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August 2, 2020 21:02
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Pentominoes, full solution, sadly still broken
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#!/usr/bin/env python | |
# -*- coding: utf-8 -*- | |
# | |
# Problem Method | |
# --------------- | |
# Similar to previous gist, but this uses the full 12 Pentominoes pieces, | |
# and is still generating invalid solutions | |
# | |
# I believe I've followed the Wikipedia example to the letter | |
# but the VERY FIRST attempt at dancing links knocks out ALL ROWS. | |
# So I must be doing something wrong, misunderstanding something. | |
# | |
# On advice of one Stack Overflow user I still keep going | |
# to also see when I have zero columns AS WELL. | |
# (In this case I have header row/col, so I can track columns with zero records. | |
# This change did change the behavior, but not convinvence that it's correct. | |
# | |
# The Problem to Solve: In English | |
# ================================= | |
# I'm following this example to the letter, exact with | |
# a simple 3-piece Pentominoes puzzle. | |
# My bible for this project: | |
# https://en.wikipedia.org/wiki/Knuth%27s_Algorithm_X#Example | |
# Asking folks on Stack overflow here: | |
# https://stackoverflow.com/help/minimal-reproducible-example | |
# Note about Implementation | |
# --------------------------- | |
# This third implementation I've done of the Wikipedia Dancing Links Demo, | |
# this time using NumPy arrays instead of linked lists. | |
# So I can "cover" rows and columns with simple array delete commands. | |
# To backtrack and restore state, where you "uncover" previously covered rows & cols, | |
# instead you just keep a fresh copy of the np array as a pre-move-copy to put back in place | |
# if there's a need for a backtrack. The numpy copy is VERY fast, no worries. | |
# IMPORTS | |
def ___Imports___(): pass | |
# ============================= | |
import re | |
import numpy as np | |
# Don't change these! | |
NUM_ROTAION_POSITIONS = 4 | |
NUM_REFLECTION_VALUES = 2 | |
SHOW_BAD_BOARDS = True | |
# Using this to create a very small example | |
USE_REDUCED_PENTO_PUZZLE = False # L, T, Y | |
# TODO: ^-- doesn't switch everything over | |
USE_SECONDARY_REDUCED_PUZZLE = False # P, U, V | |
# ^-- Careful with this variable, it changes a lot of things | |
# Tiny examples: | |
# * only 3 pieces vs 12 | |
# * board is only 3x5 | |
# Tiny Set 1: 3x5 | |
# l l l l t | |
# l y t t t | |
# y y y y t | |
# | |
# Tiny Set 2: 3x5 | |
# u u v v v | |
# u p p p v | |
# u u p p v | |
class Piece: | |
def clone( self ): | |
newPiece = Piece( self.name, self.width, self.height, self.bitmap[:] ) | |
# state | |
newPiece.r = self.r | |
newPiece.c = self.c | |
newPiece.rotation = self.rotation | |
newPiece.reflection = self.reflection | |
return newPiece | |
def _x_clone( self, src ): | |
self.name = src.name | |
self.height = src.height | |
self.width = src.width | |
# special | |
self.bitmap = src.bitmap[:] | |
# state | |
self.r = src.r | |
self.c = src.c | |
self.rotation = src.rotation | |
self.reflection = src.reflection | |
# For Piece | |
def __repr__(self): | |
heading = f"Piece \"{self.name}\" is {self.height} rows by {self.width} columns.\n" | |
heading2 = f"at r,c {self.r},{self.c}, rotation={self.rotation}, reflection={self.reflection}\n" | |
buffer = '\n'.join( [ "".join( [ str(self.bitmap[y][x]) for x in range(self.width)] ) for y in range(self.height) ] ) | |
output = heading + heading2 + buffer | |
return output | |
# For Piece | |
def __init__( self, name, height, width, bitmap ): | |
self.name = name | |
self.height = height | |
self.width = width | |
self.bitmap = bitmap | |
# ? _self.transformedBitmap = None # added by Board, since it does transforms | |
# can track board placement coord stats | |
self.r = 0 | |
self.c = 0 | |
self.rotation = 0 | |
self.reflection = 0 | |
self.possible_rotations = 0 | |
self.possible_reflections = 0 | |
# STATIC | |
def getBlankPieceBitmap( rows, cols ): | |
# newPiece = [ [ ' ' for x in range(cols)] for y in range(rows) ] | |
newPiece = [ [ 0 for x in range(cols)] for y in range(rows) ] | |
return newPiece | |
# def rotate90CounterClockwise( self, pieceObj ): | |
# STATIC | |
def rotate90CounterClockwise( pieceObj ): | |
# Note: Intentionally swapping height and width, to support rotated piece | |
dstBitmap = Piece.getBlankPieceBitmap( pieceObj.width, pieceObj.height ) | |
srcBitmap = pieceObj.bitmap | |
for srcR in range( pieceObj.height ): | |
for srcC in range( pieceObj.width ): | |
value = srcBitmap[ srcR ][ srcC ] | |
# map to new coordinates | |
dstC = srcR | |
# In 3x3, 0->2, 1->1, 2->0 | |
complimentC = pieceObj.width - srcC - 1 | |
dstR = complimentC | |
dstBitmap[ dstR ][ dstC ] = value | |
# again, NOTICE we're making sure to swap row & col | |
newPiece = Piece( pieceObj.name, pieceObj.width, pieceObj.height, dstBitmap ) | |
newPiece.rotation = ( pieceObj.rotation + 1 ) % NUM_ROTAION_POSITIONS # 4 | |
newPiece.bitmap = dstBitmap | |
return newPiece | |
# cloning happens in rotate90 --^ | |
# def rotateAsNeeded( self, pieceObj, rotation ): | |
# STATIC | |
def rotateAsNeeded( pieceObj, rotation ): | |
outPiece = pieceObj | |
for _ in range( rotation ): # 4 directions, 0,1,2,3 | |
# outPiece = self.rotate90CounterClockwise( outPiece ) | |
outPiece = Piece.rotate90CounterClockwise( outPiece ) | |
return outPiece | |
# def reflectAsNeeded( self, pieceObj, reflection ): | |
# STATIC | |
def reflectAsNeeded( pieceObj, reflection ): | |
# if even number (including 0) just return original piece | |
if reflection % NUM_REFLECTION_VALUES == 0: | |
# return pieceObj | |
# TODO: clone, so we can add reflection state | |
# ^-- actually, "no reflection" is 0 anyway | |
# but consumer might change others... | |
# Ultimately I think expectation is that you're getting a copy | |
# TODO: wasteful to keep doing... caching -> moot point... ? | |
outPiece = pieceObj.clone() | |
# will already have bitmap filled in | |
return outPiece | |
newBitmap = [] | |
for rowData in pieceObj.bitmap: | |
# reversedRowData = rowData.reverse() | |
rowData.reverse() | |
