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| author | Franklin Wei <git@fwei.tk> | 2017-04-29 18:21:56 -0400 |
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| committer | Franklin Wei <git@fwei.tk> | 2017-04-29 18:24:42 -0400 |
| commit | 881746789a489fad85aae8317555f73dbe261556 (patch) | |
| tree | cec2946362c4698c8db3c10f3242ef546c2c22dd /apps/plugins/puzzles/findloop.c | |
| parent | 03dd4b92be7dcd5c8ab06da3810887060e06abd5 (diff) | |
| download | rockbox-881746789a489fad85aae8317555f73dbe261556.zip rockbox-881746789a489fad85aae8317555f73dbe261556.tar.gz rockbox-881746789a489fad85aae8317555f73dbe261556.tar.bz2 rockbox-881746789a489fad85aae8317555f73dbe261556.tar.xz | |
puzzles: refactor and resync with upstream
This brings puzzles up-to-date with upstream revision
2d333750272c3967cfd5cd3677572cddeaad5932, though certain changes made
by me, including cursor-only Untangle and some compilation fixes
remain. Upstream code has been moved to its separate subdirectory and
future syncs can be done by simply copying over the new sources.
Change-Id: Ia6506ca5f78c3627165ea6791d38db414ace0804
Diffstat (limited to 'apps/plugins/puzzles/findloop.c')
| -rw-r--r-- | apps/plugins/puzzles/findloop.c | 500 |
1 files changed, 0 insertions, 500 deletions
diff --git a/apps/plugins/puzzles/findloop.c b/apps/plugins/puzzles/findloop.c deleted file mode 100644 index e6b2654..0000000 --- a/apps/plugins/puzzles/findloop.c +++ /dev/null @@ -1,500 +0,0 @@ -/* - * Routine for finding loops in graphs, reusable across multiple - * puzzles. - * - * The strategy is Tarjan's bridge-finding algorithm, which is - * designed to list all edges whose removal would disconnect a - * previously connected component of the graph. We're interested in - * exactly the reverse - edges that are part of a loop in the graph - * are precisely those which _wouldn't_ disconnect anything if removed - * (individually) - but of course flipping the sense of the output is - * easy. - */ - -#include "puzzles.h" - -struct findloopstate { - int parent, child, sibling, visited; - int index, minindex, maxindex; - int minreachable, maxreachable; - int bridge; -}; - -struct findloopstate *findloop_new_state(int nvertices) -{ - /* - * Allocate a findloopstate structure for each vertex, and one - * extra one at the end which will be the overall root of a - * 'super-tree', which links the whole graph together to make it - * as easy as possible to iterate over all the connected - * components. - */ - return snewn(nvertices + 1, struct findloopstate); -} - -void findloop_free_state(struct findloopstate *state) -{ - sfree(state); -} - -int findloop_is_loop_edge(struct findloopstate *pv, int u, int v) -{ - /* - * Since the algorithm is intended for finding bridges, and a - * bridge must be part of any spanning tree, it follows that there - * is at most one bridge per vertex. - * - * Furthermore, by finding a _rooted_ spanning tree (so that each - * bridge is a parent->child link), you can find an injection from - * bridges to vertices (namely, map each bridge to the vertex at - * its child end). - * - * So if the u-v edge is a bridge, then either v was u's parent - * when the algorithm ran and we set pv[u].bridge = v, or vice - * versa. - */ - return !(pv[u].bridge == v || pv[v].bridge == u); -} - -int findloop_run(struct findloopstate *pv, int nvertices, - neighbour_fn_t neighbour, void *ctx) -{ - int u, v, w, root, index; - int nbridges, nedges; - - root = nvertices; - - /* - * First pass: organise the graph into a rooted spanning forest. - * That is, a tree structure with a clear up/down orientation - - * every node has exactly one parent (which may be 'root') and - * zero or more children, and every parent-child link corresponds - * to a graph edge. - * - * (A side effect of this is to find all the connected components, - * which of course we could do less confusingly with a dsf - but - * then we'd have to do that *and* build the tree, so it's less - * effort to do it all at once.) - */ - for (v = 0; v <= nvertices; v++) { - pv[v].parent = root; - pv[v].child = -2; - pv[v].sibling = -1; - pv[v].visited = FALSE; - } - pv[root].child = -1; - nedges = 0; - debug(("------------- new find_loops, nvertices=%d\n", nvertices)); - for (v = 0; v < nvertices; v++) { - if (pv[v].parent == root) { - /* - * Found a new connected component. Enumerate and treeify - * it. - */ - pv[v].sibling = pv[root].child; - pv[root].child = v; - debug(("%d is new child of root\n", v)); - - u = v; - while (1) { - if (!pv[u].visited) { - pv[u].visited = TRUE; - - /* - * Enumerate the neighbours of u, and any that are - * as yet not in the tree structure (indicated by - * child==-2, and distinct from the 'visited' - * flag) become children of u. - */ - debug((" component pass: processing %d\n", u)); - for (w = neighbour(u, ctx); w >= 0; - w = neighbour(-1, ctx)) { - debug((" edge %d-%d\n", u, w)); - if (pv[w].child == -2) { - debug((" -> new child\n")); - pv[w].child = -1; - pv[w].sibling = pv[u].child; - pv[w].parent = u; - pv[u].child = w; - } - - /* While we're here, count the edges in the whole - * graph, so that we can easily check at the end - * whether all of them are bridges, i.e. whether - * no loop exists at all. */ - if (w > u) /* count each edge only in one direction */ - nedges++; - } - - /* - * Now descend in depth-first search. - */ - if (pv[u].child >= 0) { - u = pv[u].child; - debug((" descending to %d\n", u)); - continue; - } - } - - if (u == v) { - debug((" back at %d, done this component\n", u)); - break; - } else if (pv[u].sibling >= 0) { - u = pv[u].sibling; - debug((" sideways to %d\n", u)); - } else { - u = pv[u].parent; - debug((" ascending to %d\n", u)); - } - } - } - } - - /* - * Second pass: index all the vertices in such a way that every - * subtree has a contiguous range of indices. (Easily enough done, - * by iterating through the tree structure we just built and - * numbering its elements as if they were those of a sorted list.) - * - * For each vertex, we compute the min and max index of the - * subtree starting there. - * - * (We index the vertices in preorder, per Tarjan's original - * description, so that each vertex's min subtree index is its own - * index; but that doesn't actually matter; either way round would - * do. The important thing is that we have a simple arithmetic - * criterion that tells us whether a vertex is in a given subtree - * or not.) - */ - debug(("--- begin indexing pass\n")); - index = 0; - for (v = 0; v < nvertices; v++) - pv[v].visited = FALSE; - pv[root].visited = TRUE; - u = pv[root].child; - while (1) { - if (!pv[u].visited) { - pv[u].visited = TRUE; - - /* - * Index this node. - */ - pv[u].minindex = pv[u].index = index; - debug((" vertex %d <- index %d\n", u, index)); - index++; - - /* - * Now descend in depth-first search. - */ - if (pv[u].child >= 0) { - u = pv[u].child; - debug((" descending to %d\n", u)); - continue; - } - } - - if (u == root) { - debug((" back at %d, done indexing\n", u)); - break; - } - - /* - * As we re-ascend to here from its children (or find that we - * had no children to descend to in the first place), fill in - * its maxindex field. - */ - pv[u].maxindex = index-1; - debug((" vertex %d <- maxindex %d\n", u, pv[u].maxindex)); - - if (pv[u].sibling >= 0) { - u = pv[u].sibling; - debug((" sideways to %d\n", u)); - } else { - u = pv[u].parent; - debug((" ascending to %d\n", u)); - } - } - - /* - * We're ready to generate output now, so initialise the output - * fields. - */ - for (v = 0; v < nvertices; v++) - pv[v].bridge = -1; - - /* - * Final pass: determine the min and max index of the vertices - * reachable from every subtree, not counting the link back to - * each vertex's parent. Then our criterion is: given a vertex u, - * defining a subtree consisting of u and all its descendants, we - * compare the range of vertex indices _in_ that subtree (which is - * just the minindex and maxindex of u) with the range of vertex - * indices in the _neighbourhood_ of the subtree (computed in this - * final pass, and not counting u's own edge to its parent), and - * if the latter includes anything outside the former, then there - * must be some path from u to outside its subtree which does not - * go through the parent edge - i.e. the edge from u to its parent - * is part of a loop. - */ - debug(("--- begin min-max pass\n")); - nbridges = 0; - for (v = 0; v < nvertices; v++) - pv[v].visited = FALSE; - u = pv[root].child; - pv[root].visited = TRUE; - while (1) { - if (!pv[u].visited) { - pv[u].visited = TRUE; - - /* - * Look for vertices reachable directly from u, including - * u itself. - */ - debug((" processing vertex %d\n", u)); - pv[u].minreachable = pv[u].maxreachable = pv[u].minindex; - for (w = neighbour(u, ctx); w >= 0; w = neighbour(-1, ctx)) { - debug((" edge %d-%d\n", u, w)); - if (w != pv[u].parent) { - int i = pv[w].index; - if (pv[u].minreachable > i) - pv[u].minreachable = i; - if (pv[u].maxreachable < i) - pv[u].maxreachable = i; - } - } - debug((" initial min=%d max=%d\n", - pv[u].minreachable, pv[u].maxreachable)); - - /* - * Now descend in depth-first search. - */ - if (pv[u].child >= 0) { - u = pv[u].child; - debug((" descending to %d\n", u)); - continue; - } - } - - if (u == root) { - debug((" back at %d, done min-maxing\n", u)); - break; - } - - /* - * As we re-ascend to this vertex, go back through its - * immediate children and do a post-update of its min/max. - */ - for (v = pv[u].child; v >= 0; v = pv[v].sibling) { - if (pv[u].minreachable > pv[v].minreachable) - pv[u].minreachable = pv[v].minreachable; - if (pv[u].maxreachable < pv[v].maxreachable) - pv[u].maxreachable = pv[v].maxreachable; - } - - debug((" postorder update of %d: min=%d max=%d (indices %d-%d)\n", u, - pv[u].minreachable, pv[u].maxreachable, - pv[u].minindex, pv[u].maxindex)); - - /* - * And now we know whether each to our own parent is a bridge. - */ - if ((v = pv[u].parent) != root) { - if (pv[u].minreachable >= pv[u].minindex && - pv[u].maxreachable <= pv[u].maxindex) { - /* Yes, it's a bridge. */ - pv[u].bridge = v; - nbridges++; - debug((" %d-%d is a bridge\n", v, u)); - } else { - debug((" %d-%d is not a bridge\n", v, u)); - } - } - - if (pv[u].sibling >= 0) { - u = pv[u].sibling; - debug((" sideways to %d\n", u)); - } else { - u = pv[u].parent; - debug((" ascending to %d\n", u)); - } - } - - debug(("finished, nedges=%d nbridges=%d\n", nedges, nbridges)); - - /* - * Done. - */ - return nbridges < nedges; -} - -/* - * Appendix: the long and painful history of loop detection in these puzzles - * ========================================================================= - * - * For interest, I thought I'd write up the five loop-finding methods - * I've gone through before getting to this algorithm. It's a case - * study in all the ways you can solve this particular problem - * wrongly, and also how much effort you can waste by not managing to - * find the existing solution in the literature :-( - * - * Vertex dsf - * ---------- - * - * Initially, in puzzles where you need to not have any loops in the - * solution graph, I detected them by using a dsf to track connected - * components of vertices. Iterate over each edge unifying the two - * vertices it connects; but before that, check if the two vertices - * are _already_ known to be connected. If so, then the new edge is - * providing a second path between them, i.e. a loop exists. - * - * That's adequate for automated solvers, where you just need to know - * _whether_ a loop exists, so as to rule out that move and do - * something else. But during play, you want to do better than that: - * you want to _point out_ the loops with error highlighting. - * - * Graph pruning - * ------------- - * - * So my second attempt worked by iteratively pruning the graph. Find - * a vertex with degree 1; remove that edge; repeat until you can't - * find such a vertex any more. This procedure will remove *every* - * edge of the graph if and only if there were no loops; so if there - * are any edges remaining, highlight them. - * - * This successfully highlights loops, but not _only_ loops. If the - * graph contains a 'dumb-bell' shaped subgraph consisting of two - * loops connected by a path, then we'll end up highlighting the - * connecting path as well as the loops. That's not what we wanted. - * - * Vertex dsf with ad-hoc loop tracing - * ----------------------------------- - * - * So my third attempt was to go back to the dsf strategy, only this - * time, when you detect that a particular edge connects two - * already-connected vertices (and hence is part of a loop), you try - * to trace round that loop to highlight it - before adding the new - * edge, search for a path between its endpoints among the edges the - * algorithm has already visited, and when you find one (which you - * must), highlight the loop consisting of that path plus the new - * edge. - * - * This solves the dumb-bell problem - we definitely now cannot - * accidentally highlight any edge that is *not* part of a loop. But - * it's far from clear that we'll highlight *every* edge that *is* - * part of a loop - what if there were multiple paths between the two - * vertices? It would be difficult to guarantee that we'd always catch - * every single one. - * - * On the other hand, it is at least guaranteed that we'll highlight - * _something_ if any loop exists, and in other error highlighting - * situations (see in particular the Tents connected component - * analysis) I've been known to consider that sufficient. So this - * version hung around for quite a while, until I had a better idea. - * - * Face dsf - * -------- - * - * Round about the time Loopy was being revamped to include non-square - * grids, I had a much cuter idea, making use of the fact that the - * graph is planar, and hence has a concept of faces. - * - * In Loopy, there are really two graphs: the 'grid', consisting of - * all the edges that the player *might* fill in, and the solution - * graph of the edges the player actually *has* filled in. The - * algorithm is: set up a dsf on the *faces* of the grid. Iterate over - * each edge of the grid which is _not_ marked by the player as an - * edge of the solution graph, unifying the faces on either side of - * that edge. This groups the faces into connected components. Now, - * there is more than one connected component iff a loop exists, and - * moreover, an edge of the