#include "puzzle.hpp" #include #include auto puzzle::block::create_repr(const uint8_t x, const uint8_t y, const uint8_t w, const uint8_t h, const bool t, const bool i) -> uint16_t { return block().set_x(x).set_y(y).set_width(w).set_height(h).set_target(t).set_immovable(i).repr & ~INVALID; } auto puzzle::block::unpack_repr() const -> std::tuple { const uint8_t x = get_x(); const uint8_t y = get_y(); const uint8_t w = get_width(); const uint8_t h = get_height(); const bool t = get_target(); const bool i = get_immovable(); return {x, y, w, h, t, i}; } auto puzzle::block::hash() const -> size_t { return std::hash{}(repr); } auto puzzle::block::position_independent_hash() const -> size_t { uint16_t r = repr; clear_bits(r, X_S, X_E); clear_bits(r, Y_S, Y_E); return std::hash{}(r); } auto puzzle::block::valid() const -> bool { // This means the first bit is set, marking the block as empty if (repr & INVALID) { return false; } const auto [x, y, w, h, t, i] = unpack_repr(); if (t && i) { return false; } return w > 0 && h > 0 && x + w <= MAX_WIDTH && y + h <= MAX_HEIGHT; } auto puzzle::block::principal_dirs() const -> uint8_t { const auto [x, y, w, h, t, i] = unpack_repr(); if (i) { return 0; } if (w > h) { return eas | wes; } if (h > w) { return nor | sou; } return nor | eas | sou | wes; } auto puzzle::block::covers(const int _x, const int _y) const -> bool { const auto [x, y, w, h, t, i] = unpack_repr(); return _x >= x && _x < x + w && _y >= y && _y < y + h; } auto puzzle::block::collides(const block b) const -> bool { const auto [x, y, w, h, t, i] = unpack_repr(); const auto [bx, by, bw, bh, bt, bi] = b.unpack_repr(); return x < bx + bw && x + w > bx && y < by + bh && y + h > by; } auto puzzle::create_meta(const std::tuple& meta) -> uint16_t { const auto [w, h, gx, gy, r, g] = meta; uint16_t m = 0; set_bits(m, WIDTH_S, WIDTH_E, w - 1u); set_bits(m, HEIGHT_S, HEIGHT_E, h - 1u); set_bits(m, GOAL_X_S, GOAL_X_E, gx); set_bits(m, GOAL_Y_S, GOAL_Y_E, gy); set_bits(m, RESTRICTED_S, RESTRICTED_E, r); set_bits(m, GOAL_S, GOAL_E, g); return m; } auto puzzle::create_repr(const uint8_t w, const uint8_t h, const uint8_t tx, const uint8_t ty, const bool r, const bool g, const std::array& b) -> repr_cooked { repr_cooked repr = puzzle().set_width(w).set_height(h).set_goal_x(tx).set_goal_y(ty).set_restricted(r).set_goal(g). set_blocks(b).repr.cooked; repr.meta &= ~INVALID; return repr; } auto puzzle::create_repr(const uint64_t byte_0, const uint64_t byte_1, const uint64_t byte_2, const uint64_t byte_3) -> repr_cooked { repr_u repr{}; repr.raw = std::array{byte_0, byte_1, byte_2, byte_3}; return repr.cooked; } auto puzzle::create_repr(const std::string& string_repr) -> repr_cooked { const std::optional repr = try_parse_string_repr(string_repr); if (!repr) { throw std::invalid_argument("Failed to parse string repr"); } return *repr; } auto puzzle::set_blocks(std::array blocks) const -> puzzle { puzzle p = *this; std::ranges::sort(blocks); p.repr.cooked.blocks = blocks; return p; } auto puzzle::unpack_meta() const -> std::tuple { const uint8_t w = get_width(); const uint8_t h = get_height(); const uint8_t tx = get_goal_x(); const uint8_t ty = get_goal_y(); const bool r = get_restricted(); const bool g = get_goal(); return {w, h, tx, ty, r, g}; } auto puzzle::hash() const -> size_t { size_t h = 0; for (size_t i = 0; i < 4; ++i) { hash_combine(h, repr.raw[i]); } return h; } auto puzzle::string_repr() const -> std::string { // S:[3x3] G:[1,1] M:[R] B:[{1x1 _ _} {2X1 _ _} {_ _ _}] const auto [w, h, gx, gy, r, g] = unpack_meta(); std::vector