# newBitmap.append( reversedRowData ) | |
newBitmap.append(rowData) | |
outPiece = Piece( pieceObj.name, pieceObj.height, pieceObj.width, newBitmap ) | |
outPiece.reflection = reflection % NUM_REFLECTION_VALUES | |
outPiece.bitmap = newBitmap | |
return outPiece | |
# STATIC | |
# def generateAllPieceVariations( self ): | |
def generateAllPieceVariations(): | |
allPieceVariations = [] # local | |
print( f"Debug: generateAllPieceVariations: pieces has {len(pieces)} entries", flush=True ) | |
for i, piece in enumerate( pieces ): # alphabetical order | |
for rotation in range( piece.possible_rotations ): | |
for reflection in range( piece.possible_reflections ): | |
transformedPieceObj = None | |
if rotation == 0 and reflection == 0: | |
# piece already has bitmap | |
transformedPieceObj = piece.clone() | |
else: | |
# these do cloning | |
transformedPieceObj = Piece.rotateAsNeeded( piece, rotation ) | |
transformedPieceObj = Piece.reflectAsNeeded( transformedPieceObj, reflection ) | |
piece.transformedPiece = transformedPieceObj | |
allPieceVariations.append( transformedPieceObj ) | |
## newMove = StackEntry( r, c, piece.name, rotation, reflection ) | |
## newMove.transformedPiece = transformedPieceObj | |
## newMove.newBitmap = self.cloneBitmap( transformedPieceObj.bitmap ) | |
## possibleMovesQueue.append( newMove ) | |
return allPieceVariations | |
F = Piece( "f", 3, 3, [ | |
[ 0, 1, 1 ], | |
[ 1, 1, 0 ], | |
[ 0, 1, 0 ], | |
] | |
) | |
F.possible_rotations = 4 | |
F.possible_reflections = 2 | |
I = Piece( "i", 5, 1, [ | |
[ 1 ], | |
[ 1 ], | |
[ 1 ], | |
[ 1 ], | |
[ 1 ], | |
] | |
) | |
I.possible_rotations = 2 | |
I.possible_reflections = 1 | |
L = Piece( "l", 4, 2, [ | |
[ 1, 0 ], | |
[ 1, 0 ], | |
[ 1, 0 ], | |
[ 1, 1 ], | |
] | |
) | |
L.possible_rotations = 4 | |
L.possible_reflections = 2 | |
N = Piece( "n", 2, 4, [ | |
[ 1, 1, 0, 0 ], | |
[ 0, 1, 1, 1 ], | |
] | |
) | |
N.possible_rotations = 4 | |
N.possible_reflections = 2 | |
P = Piece( "p", 3, 2, [ | |
[ 1, 1 ], | |
[ 1, 1 ], | |
[ 1, 0 ], | |
] | |
) | |
P.possible_rotations = 4 | |
P.possible_reflections = 2 | |
T = Piece( "t", 3, 3, [ | |
[ 1, 1, 1 ], | |
[ 0, 1, 0 ], | |
[ 0, 1, 0 ], | |
] | |
) | |
T.possible_rotations = 4 | |
T.possible_reflections = 1 | |
U = Piece( "u", 2, 3, [ | |
[ 1, 0, 1 ], | |
[ 1, 1, 1 ], | |
] | |
) | |
U.possible_rotations = 4 | |
U.possible_reflections = 1 | |
V = Piece( "v", 3, 3, [ | |
[ 1, 0, 0 ], | |
[ 1, 0, 0 ], | |
[ 1, 1, 1 ], | |
] | |
) | |
V.possible_rotations = 4 | |
V.possible_reflections = 1 | |
W = Piece( "w", 3, 3, [ | |
[ 1, 0, 0 ], | |
[ 1, 1, 0 ], | |
[ 0, 1, 1 ], | |
] | |
) | |
W.possible_rotations = 4 | |
W.possible_reflections = 1 | |
X = Piece( "x", 3, 3, [ | |
[ 0, 1, 0 ], | |
[ 1, 1, 1 ], | |
[ 0, 1, 0 ], | |
] | |
) | |
X.possible_rotations = 1 | |
X.possible_reflections = 1 | |
Y = Piece( "y", 2, 4, [ | |
[ 0, 0, 1, 0 ], | |
[ 1, 1, 1, 1 ], | |
] | |
) | |
Y.possible_rotations = 4 | |
Y.possible_reflections = 2 | |
Z = Piece( "z", 3, 3, [ | |
[ 1, 1, 0 ], | |
[ 0, 1, 0 ], | |
[ 0, 1, 1 ], | |
] | |
) | |
Z.possible_rotations = 2 | |
Z.possible_reflections = 2 | |
# Full Set | |
# =========== | |
# the 12 pieces, Alphabetical | |
# Uppercase letters are actual objects of type Piece | |
piecesAlphabetical = [ F, I, L, N, P, T, U, V, W, X, Y, Z ] | |
# Code knows not to put f in the upper left corner, for example, | |
# since it would create a one-block hole | |
piecesNames = [ 'f', 'i', 'l', 'n', 'p', 't', 'u', 'v', 'w', 'x', 'y', 'z', ] | |
piecesStr = "filnptuvwxyz" | |
piecesByName = { | |
'f': F, | |
'i': I, | |
'l': L, | |
'n': N, | |
'p': P, | |
't': T, | |
'u': U, | |
'v': V, | |
'w': W, | |
'x': X, | |
'y': Y, | |
'z': Z, | |
} | |
# Tiny Examples | |
# ----------------- | |
# input some tiny solutions | |
# | |
# Tiny Set 1: 3x5 | |
# l l l l t | |
# l y t t t | |
# y y y y t | |
# | |
# Tiny Set 2: 3x5 | |
# u u v v v | |
# u p p p v | |
# u u p p v | |
# | |
# 3x5 | |
pieces_3x5_tinySet1 = [ L, T, Y ] | |
pieces_3x5_tinySet2 = [ P, U, V ] | |
# | |
# 6x5 | |
pieces_6x5_stacked_top_bottom = [ L, P, T, U, V, Y, ] | |
# | |
# 3x10 | |
pieces_3x10_stacked_left_right = [ L, P, T, U, V, Y, ] | |
# TODO: could do other combos | |
piecesStr_tinySet1 = "lty" | |
piecesNames_tinySet1 = [ 'l', 't', 'y', ] | |
piecesAlphabeticalReduced1 = [ L, T, Y ] | |
piecesByName_Reduced1 = { | |
'l': L, | |
't': T, | |
'y': Y, | |
} | |
piecesStr_tinySet2 = "puv" | |
piecesNames_tinySet2 = [ 'p', 'u', 'v', ] | |
piecesAlphabeticalReduced2 = [ P, U, V ] | |
piecesByName_Reduced2 = { | |
'p': P, | |
'u': U, | |
'v': V, | |
} | |
pieces = None | |
piecesStr = None | |
piecesByName = None | |
# Choose which piece set | |
# pieces = piecesAlphabetical | |
if USE_REDUCED_PENTO_PUZZLE: | |
print( f"Debug: Using REDUCED logic", flush=True ) | |
if not USE_SECONDARY_REDUCED_PUZZLE: | |
print( f"Debug: Using primary reduced logic example", flush=True ) | |
pieces = piecesAlphabeticalReduced1 # L, T, Y | |
piecesStr = piecesStr_tinySet1 = "lty" | |
piecesByName = piecesByName_Reduced1 | |
# else DO use Secondary | |
else: | |
print( f"Debug: Using secondary reduced logic example", flush=True ) | |
pieces = piecesAlphabeticalReduced2 # P, U, V | |
piecesStr = piecesStr_tinySet2 # p, u, v? | |
piecesByName = piecesByName_Reduced2 | |
else: | |
print( f"Debug: Using FULL (vs. reduced) logic", flush=True ) | |
pieces = piecesAlphabetical | |
piecesStr = "filnptuvwxyz" | |
piecesByName = piecesByName | |
# Global Variables | |
def ___Globals___(): pass | |
# ============================ | |
# REDUCED Test mode | |
if USE_REDUCED_PENTO_PUZZLE: | |
MOVES_FILE = "moves-file-experimental.txt" | |
HEIGHT = 3 | |
WIDTH = 5 | |
# REDUCED/REDACTED Test Mode | |
BOARD_HEIGHT = 3 | |
BOARD_WIDTH = 5 | |
NUM_BLOCKS_PER_PIECE = 5 | |
NUMBER_BOARD_CELLS = 15 | |
# NUM_BITS = NUMBER_BOARD_CELLS + len(blocks3.pieces) | |
NUM_BITS = NUMBER_BOARD_CELLS + len(pieces) | |
print( f"Debug: globals: NUM_BITS = {NUM_BITS}" ) | |
DATA_FILE = "moves-file-experimental.txt" | |
else: | |
# Normal / Full MODE | |
MOVES_FILE = "moves-file.txt" | |
HEIGHT = 6 | |
WIDTH = 10 | |
BOARD_HEIGHT = 6 | |
BOARD_WIDTH = 10 | |
