2 * separate.c: Implementation of `Block Puzzle', a Japanese-only
3 * Nikoli puzzle seen at
4 * http://www.nikoli.co.jp/ja/puzzles/block_puzzle/
6 * It's difficult to be absolutely sure of the rules since online
7 * Japanese translators are so bad, but looking at the sample
8 * puzzle it seems fairly clear that the rules of this one are
9 * very simple. You have an mxn grid in which every square
10 * contains a letter, there are k distinct letters with k dividing
11 * mn, and every letter occurs the same number of times; your aim
12 * is to find a partition of the grid into disjoint k-ominoes such
13 * that each k-omino contains exactly one of each letter.
15 * (It may be that Nikoli always have m,n,k equal to one another.
16 * However, I don't see that that's critical to the puzzle; k|mn
17 * is the only really important constraint, and even that could
18 * probably be dispensed with if some squares were marked as
23 * Current status: only the solver/generator is yet written, and
24 * although working in principle it's _very_ slow. It generates
25 * 5x5n5 or 6x6n4 readily enough, 6x6n6 with a bit of effort, and
26 * 7x7n7 only with a serious strain. I haven't dared try it higher
29 * One idea to speed it up is to implement more of the solver.
30 * Ideas I've so far had include:
32 * - Generalise the deduction currently expressed as `an
33 * undersized chain with only one direction to extend must take
34 * it'. More generally, the deduction should say `if all the
35 * possible k-ominoes containing a given chain also contain
36 * square x, then mark square x as part of that k-omino'.
37 * + For example, consider this case:
39 * a ? b This represents the top left of a board; the letters
40 * ? ? ? a,b,c do not represent the letters used in the puzzle,
41 * c ? ? but indicate that those three squares are known to be
42 * of different ominoes. Now if k >= 4, we can immediately
43 * deduce that the square midway between b and c belongs to the
44 * same omino as a, because there is no way we can make a 4-or-
45 * more-omino containing a which does not also contain that square.
46 * (Most easily seen by imagining cutting that square out of the
47 * grid; then, clearly, the omino containing a has only two
48 * squares to expand into, and needs at least three.)
50 * The key difficulty with this mode of reasoning is
51 * identifying such squares. I can't immediately think of a
52 * simple algorithm for finding them on a wholesale basis.
54 * - Bfs out from a chain looking for the letters it lacks. For
55 * example, in this situation (top three rows of a 7x7n7 grid):
64 * In this situation we can be sure that the top left chain
65 * E-A-F-B-C does extend rightwards to the D, because there is
66 * no other D within reach of that chain. Note also that the
67 * bfs can skip squares which are known to belong to other
68 * ominoes than this one.
70 * (This deduction, I fear, should only be used in an
71 * emergency, because it relies on _all_ squares within range
72 * of the bfs having particular values and so using it during
73 * incremental generation rather nails down a lot of the grid.)
75 * It's conceivable that another thing we could do would be to
76 * increase the flexibility in the grid generator: instead of
77 * nailing down the _value_ of any square depended on, merely nail
78 * down its equivalence to other squares. Unfortunately this turns
79 * the letter-selection phase of generation into a general graph
80 * colouring problem (we must draw a graph with equivalence
81 * classes of squares as the vertices, and an edge between any two
82 * vertices representing equivalence classes which contain squares
83 * that share an omino, and then k-colour the result) and hence
84 * requires recursion, which bodes ill for something we're doing
85 * that many times per generation.
87 * I suppose a simple thing I could try would be tuning the retry
88 * count, just in case it's set too high or too low for efficient
114 static game_params
*default_params(void)
116 game_params
*ret
= snew(game_params
);
118 ret
->w
= ret
->h
= ret
->k
= 5; /* FIXME: a bit bigger? */
123 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
128 static void free_params(game_params
*params
)
133 static game_params
*dup_params(game_params
*params
)
135 game_params
*ret
= snew(game_params
);
136 *ret
= *params
; /* structure copy */
140 static void decode_params(game_params
*params
, char const *string
)
142 params
->w
= params
->h
= params
->k
= atoi(string
);
143 while (*string
&& isdigit((unsigned char)*string
)) string
++;
144 if (*string
== 'x') {
146 params
->h
= atoi(string
);
147 while (*string
&& isdigit((unsigned char)*string
)) string
++;
149 if (*string
== 'n') {
151 params
->k
= atoi(string
);
152 while (*string
&& isdigit((unsigned char)*string
)) string
++;
156 static char *encode_params(game_params
*params
, int full
)
159 sprintf(buf
, "%dx%dn%d", params
->w
, params
->h
, params
->k
);
163 static config_item
*game_configure(game_params
*params
)
168 static game_params
*custom_params(config_item
*cfg
)
173 static char *validate_params(game_params
*params
, int full
)
178 /* ----------------------------------------------------------------------
179 * Solver and generator.
