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<title>puzzles/dominosa.R, branch rockbox</title>
<subtitle>My sgt-puzzles tree</subtitle>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/'/>
<entry>
<title>Dominosa: add area-parity deductions, at Basic level.</title>
<updated>2019-04-13T14:57:16+00:00</updated>
<author>
<name>Simon Tatham</name>
<email>anakin@pobox.com</email>
</author>
<published>2019-04-13T12:46:31+00:00</published>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/commit/?id=9f0dfba5fa9431469060ae89bef486267dbb23d4'/>
<id>9f0dfba5fa9431469060ae89bef486267dbb23d4</id>
<content type='text'>
This is a technique I've had on the todo list (and been using by hand)
for years: a domino can't be placed if it would divide the remaining
area of the grid into pieces containing an odd number of squares.

The findloop subsystem is already well set up for finding domino
placements that would divide the grid, and the new is_bridge query
function can now tell me the sizes of the area on each side of the
bridge, which makes it trivial to implement this deduction by simply
running findloop and iterating over the output array.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
This is a technique I've had on the todo list (and been using by hand)
for years: a domino can't be placed if it would divide the remaining
area of the grid into pieces containing an odd number of squares.

The findloop subsystem is already well set up for finding domino
placements that would divide the grid, and the new is_bridge query
function can now tell me the sizes of the area on each side of the
bridge, which makes it trivial to implement this deduction by simply
running findloop and iterating over the output array.
</pre>
</div>
</content>
</entry>
<entry>
<title>Dominosa: add an Extreme difficulty, with forcing chains.</title>
<updated>2019-04-05T18:40:42+00:00</updated>
<author>
<name>Simon Tatham</name>
<email>anakin@pobox.com</email>
</author>
<published>2019-04-05T18:40:42+00:00</published>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/commit/?id=191843e0c71da265df20e387913c22900b2b8ca7'/>
<id>191843e0c71da265df20e387913c22900b2b8ca7</id>
<content type='text'>
This technique borrows its name from the Solo / Map deduction in which
you find a path of vertices in your graph each of which has two
possible values, such that a choice for one end vertex of the chain
forces everything along it. In Dominosa, an approximate analogue is a
path of squares each of which has only two possible domino placements
remaining, and it has the extra-useful property that it's
bidirectional - once you've identified such a path, either all the odd
domino placements along it must be right, or all the even ones. So if
you can find an inconsistency in either set, you can rule out the
whole lot and settle on the other set.

Having done that basic analysis (which turns out to be surprisingly
easy with an edsf to help), there are multiple ways you can actually
rule out one of the same-parity chains. One is if the same domino
would have to appear twice in it; another is if the set of dominoes
that the chain would place would rule out all the choices for some
completely different square. There are probably others too, but those
are the ones I've implemented.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
This technique borrows its name from the Solo / Map deduction in which
you find a path of vertices in your graph each of which has two
possible values, such that a choice for one end vertex of the chain
forces everything along it. In Dominosa, an approximate analogue is a
path of squares each of which has only two possible domino placements
remaining, and it has the extra-useful property that it's
bidirectional - once you've identified such a path, either all the odd
domino placements along it must be right, or all the even ones. So if
you can find an inconsistency in either set, you can rule out the
whole lot and settle on the other set.

Having done that basic analysis (which turns out to be surprisingly
easy with an edsf to help), there are multiple ways you can actually
rule out one of the same-parity chains. One is if the same domino
would have to appear twice in it; another is if the set of dominoes
that the chain would place would rule out all the choices for some
completely different square. There are probably others too, but those
are the ones I've implemented.
</pre>
</div>
</content>
</entry>
<entry>
<title>Dominosa: add a command-line solver.</title>
<updated>2019-04-04T22:58:31+00:00</updated>
<author>
<name>Simon Tatham</name>
<email>anakin@pobox.com</email>
</author>
<published>2019-04-02T17:42:01+00:00</published>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/commit/?id=f1c8e4092cf1f31bbf5a3889bd47cbe1c5955f87'/>
<id>f1c8e4092cf1f31bbf5a3889bd47cbe1c5955f87</id>
<content type='text'>
I've made the existing optional solver diagnostics appear as the
verbose output of the solver program. They're not particularly legible
at the moment, but they're better than nothing.
</content>
<content type='xhtml'>
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<pre>
I've made the existing optional solver diagnostics appear as the
verbose output of the solver program. They're not particularly legible
at the moment, but they're better than nothing.
</pre>
</div>
</content>
</entry>
<entry>
<title>Put the game summaries from the website into gamedesc.txt.</title>
<updated>2015-01-13T19:54:46+00:00</updated>
<author>
<name>Simon Tatham</name>
<email>anakin@pobox.com</email>
</author>
<published>2015-01-13T19:54:46+00:00</published>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/commit/?id=e3a8e64812f2fa783dc5644f04f267a291bc6098'/>
<id>e3a8e64812f2fa783dc5644f04f267a291bc6098</id>
<content type='text'>
More sensible to bring all the pieces of per-puzzle descriptive text
together into one place, so they can be easily reused everywhere
they're needed.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
More sensible to bring all the pieces of per-puzzle descriptive text
together into one place, so they can be easily reused everywhere
they're needed.
</pre>
</div>
</content>
</entry>
<entry>
<title>Add a mechanism to the automake system to allow 'make install' to only</title>
<updated>2013-06-30T10:16:57+00:00</updated>
<author>
<name>Simon Tatham</name>
<email>anakin@pobox.com</email>
</author>
<published>2013-06-30T10:16:57+00:00</published>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/commit/?id=c06792c07609eacf6db0881f62a3391547c77248'/>
<id>c06792c07609eacf6db0881f62a3391547c77248</id>
<content type='text'>
install the actual games, not the auxiliary binaries or nullgame.

