ref: 90af15b43ed57a6835091bb1c98227052590b3ea
parent: 3c0b01114ccf6aaead7aede33b4eaa26d325454b
author: Simon Tatham <anakin@pobox.com>
date: Tue Oct 20 16:33:53 EDT 2015
Enhance Filling's solver to handle large ghost regions. The previous solver could cope with inferring a '1' in an empty square, but had no deductions that would enable it to infer the existence of a '4'-sized region in 5x3:52d5b1a5b3. The new solver can handle that, and I've made a companion change to the clue-stripping code so that it aims to erase whole regions where possible so as to actually present this situation to the player. Current testing suggests that at the smallest preset a nontrivial ghost region comes up in about 1/3 of games, and at the largest, more like 1/2 of games. I may yet decide to introduce a difficulty level at which it's skewed to happen more often still and one at which it doesn't happen at all; but for the moment, this at least gets the basic functionality into the code.
--- a/filling.c
+++ b/filling.c
@@ -11,13 +11,6 @@
* - the type should be somewhat big: board[i] = i
* - Using shorts gives us 181x181 puzzles as upper bound.
*
- * - make a somewhat more clever solver
- * + enable "ghost regions" of size > 1
- * - one can put an upper bound on the size of a ghost region
- * by considering the board size and summing present hints.
- * + for each square, for i=1..n, what is the distance to a region
- * containing i? How full is the region? How is this useful?
- *
* - in board generation, after having merged regions such that no
* more merges are necessary, try splitting (big) regions.
* + it seems that smaller regions make for better puzzles; see
@@ -304,6 +297,10 @@
int *board;
int *connected;
int nempty;
+
+ /* Used internally by learn_bitmap_deductions; kept here to avoid
+ * mallocing/freeing them every time that function is called. */
+ int *bm, *bmdsf, *bmminsize;
};
static void print_board(int *board, int w, int h) {
@@ -817,6 +814,262 @@
return learn;
}
+#if 0
+static void print_bitmap(int *bitmap, int w, int h) {
+ if (verbose) {
+ int x, y;
+ for (y = 0; y < h; y++) {
+ for (x = 0; x < w; x++) {
+ printv(" %03x", bm[y*w+x]);
+ }
+ printv("\n");
+ }
+ }
+}
+#endif
+
+static int learn_bitmap_deductions(struct solver_state *s, int w, int h)
+{
+ const int sz = w * h;
+ int *bm = s->bm;
+ int *dsf = s->bmdsf;
+ int *minsize = s->bmminsize;
+ int x, y, i, j, n;
+ int learn = FALSE;
+
+ /*
+ * This function does deductions based on building up a bitmap
+ * which indicates the possible numbers that can appear in each
+ * grid square. If we can rule out all but one possibility for a
+ * particular square, then we've found out the value of that
+ * square. In particular, this is one of the few forms of
+ * deduction capable of inferring the existence of a 'ghost
+ * region', i.e. a region which has none of its squares filled in
+ * at all.
+ *
+ * The reasoning goes like this. A currently unfilled square S can
+ * turn out to contain digit n in exactly two ways: either S is
+ * part of an n-region which also includes some currently known
+ * connected component of squares with n in, or S is part of an
+ * n-region separate from _all_ currently known connected
+ * components. If we can rule out both possibilities, then square
+ * S can't contain digit n at all.
+ *
+ * The former possibility: if there's a region of size n
+ * containing both S and some existing component C, then that
+ * means the distance from S to C must be small enough that C
+ * could be extended to include S without becoming too big. So we
+ * can do a breadth-first search out from all existing components
+ * with n in them, to identify all the squares which could be
+ * joined to any of them.
+ *
+ * The latter possibility: if there's a region of size n that
+ * doesn't contain _any_ existing component, then it also can't
+ * contain any square adjacent to an existing component either. So
+ * we can identify all the EMPTY squares not adjacent to any
+ * existing square with n in, and group them into connected
+ * components; then any component of size less than n is ruled
+ * out, because there wouldn't be room to create a completely new
+ * n-region in it.
+ *
+ * In fact we process these possibilities in the other order.
+ * First we find all the squares not adjacent to an existing
+ * square with n in; then we winnow those by removing too-small
+ * connected components, to get the set of squares which could
+ * possibly be part of a brand new n-region; and finally we do the
+ * breadth-first search to add in the set of squares which could
+ * possibly be added to some existing n-region.
+ */
+
+ /*
+ * Start by initialising our bitmap to 'all numbers possible in
+ * all squares'.
+ */
+ for (y = 0; y < h; y++)
+ for (x = 0; x < w; x++)
+ bm[y*w+x] = (1 << 10) - (1 << 1); /* bits 1,2,...,9 now set */
+#if 0
+ printv("initial bitmap:\n");
+ print_bitmap(bm, w, h);
+#endif
+
+ /*
+ * Now completely zero out the bitmap for squares that are already
+ * filled in (we aren't interested in those anyway). Also, for any
+ * filled square, eliminate its number from all its neighbours
+ * (because, as discussed above, the neighbours couldn't be part
+ * of a _new_ region with that number in it, and that's the case
+ * we consider first).
