ref: f279c5eba035d018a8805a65a8a245b8b8d2ea2e
dir: /unfinished/path.c/
/* * Experimental grid generator for Nikoli's `Number Link' puzzle. */ #include <stdio.h> #include <stdlib.h> #include <string.h> #include <assert.h> #include "puzzles.h" /* * 2005-07-08: This is currently a Path grid generator which will * construct valid grids at a plausible speed. However, the grids * are not of suitable quality to be used directly as puzzles. * * The basic strategy is to start with an empty grid, and * repeatedly either (a) add a new path to it, or (b) extend one * end of a path by one square in some direction and push other * paths into new shapes in the process. The effect of this is that * we are able to construct a set of paths which between them fill * the entire grid. * * Quality issues: if we set the main loop to do (a) where possible * and (b) only where necessary, we end up with a grid containing a * few too many small paths, which therefore doesn't make for an * interesting puzzle. If we reverse the priority so that we do (b) * where possible and (a) only where necessary, we end up with some * staggeringly interwoven grids with very very few separate paths, * but the result of this is that there's invariably a solution * other than the intended one which leaves many grid squares * unfilled. There's also a separate problem which is that many * grids have really boring and obvious paths in them, such as the * entire bottom row of the grid being taken up by a single path. * * It's not impossible that a few tweaks might eliminate or reduce * the incidence of boring paths, and might also find a happy * medium between too many and too few. There remains the question * of unique solutions, however. I fear there is no alternative but * to write - somehow! - a solver. * * While I'm here, some notes on UI strategy for the parts of the * puzzle implementation that _aren't_ the generator: * * - data model is to track connections between adjacent squares, * so that you aren't limited to extending a path out from each * number but can also mark sections of path which you know * _will_ come in handy later. * * - user interface is to click in one square and drag to an * adjacent one, thus creating a link between them. We can * probably tolerate rapid mouse motion causing a drag directly * to a square which is a rook move away, but any other rapid * motion is ambiguous and probably the best option is to wait * until the mouse returns to a square we know how to reach. * * - a drag causing the current path to backtrack has the effect * of removing bits of it. * * - the UI should enforce at all times the constraint that at * most two links can come into any square. * * - my Cunning Plan for actually implementing this: the game_ui * contains a grid-sized array, which is copied from the current * game_state on starting a drag. While a drag is active, the * contents of the game_ui is adjusted with every mouse motion, * and is displayed _in place_ of the game_state itself. On * termination of a drag, the game_ui array is copied back into * the new game_state (or rather, a string move is encoded which * has precisely the set of link changes to cause that effect). */ /* * 2020-05-11: some thoughts on a solver. * * Consider this example puzzle, from Wikipedia: * * ---4--- * -3--25- * ---31-- * ---5--- * ------- * --1---- * 2---4-- * * The kind of deduction that a human wants to make here is: which way * does the path between the 4s go? In particular, does it go round * the left of the W-shaped cluster of endpoints, or round the right * of it? It's clear at a glance that it must go to the right, because * _any_ path between the 4s that goes to the left of that cluster, no * matter what detailed direction it takes, will disconnect the * remaining grid squares into two components, with the two 2s not in * the same component. So we