182 struct solver_scratch
{
186 * Tracks connectedness between squares.
191 * size[dsf_canonify(dsf, yx)] tracks the size of the
192 * connected component containing yx.
197 * contents[dsf_canonify(dsf, yx)*k+i] tracks whether or not
198 * the connected component containing yx includes letter i. If
199 * the value is -1, it doesn't; otherwise its value is the
200 * index in the main grid of the square which contributes that
201 * letter to the component.
206 * disconnect[dsf_canonify(dsf, yx1)*w*h + dsf_canonify(dsf, yx2)]
207 * tracks whether or not the connected components containing
208 * yx1 and yx2 are known to be distinct.
210 unsigned char *disconnect
;
213 * Temporary space used only inside particular solver loops.
218 struct solver_scratch
*solver_scratch_new(int w
, int h
, int k
)
221 struct solver_scratch
*sc
= snew(struct solver_scratch
);
227 sc
->dsf
= snew_dsf(wh
);
228 sc
->size
= snewn(wh
, int);
229 sc
->contents
= snewn(wh
* k
, int);
230 sc
->disconnect
= snewn(wh
*wh
, unsigned char);
231 sc
->tmp
= snewn(wh
, int);
236 void solver_scratch_free(struct solver_scratch
*sc
)
241 sfree(sc
->disconnect
);
246 void solver_connect(struct solver_scratch
*sc
, int yx1
, int yx2
)
248 int w
= sc
->w
, h
= sc
->h
, k
= sc
->k
;
252 yx1
= dsf_canonify(sc
->dsf
, yx1
);
253 yx2
= dsf_canonify(sc
->dsf
, yx2
);
257 * To connect two components together into a bigger one, we
258 * start by merging them in the dsf itself.
260 dsf_merge(sc
->dsf
, yx1
, yx2
);
261 yxnew
= dsf_canonify(sc
->dsf
, yx2
);
264 * The size of the new component is the sum of the sizes of the
267 sc
->size
[yxnew
] = sc
->size
[yx1
] + sc
->size
[yx2
];
270 * The contents bitmap of the new component is the union of the
271 * contents of the old ones.
273 * Given two numbers at most one of which is not -1, we can
274 * find the other one by adding the two and adding 1; this
275 * will yield -1 if both were -1 to begin with, otherwise the
278 * (A neater approach would be to take their bitwise AND, but
279 * this is unfortunately not well-defined standard C when done
280 * to signed integers.)
282 for (i
= 0; i
< k
; i
++) {
283 assert(sc
->contents
[yx1
*k
+i
] < 0 || sc
->contents
[yx2
*k
+i
] < 0);
284 sc
->contents
[yxnew
*k
+i
] = (sc
->contents
[yx1
*k
+i
] +
285 sc
->contents
[yx2
*k
+i
] + 1);
289 * We must combine the rows _and_ the columns in the disconnect
292 for (i
= 0; i
< wh
; i
++)
293 sc
->disconnect
[yxnew
*wh
+i
] = (sc
->disconnect
[yx1
*wh
+i
] ||
294 sc
->disconnect
[yx2
*wh
+i
]);
295 for (i
= 0; i
< wh
; i
++)
296 sc
->disconnect
[i
*wh
+yxnew
] = (sc
->disconnect
[i
*wh
+yx1
] ||
297 sc
->disconnect
[i
*wh
+yx2
]);
300 void solver_disconnect(struct solver_scratch
*sc
, int yx1
, int yx2
)
302 int w
= sc
->w
, h
= sc
->h
;
305 yx1
= dsf_canonify(sc
->dsf
, yx1
);
306 yx2
= dsf_canonify(sc
->dsf
, yx2
);
308 assert(!sc
->disconnect
[yx1
*wh
+yx2
]);
309 assert(!sc
->disconnect
[yx2
*wh
+yx1
]);
312 * Mark the components as disconnected from each other in the
315 sc
->disconnect
[yx1
*wh
+yx2
] = sc
->disconnect
[yx2
*wh
+yx1
] = 1;
318 void solver_init(struct solver_scratch
*sc
)
320 int w
= sc
->w
, h
= sc
->h
;
325 * Set up most of the scratch space. We don't set up the
326 * contents array, however, because this will change if we
327 * adjust the letter arrangement and re-run the solver.
