ref: d442b830e492535c9b0f1cb6b6c1d91ef2304bd2
parent: a55607ff245e8d7e6156d191caeacdba1c424ef4
author: Jonas Kölker <jonaskoelker@yahoo.com>
date: Thu Oct 1 17:12:13 EDT 2015
Greatly improve and speed up the Filling instance generation.
--- a/filling.c
+++ b/filling.c
@@ -317,12 +317,74 @@
#define SENTINEL sz
+static int mark_region(int *board, int w, int h, int i, int n, int m) {
+ int j;
+
+ board[i] = -1;
+
+ for (j = 0; j < 4; ++j) {
+ const int x = (i % w) + dx[j], y = (i / w) + dy[j], ii = w*y + x;
+ if (x < 0 || x >= w || y < 0 || y >= h) continue;
+ if (board[ii] == m) return FALSE;
+ if (board[ii] != n) continue;
+ if (!mark_region(board, w, h, ii, n, m)) return FALSE;
+ }
+ return TRUE;
+}
+
+static int region_size(int *board, int w, int h, int i) {
+ const int sz = w * h;
+ int j, size, copy;
+ if (board[i] == 0) return 0;
+ copy = board[i];
+ mark_region(board, w, h, i, board[i], SENTINEL);
+ for (size = j = 0; j < sz; ++j) {
+ if (board[j] != -1) continue;
+ ++size;
+ board[j] = copy;
+ }
+ return size;
+}
+
+static void merge_ones(int *board, int w, int h)
+{
+ const int sz = w * h;
+ const int maxsize = min(max(max(w, h), 3), 9);
+ int i, j, k, change;
+ do {
+ change = FALSE;
+ for (i = 0; i < sz; ++i) {
+ if (board[i] != 1) continue;
+
+ for (j = 0; j < 4; ++j, board[i] = 1) {
+ const int x = (i % w) + dx[j], y = (i / w) + dy[j];
+ int oldsize, newsize, ok, ii = w*y + x;
+ if (x < 0 || x >= w || y < 0 || y >= h) continue;
+ if (board[ii] == maxsize) continue;
+
+ oldsize = board[ii];
+ board[i] = oldsize;
+ newsize = region_size(board, w, h, i);
+
+ if (newsize > maxsize) continue;
+
+ ok = mark_region(board, w, h, i, oldsize, newsize);
+
+ for (k = 0; k < sz; ++k)
+ if (board[k] == -1)
+ board[k] = ok ? newsize : oldsize;
+
+ if (ok) break;
+ }
+ if (j < 4) change = TRUE;
+ }
+ } while (change);
+}
+
/* generate a random valid board; uses validate_board. */
static void make_board(int *board, int w, int h, random_state *rs) {
- int *dsf;
+ const int sz = w * h;
- const unsigned int sz = w * h;
-
/* w=h=2 is a special case which requires a number > max(w, h) */
/* TODO prove that this is the case ONLY for w=h=2. */
const int maxsize = min(max(max(w, h), 3), 9);
@@ -330,71 +392,70 @@
/* Note that if 1 in {w, h} then it's impossible to have a region
* of size > w*h, so the special case only affects w=h=2. */
- int nboards = 0;
- int i;
+ int i, change, *dsf;
assert(w >= 1);
assert(h >= 1);
-
assert(board);
- dsf = snew_dsf(sz); /* implicit dsf_init */
-
/* I abuse the board variable: when generating the puzzle, it
- * contains a shuffled list of numbers {0, ..., nsq-1}. */
- for (i = 0; i < (int)sz; ++i) board[i] = i;
+ * contains a shuffled list of numbers {0, ..., sz-1}. */
+ for (i = 0; i < sz; ++i) board[i] = i;
- while (1) {
- int change;
- ++nboards;
- shuffle(board, sz, sizeof (int), rs);
- /* while the board can in principle be fixed */
- do {
- change = FALSE;
- for (i = 0; i < (int)sz; ++i) {
- int a = SENTINEL;
- int b = SENTINEL;
- int c = SENTINEL;
- const int aa = dsf_canonify(dsf, board[i]);
- int cc = sz;
- int j;
- for (j = 0; j < 4; ++j) {
- const int x = (board[i] % w) + dx[j];
- const int y = (board[i] / w) + dy[j];
- int bb;
- if (x < 0 || x >= w || y < 0 || y >= h) continue;
- bb = dsf_canonify(dsf, w*y + x);
- if (aa == bb) continue;
- else if (dsf_size(dsf, aa) == dsf_size(dsf, bb)) {
- a = aa;
- b = bb;
- c = cc;
- } else if (cc == sz) c = cc = bb;
- }
- if (a != SENTINEL) {
- a = dsf_canonify(dsf, a);
- assert(a != dsf_canonify(dsf, b));
- if (c != sz) assert(a != dsf_canonify(dsf, c));
- dsf_merge(dsf, a, c == sz? b: c);
- /* if repair impossible; make a new board */
- if (dsf_size(dsf, a) > maxsize) goto retry;
- change = TRUE;
- }
- }
- } while (change);
+ dsf = snewn(sz, int);
+retry:
+ dsf_init(dsf, sz);
+ shuffle(board, sz, sizeof (int), rs);
- for (i = 0; i < (int)sz; ++i) board[i] = dsf_size(dsf, i);
+ do {
+ change = FALSE; /* as long as the board potentially has errors */
+ for (i = 0; i < sz; ++i) {
+ const int square = dsf_canonify(dsf, board[i]);
+ const int size = dsf_size(dsf, square);
+ int merge = SENTINEL, min = maxsize - size + 1, error = FALSE;
+ int neighbour, neighbour_size, j;
- sfree(dsf);
- printv("returning board number %d\n", nboards);
- return;
+ for (j = 0; j < 4; ++j) {
+ const int x = (board[i] % w) + dx[j];
+ const int y = (board[i] / w) + dy[j];
+ if (x < 0 || x >= w || y < 0 || y >= h) continue;
- retry:
- dsf_init(dsf, sz);
- }
- assert(FALSE); /* unreachable */
-}
+ neighbour = dsf_canonify(dsf, w*y + x);
+ if (square == neighbour) continue;
+
+ neighbour_size = dsf_size(dsf, neighbour);
+ if (size == neighbour_size) error = TRUE;
+
+ /* find the smallest neighbour to merge with, which
+ * wouldn't make the region too large. (This is
+ * guaranteed by the initial value of `min'.) */
+ if (neighbour_size < min) {
+ min = neighbour_size;
+ merge = neighbour;
+ }
+ }
+ /* if this square is not in error, leave it be */
+ if (!error) continue;
+
+ /* if it is, but we can't fix it, retry the whole board.