immediately know that the path between * the 4s _must_ go round the right-hand side of the grid. * * How do you model that global and topological reasoning in a * computer? * * The most plausible idea I've seen so far is to use fundamental * groups. The fundamental group of loops based at a given point in a * space is a free group, under loop concatenation and up to homotopy, * generated by the loops that go in each direction around each hole * in the space. In this case, the 'holes' are clues, or connected * groups of clues. * * So you might be able to enumerate all the homotopy classes of paths * between (say) the two 4s as follows. Start with any old path * between them (say, find the first one that breadth-first search * will give you). Choose one of the 4s to regard as the base point * (arbitrarily). Then breadth-first search among the space of _paths_ * by the following procedure. Given a candidate path, append to it * each of the possible loops that starts from the base point, * circumnavigates one clue cluster, and returns to the base point. * The result will typically be a path that retraces its steps and * self-intersects. Now adjust it homotopically so that it doesn't. If * that can't be done, then we haven't generated a fresh candidate * path; if it can, then we've got a new path that is not homotopic to * any path we already had, so add it to our list and queue it up to * become the starting point of this search later. * * The idea is that this should exhaustively enumerate, up to * homotopy, the different ways in which the two 4s can connect to * each other within the constraint that you have to actually fit the * path non-self-intersectingly into this grid. Then you can keep a * list of those homotopy classes in mind, and start ruling them out * by techniques like the connectivity approach described above. * Hopefully you end up narrowing down to few enough homotopy classes * that you can deduce something concrete about actual squares of the * grid - for example, here, that if the path between 4s has to go * round the right, then we know some specific squares it must go * through, so we can fill those in. And then, having filled in a * piece of the middle of a path, you can now regard connecting the * ultimate endpoints to that mid-section as two separate subproblems, * so you've reduced to a simpler instance of the same puzzle. * * But I don't know whether all of this actually works. I more or less * believe the process for enumerating elements of the free group; but * I'm not as confident that when you find a group element that won't * fit in the grid, you'll never have to consider its descendants in * the BFS either. And I'm assuming that 'unwind the self-intersection * homotopically' is a thing that can actually be turned into a * sensible algorithm. * * -------- * * Another thing that might be needed is to characterise _which_ * homotopy class a given path is in. * * For this I think it's sufficient to choose a collection of paths * along the _edges_ of the square grid, each of which connects two of * the holes in the grid (including the grid exterior, which counts as * a huge hole), such that they form a spanning tree between the * holes. Then assign each of those paths an orientation, so that * crossing it in one direction counts as 'positive' and the other * 'negative'. Now analyse a candidate path from one square to another * by following it and noting down which of those paths it crosses in * which direction, then simplifying the result like a free group word * (i.e. adjacent + and - crossings of the same path cancel out). * * -------- * * If we choose those paths to be of minimal length, then we can get * an upper bound on the number of homotopy classes by observing that * you can't traverse any of those barriers more times than will fit * non-self-intersectingly in the