ref: b5e02b0b9c1b35b0b907bf6d63e62b9fafd9cb7e
dir: /loopgen.c/
/* * loopgen.c: loop generation functions for grid.[ch]. */ #include <stdio.h> #include <stdlib.h> #include <stddef.h> #include <string.h> #include <assert.h> #include <ctype.h> #include <math.h> #include "puzzles.h" #include "tree234.h" #include "grid.h" #include "loopgen.h" /* We're going to store lists of current candidate faces for colouring black * or white. * Each face gets a 'score', which tells us how adding that face right * now would affect the curliness of the solution loop. We're trying to * maximise that quantity so will bias our random selection of faces to * colour those with high scores */ struct face_score { int white_score; int black_score; unsigned long random; /* No need to store a grid_face* here. The 'face_scores' array will * be a list of 'face_score' objects, one for each face of the grid, so * the position (index) within the 'face_scores' array will determine * which face corresponds to a particular face_score. * Having a single 'face_scores' array for all faces simplifies memory * management, and probably improves performance, because we don't have to * malloc/free each individual face_score, and we don't have to maintain * a mapping from grid_face* pointers to face_score* pointers. */ }; static int generic_sort_cmpfn(void *v1, void *v2, size_t offset) { struct face_score *f1 = v1; struct face_score *f2 = v2; int r; r = *(int *)((char *)f2 + offset) - *(int *)((char *)f1 + offset); if (r) { return r; } if (f1->random < f2->random) return -1; else if (f1->random > f2->random) return 1; /* * It's _just_ possible that two faces might have been given * the same random value. In that situation, fall back to * comparing based on the positions within the face_scores list. * This introduces a tiny directional bias, but not a significant one. */ return f1 - f2; } static int white_sort_cmpfn(void *v1, void *v2) { return generic_sort_cmpfn(v1, v2, offsetof(struct face_score,white_score)); } static int black_sort_cmpfn(void *v1, void *v2) { return generic_sort_cmpfn(v1, v2, offsetof(struct face_score,black_score)); } /* 'board' is an array of enum face_colour, indicating which faces are * currently black/white/grey. 'colour' is FACE_WHITE or FACE_BLACK. * Returns whether it's legal to colour the given face with this colour. */ static bool can_colour_face(grid *g, char* board, int face_index, enum face_colour colour) { int i, j; grid_face *test_face = g->faces + face_index; grid_face *starting_face, *current_face; grid_dot *starting_dot; int transitions; bool current_state, s; /* equal or not-equal to 'colour' */ bool found_same_coloured_neighbour = false; assert(board[face_index] != colour); /* Can only consider a face for colouring if it's adjacent to a face * with the same colour. */ for (i = 0; i < test_face->order; i++) { grid_edge *e = test_face->edges[i]; grid_face *f = (e->face1 == test_face) ? e->face2 : e->face1; if (FACE_COLOUR(f) == colour) { found_same_coloured_neighbour = true; break; } } if (!found_same_coloured_neighbour) return false; /* Need to avoid creating a loop of faces of this colour around some * differently-coloured faces. * Also need to avoid meeting a same-coloured face at a corner, with * other-coloured faces in between. Here's a simple test that (I believe) * takes care of both these conditions: * * Take the circular path formed by this face's edges, and inflate it * slightly outwards. Imagine walking around this path and consider * the faces that you visit in sequence. This will include all faces * touching the given face, either along an edge or just at a corner. * Count the number of 'colour'/not-'colour' transitions you encounter, as * you walk along the complete loop. This will obviously turn out to be * an even number. * If 0, we're either in the middle of an "island" of this colour (should * be impossible as we're not supposed to create black or white loops), * or we're about to start a new island - also not allowed. * If 4 or greater, there are too many separate coloured regions touching * this face, and colouring it would create a loop or a corner-violation. * The only allowed case is when the count is exactly 2. */ /* i points to a dot around the test face. * j points to a face around the i^th dot. * The current face will always be: * test_face->dots[i]->faces[j] * We assume dots go clockwise around the test face, * and faces go clockwise around dots. */ /* * The end condition is slightly fiddly. In sufficiently strange * degenerate grids, our test face may be adjacent to the same * other face multiple times (typically if it's the exterior * face). Consider this, in