329 dsf_init(sc
->dsf
, wh
);
330 for (i
= 0; i
< wh
; i
++) sc
->size
[i
] = 1;
331 memset(sc
->disconnect
, 0, wh
*wh
);
334 int solver_attempt(struct solver_scratch
*sc
, const unsigned char *grid
,
335 unsigned char *gen_lock
)
337 int w
= sc
->w
, h
= sc
->h
, k
= sc
->k
;
340 int done_something_overall
= FALSE
;
343 * Set up the contents array from the grid.
345 for (i
= 0; i
< wh
*k
; i
++)
346 sc
->contents
[i
] = -1;
347 for (i
= 0; i
< wh
; i
++)
348 sc
->contents
[dsf_canonify(sc
->dsf
, i
)*k
+grid
[i
]] = i
;
351 int done_something
= FALSE
;
354 * Go over the grid looking for reasons to add to the
355 * disconnect matrix. We're after pairs of squares which:
357 * - are adjacent in the grid
358 * - belong to distinct dsf components
359 * - their components are not already marked as
361 * - their components share a letter in common.
363 for (y
= 0; y
< h
; y
++) {
364 for (x
= 0; x
< w
; x
++) {
366 for (dir
= 0; dir
< 2; dir
++) {
367 int x2
= x
+ dir
, y2
= y
+ 1 - dir
;
368 int yx
= y
*w
+x
, yx2
= y2
*w
+x2
;
370 if (x2
>= w
|| y2
>= h
)
371 continue; /* one square is outside the grid */
373 yx
= dsf_canonify(sc
->dsf
, yx
);
374 yx2
= dsf_canonify(sc
->dsf
, yx2
);
376 continue; /* same dsf component */
378 if (sc
->disconnect
[yx
*wh
+yx2
])
379 continue; /* already known disconnected */
381 for (i
= 0; i
< k
; i
++)
382 if (sc
->contents
[yx
*k
+i
] >= 0 &&
383 sc
->contents
[yx2
*k
+i
] >= 0)
386 continue; /* no letter in common */
389 * We've found one. Mark yx and yx2 as
390 * disconnected from each other.
392 #ifdef SOLVER_DIAGNOSTICS
393 printf("Disconnecting %d and %d (%c)\n", yx
, yx2
, 'A'+i
);
395 solver_disconnect(sc
, yx
, yx2
);
396 done_something
= done_something_overall
= TRUE
;
399 * We have just made a deduction which hinges
400 * on two particular grid squares being the
401 * same. If we are feeding back to a generator
402 * loop, we must therefore mark those squares
403 * as fixed in the generator, so that future
404 * rearrangement of the grid will not break
405 * the information on which we have already
409 gen_lock
[sc
->contents
[yx
*k
+i
]] = 1;
410 gen_lock
[sc
->contents
[yx2
*k
+i
]] = 1;
417 * Now go over the grid looking for dsf components which
418 * are below maximum size and only have one way to extend,
419 * and extending them.