+ */
+ for (y = 0; y < h; y++) {
+ for (x = 0; x < w; x++) {
+ i = y*w+x;
+ n = s->board[i];
+
+ if (n != EMPTY) {
+ bm[i] = 0;
+
+ if (x > 0)
+ bm[i-1] &= ~(1 << n);
+ if (x+1 < w)
+ bm[i+1] &= ~(1 << n);
+ if (y > 0)
+ bm[i-w] &= ~(1 << n);
+ if (y+1 < h)
+ bm[i+w] &= ~(1 << n);
+ }
+ }
+ }
+#if 0
+ printv("bitmap after filled squares:\n");
+ print_bitmap(bm, w, h);
+#endif
+
+ /*
+ * Now, for each n, we separately find the connected components of
+ * squares for which n is still a possibility. Then discard any
+ * component of size < n, because that component is too small to
+ * have a completely new n-region in it.
+ */
+ for (n = 1; n <= 9; n++) {
+ dsf_init(dsf, sz);
+
+ /* Build the dsf */
+ for (y = 0; y < h; y++)
+ for (x = 0; x+1 < w; x++)
+ if (bm[y*w+x] & bm[y*w+(x+1)] & (1 << n))
+ dsf_merge(dsf, y*w+x, y*w+(x+1));
+ for (y = 0; y+1 < h; y++)
+ for (x = 0; x < w; x++)
+ if (bm[y*w+x] & bm[(y+1)*w+x] & (1 << n))
+ dsf_merge(dsf, y*w+x, (y+1)*w+x);
+
+ /* Query the dsf */
+ for (i = 0; i < sz; i++)
+ if ((bm[i] & (1 << n)) && dsf_size(dsf, i) < n)
+ bm[i] &= ~(1 << n);
+ }
+#if 0
+ printv("bitmap after winnowing small components:\n");
+ print_bitmap(bm, w, h);
+#endif
+
+ /*
+ * Now our bitmap includes every square which could be part of a
+ * completely new region, of any size. Extend it to include
+ * squares which could be part of an existing region.
+ */
+ for (n = 1; n <= 9; n++) {
+ /*
+ * We're going to do a breadth-first search starting from
+ * existing connected components with cell value n, to find
+ * all cells they might possibly extend into.
+ *
+ * The quantity we compute, for each square, is 'minimum size
+ * that any existing CC would have to have if extended to
+ * include this square'. So squares already _in_ an existing
+ * CC are initialised to the size of that CC; then we search
+ * outwards using the rule that if a square's score is j, then
+ * its neighbours can't score more than j+1.
+ *
+ * Scores are capped at n+1, because if a square scores more
+ * than n then that's enough to know it can't possibly be
+ * reached by extending an existing region - we don't need to
+ * know exactly _how far_ out of reach it is.
+ */
+ for (i = 0; i <= sz; i++) {
+ if (s->board[i] == n) {
+ /* Square is part of an existing CC. */
+ minsize[i] = dsf_size(s->dsf, i);
+ } else {
+ /* Otherwise, initialise to the maximum score n+1;
+ * we'll reduce this later if we find a neighbouring
+ * square with a lower score. */
+ minsize[i] = n+1;
+ }
+ }
+
+ for (j = 1; j < n; j++) {
+ /*
+ * Find neighbours of cells scoring j, and set their score
+ * to at most j+1.
+ *
+ * Doing the BFS this way means we need n passes over the
+ * grid, which isn't entirely optimal but it seems to be
+ * fast enough for the moment. This could probably be
+ * improved by keeping a linked-list queue of cells in
+ * some way, but I think you'd have to be a bit careful to
+ * insert things into the right place in the queue; this
+ * way is easier not to get wrong.
+ */
+ for (y = 0; y < h; y++) {
+ for (x = 0; x < w; x++) {
+ i = y*w+x;
+ if (minsize[i] == j) {
+ if (x > 0 && minsize[i-1] > j+1)
+ minsize[i-1] = j+1;
+ if (x+1 < w && minsize[i+1] > j+1)
+ minsize[i+1] = j+1;
+ if (y > 0 && minsize[i-w] > j+1)
+ minsize[i-w] = j+1;
+ if (y+1 < h && minsize[i+w] > j+1)
+ minsize[i+w] = j+1;
+ }
+ }
+ }
+ }
+
+ /*
+ * Now, every cell scoring at most n should have its 1<<n bit
+ * in the bitmap reinstated, because we've found that it's
+ * potentially reachable by extending an existing CC.
+ */
+ for (i = 0; i <= sz; i++)
+ if (minsize[i] <= n)
+ bm[i] |= 1<<n;
+ }
+#if 0
+ printv("bitmap after bfs:\n");
+ print_bitmap(bm, w, h);
+#endif
+
+ /*
+ * Now our bitmap is complete. Look for entries with only one bit
+ * set; those are squares with only one possible number, in which
+ * case we can fill that number in.