NUM_BLOCKS_PER_PIECE = 5 | |
NUMBER_BOARD_CELLS = 60 | |
# NUM_BITS = NUMBER_BOARD_CELLS + len(blocks3.pieceNames) | |
# NUM_BITS = NUMBER_BOARD_CELLS + len(piecesNames) | |
NUM_BITS = NUMBER_BOARD_CELLS + len( pieces ) | |
# STANDARD MODE | |
# Warning: Not everything tested for changing these... | |
BOARD_HEIGHT = 6 | |
BOARD_WIDTH = 10 | |
DATA_FILE = "moves-file.txt" | |
g_debug = False | |
# g_debug = True | |
DEFAULT_STACK_HEIGHT = 100 | |
# wc -l --> 1928 moves-file.txt | |
# TODO: may not be used, need to trace through | |
_MOVES_HEIGHT = 1_928 | |
_MOVES_WIDTH = 72 | |
g_allPossibleMoves = [] | |
g_rowNames = [] | |
g_rowNamesToBitMoves = {} | |
g_bitMovesToRowNames = {} | |
# Maintains All Of Our State! | |
# --------------------------- | |
# Original NumPy board after init but before solve | |
g_npOrigArray = None | |
g_PendingSolutionPerLevel = [ None for _ in range(DEFAULT_STACK_HEIGHT) ] | |
# Raw Stats | |
g_attemptedPlacementCounter = 0 | |
g_holesCheckCounter = 0 | |
# | |
# Every valid move, including piece, position, rotation & reflection | |
# First 12 bits are for each piece name | |
# last 60 bits are for each space on the board | |
# | |
g_allPossibleMoves = [] | |
g_rowNames = [] | |
# Custom Exceptions | |
def ___Custom_Exceptions___(): pass | |
# ================================= | |
class ZeroValueColumn(Exception): pass | |
class EmptyBoard_NoColumns(Exception): pass # this is GOOD --> check for solution | |
class ZeroColumns(Exception): pass | |
class EmptyBoard_NoRows(Exception): pass # whereas this is BAD --> backtrack | |
class NoIntersectingRows(Exception): pass | |
class NoIntersectingCols(Exception): pass | |
class UnexpectedPentosBoardCollision(Exception): pass | |
class InvalidPentosBoard(Exception): pass | |
class WontFitOnBoard(Exception): pass | |
class BlockedByPreviousPiece(Exception): pass | |
class InvalidHoleSize(Exception): pass | |
# Class | |
# ===================================================== | |
# Tiny Examples | |
# ----------------- | |
# input some tiny solutions | |
# | |
# Tiny Set 1: 3x5 | |
# l l l l t | |
# l y t t t | |
# y y y y t | |
# | |
# Tiny Set 2: 3x5 | |
# u u v v v | |
# u p p p v | |
# u u p p v | |
# | |
# the normal 12 pieces, Alphabetical | |
piecesAlphabetical = [ F, I, L, N, P, T, U, V, W, X, Y, Z ] | |
# | |
# 3x5 | |
pieces_3x5_tinySet1 = [ L, T, Y ] | |
pieces_3x5_tinySet2 = [ P, U, V ] | |
# | |
# 6x5 | |
pieces_6x5_stacked_top_bottom = [ L, P, T, U, V, Y, Z ] | |
# | |
# 3x10 | |
pieces_3x10_stacked_left_right = [ L, P, T, U, V, Y, Z ] | |
# TODO: could do other combos | |
# Choose which piece set | |
pieces = piecesAlphabetical | |
# pieces = pieces_3x5_tinySet1 | |
piecesNames = [ 'f', 'i', 'l', 'n', 'p', 't', 'u', 'v', 'w', 'x', 'y', 'z', ] | |
# piecesNames = [ 'l', 't', 'y', ] | |
_piecesStr = "filnptuvwxyz" | |
_piecesByName = { | |
'f': F, | |
'i': I, | |
'l': L, | |
'n': N, | |
'p': P, | |
't': T, | |
'u': U, | |
'v': V, | |
'w': W, | |
'x': X, | |
'y': Y, | |
'z': Z, | |
} | |
# aka Node, StackEntry | |
class Move: | |
# def __init__( self, encodedString ): | |
# "static" | |
def generateMoveFromString( encodedString ): | |
if not ( m := re.match(DECODE_MOVE_NAME_REGEX, encodedString ) ): | |
raise ValueError( f'Input string "{encodedString}" did not match Regex "{DECODE_MOVE_NAME_REGEX}"' ) | |
else: | |
pieceName = m.group(1) | |
r = int( m.group(2) ) | |
c = int( m.group(3) ) | |
rotation = int( m.group(4) ) | |
reflection = int( m.group(5) ) | |
return Move( pieceName, r, c, rotation, reflection ) | |
# self.piece = g_piecesByName[ pieceName ] | |
# self.transformedPiece = None | |
# self.prevBoardBitmap = None | |
# self.newBoardBitmap = None | |
# self.possibleMovesPointer = -1 | |
# def __init__( self, r, c, pieceName, rotation, reflection ): | |
# For Move | |
def __init__( self, pieceName, r, c, rotation, reflection ): | |
self.r, self.c = r, c | |
self.pieceName = pieceName | |
def prepareBitmaps(): | |
pass | |
# "color" is just a digit 1 to 9 or string | |
def findFirstPixel( boardBitmap, targetColor ): | |
for r in range( len(boardBitmap) ): | |
for c in range( len(boardBitmap[0]) ): | |
value = boardBitmap[ r ][ c ] | |
if value == targetColor: | |
return ( r, c ) | |
return ( -1, -1 ) | |
# | |
# see also https://www.geeksforgeeks.org/flood-fill-algorithm-implement-fill-paint/ | |
# Does check for invalid r,c coordinates | |
# | |
# Used to spot holes in the board that are not a multiple of 5 spaces | |
def floodFill( boardBitmap, r, c, oldColor, newColor ): | |
if r < 0 or r >= len(boardBitmap): | |
return | |
if c < 0 or c >= len(boardBitmap[0]): | |
return | |
currColor = boardBitmap[ r ][ c ] | |
if currColor != oldColor: | |
return | |
else: | |
# The Target is a match, so change color | |
boardBitmap[ r ][ c ] = newColor | |
# Now do the recursion for the 4 Edge neighbors | |
# North | |
north_row = r - 1 | |
north_col = c | |
floodFill( boardBitmap, north_row, north_col, oldColor, newColor ) | |
# South | |
south_row = r + 1 | |
south_col = c | |
floodFill( boardBitmap, south_row, south_col, oldColor, newColor ) | |
# East | |
east_row = r | |
east_col = c + 1 | |
floodFill( boardBitmap, east_row, east_col, oldColor, newColor ) | |
# West | |
west_row = r | |
west_col = c - 1 | |
floodFill( boardBitmap, west_row, west_col, oldColor, newColor ) | |
# No need to "return" the board | |
return | |
# Used to spot holes in the board that are not a multiple of 5 spaces | |
def histogramOfNumericColors( boardBitmap ): | |
histogram = {} | |
for r in range( len(boardBitmap) ): | |
for c in range( len(boardBitmap[0]) ): | |
currValue = boardBitmap[ r ][ c ] | |
if re.match( "[0-9]+", currValue ): | |
prevCount = histogram[ currValue ] if currValue in histogram.keys() else 0 | |
newCount = prevCount + 1 | |
histogram[ currValue ] = newCount | |
return histogram | |
# Used to spot holes in the board that are not a multiple of 5 spaces | |
def checkHoleSizes( boardBitmap ): | |
global g_holesCheckCounter | |
g_holesCheckCounter += 1 | |
# boardBitmapClone = boardBitmap[:] | |
boardBitmapClone = cloneBitmap( boardBitmap ) | |
colorNumeric = 1 | |
# Label and fill all empty-space blobs | |
while True: | |