particular: * * +--+ * | | * +--+--+ * | | | * +--+--+ * * The bottom left face there is adjacent to the exterior face * twice, so we can't just terminate our iteration when we reach * the same _face_ we started at. Furthermore, we can't * condition on having the same (i,j) pair either, because * several (i,j) pairs identify the bottom left contiguity with * the exterior face! We canonicalise the (i,j) pair by taking * one step around before we set the termination tracking. */ i = j = 0; current_face = test_face->dots[0]->faces[0]; if (current_face == test_face) { j = 1; current_face = test_face->dots[0]->faces[1]; } transitions = 0; current_state = (FACE_COLOUR(current_face) == colour); starting_dot = NULL; starting_face = NULL; while (true) { /* Advance to next face. * Need to loop here because it might take several goes to * find it. */ while (true) { j++; if (j == test_face->dots[i]->order) j = 0; if (test_face->dots[i]->faces[j] == test_face) { /* Advance to next dot round test_face, then * find current_face around new dot * and advance to the next face clockwise */ i++; if (i == test_face->order) i = 0; for (j = 0; j < test_face->dots[i]->order; j++) { if (test_face->dots[i]->faces[j] == current_face) break; } /* Must actually find current_face around new dot, * or else something's wrong with the grid. */ assert(j != test_face->dots[i]->order); /* Found, so advance to next face and try again */ } else { break; } } /* (i,j) are now advanced to next face */ current_face = test_face->dots[i]->faces[j]; s = (FACE_COLOUR(current_face) == colour); if (!starting_dot) { starting_dot = test_face->dots[i]; starting_face = current_face; current_state = s; } else { if (s != current_state) { ++transitions; current_state = s; if (transitions > 2) break; } if (test_face->dots[i] == starting_dot && current_face == starting_face) break; } } return (transitions == 2) ? true : false; } /* Count the number of neighbours of 'face', having colour 'colour' */ static int face_num_neighbours(grid *g, char *board, grid_face *face, enum face_colour colour) { int colour_count = 0; int i; grid_face *f; grid_edge *e; for (i = 0; i < face->order; i++) { e = face->edges[i]; f = (e->face1 == face) ? e->face2 : e->face1; if (FACE_COLOUR(f) == colour) ++colour_count; } return colour_count; } /* The 'score' of a face reflects its current desirability for selection * as the next face to colour white or black. We want to encourage moving * into grey areas and increasing loopiness, so we give scores according to * how many of the face's neighbours are currently coloured the same as the * proposed colour. */ static int face_score(grid *g, char *board, grid_face *face, enum face_colour colour) { /* Simple formula: score = 0 - num. same-coloured neighbours, * so a higher score means fewer same-coloured neighbours. */ return -face_num_neighbours(g, board, face, colour); } /* * Generate a new complete random closed loop for the given grid. * * The method is to generate a WHITE/BLACK colouring of all the faces, * such that the WHITE faces will define the inside of the path, and the * BLACK faces define the outside. * To do this, we initially colour all faces GREY. The infinite space outside * the grid is coloured BLACK, and we choose a random face to colour WHITE. * Then we gradually grow the BLACK and the WHITE regions, eliminating GREY * faces, until the grid is filled with BLACK/WHITE. As we grow the regions, * we avoid creating loops of a single colour, to preserve the topological * shape of the WHITE and BLACK regions. * We also try to make the boundary as loopy and twisty as possible, to avoid * generating paths that are uninteresting. * The algorithm works by choosing a BLACK/WHITE colour, then choosing a GREY * face that can be coloured with that colour (without violating the * topological shape of that region). It's not obvious, but I think this * algorithm is guaranteed to terminate without leaving any GREY faces behind. * Indeed, if there are any GREY faces at all, both the WHITE and BLACK * regions can be grown. * This is checked using assert()ions, and I haven't seen any failures yet. * * Hand-wavy proof: imagine what can go wrong... * * Could the white faces get completely cut off by the black faces, and still * leave some grey faces remaining? * No, because then the black faces would form a loop around both the white * faces and the grey faces, which is disallowed because we continually * maintain the correct topological shape of the black region. * Similarly, the black faces can never get cut off by the white faces. That * means both the WHITE and BLACK regions always have some room to grow into * the