[originally from svn r9887]
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
install the actual games, not the auxiliary binaries or nullgame.

[originally from svn r9887]
</pre>
</div>
</content>
</entry>
<entry>
<title>Rename wingames.lst to gamedesc.txt, and add a couple of extra fields</title>
<updated>2013-06-08T16:29:15+00:00</updated>
<author>
<name>Simon Tatham</name>
<email>anakin@pobox.com</email>
</author>
<published>2013-06-08T16:29:15+00:00</published>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/commit/?id=5dda5cf1d039767c632fe5e58ed7b95f5a615c0f'/>
<id>5dda5cf1d039767c632fe5e58ed7b95f5a615c0f</id>
<content type='text'>
to it giving each game's "internal" name (as seen in the source file,
.R etc) and also a brief description of the game. The idea of the
latter is that it should be usable as a comment field in .desktop
files and similar.

[originally from svn r9858]
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
to it giving each game's "internal" name (as seen in the source file,
.R etc) and also a brief description of the game. The idea of the
latter is that it should be usable as a comment field in .desktop
files and similar.

[originally from svn r9858]
</pre>
</div>
</content>
</entry>
<entry>
<title>Patch from James H to abstract out of Dominosa the code which</title>
<updated>2009-03-02T19:45:59+00:00</updated>
<author>
<name>Simon Tatham</name>
<email>anakin@pobox.com</email>
</author>
<published>2009-03-02T19:45:59+00:00</published>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/commit/?id=706e27de8d8bd097ac2212578a597b02c9a1b43f'/>
<id>706e27de8d8bd097ac2212578a597b02c9a1b43f</id>
<content type='text'>
randomly generates a tiling of a rectangle with dominoes, since he
wants to reuse that function in another puzzle.

[originally from svn r8488]
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
randomly generates a tiling of a rectangle with dominoes, since he
wants to reuse that function in another puzzle.

[originally from svn r8488]
</pre>
</div>
</content>
</entry>
<entry>
<title>Change to the handling of -DCOMBINED in the makefiles. Instead of</title>
<updated>2008-09-13T19:17:26+00:00</updated>
<author>
<name>Simon Tatham</name>
<email>anakin@pobox.com</email>
</author>
<published>2008-09-13T19:17:26+00:00</published>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/commit/?id=43eafe1fdf356c0c1c88936ffa79c83291973b5d'/>
<id>43eafe1fdf356c0c1c88936ffa79c83291973b5d</id>
<content type='text'>
defining it centrally per port, I think it's neater to define it for
each puzzle when adding that puzzle to the ALL list - because those
front ends which take -DCOMBINED are precisely those which use ALL.
In particular, this change opens up the possibility of compiling
both individual puzzles _and_ a combined monolith within the same
makefile.

[originally from svn r8178]
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
defining it centrally per port, I think it's neater to define it for
each puzzle when adding that puzzle to the ALL list - because those
front ends which take -DCOMBINED are precisely those which use ALL.
In particular, this change opens up the possibility of compiling
both individual puzzles _and_ a combined monolith within the same
makefile.

[originally from svn r8178]
</pre>
</div>
</content>
</entry>
<entry>
<title>Create a blank .rc file to be used in the absence of icons/foo.rc.</title>
<updated>2007-02-27T20:49:40+00:00</updated>
<author>
<name>Simon Tatham</name>
<email>anakin@pobox.com</email>
</author>
<published>2007-02-27T20:49:40+00:00</published>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/commit/?id=1dc3ce6d90c75f1a6b2e19cdaf5a3c0f92aaac05'/>
<id>1dc3ce6d90c75f1a6b2e19cdaf5a3c0f92aaac05</id>
<content type='text'>
This means that puzzles.rc2 is always included in all Windows and
PocketPC builds, which in turn means that I should be able to start
filling it full of VERSIONINFO and have that reliably included as
well.

[originally from svn r7339]
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
This means that puzzles.rc2 is always included in all Windows and
PocketPC builds, which in turn means that I should be able to start
filling it full of VERSIONINFO and have that reliably included as
well.

[originally from svn r7339]
</pre>
</div>
</content>
</entry>
<entry>
<title>Build an installer for Puzzles.</title>
<updated>2007-02-24T19:33:38+00:00</updated>
<author>
<name>Simon Tatham</name>
<email>anakin@pobox.com</email>
</author>
<published>2007-02-24T19:33:38+00:00</published>
<link rel='alternate' type='text/html' href='https://www.franklinwei.com/cgit/puzzles/commit/?id=b05cb1eaf37d9ffd2dad7e335c344b2455d9f1e2'/>
<id>b05cb1eaf37d9ffd2dad7e335c344b2455d9f1e2</id>
<content type='text'>
[originally from svn r7319]
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
[originally from svn r7319]
</pre>
</div>
</content>
</entry>
</feed>
