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);