of the
* subtree starting there.
*
* (We index the vertices in preorder, per Tarjan's original
* description, so that each vertex's min subtree index is its own
* index; but that doesn't actually matter; either way round would
* do. The important thing is that we have a simple arithmetic
* criterion that tells us whether a vertex is in a given subtree
* or not.)
*/
debug(("--- begin indexing pass\n"));
index = 0;
for (v = 0; v < nvertices; v++)
pv[v].visited = false;
pv[root].visited = true;
u = pv[root].child;
while (1) {
if (!pv[u].visited) {
pv[u].visited = true;
/*
* Index this node.
*/
pv[u].minindex = pv[u].index = index;
debug((" vertex %d <- index %d\n", u, index));
index++;
/*
* Now descend in depth-first search.
*/
if (pv[u].child >= 0) {
u = pv[u].child;
debug((" descending to %d\n", u));
continue;
}
}
if (u == root) {
debug((" back at %d, done indexing\n", u));
break;
}
/*
* As we re-ascend to here from its children (or find that we
* had no children to descend to in the first place), fill in
* its maxindex field.
*/
pv[u].maxindex = index-1;
debug((" vertex %d <- maxindex %d\n", u, pv[u].maxindex));
if (pv[u].sibling >= 0) {
u = pv[u].sibling;
debug((" sideways to %d\n", u));
} else {
u = pv[u].parent;
debug((" ascending to %d\n", u));
}
}
/*
* We're ready to generate output now, so initialise the output
* fields.
*/
for (v = 0; v < nvertices; v++)
pv[v].bridge = -1;
/*
* Final pass: determine the min and max index of the vertices
* reachable from every subtree, not counting the link back to
* each vertex's parent. Then our criterion is: given a vertex u,
* defining a subtree consisting of u and all its descendants, we
* compare the range of vertex indices _in_ that subtree (which is
* just the minindex and maxindex of u) with the range of vertex
* indices in the _neighbourhood_ of the subtree (computed in this
* final pass, and not counting u's own edge to its parent), and
* if the latter includes anything outside the former, then there
* must be some path from u to outside its subtree which does not
* go through the parent edge - i.e. the edge from u to its parent
* is part of a loop.
*/
debug(("--- begin min-max pass\n"));
nbridges = 0;
for (v = 0; v < nvertices; v++)
pv[v].visited = false;
u = pv[root].child;
pv[root].visited = true;
while (1) {
if (!pv[u].visited) {
pv[u].visited = true;
/*
* Look for vertices reachable directly from u, including
* u itself.
*/
debug((" processing vertex %d\n", u));
pv[u].minreachable = pv[u].maxreachable = pv[u].minindex;
for (w = neighbour(u, ctx); w >= 0; w = neighbour(-1, ctx)) {
debug((" edge %d-%d\n", u, w));
if (w != pv[u].parent) {
int i = pv[w].index;
if (pv[u].minreachable > i)
pv[u].minreachable = i;
if (pv[u].maxreachable < i)
pv[u].maxreachable = i;
}
}
debug((" initial min=%d max=%d\n",
pv[u].minreachable, pv[u].maxreachable));
/*
* Now descend in depth-first search.
*/
if (pv[u].child >= 0) {
u = pv[u].child;
debug((" descending to %d\n", u));
continue;
}
}
if (u == root) {
debug((" back at %d, done min-maxing\n", u));
break;
}
/*
* As we re-ascend to this vertex, go back through its
* immediate children and do a post-update of its min/max.
*/
for (v = pv[u].child; v >= 0; v = pv[v].sibling) {
if (pv[u].minreachable > pv[v].minreachable)
pv[u].minreachable = pv[v].minreachable;
if (pv[u].maxreachable < pv[v].maxreachable)
pv[u].maxreachable = pv[v].maxreachable;
}
debug((" postorder update of %d: min=%d max=%d (indices %d-%d)\n", u,
pv[u].minreachable, pv[u].maxreachable,
pv[u].minindex, pv[u].maxindex));
/*
* And now we know whether each to our own parent is a bridge.
*/
if ((v = pv[u].parent) != root) {
if (pv[u].minreachable >= pv[u].minindex &&
pv[u].maxreachable <= pv[u].maxindex) {
/* Yes, it's a bridge. */
pv[u].bridge = v;
nbridges++;
debug((" %d-%d is a bridge\n", v, u));
} else {
debug((" %d-%d is not a bridge\n", v, u));
}
}
if (pv[u].sibling >= 0) {
u = pv[u].sibling;
debug((" sideways to %d\n", u));
} else {
u = pv[u].parent;
debug((" ascending to %d\n", u));
}
}
debug(("finished, nedges=%d nbridges=%d\n", nedges, nbridges));
/*
* Done.
*/
return nbridges < nedges;
}