GREY regions. * Could it be that we can't colour some GREY face, because there are too many * WHITE/BLACK transitions as we walk round the face? (see the * can_colour_face() function for details) * No. Imagine otherwise, and we see WHITE/BLACK/WHITE/BLACK as we walk * around the face. The two WHITE faces would be connected by a WHITE path, * and the BLACK faces would be connected by a BLACK path. These paths would * have to cross, which is impossible. * Another thing that could go wrong: perhaps we can't find any GREY face to * colour WHITE, because it would create a loop-violation or a corner-violation * with the other WHITE faces? * This is a little bit tricky to prove impossible. Imagine you have such a * GREY face (that is, if you coloured it WHITE, you would create a WHITE loop * or corner violation). * That would cut all the non-white area into two blobs. One of those blobs * must be free of BLACK faces (because the BLACK stuff is a connected blob). * So we have a connected GREY area, completely surrounded by WHITE * (including the GREY face we've tentatively coloured WHITE). * A well-known result in graph theory says that you can always find a GREY * face whose removal leaves the remaining GREY area connected. And it says * there are at least two such faces, so we can always choose the one that * isn't the "tentative" GREY face. Colouring that face WHITE leaves * everything nice and connected, including that "tentative" GREY face which * acts as a gateway to the rest of the non-WHITE grid. */ void generate_loop(grid *g, char *board, random_state *rs, loopgen_bias_fn_t bias, void *biasctx) { int i, j; int num_faces = g->num_faces; struct face_score *face_scores; /* Array of face_score objects */ struct face_score *fs; /* Points somewhere in the above list */ struct grid_face *cur_face; tree234 *lightable_faces_sorted; tree234 *darkable_faces_sorted; int *face_list; bool do_random_pass; /* Make a board */ memset(board, FACE_GREY, num_faces); /* Create and initialise the list of face_scores */ face_scores = snewn(num_faces, struct face_score); for (i = 0; i < num_faces; i++) { face_scores[i].random = random_bits(rs, 31); face_scores[i].black_score = face_scores[i].white_score = 0; } /* Colour a random, finite face white. The infinite face is implicitly * coloured black. Together, they will seed the random growth process * for the black and white areas. */ i = random_upto(rs, num_faces); board[i] = FACE_WHITE; /* We need a way of favouring faces that will increase our loopiness. * We do this by maintaining a list of all candidate faces sorted by * their score and choose randomly from that with appropriate skew. * In order to avoid consistently biasing towards particular faces, we * need the sort order _within_ each group of scores to be completely * random. But it would be abusing the hospitality of the tree234 data * structure if our comparison function were nondeterministic :-). So with * each face we associate a random number that does not change during a * particular run of the generator, and use that as a secondary sort key. * Yes, this means we will be biased towards particular random faces in * any one run but that doesn't actually matter. */ lightable_faces_sorted = newtree234(white_sort_cmpfn); darkable_faces_sorted = newtree234(black_sort_cmpfn); /* Initialise the lists of lightable and darkable faces. This is * slightly different from the code inside the while-loop, because we need * to check every face of the board (the grid structure does not keep a * list of the infinite face's neighbours). */ for (i = 0; i < num_faces; i++) { grid_face *f = g->faces + i; struct face_score *fs = face_scores + i; if (board[i] != FACE_GREY) continue; /* We need the full colourability check here, it's not enough simply * to check neighbourhood. On some grids, a neighbour of the infinite * face is not necessarily darkable. */ if (can_colour_face(g, board, i, FACE_BLACK)) { fs->black_score = face_score(g, board, f, FACE_BLACK); add234(darkable_faces_sorted, fs); } if (can_colour_face(g, board, i, FACE_WHITE)) { fs->white_score = face_score(g, board, f, FACE_WHITE); add234(lightable_faces_sorted, fs); } } /* Colour faces one at a time until no more faces are colourable. */ while (true) { enum face_colour colour; tree234 *faces_to_pick; int c_lightable = count234(lightable_faces_sorted); int c_darkable = count234(darkable_faces_sorted); if (c_lightable == 0 && c_darkable == 0) { /* No more faces we can use at all. */ break; } assert(c_lightable != 0 && c_darkable != 0); /* Choose a colour, and colour the best available face * with that colour. */ colour = random_upto(rs, 2) ? FACE_WHITE : FACE_BLACK; if (colour == FACE_WHITE) faces_to_pick = lightable_faces_sorted; else faces_to_pick = darkable_faces_sorted; if (bias) { /* * Go through all the candidate faces and pick the one the * bias function likes best, breaking ties using the * ordering in our tree234 (which is why we replace only * if score > bestscore, not >=). */ int j, k; struct face_score *best = NULL; int score, bestscore = 0; for (j = 0; (fs = (struct face_score *)index234(faces_to_pick, j))!