solution graph is part of a loop iff the - * faces on either side of it are in different connected components! - * - * This is the first algorithm I came up with that I was confident - * would successfully highlight exactly the correct set of edges in - * all cases. It's also conceptually elegant, and very easy to - * implement and to be confident you've got it right (since it just - * consists of two very simple loops over the edge set, one building - * the dsf and one reading it off). I was very pleased with it. - * - * Doing the same thing in Slant is slightly more difficult because - * the set of edges the user can fill in do not form a planar graph - * (the two potential edges in each square cross in the middle). But - * you can still apply the same principle by considering the 'faces' - * to be diamond-shaped regions of space around each horizontal or - * vertical grid line. Equivalently, pretend each edge added by the - * player is really divided into two edges, each from a square-centre - * to one of the square's corners, and now the grid graph is planar - * again. - * - * However, it fell down when - much later - I tried to implement the - * same algorithm in Net. - * - * Net doesn't *absolutely need* loop detection, because of its system - * of highlighting squares connected to the source square: an argument - * involving counting vertex degrees shows that if any loop exists, - * then it must be counterbalanced by some disconnected square, so - * there will be _some_ error highlight in any invalid grid even - * without loop detection. However, in large complicated cases, it's - * still nice to highlight the loop itself, so that once the player is - * clued in to its existence by a disconnected square elsewhere, they - * don't have to spend forever trying to find it. - * - * The new wrinkle in Net, compared to other loop-disallowing puzzles, - * is that it can be played with wrapping walls, or - topologically - * speaking - on a torus. And a torus has a property that algebraic - * topologists would know of as a 'non-trivial H_1 homology group', - * which essentially means that there can exist a loop on a torus - * which *doesn't* separate the surface into two regions disconnected - * from each other. - * - * In other words, using this algorithm in Net will do fine at finding - * _small_ localised loops, but a large-scale loop that goes (say) off - * the top of the grid, back on at the bottom, and meets up in the - * middle again will not be detected. - * - * Footpath dsf - * ------------ - * - * To solve this homology problem in Net, I hastily thought up another - * dsf-based algorithm. - * - * This time, let's consider each edge of the graph to be a road, with - * a separate pedestrian footpath down each side. We'll form a dsf on - * those imaginary segments of footpath. - * - * At each vertex of the graph, we go round the edges leaving that - * vertex, in order around the vertex. For each pair of edges adjacent - * in this order, we unify their facing pair of footpaths (e.g. if - * edge E appears anticlockwise of F, then we unify the anticlockwise - * footpath of F with the clockwise one of E) . In particular, if a - * vertex has degree 1, then the two footpaths on either side of its - * single edge are unified. - * - * Then, an edge is part of a loop iff its two footpaths are not - * reachable from one another. - * - * This algorithm is almost as simple to implement as the face dsf, - * and it works on a wider class of graphs embedded in plane-like - * surfaces; in particular, it fixes the torus bug in the face-dsf - * approach. However, it still depends on the graph having _some_ sort - * of embedding in a 2-manifold, because it relies on there being a - * meaningful notion of 'order of edges around a vertex' in the first - * place, so you couldn't use it on a wildly nonplanar graph like the - * diamond lattice. Also, more subtly, it depends on the graph being - * embedded in an _orientable_ surface - and that's a thing that might - * much more plausibly change in future puzzles, because it's not at - * all unlikely that at some point I might feel moved to implement a - * puzzle that can be played on the surface of a Mobius strip or a - * Klein bottle. And then even this algorithm won't work. - * - * Tarjan's bridge-finding algorithm - * --------------------------------- - * - * And so, finally, we come to the algorithm above. This one is pure - * graph theory: it doesn't depend on any concept of 'faces', or 'edge - * ordering around a vertex', or any other trapping of a planar or - * quasi-planar graph embedding. It should work on any graph - * whatsoever, and reliably identify precisely the set of edges that - * form part of some loop. So *hopefully* this long string of failures - * has finally come to an end... - */ |