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# Source: https://github.com/python/pyperformance
# License: MIT
# Solver of Hexiom board game.
# Benchmark from Laurent Vaucher.
# Source: https://github.com/slowfrog/hexiom : hexiom2.py, level36.txt
# (Main function tweaked by Armin Rigo.)
##################################
class Dir(object):
def __init__(self, x, y):
self.x = x
self.y = y
DIRS = [Dir(1, 0), Dir(-1, 0), Dir(0, 1), Dir(0, -1), Dir(1, 1), Dir(-1, -1)]
EMPTY = 7
##################################
class Done(object):
MIN_CHOICE_STRATEGY = 0
MAX_CHOICE_STRATEGY = 1
HIGHEST_VALUE_STRATEGY = 2
FIRST_STRATEGY = 3
MAX_NEIGHBORS_STRATEGY = 4
MIN_NEIGHBORS_STRATEGY = 5
def __init__(self, count, empty=False):
self.count = count
self.cells = None if empty else [[0, 1, 2, 3, 4, 5, 6, EMPTY] for i in range(count)]
def clone(self):
ret = Done(self.count, True)
ret.cells = [self.cells[i][:] for i in range(self.count)]
return ret
def __getitem__(self, i):
return self.cells[i]
def set_done(self, i, v):
self.cells[i] = [v]
def already_done(self, i):
return len(self.cells[i]) == 1
def remove(self, i, v):
if v in self.cells[i]:
self.cells[i].remove(v)
return True
else:
return False
def remove_all(self, v):
for i in range(self.count):
self.remove(i, v)
def remove_unfixed(self, v):
changed = False
for i in range(self.count):
if not self.already_done(i):
if self.remove(i, v):
changed = True
return changed
def filter_tiles(self, tiles):
for v in range(8):
if tiles[v] == 0:
self.remove_all(v)
def next_cell_min_choice(self):
minlen = 10
mini = -1
for i in range(self.count):
if 1 < len(self.cells[i]) < minlen:
minlen = len(self.cells[i])
mini = i
return mini
def next_cell_max_choice(self):
maxlen = 1
maxi = -1
for i in range(self.count):
if maxlen < len(self.cells[i]):
maxlen = len(self.cells[i])
maxi = i
return maxi
def next_cell_highest_value(self):
maxval = -1
maxi = -1
for i in range(self.count):
if not self.already_done(i):
maxvali = max(k for k in self.cells[i] if k != EMPTY)
if maxval < maxvali:
maxval = maxvali
maxi = i
return maxi
def next_cell_first(self):
for i in range(self.count):
if not self.already_done(i):
return i
return -1
def next_cell_max_neighbors(self, pos):
maxn = -1
maxi = -1
for i in range(self.count):
if not self.already_done(i):
cells_around = pos.hex.get_by_id(i).links
n = sum(
1 if (self.already_done(nid) and (self[nid][0] != EMPTY)) else 0
for nid in cells_around
)
if n > maxn:
maxn = n
maxi = i
return maxi
def next_cell_min_neighbors(self, pos):
minn = 7
mini = -1
for i in range(self.count):
if not self.already_done(i):
cells_around = pos.hex.get_by_id(i).links
n = sum(
1 if (self.already_done(nid) and (self[nid][0] != EMPTY)) else 0
for nid in cells_around
)
if n < minn:
minn = n
mini = i
return mini
def next_cell(self, pos, strategy=HIGHEST_VALUE_STRATEGY):
if strategy == Done.HIGHEST_VALUE_STRATEGY:
return self.next_cell_highest_value()
elif strategy == Done.MIN_CHOICE_STRATEGY:
return self.next_cell_min_choice()
elif strategy == Done.MAX_CHOICE_STRATEGY:
return self.next_cell_max_choice()
elif strategy == Done.FIRST_STRATEGY:
return self.next_cell_first()
elif strategy == Done.MAX_NEIGHBORS_STRATEGY:
return self.next_cell_max_neighbors(pos)
elif strategy == Done.MIN_NEIGHBORS_STRATEGY:
return self.next_cell_min_neighbors(pos)
else:
raise Exception("Wrong strategy: %d" % strategy)
##################################
class Node(object):
def __init__(self, pos, id, links):
self.pos = pos
self.id = id
self.links = links
##################################
class Hex(object):
def __init__(self, size):
self.size = size
self.count = 3 * size * (size - 1) + 1
self.nodes_by_id = self.count * [None]