+ */
+ for (i = 0; i < sz; i++) {
+ if (bm[i] && !(bm[i] & (bm[i]-1))) { /* is bm[i] a power of two? */
+ int val = bm[i];
+
+ /* Integer log2, by simple binary search. */
+ n = 0;
+ if (val >> 8) { val >>= 8; n += 8; }
+ if (val >> 4) { val >>= 4; n += 4; }
+ if (val >> 2) { val >>= 2; n += 2; }
+ if (val >> 1) { val >>= 1; n += 1; }
+
+ /* Double-check that we ended up with a sensible
+ * answer. */
+ assert(1 <= n);
+ assert(n <= 9);
+ assert(bm[i] == (1 << n));
+
+ if (s->board[i] == EMPTY) {
+ printv("learn: %d is only possibility at (%d, %d)\n",
+ n, i % w, i / w);
+ s->board[i] = n;
+ filled_square(s, w, h, i);
+ assert(s->nempty);
+ --s->nempty;
+ learn = TRUE;
+ }
+ }
+ }
+
+ return learn;
+}
+
static int solver(const int *orig, int w, int h, char **solution) {
const int sz = w * h;
@@ -826,6 +1079,9 @@
ss.connected = snewn(sz, int); /* connected[n] := n.next; */
/* cyclic disjoint singly linked lists, same partitioning as dsf.
* The lists lets you iterate over a partition given any member */
+ ss.bm = snewn(sz, int);
+ ss.bmdsf = snew_dsf(sz);
+ ss.bmminsize = snewn(sz, int);
printv("trying to solve this:\n");
print_board(ss.board, w, h);
@@ -835,6 +1091,7 @@
if (learn_blocked_expansion(&ss, w, h)) continue;
if (learn_expand_or_one(&ss, w, h)) continue;
if (learn_critical_square(&ss, w, h)) continue;
+ if (learn_bitmap_deductions(&ss, w, h)) continue;
break;
} while (ss.nempty);
@@ -854,6 +1111,9 @@
sfree(ss.dsf);
sfree(ss.board);
sfree(ss.connected);
+ sfree(ss.bm);
+ sfree(ss.bmdsf);
+ sfree(ss.bmminsize);
return !ss.nempty;
}
@@ -884,11 +1144,84 @@
{
const int sz = w * h;
int *shuf = snewn(sz, int), i;
+ int *dsf, *next;
for (i = 0; i < sz; ++i) shuf[i] = i;
shuffle(shuf, sz, sizeof (int), rs);
- /* the solver is monotone, so a second pass is superfluous. */
+ /*
+ * First, try to eliminate an entire region at a time if possible,
+ * because inferring the existence of a completely unclued region
+ * is a particularly good aspect of this puzzle type and we want
+ * to encourage it to happen.
+ *
+ * Begin by identifying the regions as linked lists of cells using
+ * the 'next' array.
+ */
+ dsf = make_dsf(NULL, board, w, h);
+ next = snewn(sz, int);
+ for (i = 0; i < sz; ++i) {
+ int j = dsf_canonify(dsf, i);
+ if (i == j) {
+ /* First cell of a region; set next[i] = -1 to indicate
+ * end-of-list. */
+ next[i] = -1;
+ } else {
+ /* Add this cell to a region which already has a
+ * linked-list head, by pointing the canonical element j
+ * at this one, and pointing this one in turn at wherever
+ * j previously pointed. (This should end up with the
+ * elements linked in the order 1,n,n-1,n-2,...,2, which
+ * is a bit weird-looking, but any order is fine.)
+ */
+ assert(j < i);
+ next[i] = next[j];
+ next[j] = i;
+ }
+ }
+
+ /*
+ * Now loop over the grid cells in our shuffled order, and each
+ * time we encounter a region for the first time, try to remove it
+ * all. Then we set next[canonical index] to -2 rather than -1, to
+ * mark it as already tried.
+ *
+ * Doing this in a loop over _cells_, rather than extracting and
+ * shuffling a list of _regions_, is intended to skew the
+ * probabilities towards trying to remove larger regions first
+ * (but without anything as crudely predictable as enforcing that
+ * we _always_ process regions in descending size order). Region
+ * removals might well be mutually exclusive, and larger ghost
+ * regions are more interesting, so we want to bias towards them
+ * if we can.
+ */
+ for (i = 0; i < sz; ++i) {
+ int j = dsf_canonify(dsf, shuf[i]);
+ if (next[j] != -2) {
+ int tmp = board[j];
+ int k;
+
+ /* Blank out the whole thing. */
+ for (k = j; k >= 0; k = next[k])
+ board[k] = EMPTY;
+
+ if (!solver(board, w, h, NULL)) {
+ /* Wasn't still solvable; reinstate it all */
+ for (k = j; k >= 0; k = next[k])
+ board[k] = tmp;
+ }
+
+ /* Either way, don't try this region again. */
+ next[j] = -2;
+ }
+ }
+ sfree(next);
+ sfree(dsf);
+
+ /*
+ * Now go through individual cells, in the same shuffled order,
+ * and try to remove each one by itself.
+ */
for (i = 0; i < sz; ++i) {
int tmp = board[shuf[i]];
board[shuf[i]] = EMPTY;