421 for (i
= 0; i
< wh
; i
++)
423 for (y
= 0; y
< h
; y
++) {
424 for (x
= 0; x
< w
; x
++) {
425 int yx
= dsf_canonify(sc
->dsf
, y
*w
+x
);
428 if (sc
->size
[yx
] == k
)
431 for (dir
= 0; dir
< 4; dir
++) {
432 int x2
= x
+ (dir
==0 ? -1 : dir
==2 ? 1 : 0);
433 int y2
= y
+ (dir
==1 ? -1 : dir
==3 ? 1 : 0);
436 if (y2
< 0 || y2
>= h
|| x2
< 0 || x2
>= w
)
439 yx2c
= dsf_canonify(sc
->dsf
, yx2
);
441 if (yx2c
!= yx
&& !sc
->disconnect
[yx2c
*wh
+yx
]) {
443 * Component yx can be extended into square
446 if (sc
->tmp
[yx
] == -1)
448 else if (sc
->tmp
[yx
] != yx2
)
449 sc
->tmp
[yx
] = -2; /* multiple choices found */
454 for (i
= 0; i
< wh
; i
++) {
455 if (sc
->tmp
[i
] >= 0) {
457 * Make sure we haven't connected the two already
458 * during this loop (which could happen if for
459 * _both_ components this was the only way to
462 if (dsf_canonify(sc
->dsf
, i
) ==
463 dsf_canonify(sc
->dsf
, sc
->tmp
[i
]))
466 #ifdef SOLVER_DIAGNOSTICS
467 printf("Connecting %d and %d\n", i
, sc
->tmp
[i
]);
469 solver_connect(sc
, i
, sc
->tmp
[i
]);
470 done_something
= done_something_overall
= TRUE
;
480 * Return 0 if we haven't made any progress; 1 if we've done
481 * something but not solved it completely; 2 if we've solved
484 for (i
= 0; i
< wh
; i
++)
485 if (sc
->size
[dsf_canonify(sc
->dsf
, i
)] != k
)
489 if (done_something_overall
)
494 unsigned char *generate(int w
, int h
, int k
, random_state
*rs
)
498 struct solver_scratch
*sc
;
500 unsigned char *shuffled
;
501 int i
, j
, m
, retries
;
503 unsigned char *gen_lock
;
504 extern int *divvy_rectangle(int w
, int h
, int k
, random_state
*rs
);
506 sc
= solver_scratch_new(w
, h
, k
);
507 grid
= snewn(wh
, unsigned char);
508 shuffled
= snewn(k
, unsigned char);
509 permutation
= snewn(wh
, int);
510 gen_lock
= snewn(wh
, unsigned char);
513 int *dsf
= divvy_rectangle(w
, h
, k
, rs
);
516 * Go through the dsf and find the indices of all the
517 * squares involved in each omino, in a manner conducive
518 * to per-omino indexing. We set permutation[i*k+j] to be
519 * the index of the jth square (ordered arbitrarily) in
522 for (i
= j
= 0; i
< wh
; i
++)
523 if (dsf_canonify(dsf
, i
) == i
) {
526 * During this loop and the following one, we use
527 * the last element of each row of permutation[]
528 * as a counter of the number of indices so far
529 * placed in it. When we place the final index of
530 * an omino, that counter is overwritten, but that
531 * doesn't matter because we'll never use it
532 * again. Of course this depends critically on
533 * divvy_rectangle() having returned correct
534 * results, or else chaos would ensue.
536 permutation
[j
*k
+k
-1] = 0;
539 for (i
= 0; i
< wh
; i
++) {
540 j
= sc
->tmp
[dsf_canonify(dsf
, i
)];
541 m
= permutation
[j
*k
+k
-1]++;
542 permutation
[j
*k
+m
] = i
;
546 * Track which squares' letters we have already depended
547 * on for deductions. This is gradually updated by
550 memset(gen_lock
, 0, wh
);
553 * Now repeatedly fill the grid with letters, and attempt
554 * to solve it. If the solver makes progress but does not
555 * fail completely, then gen_lock will have been updated
556 * and we try again. On a complete failure, though, we
557 * have no option but to give up and abandon this set of
564 * Fill the grid with letters. We can safely use
565 * sc->tmp to hold the set of letters required at each
566 * stage, since it's at least size k and is currently
569 for (i
= 0; i
< n
; i
++) {
571 * First, determine the set of letters already
572 * placed in this omino by gen_lock.
574 for (j
= 0; j
< k
; j
++)
576 for (j
= 0; j
< k
; j
++) {
577 int index
= permutation
[i
*k
+j
];
578 int letter
= grid
[index
];
580 sc
->tmp
[letter
] = -1;
583 * Now collect together all the remaining letters
584 * and randomly shuffle them.
586 for (j
= m
= 0; j
< k
; j
++)
588 sc
->tmp
[m
++] = sc
->tmp
[j
];
589 shuffle(sc
->tmp
, m
, sizeof(*sc
->tmp
), rs
);
591 * Finally, write the shuffled letters into the
594 for (j
= 0; j
< k
; j
++) {
595 int index
= permutation
[i
*k
+j
];
596 if (!gen_lock
[index
])
597 grid
[index
] = sc
->tmp
[--m
];
603 * Now we have a candidate grid. Attempt to progress
606 m
= solver_attempt(sc
, grid
, gen_lock
);
607 if (m
== 2 || /* success */
608 (m
== 0 && retries
-- <= 0)) /* failure */
611 retries
= k
*k
; /* reset this counter, and continue */
620 solver_scratch_free(sc
);
625 /* ----------------------------------------------------------------------
626 * End of solver/generator code.
