shithub: puzzles

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ref: 944997d2f936150d8efbaba6dcb3e237b5658761
parent: b35bedd60c87e362f2dd59760aa8bf340fa3b428
author: Simon Tatham <anakin@pobox.com>
date: Sat May 7 08:30:29 EDT 2005

Aha, here's a nice easy way to generate really hard puzzles. Added
the missing fifth difficulty level to Solo: `Unreasonable', in which
even set-based reasoning is insufficient and there's no alternative
but to guess a number and backtrack if it didn't work. (Solutions
are still guaranteed unique, however.) In fact it now seems to take
less time to generate a puzzle of this grade than `Advanced'!

[originally from svn r5756]

--- a/puzzles.but
+++ b/puzzles.but
@@ -691,9 +691,10 @@
 will be a square you can fill in with a single number at all times,
 whereas at \q{Intermediate} level and beyond you will have to make
 partial deductions about the \e{set} of squares a number could be in
-(or the set of numbers that could be in a square). None of the
-difficulty levels generated by this program ever requires making a
-guess and backtracking if it turns out to be wrong.
+(or the set of numbers that could be in a square). At
+\q{Unreasonable} level, even this is not enough, and you will
+eventually have to make a guess, and then backtrack if it turns out
+to be wrong.
 
 Generating difficult puzzles is itself difficult: if you select
 \q{Intermediate} or \q{Advanced} difficulty, Solo may have to make
@@ -737,6 +738,8 @@
 \b \cq{di} for Intermediate difficulty level
 
 \b \cq{da} for Advanced difficulty level
+
+\b \cq{du} for Unreasonable difficulty level
 
 So, for example, you can make Solo generate asymmetric 3x4 grids by
 running \cq{solo 3x4a}, or 4-way rotationally symmetric 2x3 grids by
--- a/solo.c
+++ b/solo.c
@@ -144,6 +144,7 @@
         { "3x3 Basic", { 3, 3, SYMM_ROT2, DIFF_SIMPLE } },
         { "3x3 Intermediate", { 3, 3, SYMM_ROT2, DIFF_INTERSECT } },
         { "3x3 Advanced", { 3, 3, SYMM_ROT2, DIFF_SET } },
+        { "3x3 Unreasonable", { 3, 3, SYMM_ROT2, DIFF_RECURSIVE } },
         { "3x4 Basic", { 3, 4, SYMM_ROT2, DIFF_SIMPLE } },
         { "4x4 Basic", { 4, 4, SYMM_ROT2, DIFF_SIMPLE } },
     };
@@ -193,6 +194,8 @@
                 string++, ret->diff = DIFF_INTERSECT;
             else if (*string == 'a')   /* advanced */
                 string++, ret->diff = DIFF_SET;
+            else if (*string == 'u')   /* unreasonable */
+                string++, ret->diff = DIFF_RECURSIVE;
         } else
             string++;                  /* eat unknown character */
     }
@@ -239,7 +242,7 @@
 
     ret[3].name = "Difficulty";
     ret[3].type = C_CHOICES;
-    ret[3].sval = ":Trivial:Basic:Intermediate:Advanced";
+    ret[3].sval = ":Trivial:Basic:Intermediate:Advanced:Unreasonable";
     ret[3].ival = params->diff;
 
     ret[4].name = NULL;
@@ -1368,7 +1371,7 @@
     char *seed;
     int coords[16], ncoords;
     int xlim, ylim;
-    int maxdiff;
+    int maxdiff, recursing;
 
     /*
      * Adjust the maximum difficulty level to be consistent with
@@ -1416,6 +1419,7 @@
          * while preserving solubility.
          */
         symmetry_limit(params, &xlim, &ylim, params->symm);
+	recursing = FALSE;
         while (1) {
             int x, y, i, j;
 
@@ -1452,6 +1456,8 @@
              * nsolve.
              */
             for (i = 0; i < nlocs; i++) {
+		int ret;
+
                 x = locs[i].x;
                 y = locs[i].y;
 
@@ -1460,7 +1466,12 @@
                 for (j = 0; j < ncoords; j++)
                     grid2[coords[2*j+1]*cr+coords[2*j]] = 0;
 
-                if (nsolve(c, r, grid2) <= maxdiff) {
+		if (recursing)
+		    ret = (rsolve(c, r, grid2, NULL, 2) == 1);
+		else
+		    ret = (nsolve(c, r, grid2) <= maxdiff);
+
+                if (ret) {
                     for (j = 0; j < ncoords; j++)
                         grid[coords[2*j+1]*cr+coords[2*j]] = 0;
                     break;
@@ -1469,15 +1480,22 @@
 
             if (i == nlocs) {
                 /*
-                 * There was nothing we could remove without destroying
-                 * solvability.
+                 * There was nothing we could remove without
+                 * destroying solvability. If we're trying to
+                 * generate a recursion-only grid and haven't
+                 * switched over to rsolve yet, we now do;
+                 * otherwise we give up.
                  */
-                break;
+		if (maxdiff == DIFF_RECURSIVE && !recursing) {
+		    recursing = TRUE;
+		} else {
+		    break;
+		}
             }
         }
 
         memcpy(grid2, grid, area);
-    } while (nsolve(c, r, grid2) != maxdiff);
+    } while (nsolve(c, r, grid2) < maxdiff);
 
     sfree(grid2);
     sfree(locs);