linear_blocks(w * h); for (const block b : block_view()) { linear_blocks[b.get_y() * w + b.get_x()] = b; } std::string size = std::format("S:[{}x{}] ", w, h); std::string goal = g ? std::format("G:[{},{}] ", gx, gy) : ""; std::string restricted = std::format("M:[{}] ", r ? "R" : "F"); std::string blocks = "B:["; for (int y = 0; y < h; ++y) { blocks += '{'; for (int x = 0; x < w; ++x) { const block b = block(linear_blocks[y * w + x]); if (!b.valid()) { blocks += "_ "; } else if (b.get_target()) { blocks += std::format("{}X{} ", b.get_width(), b.get_height()); } else if (b.get_immovable()) { blocks += std::format("{}*{} ", b.get_width(), b.get_height()); } else { blocks += std::format("{}x{} ", b.get_width(), b.get_height()); } } blocks.pop_back(); // Remove last extra space before } blocks += "} "; } blocks.pop_back(); // Remove last extra space before ] blocks += ']'; return std::format("{}{}{}{}", size, goal, restricted, blocks); } auto puzzle::try_parse_string_repr(const std::string& string_repr) -> std::optional { bool parsed_size = false; std::pair size{0, 0}; bool parsed_goal = false; std::pair goal{0, 0}; bool parsed_restricted = false; bool restricted = true; bool parsed_blocks = false; std::vector bs; std::array blocks = invalid_blocks(); const auto digit = [&](const char c) { return std::string("0123456789").contains(c); }; // S:[3x3] const auto parse_size = [&](size_t& pos) { uint8_t w = std::stoi(string_repr.substr(pos + 3, 1)); uint8_t h = std::stoi(string_repr.substr(pos + 5, 1)); size = std::make_pair(w, h); parsed_size = true; pos += 6; }; // G:[1,1] (optional) const auto parse_goal = [&](size_t& pos) { uint8_t gx = std::stoi(string_repr.substr(pos + 3, 1)); uint8_t gy = std::stoi(string_repr.substr(pos + 5, 1)); goal = std::make_pair(gx, gy); parsed_goal = true; pos += 6; }; // M:[R] const auto parse_restricted = [&](size_t& pos) { if (string_repr[pos + 3] == 'R') { restricted = true; parsed_restricted = true; } if (string_repr[pos + 3] == 'F') { restricted = false; parsed_restricted = true; } pos += 4; }; // 1x1 or 1X1 or 1*1 or _ const auto parse_block = [&](size_t& pos, const uint8_t x, const uint8_t y) { if (string_repr[pos] == '_') { return block(); } const uint8_t w = std::stoi(string_repr.substr(pos, 1)); const uint8_t h = std::stoi(string_repr.substr(pos + 2, 1)); const bool t = string_repr[pos + 1] == 'X'; const bool i = string_repr[pos + 1] == '*'; pos += 2; return block(x, y, w, h, t, i); }; // {1x1 _ _} const auto parse_row = [&](size_t& pos, const uint8_t y) { std::vector row; uint8_t x = 0; ++pos; // Skip { while (string_repr[pos] != '}') { if (digit(string_repr[pos]) || string_repr[pos] == '_') { const block b = parse_block(pos, x, y); if (b.valid()) { row.emplace_back(b.repr); } ++x; } ++pos; } return row; }; // B:[{1x1 _ _} {2X1 _ _} {_ _ _}] const auto parse_blocks = [&](size_t& pos) { std::vector rows; uint8_t y = 0; ++pos; // Skip [ while (string_repr[pos] != ']') { if (string_repr[pos] == '{') { std::vector row = parse_row(pos, y); rows.insert(rows.end(), row.begin(), row.end()); ++y; } ++pos; } parsed_blocks = true; return rows; }; /* * User-readable string representation (3x3 example): * * S:[3x3] G:[1,1] M:[R] B:[{1x1 _ _} {2X1 _ _} {_ _ _}] */ for (size_t pos = 0; pos < string_repr.size(); ++pos) { switch (string_repr[pos]) { case 'S': if (parsed_size) { warnln("Parsed duplicate attribute"); return std::nullopt; } parse_size(pos); break; case 'G': if (parsed_goal) { warnln("Parsed duplicate attribute"); return std::nullopt; } parse_goal(pos); break; case 