spaceR, spaceC = findFirstPixel( boardBitmapClone, ' ' ) | |
if spaceR < 0 or spaceC < 0: | |
break | |
colorStr = str( colorNumeric ) | |
floodFill( boardBitmapClone, spaceR, spaceC, ' ', colorStr ) | |
colorNumeric += 1 | |
# Now check all hole sizes | |
histogram = histogramOfNumericColors( boardBitmapClone ) | |
# print( "Trying:" ) | |
# printBoard( boardBitmapClone ) | |
for k,v in histogram.items(): | |
if not v % NUM_BLOCKS_PER_PIECE == 0: | |
# print( "... and it Failed", flush=True ) | |
raise InvalidHoleSize( f"Hole '{k}' size ({v}) not evenly divisible by {NUM_BLOCKS_PER_PIECE}" ) | |
# either throws exception or returns board bitmap | |
# print( "... and it WORKED!", flush=True ) | |
return boardBitmapClone | |
# Lowest Level of Board/Piece logic | |
# X, No: Modifies the board in place, so caller may wish to clone | |
# Returns many types of Exceptions | |
# Note: "name" of piece is the same string as we use to "color" the board | |
# Note 2: Can throw a BUNCH of Exceptions, see also Custom Exceptions | |
def placePieceOnBoard( bitmap, pieceObj, r, c, rotation, reflection ): | |
global g_attemptedPlacementCounter | |
g_attemptedPlacementCounter += 1 | |
# newBoard = clone() | |
# newBoard = board.clone() | |
# newBoardBitmap = _boardBitmap[:] | |
newBoardBitmap = cloneBitmap( bitmap ) | |
# Error: pieceObj.bitmap has extra None rows | |
for pieceR, piece_row_data in enumerate( pieceObj.bitmap ): | |
for pieceC, piece_value in enumerate( piece_row_data ): | |
# Piece bitmaps are numeric, Board bitmaps are strings/chars | |
#if piece_value != ' ': | |
if piece_value > 0: | |
# TODO: these will include offsets | |
boardR = pieceR + r | |
boardC = pieceC + c | |
# bounds checking | |
if boardR < 0: | |
raise WontFitOnBoard( f"Board Row offset less than 0 ({boardR})" ) | |
# if boardR >= board.height: | |
if boardR >= len(newBoardBitmap): | |
# raise WontFitOnBoard( f"Board Row OFFSET too large, got {boardR} but max is only height-1 = {board.height-1}" ) | |
raise WontFitOnBoard( f"Board Row OFFSET too large, got {boardR} but max is only height-1 = {len(newBoardBitmap)-1}" ) | |
if boardC < 0: | |
raise WontFitOnBoard( f"Board Column offset less than 0 ({boardC})" ) | |
# if boardC >= board.width: | |
if boardC >= len( newBoardBitmap[0] ): | |
# raise WontFitOnBoard( f"Board Column OFFSET too large, got {boardC} but max is only width-1 = {board.width-1}" ) | |
raise WontFitOnBoard( f"Board Column OFFSET too large, got {boardC} but max is only width-1 = {len(newBoardBitmap[0])-1}" ) | |
currPieceName = newBoardBitmap[ boardR ][ boardC ] # remember single-char "name" is also the "color" on the board | |
if currPieceName != ' ': | |
raise BlockedByPreviousPiece( f"Position r,c = {boardR},{boardC} already contains \"{currPieceName}\" when trying to place \"{pieceObj.name}\" pixel." ) | |
newBoardBitmap[ boardR ][ boardC ] = pieceObj.name | |
# else piece value is a zero / empty space, so OK | |
return newBoardBitmap | |
## # for Board | |
## def __init__( self ): | |
## self.height = MOVES_HEIGHT | |
## self.width = MOVES_WIDTH | |
## def __init__( self, height = HEIGHT, width = WIDTH ): | |
## if height * width != NUMBER_BOARD_CELLS: # 60 | |
## raise ValueError( f"{height} x {width} = {height*width} is incorrect area, must be {NUMBER_BOARD_CELLS}" ) | |
## self.height = height | |
## self.width = width | |
## self.height = height | |
## self.width = width | |
## self.bitmap = self.getBlankBoard_asBitmap() | |
# v1 is the more elegant code | |
# v2 was very manual wrt to literal arrays | |
# Upgraded code goes back to v1 and adds in piece variations | |
def generateAllPossibleMoves_v2(): | |
global g_allPossibleMoves # shouldn't need this since it's a reference | |
global g_rowNames | |
# allPieceVariations = blocks1.Piece.generateAllPieceVariations() | |
allPieceVariations = Piece.generateAllPieceVariations() | |
print( f"Debug: generateAllPossibleMoves_v2: New: len(v1+.generateAllPieceVariations()) = {len(allPieceVariations):,}" ) | |
#print( f"Debug: generateAllPossibleMoves_v2: Exp: len(v3+.generateAllPieceVariations()) = {len(expPieceVariations):,}" ) | |
# Foreach Base Piece | |
for i,p in enumerate( allPieceVariations ): | |
# for i,p in enumerate( expPieceVariations ): | |
# print( f"Debug: piece variation #{i+1}: {p}") | |
# print( f"Debug: piece variation #{i+1}: for piece {p.name}") | |
for r in range( BOARD_HEIGHT ): | |
for c in range( BOARD_WIDTH ): | |
# ALWAYS start with new board | |
# newBoard = Board() | |
newBitmap = getBlankBoard_asBitmap() | |
TODO: impl | |
name = p.name | |
nameBits = pieceNameToBinaryNumber( name ) | |
# rowName will encode the piece/move information | |
rowName = p.name + '_' + str(r) + ',' + str(c) + "_rr" + str(p.rotation) + str(p.reflection) | |
try: | |
# newBitmap = newBoard.placePieceOnBoard( newBitmap, p, r, c, p.rotation, p.reflection ) | |
newBitmap = placePieceOnBoard( newBitmap, p, r, c, p.rotation, p.reflection ) | |
# Often won't get here due to very comm exceptions, eg: won't fit | |
# TODO: also check hole sizes | |
bitmap = newBitmap | |
# Check hole sizes | |
_ = checkHoleSizes( bitmap ) | |
boardBits = boardBitmapToBinaryNumber( bitmap ) | |
# Success, keep this one | |
finalBitmask = (nameBits << NUMBER_BOARD_CELLS) | boardBits | |
g_allPossibleMoves.append( finalBitmask ) | |
g_rowNames.append( rowName ) | |
# catch (WontFitOnBoard, BlockedByPreviousPiece) as e1: | |
except (WontFitOnBoard, BlockedByPreviousPiece) as e1: | |
# Don't even report it | |
# No need to save state, new board each time | |
# bitmap = savedBitmap | |
continue | |
except InvalidHoleSize as e2: | |
# bitmap = savedBitmap | |
continue | |
# end for col | |
# Input: grid of characters | |
# Output: long int with bits set | |
def boardBitmapToBinaryNumber( bitmap ): | |
counter = 0 | |
answer = 0x0 | |
for r in range( BOARD_HEIGHT ): | |
for c in range( BOARD_WIDTH ): | |
counter += 1 | |
currValue = bitmap[ r ][ c ] | |
bit = 1 if currValue != ' ' else 0 | |
# offset = r * BOARD_WIDTH + c | |
offset = (BOARD_HEIGHT - r - 1) * BOARD_WIDTH + (BOARD_WIDTH - c - 1) | |
# print( f"Debug: r,c {r},{c} offset={offset} counter={counter}", flush=True ) | |
bit = bit << offset | |