=NULL; j++) { assert(fs); k = fs - face_scores; assert(board[k] == FACE_GREY); board[k] = colour; score = bias(biasctx, board, k); board[k] = FACE_GREY; bias(biasctx, board, k); /* let bias know we put it back */ if (!best || score > bestscore) { bestscore = score; best = fs; } } fs = best; } else { fs = (struct face_score *)index234(faces_to_pick, 0); } assert(fs); i = fs - face_scores; assert(board[i] == FACE_GREY); board[i] = colour; if (bias) bias(biasctx, board, i); /* notify bias function of the change */ /* Remove this newly-coloured face from the lists. These lists should * only contain grey faces. */ del234(lightable_faces_sorted, fs); del234(darkable_faces_sorted, fs); /* Remember which face we've just coloured */ cur_face = g->faces + i; /* The face we've just coloured potentially affects the colourability * and the scores of any neighbouring faces (touching at a corner or * edge). So the search needs to be conducted around all faces * touching the one we've just lit. Iterate over its corners, then * over each corner's faces. For each such face, we remove it from * the lists, recalculate any scores, then add it back to the lists * (depending on whether it is lightable, darkable or both). */ for (i = 0; i < cur_face->order; i++) { grid_dot *d = cur_face->dots[i]; for (j = 0; j < d->order; j++) { grid_face *f = d->faces[j]; int fi; /* face index of f */ if (f == NULL) continue; if (f == cur_face) continue; /* If the face is already coloured, it won't be on our * lightable/darkable lists anyway, so we can skip it without * bothering with the removal step. */ if (FACE_COLOUR(f) != FACE_GREY) continue; /* Find the face index and face_score* corresponding to f */ fi = f - g->faces; fs = face_scores + fi; /* Remove from lightable list if it's in there. We do this, * even if it is still lightable, because the score might * be different, and we need to remove-then-add to maintain * correct sort order. */ del234(lightable_faces_sorted, fs); if (can_colour_face(g, board, fi, FACE_WHITE)) { fs->white_score = face_score(g, board, f, FACE_WHITE); add234(lightable_faces_sorted, fs); } /* Do the same for darkable list. */ del234(darkable_faces_sorted, fs); if (can_colour_face(g, board, fi, FACE_BLACK)) { fs->black_score = face_score(g, board, f, FACE_BLACK); add234(darkable_faces_sorted, fs); } } } } /* Clean up */ freetree234(lightable_faces_sorted); freetree234(darkable_faces_sorted); sfree(face_scores); /* The next step requires a shuffled list of all faces */ face_list = snewn(num_faces, int); for (i = 0; i < num_faces; ++i) { face_list[i] = i; } shuffle(face_list, num_faces, sizeof(int), rs); /* The above loop-generation algorithm can often leave large clumps * of faces of one colour. In extreme cases, the resulting path can be * degenerate and not very satisfying to solve. * This next step alleviates this problem: * Go through the shuffled list, and flip the colour of any face we can * legally flip, and which is adjacent to only one face of the opposite * colour - this tends to grow 'tendrils' into any clumps. * Repeat until we can find no more faces to flip. This will * eventually terminate, because each flip increases the loop's * perimeter, which cannot increase for ever. * The resulting path will have maximal loopiness (in the sense that it * cannot be improved "locally". Unfortunately, this allows a player to * make some illicit deductions. To combat this (and make the path more * interesting), we do one final pass making random flips. */ /* Set to true for final pass */ do_random_pass = false; while (true) { /* Remember whether a flip occurred during this pass */ bool flipped = false; for (i = 0; i < num_faces; ++i) { int j = face_list[i]; enum face_colour opp = (board[j] == FACE_WHITE) ? FACE_BLACK : FACE_WHITE; if (can_colour_face(g, board, j, opp)) { grid_face *face = g->faces +j; if (do_random_pass) { /* final random pass */ if (!random_upto(rs, 10)) board[j] = opp; } else { /* normal pass - flip when neighbour count is 1 */ if (face_num_neighbours(g, board, face, opp) == 1) { board[j] = opp; flipped = true; } } } } if (do_random_pass) break; if (!flipped) do_random_pass = true; } sfree(face_list); }