X-Git-Url: http://www.chiark.greenend.org.uk/ucgi/~ian/git?a=blobdiff_plain;f=guess.c;h=8f058638daa68d521b2d9aada412484b82aa493d;hb=9e62c710dfba0596eb355b95c46fd5153f5fe13d;hp=1470426e1dc1dcb5e7a59bf6e15d4acd573aa634;hpb=251b21c41813055d9c416378508b1ee038bc3dac;p=sgt-puzzles.git diff --git a/guess.c b/guess.c index 1470426..8f05863 100644 --- a/guess.c +++ b/guess.c @@ -421,6 +421,7 @@ struct game_ui { int drag_opeg; /* peg index, if dragged from a peg (from current guess), otherwise -1 */ int show_labels; /* label the colours with letters */ + pegrow hint; }; static game_ui *new_ui(const game_state *state) @@ -437,6 +438,8 @@ static game_ui *new_ui(const game_state *state) static void free_ui(game_ui *ui) { + if (ui->hint) + free_pegrow(ui->hint); free_pegrow(ui->curr_pegs); sfree(ui->holds); sfree(ui); @@ -487,6 +490,11 @@ static void game_changed_state(game_ui *ui, const game_state *oldstate, { int i; + if (newstate->next_go < oldstate->next_go) { + sfree(ui->hint); + ui->hint = NULL; + } + /* Implement holds, clear other pegs. * This does something that is arguably the Right Thing even * for undo. */ @@ -571,7 +579,7 @@ static void set_peg(const game_params *params, game_ui *ui, int peg, int col) ui->markable = is_markable(params, ui->curr_pegs); } -static int mark_pegs(pegrow guess, pegrow solution, int ncols) +static int mark_pegs(pegrow guess, const pegrow solution, int ncols) { int nc_place = 0, nc_colour = 0, i, j; @@ -633,6 +641,125 @@ static char *encode_move(const game_state *from, game_ui *ui) return buf; } +static void compute_hint(const game_state *state, game_ui *ui) +{ + /* Suggest the lexicographically first row consistent with all + * previous feedback. This is not only a useful hint, but also + * a reasonable strategy if applied consistently. If the user + * uses hints in every turn, they may be able to intuit this + * strategy, or one similar to it. I (Jonas Kölker) came up + * with something close to it without seeing it in action. */ + + /* Some performance characteristics: I want to ask for each n, + * how many solutions are guessed in exactly n guesses if you + * use the hint in each turn. + * + * With 4 pegs and 6 colours you get the following histogram: + * + * 1 guesses: 1 solution + * 2 guesses: 4 solutions + * 3 guesses: 25 solutions + * 4 guesses: 108 solutions + * 5 guesses: 305 solutions + * 6 guesses: 602 solutions + * 7 guesses: 196 solutions + * 8 guesses: 49 solutions + * 9 guesses: 6 solutions + * (note: the tenth guess is never necessary.) + * + * With 5 pegs and 8 colours you get the following histogram: + * + * 1 guesses: 1 solution + * 2 guesses: 5 solutions + * 3 guesses: 43 solutions + * 4 guesses: 278 solutions + * 5 guesses: 1240 solutions + * 6 guesses: 3515 solutions + * 7 guesses: 7564 solutions + * 8 guesses: 14086 solutions + * 9 guesses: 4614 solutions + * 10 guesses: 1239 solutions + * 11 guesses: 175 solutions + * 12 guesses: 7 solutions + * 13 guesses: 1 solution + * + * The solution which takes too many guesses is {8, 8, 5, 6, 7}. + * The game ID is c8p5g12Bm:4991e5e41a. */ + + int mincolour = 1, maxcolour = 0, i, j; + + /* For large values of npegs and ncolours, the lexicographically + * next guess make take a while to find. Finding upper and + * lower limits on which colours we have to consider will speed + * this up, as will caching our progress from one invocation to + * the next. The latter strategy works, since if we have ruled + * out a candidate we will never reverse this judgment in the + * light of new information. Removing information, i.e. undo, + * will require us to backtrack somehow. We backtrack by fully + * forgetting our progress (and recomputing it if required). */ + + for (i = 0; i < state->next_go; ++i) + for (j = 0; j < state->params.npegs; ++j) + if (state->guesses[i]->pegs[j] > maxcolour) + maxcolour = state->guesses[i]->pegs[j]; + maxcolour = min(maxcolour + 1, state->params.ncolours); + +increase_mincolour: + for (i = 0; i < state->next_go; ++i) { + if (state->guesses[i]->feedback[0]) + goto next_iteration; + for (j = 0; j < state->params.npegs; ++j) + if (state->guesses[i]->pegs[j] != mincolour) + goto next_iteration; + ++mincolour; + goto increase_mincolour; + next_iteration: + ; + } + + if (!ui->hint) { + ui->hint = new_pegrow(state->params.npegs); + for (i = 0; i < state->params.npegs; ++i) + ui->hint->pegs[i] = 1; + } + + while (ui->hint->pegs[0] <= state->params.ncolours) { + for (i = 0; i < state->next_go; ++i) { + mark_pegs(ui->hint, state->guesses[i], maxcolour); + for (j = 0; j < state->params.npegs; ++j) + if (ui->hint->feedback[j] != state->guesses[i]->feedback[j]) + goto increment_pegrow; + } + /* a valid guess was found; install it and return */ + for (i = 0; i < state->params.npegs; ++i) + ui->curr_pegs->pegs[i] = ui->hint->pegs[i]; + + ui->markable = TRUE; + ui->peg_cur = state->params.npegs; + ui->display_cur = 1; + return; + + increment_pegrow: + for (i = ui->hint->npegs; + ++ui->hint->pegs[--i], i && ui->hint->pegs[i] > maxcolour; + ui->hint->pegs[i] = mincolour); + } + /* No solution is compatible with the given hints. Impossible! */ + /* (hack new_game_desc to create invalid solutions to get here) */ + + /* For some values of npegs and ncolours, the hinting function takes a + * long time to complete. To visually indicate completion with failure, + * should it ever happen, update the ui in some trivial way. This gives + * the user a sense of broken(ish)ness and futility. */ + if (!ui->display_cur) { + ui->display_cur = 1; + } else if (state->params.npegs == 1) { + ui->display_cur = 0; + } else { + ui->peg_cur = (ui->peg_cur + 1) % state->params.npegs; + } +} + static char *interpret_move(const game_state *from, game_ui *ui, const game_drawstate *ds, int x, int y, int button) @@ -754,6 +881,9 @@ static char *interpret_move(const game_state *from, game_ui *ui, if (button == CURSOR_UP && ui->colour_cur > 0) ui->colour_cur--; ret = ""; + } else if (button == 'h' || button == 'H' || button == '?') { + compute_hint(from, ui); + ret = ""; } else if (button == CURSOR_LEFT || button == CURSOR_RIGHT) { int maxcur = from->params.npegs; if (ui->markable) maxcur++; @@ -776,7 +906,9 @@ static char *interpret_move(const game_state *from, game_ui *ui, ui->display_cur = 1; set_peg(&from->params, ui, ui->peg_cur, 0); ret = ""; - } else if (button == 'H' || button == 'h') { + } else if (button == CURSOR_SELECT2) { + if (ui->peg_cur == from->params.npegs) + return NULL; ui->display_cur = 1; ui->holds[ui->peg_cur] = 1 - ui->holds[ui->peg_cur]; ret = ""; @@ -1245,29 +1377,31 @@ static void game_redraw(drawing *dr, game_drawstate *ds, } /* draw the guesses (so far) and the hints - * (in reverse order to avoid trampling holds) */ + * (in reverse order to avoid trampling holds, and postponing the + * next_go'th to not overrender the top of the circular cursor) */ for (i = state->params.nguesses - 1; i >= 0; i--) { - if (state->next_go > i || state->solved) { + if (i < state->next_go || state->solved) { /* this info is stored in the game_state already */ guess_redraw(dr, ds, i, state->guesses[i], NULL, -1, 0, ui->show_labels); hint_redraw(dr, ds, i, state->guesses[i], i == (state->next_go-1) ? 1 : 0, FALSE, FALSE); - } else if (state->next_go == i) { - /* this is the one we're on; the (incomplete) guess is - * stored in the game_ui. */ - guess_redraw(dr, ds, i, ui->curr_pegs, - ui->holds, ui->display_cur ? ui->peg_cur : -1, 0, - ui->show_labels); - hint_redraw(dr, ds, i, NULL, 1, - ui->display_cur && ui->peg_cur == state->params.npegs, - ui->markable); - } else { + } else if (i > state->next_go) { /* we've not got here yet; it's blank. */ guess_redraw(dr, ds, i, NULL, NULL, -1, 0, ui->show_labels); hint_redraw(dr, ds, i, NULL, 0, FALSE, FALSE); } } + if (!state->solved) { + /* this is the one we're on; the (incomplete) guess is stored in + * the game_ui. */ + guess_redraw(dr, ds, state->next_go, ui->curr_pegs, + ui->holds, ui->display_cur ? ui->peg_cur : -1, 0, + ui->show_labels); + hint_redraw(dr, ds, state->next_go, NULL, 1, + ui->display_cur && ui->peg_cur == state->params.npegs, + ui->markable); + } /* draw the 'current move' and 'able to mark' sign. */ if (new_move) @@ -1346,7 +1480,7 @@ static void game_print(drawing *dr, const game_state *state, int tilesize) const struct game thegame = { "Guess", "games.guess", "guess", default_params, - game_fetch_preset, + game_fetch_preset, NULL, decode_params, encode_params, free_params,