answer |= bit | |
return answer | |
# Gives back a shifted bitmask of 12 bits | |
# in the proper left-to-right order | |
def pieceNameToBinaryNumber( name ): | |
# nameOffset = blocks3.piecesNames.index( name ) | |
nameOffset = piecesNames.index( name ) | |
# 12 -> 0, 0 -> 12 | |
# complimentNumber = len(blocks3.piecesNames) - nameOffset - 1 | |
complimentNumber = len(piecesNames) - nameOffset - 1 | |
answer = 1 << complimentNumber | |
return answer | |
def ___BOARD_Init_Blanks_Clones_and_Print___(): pass | |
# ==================================================== | |
# Use List Comprehensions | |
# Pentos Board | |
def printBoard_toString( boardBitmap ): | |
buffer = '\n'.join( [ " ".join( [ boardBitmap[y][x] for x in range(len(boardBitmap[0]))] ) for y in range(len(boardBitmap)) ] ) | |
return buffer | |
# Pentos Board | |
def printBoard( boardBitmap ): | |
buffer = printBoard_toString( boardBitmap ) | |
print( buffer, flush=True ) | |
# Should work with either board or piece bitmap | |
# even though board has char-based entries and pieces have numeric bitmaps | |
# we don't mess with that level, just copy it over | |
# def cloneBoardBitmap( self, inBitmap ): | |
def cloneBitmap( inBitmap ): | |
#print( f"Debug: cloneBitmap: inBitmap IS_A {type(inBitmap)}", flush=True ) | |
newBoard = [ [ inBitmap[y][x] for x in range(len(inBitmap[0])) ] for y in range(len(inBitmap)) ] | |
return newBoard | |
# getEmptyBoard sic | |
def getBlankBoard_asBitmap(): | |
newBoard = [ [ ' ' for x in range(BOARD_WIDTH)] for y in range(BOARD_HEIGHT) ] | |
return newBoard | |
### def __repr__(self): | |
### heading = f"Board is {BOARD_HEIGHT} rows by {BOARD_WIDTH} columns.\n" | |
### buffer = '\n'.join( [ " ".join( [ bitmap[y][x] for x in range(self.width)] ) for y in range(BOARD_HEIGHT) ] ) | |
### output = heading + buffer | |
### return output | |
def writeMovesToFile( fname=MOVES_FILE ): | |
print( f'Writing all possible moves ({len(g_allPossibleMoves):,}) to "{fname}"', flush=True ) | |
with open( fname, "w" ) as fout: | |
for i,move in enumerate( g_allPossibleMoves ): | |
rowName = g_rowNames[ i ] # don't feel like using zip... | |
print( f"{rowName}|{move:0{NUM_BITS}b}", file=fout ) | |
def ___Printing___(): pass | |
# ------------------------------- | |
def printBoard_np( board=g_npOrigArray ): | |
print( board ) | |
# Human readable move names: f_2,3_rr31 | |
# raises UnexpectedPentosBoardCollision | |
# unless you tell it to shut up | |
# rowNumber vs. rowOffset: the data is sortof 1-based due to headers | |
# NumPy version | |
def plotMoveToBoard_np( pentoBoard, rowNumber, ignoreExceptions=False ): | |
fancyRowHeaderName = g_rowNames[ rowNumber-1 ] | |
moveName = fancyRowHeaderName | |
# v-- Error: IndexError: invalid index to scalar variable. | |
# and if it's a string, it would still work, so what is it then? | |
# v-- "<class 'numpy.int16'>" | |
#print( f"Debug: moveName IS_A {type(moveName)}", flush=True ) | |
pieceName = moveName[ 0 ] | |
fullBitmap = g_rowNamesToBitMoves[ moveName ] | |
# boardBitmap = fullBitmap[ 12 : ] | |
# boardBitmap = fullBitmap[ 3 : ] | |
boardBitmap = fullBitmap[ len(pieces) : ] | |
for fullOffset, value in enumerate( boardBitmap ): | |
if value == "1": | |
rowOffset = fullOffset // BOARD_WIDTH | |
colOffset = fullOffset % BOARD_WIDTH | |
prevValue = pentoBoard[ rowOffset ][ colOffset ] | |
pentoBoard[ rowOffset ][ colOffset ] = pieceName | |
if prevValue != ' ': | |
# print( f"COLLISION: was '{prevValue}' now '{pieceName}'", flush=True ) | |
if not ignoreExceptions: | |
raise UnexpectedPentosBoardCollision( f"At {rowOffset},{colOffset}: There was already a '{prevValue}' present when trying to place '{pieceName}'" ) | |
# Human readable move names: f_2,3_rr31 | |
# raises UnexpectedPentosBoardCollision | |
def _plotMoveToBoard( pentoBoard, rowHeaderNode, ignoreExceptions=False ): | |
moveName = rowHeaderNode.name | |
pieceName = moveName[ : 1 ] | |
fullBitmap = g_rowNamesToBitMoves[ moveName ] | |
boardBitmap = fullBitmap[ 12 : ] | |
for fullOffset, value in enumerate( boardBitmap ): | |
if value == "1": | |
rowOffset = fullOffset // BOARD_WIDTH | |
colOffset = fullOffset % BOARD_WIDTH | |
prevValue = pentoBoard[ rowOffset ][ colOffset ] | |
pentoBoard[ rowOffset ][ colOffset ] = pieceName | |
if prevValue != ' ': | |
# print( f"COLLISION: was '{prevValue}' now '{pieceName}'", flush=True ) | |
if not ignoreExceptions: | |
raise UnexpectedPentosBoardCollision( f"At {rowOffset},{colOffset}: There was already a '{prevValue}' present when trying to place '{pieceName}'" ) | |
# raises some InvalidPentosBoard | |
# Note: Most errors are already tripped over when trying to plot to a non-empty spot, | |
# so this method might not trigger. | |
# Conversely, although it checks the size of a piece (number of letters), | |
# it doesn't check their arrangement, so a few weird edges might slip by, | |
# but again even those would likely have already hit a plot collision as well. | |
def checkBoard( pentoBoard ): | |
histogramOfBoard = {} | |
for r in range( len(pentoBoard) ): | |
for c in range( len(pentoBoard[0]) ): | |
letter = pentoBoard[ r ][ c ] | |
if letter == ' ': | |
raise InvalidPentosBoard( f"Blank space found in what should be a fully-populated board at {r},{c}" ) | |
prevCount = histogramOfBoard[ letter ] if letter in histogramOfBoard else 0 | |
newCount = prevCount + 1 | |
histogramOfBoard[ letter ] = newCount | |
for letter,count in histogramOfBoard.items(): | |
if count % 5 != 0: | |
raise InvalidPentosBoard( f"Invalid character count '{letter}' = {count}, not evenly divisible by 5" ) | |
# otherwide we're all set | |
# allows passthrough of UnexpectedPentosBoardCollision and InvalidPentosBoard to caller | |
def plotSolutionToBoard( ignoreExceptions=False ): | |
pentoBoard = getBlankPentominoesBoard( BOARD_HEIGHT, BOARD_WIDTH ) | |
#for i,s in enumerate( g_PendingSolutionPerLevel ): | |
for i,moveRowNumber in enumerate( g_PendingSolutionPerLevel ): | |
if moveRowNumber is None: | |
break | |
# self.plotMoveToBoard( pentoBoard, move, ignoreExceptions=ignoreExceptions ) | |
plotMoveToBoard_np( pentoBoard, moveRowNumber, ignoreExceptions=ignoreExceptions ) | |