grid. That might be an alternative * method of bounding the search through the fundamental group to only * finitely many possibilities. */ /* * Standard notation for directions. */ #define L 0 #define U 1 #define R 2 #define D 3 #define DX(dir) ( (dir)==L ? -1 : (dir)==R ? +1 : 0) #define DY(dir) ( (dir)==U ? -1 : (dir)==D ? +1 : 0) /* * Perform a breadth-first search over a grid of squares with the * colour of square (X,Y) given by grid[Y*w+X]. The search begins * at (x,y), and finds all squares which are the same colour as * (x,y) and reachable from it by orthogonal moves. On return: * - dist[Y*w+X] gives the distance of (X,Y) from (x,y), or -1 if * unreachable or a different colour * - the returned value is the number of reachable squares, * including (x,y) itself * - list[0] up to list[returned value - 1] list those squares, in * increasing order of distance from (x,y) (and in arbitrary * order within that). */ static int bfs(int w, int h, int *grid, int x, int y, int *dist, int *list) { int i, j, c, listsize, listdone; /* * Start by clearing the output arrays. */ for (i = 0; i < w*h; i++) dist[i] = list[i] = -1; /* * Set up the initial list. */ listsize = 1; listdone = 0; list[0] = y*w+x; dist[y*w+x] = 0; c = grid[y*w+x]; /* * Repeatedly process a square and add any extra squares to the * end of list. */ while (listdone < listsize) { i = list[listdone++]; y = i / w; x = i % w; for (j = 0; j < 4; j++) { int xx, yy, ii; xx = x + DX(j); yy = y + DY(j); ii = yy*w+xx; if (xx >= 0 && xx < w && yy >= 0 && yy < h && grid[ii] == c && dist[ii] == -1) { dist[ii] = dist[i] + 1; assert(listsize < w*h); list[listsize++] = ii; } } } return listsize; } struct genctx { int w, h; int *grid, *sparegrid, *sparegrid2, *sparegrid3; int *dist, *list; int npaths, pathsize; int *pathends, *sparepathends; /* 2*npaths entries */ int *pathspare; /* npaths entries */ int *extends; /* 8*npaths entries */ }; static struct genctx *new_genctx(int w, int h) { struct genctx *ctx = snew(struct genctx); ctx->w = w; ctx->h = h; ctx->grid = snewn(w * h, int); ctx->sparegrid = snewn(w * h, int); ctx->sparegrid2 = snewn(w * h, int); ctx->sparegrid3 = snewn(w * h, int); ctx->dist = snewn(w * h, int); ctx->list = snewn(w * h, int); ctx->npaths = ctx->pathsize = 0; ctx->pathends = ctx->sparepathends = ctx->pathspare = ctx->extends = NULL; return ctx; } static void free_genctx(struct genctx *ctx) { sfree(ctx->grid); sfree(ctx->sparegrid); sfree(ctx->sparegrid2); sfree(ctx->sparegrid3); sfree(ctx->dist); sfree(ctx->list); sfree(ctx->pathends); sfree(ctx->sparepathends); sfree(ctx->pathspare); sfree(ctx->extends); } static int newpath(struct genctx *ctx) { int n; n = ctx->npaths++; if (ctx->npaths > ctx->pathsize) { ctx->pathsize += 16; ctx->pathends = sresize(ctx->pathends, ctx->pathsize*2, int); ctx->sparepathends = sresize(ctx->sparepathends, ctx->pathsize*2, int); ctx->pathspare = sresize(ctx->pathspare, ctx->pathsize, int); ctx->extends = sresize(ctx->extends, ctx->pathsize*8, int); } return n; } static int is_endpoint(struct genctx *ctx, int x, int y) { int w = ctx->w, h = ctx->h, c; assert(x >= 0 && x < w && y >= 0 && y < h); c = ctx->grid[y*w+x]; if (c < 0) return false; /* empty square is not an endpoint! */ assert(c >= 0 && c < ctx->npaths); if (ctx->pathends[c*2] == y*w+x || ctx->pathends[c*2+1] == y*w+x) return true; return false; } /* * Tries to extend a path by one square in the given direction, * pushing other paths around if necessary. Returns true on success * or false on failure. */ static int extend_path(struct genctx *ctx, int path, int end, int direction) { int w = ctx->w, h = ctx->h; int x, y, xe, ye, cut; int i, j, jp, n, first, last; assert(path >= 0 && path < ctx->npaths); assert(end == 0 || end == 1); /* * Find the endpoint of the path and the point we plan to * extend it into. */ y = ctx->pathends[path * 2 + end] / w; x = ctx->pathends[path * 2 + end] % w; assert(x >= 0 && x < w && y >= 0 && y < h); xe = x + DX(direction); ye = y + DY(direction); if (xe < 0 || xe >= w || ye < 0 || ye >= h) return false; /* could not extend in this direction */ /* * We don't extend paths _directly_ into endpoints of other * paths, although we don't mind too much if a knock-on effect * of an extension is to push part of another path into a third * path's endpoint. */ if (is_endpoint(ctx, xe, ye)) return false; /* * We can't extend a path back the way it came. */ if (ctx->grid[ye*w+xe] == path) return false; /* * Paths may not double back on themselves. Check if the new * point is adjacent to any point of this path other than (x,y). */ for (j = 0; j < 4; j++) { int xf, yf; xf = xe + DX(j); yf = ye + DY(j); if (xf >= 0 && xf < w && yf >= 0 && yf < h && (xf != x || yf != y) && ctx->grid[yf*w+xf] == path) return false; } /* * Now we're convinced it's valid to _attempt_ the extension. * It may still fail if we run out of space to push other paths * into. * * So now we can set up our temporary data structures. We will * need: * * - a spare copy of the grid on which to gradually move paths * around (sparegrid) * * - a second spare copy with which to remember how paths * looked just before being cut (sparegrid2). FIXME: is * sparegrid2 necessary? right now it's never different from * grid itself * * - a third spare copy with which to do the internal * calculations involved in reconstituting a cut path * (sparegrid3) * * - something to track which paths currently need * reconstituting after being cut, and which have already * been cut (pathspare) * * - a spare copy of pathends to store the altered states in * (sparepathends) */ memcpy(ctx->sparegrid, ctx->grid, w*h*sizeof(int)); memcpy(ctx->sparegrid2, ctx->grid, w*h*sizeof(int)); memcpy(ctx->sparepathends, ctx->pathends, ctx->npaths*2*sizeof(int)); for (i = 0; i < ctx->npaths; i++) ctx->pathspare[i] = 0; /* 0=untouched, 1=broken, 2=fixed */ /* * Working in sparegrid, actually extend the path. If it cuts * another, begin a loop in which we restore any cut path by * moving it out of the way. */ cut = ctx->sparegrid[ye*w+xe]; ctx->sparegrid[ye*w+xe] = path; ctx->sparepathends[path*2+end] = ye*w+xe; ctx->pathspare[path] = 2; /* this one is sacrosanct */ if (cut >= 0) { assert(cut >= 0 && cut < ctx->npaths); ctx->pathspare[cut] = 1; /* broken */ while (1) { for (i = 0; i < ctx->npaths; i++) if (ctx->pathspare[i] == 1) break; if (i == ctx->npaths) break; /* we're done */ /* * Path i needs restoring. So walk along its original * track (as given in sparegrid2) and see where it's * been cut. Where it has, surround the cut points in * the same colour, without overwriting already-fixed * paths. */ memcpy(ctx->sparegrid3, ctx->sparegrid, w*h*sizeof(int)); n = bfs(w, h, ctx->sparegrid2, ctx->pathends[i*2] % w, ctx->pathends[i*2] / w, ctx->dist, ctx->list); first = last = -1; if (ctx->sparegrid3[ctx->pathends[i*2]] != i || ctx->sparegrid3[ctx->pathends[i*2+1]] != i) return false;/* FIXME */ for (j = 0; j < n; j++) { jp = ctx->list[j]; assert(ctx->dist[jp] == j); assert(ctx->sparegrid2[jp] == i); /* * Wipe out the original path in sparegrid. */ if (ctx->sparegrid[jp] == i) ctx->sparegrid[jp] = -1; /* * Be prepared to shorten the path at either end if * the endpoints have been stomped on. */ if (ctx->sparegrid3[jp] == i) { if (first < 0) first = jp; last = jp; } if (ctx->sparegrid3[jp] != i) { int jx = jp % w, jy = jp / w; int dx, dy; for (dy = -1; dy <= +1; dy++) for (dx = -1; dx <= +1; dx++) { int newp, newv; if (!dy && !dx) continue; /* central square */ if (jx+dx < 0 || jx+dx >= w || jy+dy < 0 || jy+dy >= h) continue; /* out of range */ newp = (jy+dy)*w+(jx+dx); newv = ctx->sparegrid3[newp]; if (newv >= 0 && (newv == i || ctx->pathspare[newv] == 2)) continue; /* can't use this square */ ctx->sparegrid3[newp] = i; } } } if (first < 0 || last < 0) return false; /* path is completely wiped out! */ /* * Now we've covered sparegrid3 in possible squares for * the new layout of path i. Find the actual layout * we're going to use by bfs: we want the shortest path * from one endpoint to the other. */ n = bfs(w, h, ctx->sparegrid3, first % w, first / w, ctx->dist, ctx->list); if (ctx->dist[last] < 2) { /* * Either there is no way to get between the path's * endpoints, or the remaining endpoints simply * aren't far enough apart to make the path viable * any more. This means the entire push operation * has failed. */ return false; } /* * Write the new path into sparegrid. Also save the new * endpoint locations, in case they've changed. */ jp = last; j = ctx->dist[jp]; while (1) { int d; if (ctx->sparegrid[jp] >= 0) { if (ctx->pathspare[ctx->sparegrid[jp]] == 2) return false; /* somehow we've hit a fixed path */ ctx->pathspare[ctx->sparegrid[jp]] = 1; /* broken */ } ctx->sparegrid[jp] = i; if (j == 0) break; /* * Now look at the neighbours of jp to find one * which has dist[] one less. */ for (d = 0; d < 4; d++) { int jx = (jp % w) + DX(d), jy = (jp / w) + DY(d); if (jx >= 0 && jx < w && jy >= 0 && jy < w && ctx->dist[jy*w+jx] == j-1) { jp = jy*w+jx; j--; break; } } assert(d < 4); } ctx->sparepathends[i*2] = first; ctx->sparepathends[i*2+1] = last; /* printf("new ends of path %d: %d,%d\n", i, first, last); */ ctx->pathspare[i] = 2; /* fixed */ } } /* * If we got here, the extension was successful! */ memcpy(ctx->grid, ctx->sparegrid, w*h*sizeof(int)); memcpy(ctx->pathends, ctx->sparepathends, ctx->npaths*2*sizeof(int)); return true; } /* * Tries to add a new path to the grid. */ static int add_path(struct genctx *ctx, random_state *rs) { int w = ctx->w, h = ctx->h; int i, ii, n; /* * Our strategy is: * - randomly choose an empty square in the grid * - do a BFS from that point to find a long path starting * from it * - if we run out of viable empty squares, return failure. */ /* * Use `sparegrid' to collect a list of empty squares. */ n = 0; for (i = 0; i < w*h; i++) if (ctx->grid[i] == -1) ctx->sparegrid[n++] = i; /* * Shuffle the grid. */ for (i = n; i-- > 1 ;) { int k = random_upto(rs, i+1); if (k != i) { int t = ctx->sparegrid[i]; ctx->sparegrid[i] = ctx->sparegrid[k]; ctx->sparegrid[k] = t; } } /* * Loop over it trying to add paths. This looks like a * horrifying N^4 algorithm (that is, (w*h)^2), but I predict * that in fact the worst case will very rarely arise because * when there's lots of grid space an attempt will succeed very * quickly. */ for (ii = 0; ii < n; ii++) { int i = ctx->sparegrid[ii]; int y = i / w, x = i % w, nsq; int r, c, j; /* * BFS from here to find long paths. */ nsq = bfs(w, h, ctx->grid, x, y, ctx->dist, ctx->list); /* * If there aren't any long enough, give up immediately. */ assert(nsq > 0); /* must be the start square at least! */ if (ctx->dist[ctx->list[nsq-1]] < 3) continue; /* * Find the first viable endpoint in ctx->list (i.e. the * first point with distance at least three). I could * binary-search for this, but that would be O(log N) * whereas in fact I can get a constant time bound by just * searching up from the start - after all, there can be at * most 13 points at _less_ than distance 3 from the * starting one! */ for (j = 0; j < nsq; j++) if (ctx->dist[ctx->list[j]] >= 3) break; assert(j < nsq); /* we tested above that there was one */ /* * Now we know that any element of `list' between j and nsq * would be valid in principle. However, we want a few long * paths rather than many small ones, so select only those * elements which are either the maximum length or one * below it. */ while (ctx->dist[ctx->list[j]] + 1 < ctx->dist[ctx->list[nsq-1]]) j++; r = j + random_upto(rs, nsq - j); j = ctx->list[r]; /* * And that's our endpoint. Mark the new path on the grid. */ c = newpath(ctx); ctx->pathends[c*2] = i; ctx->pathends[c*2+1] = j; ctx->grid[j] = c; while (j != i) { int d, np, index, pts[4]; np = 0; for (d = 0; d < 4; d++) { int xn = (j % w) + DX(d), yn = (j / w) + DY(d); if (xn >= 0 && xn < w && yn >= 0 && yn < w && ctx->dist[yn*w+xn] == ctx->dist[j] - 1) pts[np++] = yn*w+xn; } if (np > 1) index = random_upto(rs, np); else index = 0; j = pts[index]; ctx->grid[j] = c; } return true; } return false; } /* * The main grid generation loop. */ static void gridgen_mainloop(struct genctx *ctx, random_state *rs) { int w = ctx->w, h = ctx->h; int i, n; /* * The generation algorithm doesn't always converge. Loop round * until it does. */ while (1) { for (i = 0; i < w*h; i++) ctx->grid[i] = -1; ctx->npaths = 0; while (1) { /* * See if the grid is full. */ for (i = 0; i < w*h; i++) if (ctx->grid[i] < 0) break; if (i == w*h) return; #ifdef GENERATION_DIAGNOSTICS { int x, y; for (y = 0; y < h; y++) { printf("|"); for (x = 0; x < w; x++) { if (ctx->grid[y*w+x] >= 0) printf("%2d", ctx->grid[y*w+x]); else printf(" ."); } printf(" |\n"); } } #endif /* * Try adding a path. */ if (add_path(ctx, rs)) { #ifdef GENERATION_DIAGNOSTICS printf("added path\n"); #endif continue; } /* * Try extending a path. First list all the possible * extensions. */ for (i = 0; i < ctx->npaths * 8; i++) ctx->extends[i] = i; n = i; /* * Then shuffle the list. */ for (i = n; i-- > 1 ;) { int k = random_upto(rs, i+1); if (k != i) { int t = ctx->extends[i]; ctx->extends[i] = ctx->extends[k]; ctx->extends[k] = t; } } /* * Now try each one in turn until one works. */ for (i = 0; i < n; i++) { int p, d, e; p = ctx->extends[i]; d = p % 4; p /= 4; e = p % 2; p /= 2; #ifdef GENERATION_DIAGNOSTICS printf("trying to extend path %d end %d (%d,%d) in dir %d\n", p, e, ctx->pathends[p*2+e] % w, ctx->pathends[p*2+e] / w, d); #endif if (extend_path(ctx, p, e, d)) { #ifdef GENERATION_DIAGNOSTICS printf("extended path %d end %d (%d,%d) in dir %d\n", p, e, ctx->pathends[p*2+e] % w, ctx->pathends[p*2+e] / w, d); #endif break; } } if (i < n) continue; break; } } } /* * Wrapper function which deals with the boring bits such as * removing the solution from the generated grid, shuffling the * numeric labels and creating/disposing of the context structure. */ static int *gridgen(int w, int h, random_state *rs) { struct genctx *ctx; int *ret; int i; ctx = new_genctx(w, h); gridgen_mainloop(ctx, rs); /* * There is likely to be an ordering bias in the numbers * (longer paths on lower numbers due to there having been more * grid space when laying them down). So we must shuffle the * numbers. We use ctx->pathspare for this. * * This is also as good a time as any to shift to numbering * from 1, for display to the user. */ for (i = 0; i < ctx->npaths; i++) ctx->pathspare[i] = i+1; for (i = ctx->npaths; i-- > 1 ;) { int k = random_upto(rs, i+1); if (k != i) { int t = ctx->pathspare[i]; ctx->pathspare[i] = ctx->pathspare[k]; ctx->pathspare[k] = t; } } /* FIXME: remove this at some point! */ { int y, x; for (y = 0; y < h; y++) { printf("|"); for (x = 0; x < w; x++) { assert(ctx->grid[y*w+x] >= 0); printf("%2d", ctx->pathspare[ctx->grid[y*w+x]]); } printf(" |\n"); } printf("\n"); } /* * Clear the grid, and write in just the endpoints. */ for (i = 0; i < w*h; i++) ctx->grid[i] = 0; for (i = 0; i < ctx->npaths; i++) { ctx->grid[ctx->pathends[i*2]] = ctx->grid[ctx->pathends[i*2+1]] = ctx->pathspare[i]; } ret = ctx->grid; ctx->grid = NULL; free_genctx(ctx); return ret; } #ifdef TEST_GEN #define TEST_GENERAL int main(void) { int w = 10, h = 8; random_state *rs = random_new("12345", 5); int x, y, i, *grid; for (i = 0; i < 10; i++) { grid = gridgen(w, h, rs); for (y = 0; y < h; y++) { printf("|"); for (x = 0; x < w; x++) { if (grid[y*w+x] > 0) printf("%2d", grid[y*w+x]); else printf(" ."); } printf(" |\n"); } printf("\n"); sfree(grid); } return 0; } #endif