+ * Maybe we could fix it by merging the conflicting
+ * neighbouring region(s) into some of their neighbours,
+ * but just restarting works out fine. */
+ if (merge == SENTINEL) goto retry;
+
+ /* merge with the smallest neighbouring workable region. */
+ dsf_merge(dsf, square, merge);
+ change = TRUE;
+ }
+ } while (change);
+
+ for (i = 0; i < sz; ++i) board[i] = dsf_size(dsf, i);
+ merge_ones(board, w, h);
+
+ sfree(dsf);
+}
+
static void merge(int *dsf, int *connected, int a, int b) {
int c;
assert(dsf);
@@ -817,69 +878,33 @@
return dsf;
}
-/*
-static int filled(int *board, int *randomize, int k, int n) {
- int i;
- if (board == NULL) return FALSE;
- if (randomize == NULL) return FALSE;
- if (k > n) return FALSE;
- for (i = 0; i < k; ++i) if (board[randomize[i]] == 0) return FALSE;
- for (; i < n; ++i) if (board[randomize[i]] != 0) return FALSE;
- return TRUE;
-}
-*/
-
-static int *g_board;
-static int compare(const void *pa, const void *pb) {
- if (!g_board) return 0;
- return g_board[*(const int *)pb] - g_board[*(const int *)pa];
-}
-
-static void minimize_clue_set(int *board, int w, int h, int *randomize) {
+static void minimize_clue_set(int *board, int w, int h, random_state *rs)
+{
const int sz = w * h;
- int i;
- int *board_cp = snewn(sz, int);
- memcpy(board_cp, board, sz * sizeof (int));
+ int *shuf = snewn(sz, int), i;
- /* since more clues only helps and never hurts, one pass will do
- * just fine: if we can remove clue n with k clues of index > n,
- * we could have removed clue n with >= k clues of index > n.
- * So an additional pass wouldn't do anything [use induction]. */
+ 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. */
for (i = 0; i < sz; ++i) {
- if (board[randomize[i]] == EMPTY) continue;
- board[randomize[i]] = EMPTY;
- /* (rot.) symmetry tends to include _way_ too many hints */
- /* board[sz - randomize[i] - 1] = EMPTY; */
- if (!solver(board, w, h, NULL)) {
- board[randomize[i]] = board_cp[randomize[i]];
- /* board[sz - randomize[i] - 1] =
- board_cp[sz - randomize[i] - 1]; */
- }
+ int tmp = board[shuf[i]];
+ board[shuf[i]] = EMPTY;
+ if (!solver(board, w, h, NULL)) board[shuf[i]] = tmp;
}
- sfree(board_cp);
+ sfree(shuf);
}
static char *new_game_desc(const game_params *params, random_state *rs,
char **aux, int interactive)
{
- const int w = params->w;
- const int h = params->h;
- const int sz = w * h;
- int *board = snewn(sz, int);
- int *randomize = snewn(sz, int);
+ const int w = params->w, h = params->h, sz = w * h;
+ int *board = snewn(sz, int), i;
char *game_description = snewn(sz + 1, char);
- int i;
- for (i = 0; i < sz; ++i) {
- board[i] = EMPTY;
- randomize[i] = i;
- }
-
make_board(board, w, h, rs);
- g_board = board;
- qsort(randomize, sz, sizeof (int), compare);
- minimize_clue_set(board, w, h, randomize);
+ minimize_clue_set(board, w, h, rs);
for (i = 0; i < sz; ++i) {
assert(board[i] >= 0);
@@ -888,12 +913,6 @@
}
game_description[sz] = '\0';
-/*
- solver(board, w, h, aux);
- print_board(board, w, h);
-*/
-
- sfree(randomize);
sfree(board);
return game_description;