if not ignoreExceptions: | |
checkBoard( pentoBoard ) | |
buffer = '\n'.join( [ " ".join( [ pentoBoard[y][x] for x in range(len(pentoBoard[0]))] ) for y in range(len(pentoBoard)) ] ) | |
return buffer | |
# aka def printPendingSolution | |
# aka def printTentativeSolution | |
def printCandidateSolution(): | |
print( "Potential Solution:" ) | |
for i,moveOffset in enumerate( g_PendingSolutionPerLevel ): | |
if moveOffset is None: | |
break | |
# fancyName = g_rowNames[ moveOffset ] | |
fancyName = g_rowNames[ moveOffset-1 ] | |
print( f"\t{i:2}: {moveOffset} ({fancyName})" ) | |
# print( "For reference, here's the original board:" ) | |
# printBoard_v2( g_rootNodeDeepCopy ) | |
try: | |
buffer = plotSolutionToBoard() | |
print( "Valid Solution:" ) | |
print( 'v' * (BOARD_WIDTH * 2 - 1) ) | |
print( buffer ) | |
print( '^' * (BOARD_WIDTH * 2 - 1) ) | |
except (UnexpectedPentosBoardCollision, InvalidPentosBoard) as err: | |
print( "INVALID SOLUTION: Problem when plotting Pentos Board:", err ) | |
if SHOW_BAD_BOARDS: | |
buffer = plotSolutionToBoard( ignoreExceptions=True ) | |
print( "INVALID Solution:" ) | |
print( 'v' * (BOARD_WIDTH * 2 - 1) ) | |
print( buffer ) | |
print( '^' * (BOARD_WIDTH * 2 - 1) ) | |
def ___Mid_Level_Logic___(self): pass | |
# ======================================== | |
# updated to handle col/row numeric headers | |
# though it doesn't directly handle them | |
# gets called first (before getIntersectingColsFor...) | |
def findIntersectingRowsForColByColOffset_np( npArray, colOffset ): | |
debug = False | |
fullColData = npArray[ :, colOffset ] | |
colHeader = fullColData[ 0 ] | |
colData = fullColData[ 1 : ] | |
outRows = [] | |
# We speak in actual offsets for the np array | |
# when passing between functions, so that header is INCLUDED | |
# but below, remember that r is off by one | |
for r, value in enumerate(colData): | |
if value: | |
if debug: print( f"Debug: findIntersectingRowsForColByColOffset_np: if value: BOUNDS checking: npArray has {len(npArray)} rows", flush=True ) | |
# outRows.append( r ) # ? or not... TODO: | |
outRows.append( r+1 ) # compensate for header | |
if len(outRows) < 1: | |
raise NoIntersectingRows( f"Debug: findIntRowsForCol: raw colOffset={colOffset}, colHeader={colHeader}; colData={colData}" ) | |
return outRows | |
# updated to handle col/row numeric headers | |
# gets called second | |
def findIntersectingColsForRowByRowOffset_np( npArray, rowOffset ): | |
debug = False | |
if debug: print( f"Debug: findIntersectingColsForRowByRowOffset_np: Top: BOUNDS checking: npArray has {len(npArray)} rows", flush=True ) | |
# Grab the full row | |
fullRowData = npArray[ rowOffset ] | |
rowHeader = fullRowData[ 0 ] | |
rowData = fullRowData[ 1 : ] | |
outCols = [] | |
for c, value in enumerate(rowData): | |
if value: | |
if debug: print( f"Debug: findIntersectingColsForRowByRowOffset_np: if value: BOUNDS checking: npArray has {len(npArray[0])} cols, c = {c}", flush=True ) | |
#outCols.append( c ) # TODO: revisit | |
outCols.append( c+1 ) | |
if len(outCols) < 1: | |
raise NoIntersectingCols( f"Debug: findIntColsForRow: raw rowOffset={rowOffset}, rowHeader={rowHeader}; rowData={rowData}" ) | |
return outCols | |
def getMinColumnCountAndColumnOffset_np( npArray ): | |
minCount = -1 | |
firstColWithMin = -1 | |
# foreach column (except header) | |
height = npArray.shape[0] | |
width = npArray.shape[1] | |
# Check size, reminder that we have a header row and column | |
if width <= 1: | |
raise EmptyBoard_NoColumns( f"Empty Matrix (Columns); now {height} rows high x {width} cols wide, INCLUDING Headers; now data columns --> check for possible solution!" ) | |
if height <= 1: | |
raise EmptyBoard_NoRows( f"Empty Matrix (Rows); now {height} rows high x {width} cols wide, INCLUDING Headers; invalid solution, backtrack" ) | |
for c in range( 1, npArray.shape[1] ): | |
colData = npArray[ :, c ] | |
colData = colData[ 1 : ] | |
currColCount = sum( colData ) | |
if minCount < 0 or currColCount < minCount: | |
minCount = currColCount | |
firstColWithMin = c | |
if minCount < 1: | |
raise ZeroValueColumn( f"Found column w sum/count of 0, this means we're not on a path to a valid solution, column={firstColWithMin}; Backtrack?" ) | |
return minCount, firstColWithMin | |
def ___Counting___(): pass | |
# ============================== | |
def _updateColumnCounts(): | |
colHeaderNode = g_rootNode.right | |
# For every Column | |
while True: | |
counter = 0 | |
currNode = colHeaderNode.down | |
# For each data node in this column | |
while True: | |
if not currNode.isHeaderNode: | |
counter += 1 | |
currNode = currNode.down | |
else: | |
break | |
colHeaderNode.currNodesInColumnCount = counter | |
colHeaderNode = colHeaderNode.right | |
if colHeaderNode.isRootNode: | |
break | |
return counter | |
# For any cell we can always go to the header | |
def _countColumns(): | |
currColHeader = g_rootNode.right | |
# if header.next == header ... then empty | |
if currColHeader.isRootNode: | |
return 0 | |
count = 0 | |
seenColumnNames = set() | |
seenColumnNames.add( g_rootNode.name ) | |
while True: | |
if currColHeader.name in seenColumnNames: | |
break | |
else: | |
count += 1 | |
seenColumnNames.add( currColHeader.name ) | |
currColHeader = currColHeader.right | |
return count | |
def ___High_Level_Logic___(self): pass | |
# ====================================== | |
# Modifies array; caller's job to make copy; also returns same array instance for convenience | |
# reminder: arrays now have header row & col | |
def deleteRow_np( npArray, rowOffset ): | |
debug = False | |
# if debug: print( f"Debug: deleteRow_np: target offset = {rowOffset}, \nvvv\n{npArray}" ) | |
if debug: print( f"Debug: deleteRow_np: target offset = {rowOffset}", flush=True ) | |
outArray = np.delete( npArray, rowOffset, 0 ) | |
# if debug: print( f"Debug: After: \nvvv\n{outArray}" ) | |
return outArray | |
# reminder: arrays now have header row & col | |
def deleteCol_np( npArray, colOffset ): | |
debug = False | |
if debug: print( f"Debug: deleteCol_np: target offset = {colOffset}, \nvvv\n{npArray}" ) | |
outArray = np.delete( npArray, colOffset, 1 ) | |