self.nodes_by_pos = {}
id = 0
for y in range(size):
for x in range(size + y):
pos = (x, y)
node = Node(pos, id, [])
self.nodes_by_pos[pos] = node
self.nodes_by_id[node.id] = node
id += 1
for y in range(1, size):
for x in range(y, size * 2 - 1):
ry = size + y - 1
pos = (x, ry)
node = Node(pos, id, [])
self.nodes_by_pos[pos] = node
self.nodes_by_id[node.id] = node
id += 1
def link_nodes(self):
for node in self.nodes_by_id:
(x, y) = node.pos
for dir in DIRS:
nx = x + dir.x
ny = y + dir.y
if self.contains_pos((nx, ny)):
node.links.append(self.nodes_by_pos[(nx, ny)].id)
def contains_pos(self, pos):
return pos in self.nodes_by_pos
def get_by_pos(self, pos):
return self.nodes_by_pos[pos]
def get_by_id(self, id):
return self.nodes_by_id[id]
##################################
class Pos(object):
def __init__(self, hex, tiles, done=None):
self.hex = hex
self.tiles = tiles
self.done = Done(hex.count) if done is None else done
def clone(self):
return Pos(self.hex, self.tiles, self.done.clone())
##################################
def constraint_pass(pos, last_move=None):
changed = False
left = pos.tiles[:]
done = pos.done
# Remove impossible values from free cells
free_cells = range(done.count) if last_move is None else pos.hex.get_by_id(last_move).links
for i in free_cells:
if not done.already_done(i):
vmax = 0
vmin = 0
cells_around = pos.hex.get_by_id(i).links
for nid in cells_around:
if done.already_done(nid):
if done[nid][0] != EMPTY:
vmin += 1
vmax += 1
else:
vmax += 1
for num in range(7):
if (num < vmin) or (num > vmax):
if done.remove(i, num):
changed = True
# Computes how many of each value is still free
for cell in done.cells:
if len(cell) == 1:
left[cell[0]] -= 1
for v in range(8):
# If there is none, remove the possibility from all tiles
if (pos.tiles[v] > 0) and (left[v] == 0):
if done.remove_unfixed(v):
changed = True
else:
possible = sum((1 if v in cell else 0) for cell in done.cells)
# If the number of possible cells for a value is exactly the number of available tiles
# put a tile in each cell
if pos.tiles[v] == possible:
for i in range(done.count):
cell = done.cells[i]
if (not done.already_done(i)) and (v in cell):
done.set_done(i, v)
changed = True
# Force empty or non-empty around filled cells
filled_cells = range(done.count) if last_move is None else [last_move]
for i in filled_cells:
if done.already_done(i):
num = done[i][0]
empties = 0
filled = 0
unknown = []
cells_around = pos.hex.get_by_id(i).links
for nid in cells_around:
if done.already_done(nid):
if done[nid][0] == EMPTY:
empties += 1
else:
filled += 1
else:
unknown.append(nid)
if len(unknown) > 0:
if num == filled:
for u in unknown:
if EMPTY in done[u]:
done.set_done(u, EMPTY)
changed = True
# else:
# raise Exception("Houston, we've got a problem")
elif num == filled + len(unknown):
for u in unknown:
if done.remove(u, EMPTY):
changed = True
return changed
ASCENDING = 1
DESCENDING = -1
def find_moves(pos, strategy, order):
done = pos.done
cell_id = done.next_cell(pos, strategy)
if cell_id < 0:
return []
if order == ASCENDING:
return [(cell_id, v) for v in done[cell_id]]
else:
# Try higher values first and EMPTY last
moves = list(reversed([(cell_id, v) for v in done[cell_id] if v != EMPTY]))
if EMPTY in done[cell_id]:
moves.append((cell_id, EMPTY))
return moves
def play_move(pos, move):
(cell_id, i) = move
pos.done.set_done(cell_id, i)
def print_pos(pos, output):
hex = pos.hex
done = pos.done
size = hex.size
for y in range(size):
print(" " * (size - y - 1), end="", file=output)
for x in range(size + y):
pos2 = (x, y)
id = hex.get_by_pos(pos2).id
if done.already_done(id):
c = done[id][0] if done[id][0] != EMPTY else "."