'M': if (parsed_restricted) { warnln("Parsed duplicate attribute"); return std::nullopt; } parse_restricted(pos); break; case 'B': if (parsed_blocks) { warnln("Parsed duplicate attribute"); return std::nullopt; } bs = parse_blocks(pos); if (bs.size() > MAX_BLOCKS) { warnln("Parsed too many blocks"); return std::nullopt; } std::copy_n(bs.begin(), bs.size(), blocks.begin()); break; default: break; } } if (!parsed_size || !parsed_restricted || !parsed_blocks) { warnln("Failed to parse required attribute"); return std::nullopt; } return create_repr(size.first, size.second, goal.first, goal.second, restricted, parsed_goal, blocks); } auto puzzle::valid() const -> bool { if (repr.cooked.meta & INVALID) { return false; } const auto [w, h, gx, gy, r, g] = unpack_meta(); return w >= MIN_WIDTH && w <= MAX_WIDTH && h >= MIN_HEIGHT && h <= MAX_HEIGHT; } auto puzzle::try_get_invalid_reason() const -> std::optional { if (repr.cooked.meta & INVALID) { return "Flagged as Invalid"; } const auto [w, h, gx, gy, r, g] = unpack_meta(); // traceln("Validating puzzle \"{}\"", string_repr()); const std::optional& b = try_get_target_block(); if (get_goal() && !b) { return "Goal Without Target"; } if (!get_goal() && b) { return "Target Without Goal"; } if (get_goal() && b && r) { const int dirs = b->principal_dirs(); if ((dirs & nor && b->get_x() != gx) || (dirs & eas && b->get_y() != gy)) { return "Goal Unreachable"; } } if (get_goal() && b && gx > 0 && gx + b->get_width() < w && gy > 0 && gy + b->get_height() < h) { return "Goal Inside"; } if (!valid()) { return "Invalid Dims"; } return std::nullopt; } auto puzzle::block_count() const -> uint8_t { uint8_t count = 0; for (const uint16_t b : repr.cooked.blocks) { if (block(b).valid()) { ++count; } } return count; } auto puzzle::goal_reached() const -> bool { const std::optional b = try_get_target_block(); return get_goal() && b && b->get_x() == get_goal_x() && b->get_y() == get_goal_y(); } auto puzzle::try_get_block(const uint8_t x, const uint8_t y) const -> std::optional { if (!covers(x, y)) { return std::nullopt; } for (const block b : block_view()) { if (b.covers(x, y)) { return b; } } return std::nullopt; } auto puzzle::try_get_target_block() const -> std::optional { for (const block b : block_view()) { if (b.get_target()) { return b; } } return std::nullopt; } auto puzzle::covers(const uint8_t x, const uint8_t y, const uint8_t _w, const uint8_t _h) const -> bool { return x + _w <= get_width() && y + _h <= get_height(); } auto puzzle::covers(const uint8_t x, const uint8_t y) const -> bool { return covers(x, y, 1, 1); } auto puzzle::covers(const block b) const -> bool { return covers(b.get_x(), b.get_y(), b.get_width(), b.get_height()); } auto puzzle::toggle_restricted() const -> puzzle { return set_restricted(!get_restricted()); } auto puzzle::try_set_goal(const uint8_t x, const uint8_t y) const -> std::optional { const std::optional& b = try_get_target_block(); if (!b || !covers(x, y, b->get_width(), b->get_height())) { return std::nullopt; } if (get_goal_x() == x && get_goal_y() == y) { return clear_goal(); } return set_goal_x(x).set_goal_y(y).set_goal(true); } auto puzzle::clear_goal() const -> puzzle { return set_goal_x(0).set_goal_y(0).set_goal(false); } auto puzzle::try_add_column() const -> std::optional { const uint8_t w = get_width(); if (w >= MAX_WIDTH) { return std::nullopt; } return set_width(w + 1); } auto puzzle::try_remove_column() const -> std::optional { const auto [w, h, gx, gy, r, g] = unpack_meta(); if (w <= MIN_WIDTH) { return std::nullopt; } puzzle