if debug: print( f"Debug: After: \nvvv\n{outArray}" ) | |
return outArray | |
""" | |
start w lowCount column | |
find intersecting rows | |
iterate through rows, foreach row | |
consider as part of the solution | |
get intersecting columns | |
^-- mark each for deletion | |
get intersecting rows from those cols | |
^-- delete all of those too! | |
-- | |
TODO: idea: be careful about empty board in 1st vs 2nd try/catch | |
TODO: generate moves.txt from more advanced model (non-extended, now w rot/refl metadata) | |
""" | |
""" | |
0: In one level/iteration of Solve | |
we choose one column | |
then foreach of the intersecting rows becomes a trial branch | |
1: If the matrix A has no columns, (empty, no rows either) | |
the current partial solution is a valid solution; terminate successfully. | |
2: Otherwise choose a column c (deterministically). | |
choose the column with the fewest 1's in it | |
if this turns out to be a column with ZERO 1's in it then | |
Bad solution, backtrack, throw exception, etc | |
3: Choose a row r such that Ar, c = 1 (nondeterministically). | |
3a: Choose all rows that intersect with that column | |
3b: Each row represents a branch to try and solf recursively | |
4: Include row r in the partial solution. | |
see also g_PendingSolutionPerLevel and printCandidateSolution() | |
5: For each column j such that Ar, j = 1, | |
for each row i such that Ai, j = 1, | |
delete row i from matrix A. | |
delete column j from matrix A. | |
6: Repeat this algorithm recursively on the reduced matrix A. | |
""" | |
# updated to work w header row & col | |
def solve_np( inArray, level ): | |
debug = True # local, even if global, bad idea!? | |
debug_display_matrix = True | |
if debug: print( f"Debug: solve_np: =============\n\tLevel {level}: inMatrix dims/shape={inArray.shape}", flush=True ) | |
if debug_display_matrix: | |
print( "Debug: solve_np: input array =\n", inArray, flush=True ) | |
origArray = inArray.copy() | |
# Step 1: if no columns (or rows), report possible solution | |
height = inArray.shape[ 0 ] # do we use these vars later? other than in debug statements?? | |
width = inArray.shape[ 1 ] | |
# allow room for header nodes | |
#if height<=1 or width<=1: | |
# raise EmptyBoard( f"rows={height}, cols={width}; likely indicates a Solution!" ) | |
# Change per suggestion here: https://stackoverflow.com/a/63066717/295802 | |
if width <= 1: | |
raise EmptyBoard_NoColumns( f"Empty Matrix (Columns); now {height} rows high x {width} cols wide, INCLUDING Headers; now data columns --> check for possible solution!" ) | |
if height <= 1: | |
raise EmptyBoard_NoRows( f"Empty Matrix (Rows); now {height} rows high x {width} cols wide, INCLUDING Headers; invalid solution, backtrack" ) | |
# Step 2: Choose a column | |
# this also gets a count and can throw exceptions | |
minCount = -1 | |
chosenColumn = -1 | |
# It's the 2nd try/except, aka try/catch, block that's got the the main logic | |
try: | |
( minCount, chosenColumn ) = getMinColumnCountAndColumnOffset_np( inArray ) | |
if minCount < 1: | |
raise ZeroValueColumn( f"0 count in column {chosenColumn}" ) | |
if debug: print( f'Debug: solve_np: Choosing Column "{chosenColumn}", Col HEADER "{inArray[0,chosenColumn]}", bit count = {minCount}', flush=True ) | |
# Bad News: invalid solution | |
except ZeroValueColumn as e1: | |
# there's nothing that can be done here, so return the exception | |
# Backtracking | |
# clear out state | |
g_PendingSolutionPerLevel[ level ] = None | |
if debug: print( "Debug: solve_np: BACKTRACK: Encountered ZeroValueColumn, cleared state and returning exception to caller" ) | |
raise e1 | |
# return | |
# Potential GOOD NEWS | |
except EmptyBoard_NoColumns as e2: | |
# resetStateForLevel( level ) | |
g_PendingSolutionPerLevel[ level ] = None | |
# We can't make a move, so must return | |
return | |
# Bad News | |
except EmptyBoard_NoRows as e3: | |
# resetStateForLevel( level ) | |
g_PendingSolutionPerLevel[ level ] = None | |
# We can't make a move, so must return | |
# We can't make a move, so must return | |
# raise e3 | |
return | |
# if debug: print( f'Debug: solve_np: At Level {level}, chose Column "{chosenColumn}" with {minCount} non-zero entries', flush=True ) | |
# Step 3: Get all intersecting rows | |
# --------------------------------------- | |
rowOffsetList = findIntersectingRowsForColByColOffset_np( inArray, chosenColumn ) | |
if debug: print( f"Debug: solve_np: Will iterate on intersecting Rows:\n\t{rowOffsetList}", flush=True ) | |
# Each of these is a possible solution branch | |
for i,candidateRowOffset in enumerate(rowOffsetList): | |
if debug: print( f'Debug: solve_np: -----\n\tIteration {i+1} of {len(rowOffsetList)}: Trying Solution with Row "{candidateRowOffset}", and will temp add to tentative solution list. (Level = {level})', flush=True ) | |
try: | |
# Create a board for this test | |
currCopyOfArray = origArray.copy() | |
# if debug: print( f"Debug: solve_np: BOUNDS checking: currCopyOfArray has {len(currCopyOfArray)} rows", flush=True ) | |
if debug: print( f'Debug: solve_np: Raw Row offset = "{candidateRowOffset}", Row HEADER = "{currCopyOfArray[candidateRowOffset,0]}"', flush=True) | |
# Tracking what we will eventually remove, | |
# but only once, and in high to low order. | |
deleteRowsSet = set() | |
deleteColsSet = set() | |
# Step 4: include this row as this level's potential solution | |
# ------------------------------------------------------------ | |
# g_PendingSolutionPerLevel[ level ] = candidateRowOffset | |
# Pull from our header column | |
g_PendingSolutionPerLevel[ level ] = origArray[ candidateRowOffset, 0 ] | |
# Step 5: Cover/DELETE all intersecting Columns and Rows and reduce the matrix | |
# PROBLEM STARTS HERE | |
# and on the first iteration | |
# too many things are deleted from the matrix | |
# ------------------------------------------------------------------------------- | |
# if debug: print( f"Debug: solve_np: Will now DELETE all intersecting Columns and Rows (at Level {level})" ) | |
# if debug: print( f"Debug: solve_np: BEFORE deletes: Now dims/shape={currCopyOfArray.shape}", flush=True ) | |
intersectingCols = findIntersectingColsForRowByRowOffset_np( currCopyOfArray, candidateRowOffset ) | |