else:
c = "?"
print("%s " % c, end="", file=output)
print(end="\n", file=output)
for y in range(1, size):
print(" " * y, end="", file=output)
for x in range(y, size * 2 - 1):
ry = size + y - 1
pos2 = (x, ry)
id = hex.get_by_pos(pos2).id
if done.already_done(id):
c = done[id][0] if done[id][0] != EMPTY else "."
else:
c = "?"
print("%s " % c, end="", file=output)
print(end="\n", file=output)
OPEN = 0
SOLVED = 1
IMPOSSIBLE = -1
def solved(pos, output, verbose=False):
hex = pos.hex
tiles = pos.tiles[:]
done = pos.done
exact = True
all_done = True
for i in range(hex.count):
if len(done[i]) == 0:
return IMPOSSIBLE
elif done.already_done(i):
num = done[i][0]
tiles[num] -= 1
if tiles[num] < 0:
return IMPOSSIBLE
vmax = 0
vmin = 0
if num != EMPTY:
cells_around = hex.get_by_id(i).links
for nid in cells_around:
if done.already_done(nid):
if done[nid][0] != EMPTY:
vmin += 1
vmax += 1
else:
vmax += 1
if (num < vmin) or (num > vmax):
return IMPOSSIBLE
if num != vmin:
exact = False
else:
all_done = False
if (not all_done) or (not exact):
return OPEN
print_pos(pos, output)
return SOLVED
def solve_step(prev, strategy, order, output, first=False):
if first:
pos = prev.clone()
while constraint_pass(pos):
pass
else:
pos = prev
moves = find_moves(pos, strategy, order)
if len(moves) == 0:
return solved(pos, output)
else:
for move in moves:
# print("Trying (%d, %d)" % (move[0], move[1]))
ret = OPEN
new_pos = pos.clone()
play_move(new_pos, move)
# print_pos(new_pos)
while constraint_pass(new_pos, move[0]):
pass
cur_status = solved(new_pos, output)
if cur_status != OPEN:
ret = cur_status
else:
ret = solve_step(new_pos, strategy, order, output)
if ret == SOLVED:
return SOLVED
return IMPOSSIBLE
def check_valid(pos):
hex = pos.hex
tiles = pos.tiles
# fill missing entries in tiles
tot = 0
for i in range(8):
if tiles[i] > 0:
tot += tiles[i]
else:
tiles[i] = 0
# check total
if tot != hex.count:
raise Exception("Invalid input. Expected %d tiles, got %d." % (hex.count, tot))
def solve(pos, strategy, order, output):
check_valid(pos)
return solve_step(pos, strategy, order, output, first=True)
# TODO Write an 'iterator' to go over all x,y positions
def read_file(file):
lines = [line.strip("\r\n") for line in file.splitlines()]
size = int(lines[0])
hex = Hex(size)
linei = 1
tiles = 8 * [0]
done = Done(hex.count)
for y in range(size):
line = lines[linei][size - y - 1 :]
p = 0
for x in range(size + y):
tile = line[p : p + 2]
p += 2
if tile[1] == ".":
inctile = EMPTY