629 static char *new_game_desc(game_params
*params
, random_state
*rs
,
630 char **aux
, int interactive
)
632 int w
= params
->w
, h
= params
->h
, wh
= w
*h
, k
= params
->k
;
637 grid
= generate(w
, h
, k
, rs
);
639 desc
= snewn(wh
+1, char);
640 for (i
= 0; i
< wh
; i
++)
641 desc
[i
] = 'A' + grid
[i
];
649 static char *validate_desc(game_params
*params
, char *desc
)
654 static game_state
*new_game(midend
*me
, game_params
*params
, char *desc
)
656 game_state
*state
= snew(game_state
);
663 static game_state
*dup_game(game_state
*state
)
665 game_state
*ret
= snew(game_state
);
667 ret
->FIXME
= state
->FIXME
;
672 static void free_game(game_state
*state
)
677 static char *solve_game(game_state
*state
, game_state
*currstate
,
678 char *aux
, char **error
)
683 static int game_can_format_as_text_now(game_params
*params
)
688 static char *game_text_format(game_state
*state
)
693 static game_ui
*new_ui(game_state
*state
)
698 static void free_ui(game_ui
*ui
)
702 static char *encode_ui(game_ui
*ui
)
707 static void decode_ui(game_ui
*ui
, char *encoding
)
711 static void game_changed_state(game_ui
*ui
, game_state
*oldstate
,
712 game_state
*newstate
)
716 struct game_drawstate
{
721 static char *interpret_move(game_state
*state
, game_ui
*ui
, game_drawstate
*ds
,
722 int x
, int y
, int button
)
727 static game_state
*execute_move(game_state
*state
, char *move
)
732 /* ----------------------------------------------------------------------
736 static void game_compute_size(game_params
*params
, int tilesize
,
739 *x
= *y
= 10 * tilesize
; /* FIXME */
742 static void game_set_size(drawing
*dr
, game_drawstate
*ds
,
743 game_params
*params
, int tilesize
)
745 ds
->tilesize
= tilesize
;
748 static float *game_colours(frontend
*fe
, int *ncolours
)
750 float *ret
= snewn(3 * NCOLOURS
, float);
752 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
754 *ncolours
= NCOLOURS
;
758 static game_drawstate
*game_new_drawstate(drawing
*dr
, game_state
*state
)
760 struct game_drawstate
*ds
= snew(struct game_drawstate
);
768 static void game_free_drawstate(drawing
*dr
, game_drawstate
*ds
)
773 static void game_redraw(drawing
*dr
, game_drawstate
*ds
, game_state
*oldstate
,
774 game_state
*state
, int dir
, game_ui
*ui
,
775 float animtime
, float flashtime
)
778 * The initial contents of the window are not guaranteed and
779 * can vary with front ends. To be on the safe side, all games
780 * should start by drawing a big background-colour rectangle
781 * covering the whole window.
783 draw_rect(dr
, 0, 0, 10*ds
->tilesize
, 10*ds
->tilesize
, COL_BACKGROUND
);
786 static float game_anim_length(game_state
*oldstate
, game_state
*newstate
,
787 int dir
, game_ui
*ui
)
792 static float game_flash_length(game_state
*oldstate
, game_state
*newstate
,
793 int dir
, game_ui
*ui
)
798 static int game_timing_state(game_state
*state
, game_ui
*ui
)
803 static void game_print_size(game_params
*params
, float *x
, float *y
)
807 static void game_print(drawing
*dr
, game_state
*state
, int tilesize
)
812 #define thegame nullgame
815 const struct game thegame
= {
816 "Null Game", NULL
, NULL
,
823 FALSE
, game_configure
, custom_params
,
831 FALSE
, game_can_format_as_text_now
, game_text_format
,
839 20 /* FIXME */, game_compute_size
, game_set_size
,
846 FALSE
, FALSE
, game_print_size
, game_print
,
847 FALSE
, /* wants_statusbar */
848 FALSE
, game_timing_state
,