if len(intersectingCols) < 1: | |
raise NoIntersectingCols( f"for candidateRowOffset={candidateRowOffset}" ) | |
deleteColsSet.update( intersectingCols ) | |
for c in intersectingCols: | |
intersectingRows = findIntersectingRowsForColByColOffset_np( currCopyOfArray, c ) | |
deleteRowsSet.update( intersectingRows ) | |
if len(intersectingRows) < 1: | |
raise NoIntersectingRows( f"For intersectingCols = {intersectingCols}") | |
# Now delete all the rows and cols, but in high to low order | |
# targetColsList = deleteColsSet[:] | |
targetColsList = list( deleteColsSet ) | |
targetColsList.sort() # <-- attemping work around as .reverse is not always sorted correctly | |
targetColsList.reverse() # in-place reverse sorting | |
if debug: print( f"Debug: solve_np: will DELETE Columns {targetColsList}") | |
for c in targetColsList: | |
# currCopyOfArray = np.delete( currCopyOfArray, c, 1 ) # "axis 1" = col | |
currCopyOfArray = deleteCol_np( currCopyOfArray, c ) | |
# ^-- TODO: doubt we need that | |
# targetRowsList = deleteRowsSet[:] | |
targetRowsList = list( deleteRowsSet ) | |
targetRowsList.sort() | |
targetRowsList.reverse() # in-place reverse sorting TODO: though reverse would work by itself | |
if debug: print( f"Debug: solve_np: will DELETE {len(targetRowsList):,} Rows...") | |
for r in targetRowsList: | |
# currCopyOfArray = np.delete( currCopyOfArray, c, 0 ) # "axis 0" = row | |
currCopyOfArray = deleteRow_np( currCopyOfArray, r ) | |
if debug: print( f"Debug: solve_np: AFTER deletes: Now dims/shape={currCopyOfArray.shape}", flush=True ) | |
# Step 6: Solve the Reduced Matrix | |
# --------------------------------------- | |
# print( f"Debug: solve_np: Since no exceptions so far, will recursively call solve with level+1 = {level+1}" ) | |
print( f"Debug: solve_np: Recursively calling solve with level+1 = {level+1}" ) | |
solve_np( currCopyOfArray, level + 1 ) | |
except (ZeroColumns, EmptyBoard_NoColumns): | |
print( "Debug: solve_np: POTENTIAL SOLUTION:" ) | |
printCandidateSolution() | |
continue | |
# return | |
except (ZeroValueColumn, EmptyBoard_NoRows) as e: | |
# reset state | |
g_PendingSolutionPerLevel[ level ] = None | |
# Backtrack | |
# return or continue | |
# We will have already backtracked once | |
# And another move inside this iteration loop might be OK | |
# It's not the "current" board at this level, but the reduced board of move we were trying | |
# that was no good | |
continue | |
except Exception as err: | |
# cleanup this state..., not much to do ??? | |
# the copy of the array we're using was already a burner, so let that fall out of scope and be collected, etc | |
g_PendingSolutionPerLevel[ level ] = None | |
raise err | |
# reset state | |
g_PendingSolutionPerLevel[ level ] = None | |
# end foreach Candidate Row | |
def ___Init_and_Generate_Board___(self): pass | |
# ======================================= | |
def getBlankPentominoesBoard( height, width ): | |
newBoard = [ [ ' ' for x in range(width)] for y in range(height) ] | |
return newBoard | |
# REMINDER to Caller: add +1 for row and col due to header row | |
def getBlankBoard_asNumPy( height, width ): | |
# newNumPyBoard = np.zeros( (height, width), dtype=np.bool_ ) | |
newNumPyBoard = np.zeros( (height, width), dtype=np.short ) | |
print( f"Debug: New numpy array is {newNumPyBoard.shape}" ) | |
return newNumPyBoard | |
def _getBlankMovesBoard_asBitmap( height, width ): | |
newBoard = [ [ Node(0) for x in range(width)] for y in range(height) ] | |
return newBoard | |
# | |
# step 1: read file in plain Python array... | |
# then we look at stats and request a numpy array | |
# need to know size first, so python first | |
def setupMovesBoard_np(): | |
dataArray = [] | |
with open( DATA_FILE, 'r' ) as fin: | |
while True: | |
line = fin.readline() | |
if line is None or line == "": | |
break | |
line = line.rstrip() | |
( rowName, rowBitsStr ) = line.split( '|' ) | |
g_allPossibleMoves.append( rowBitsStr ) | |
g_rowNames.append( rowName ) | |
g_rowNamesToBitMoves[ rowName ] = rowBitsStr | |
g_bitMovesToRowNames[ rowBitsStr ] = rowName | |
newRow = [] | |
for c in rowBitsStr: | |
value = int( c ) | |
newRow.append( value ) | |
dataArray.append( newRow ) | |
print( f'Debug: setupMovesBoard_np: file "{DATA_FILE}" had {len(dataArray):,} elements', flush=True ) | |
# Promote from ints to Nodes | |
# Also leaving room for header column and row | |
currNpArray = getBlankBoard_asNumPy( len(dataArray)+1, len(dataArray[0])+1 ) | |
npHeight = currNpArray.shape[0] | |
npWidth = currNpArray.shape[1] | |
# Do the headers first | |
# OK that the node at 0,0 is overwritten, both call that slot 0 anyway | |
for r in range(npHeight): | |
currNpArray[ r, 0 ] = r | |
for c in range(npWidth): | |
currNpArray[ 0, c ] = c | |
# Now do the data nodes | |
for r,rowData in enumerate( dataArray ): | |
for c,nodeData in enumerate( rowData ): | |
currValue = dataArray[ r ][ c ] | |
currNpArray[ r+1, c+1 ] = currValue | |
return currNpArray | |
# near bottom | |
def main(): | |
# Part 1: Generate all the valid Moves | |
# (it still writes and reads the file, cool for debugging) | |
# Part 2: Use the valid moves bitmask to solve Pentos | |
# | |
# Part 1: | |
# Generate all the moves | |
# (and write to a file) | |
# ------------------------ | |
moves = generateAllPossibleMoves_v2() | |
print( f"Debug: g_allPossibleMoves ({len(g_allPossibleMoves):,}) entries: (details commented out)" ) | |
writeMovesToFile() | |
# | |
# Part 2: | |
# Use the moves to solf the puzzle | |
# This is the "Dancing Links"/DLX stuff that I'm having trouble with | |
# Solve the puzzle | |
g_npOrigArray = setupMovesBoard_np() | |
print( f"Debug: main: Init array =\n{g_npOrigArray}" ) | |
try: | |
print( "Debug: main: Calling solve_np ...", flush=True ) | |
currArray = g_npOrigArray | |
solve_np( currArray, 0 ) | |
except EmptyBoard_NoColumns: # TODO: don't think we can get here, if so, could add _NoRows block too | |
if g_debug: print( "Main: Debug: about to print solution" ) | |
o.printCandidateSolution() | |
if __name__ == "__main__": | |
main() | |
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