else:
inctile = int(tile)
tiles[inctile] += 1
# Look for locked tiles
if tile[0] == "+":
# print("Adding locked tile: %d at pos %d, %d, id=%d" %
# (inctile, x, y, hex.get_by_pos((x, y)).id))
done.set_done(hex.get_by_pos((x, y)).id, inctile)
linei += 1
for y in range(1, size):
ry = size - 1 + y
line = lines[linei][y:]
p = 0
for x in range(y, size * 2 - 1):
tile = line[p : p + 2]
p += 2
if tile[1] == ".":
inctile = EMPTY
else:
inctile = int(tile)
tiles[inctile] += 1
# Look for locked tiles
if tile[0] == "+":
# print("Adding locked tile: %d at pos %d, %d, id=%d" %
# (inctile, x, ry, hex.get_by_pos((x, ry)).id))
done.set_done(hex.get_by_pos((x, ry)).id, inctile)
linei += 1
hex.link_nodes()
done.filter_tiles(tiles)
return Pos(hex, tiles, done)
def solve_file(file, strategy, order, output):
pos = read_file(file)
solve(pos, strategy, order, output)
LEVELS = {}
LEVELS[2] = (
"""
2
. 1
. 1 1
1 .
""",
"""\
1 1
. . .
1 1
""",
)
LEVELS[10] = (
"""
3
+.+. .
+. 0 . 2
. 1+2 1 .
2 . 0+.
.+.+.
""",
"""\
. . 1
. 1 . 2
0 . 2 2 .
. . . .
0 . .
""",
)
LEVELS[20] = (
"""
3
. 5 4
. 2+.+1
. 3+2 3 .
+2+. 5 .
. 3 .
""",
"""\
3 3 2
4 5 . 1
3 5 2 . .
2 . . .
. . .
""",
)
LEVELS[25] = (
"""
3
4 . .
. . 2 .
4 3 2 . 4
2 2 3 .
4 2 4
""",
"""\
3 4 2
2 4 4 .
. . . 4 2
. 2 4 3
. 2 .
""",
)
LEVELS[30] = (
"""
4
5 5 . .
3 . 2+2 6
3 . 2 . 5 .
. 3 3+4 4 . 3
4 5 4 . 5 4
5+2 . . 3
4 . . .
""",
"""\
3 4 3 .
4 6 5 2 .
2 5 5 . . 2
. . 5 4 . 4 3
. 3 5 4 5 4
. 2 . 3 3
. . . .
""",
)
LEVELS[36] = (
"""
4
2 1 1 2
3 3 3 . .
2 3 3 . 4 .
. 2 . 2 4 3 2
2 2 . . . 2
4 3 4 . .
3 2 3 3
""",
"""\
3 4 3 2
3 4 4 . 3
2 . . 3 4 3
2 . 1 . 3 . 2
3 3 . 2 . 2
3 . 2 . 2
2 2 . 1
""",
)
###########################################################################
# Benchmark interface
bm_params = {
(100, 100): (1, 10, DESCENDING, Done.FIRST_STRATEGY),
(1000, 1000): (1, 25, DESCENDING, Done.FIRST_STRATEGY),
(5000, 1000): (10, 25, DESCENDING, Done.FIRST_STRATEGY),
}
def bm_setup(params):
import io
loops, level, order, strategy = params
board, solution = LEVELS[level]
board = board.strip()
expected = solution.rstrip()
output = None
def run():
nonlocal output
for _ in range(loops):
stream = io.StringIO()
solve_file(board, strategy, order, stream)
output = stream.getvalue()
stream = None
def result():
norm = params[0] * params[1]
out = "\n".join(line.rstrip() for line in output.splitlines())
return norm, ((out == expected), out)
return run, result
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