p{static_cast(w - 1), h, 0, 0, r, g}; // Re-add all the blocks, blocks no longer fitting won't be added for (const block b : block_view()) { if (const std::optional& _p = p.try_add_block(b)) { p = *_p; } } const std::optional b = p.try_get_target_block(); if (p.get_goal() && b && !p.covers(gx, gy, b->get_width(), b->get_height())) { // Target no longer inside board return p.clear_goal(); } if (p.get_goal() && !b) { // Target block removed during resize return p.clear_goal(); } return p; } auto puzzle::try_add_row() const -> std::optional { const uint8_t h = get_height(); if (h >= MAX_HEIGHT) { return std::nullopt; } return set_height(h + 1); } auto puzzle::try_remove_row() const -> std::optional { const auto [w, h, gx, gy, r, g] = unpack_meta(); if (h <= MIN_HEIGHT) { return std::nullopt; } puzzle p{w, static_cast(h - 1), gx, gy, r, g}; // Re-add all the blocks, blocks no longer fitting won't be added for (const block b : block_view()) { if (const std::optional& _p = p.try_add_block(b)) { p = *_p; } } const std::optional b = p.try_get_target_block(); if (p.get_goal() && b && !p.covers(gx, gy, b->get_width(), b->get_height())) { // Target no longer inside board return p.clear_goal(); } if (p.get_goal() && !b) { // Target block removed during resize return p.clear_goal(); } return p; } auto puzzle::try_add_block(const block b) const -> std::optional { const uint8_t count = block_count(); if (count == MAX_BLOCKS) { return std::nullopt; } if (!covers(b)) { return std::nullopt; } for (const block _b : block_view()) { if (_b.collides(b)) { return std::nullopt; } } const auto [w, h, gx, gy, r, g] = unpack_meta(); std::array blocks = repr.cooked.blocks; // This requires all empty blocks being at the end of the array (otherwise we might overwrite). // This is the case because empty blocks' most significant bit is 1 and the array is sorted. blocks[count] = b.repr; return puzzle(w, h, gx, gy, r, g, blocks); } auto puzzle::try_remove_block(const uint8_t x, const uint8_t y) const -> std::optional { const std::optional& b = try_get_block(x, y); if (!b) { return std::nullopt; } const auto [w, h, gx, gy, r, g] = unpack_meta(); std::array blocks = repr.cooked.blocks; for (uint16_t& _b : blocks) { if (_b == b->repr) { _b = block().repr; } } return puzzle(w, h, gx, gy, r, g, blocks); } auto puzzle::try_toggle_target(const uint8_t x, const uint8_t y) const -> std::optional { const std::optional b = try_get_block(x, y); if (!b || b->get_immovable()) { return std::nullopt; } const auto [w, h, gx, gy, r, g] = unpack_meta(); std::array blocks = repr.cooked.blocks; for (uint16_t& _b : blocks) { if (!block(_b).valid()) { // Empty blocks are at the end break; } if (_b != b->repr) { // Remove the old target(s) _b = block(_b).set_target(false).repr; } else { // Add the new target _b = block(_b).set_target(!b->get_target()).repr; } } const block _b = block(gx, gy, b->get_width(), b->get_height()); if (covers(_b)) { // Old goal still valid return puzzle(w, h, gx, gy, r, g, blocks); } return puzzle(w, h, 0, 0, r, g, blocks); } auto puzzle::try_toggle_wall(const uint8_t x, const uint8_t y) const -> std::optional { const std::optional b = try_get_block(x, y); if (!b || b->get_target()) { return std::nullopt; } const auto [w, h, gx, gy, r, g] = unpack_meta(); std::array blocks = repr.cooked.blocks; for (uint16_t& _b : blocks) { if (!block(_b).valid()) { // Empty blocks are at the end break; } if (_b == b->repr) { // Toggle wall _b = block(_b).set_immovable(!b->get_immovable()).repr; } } return puzzle(w, h, gx, gy, r, g, blocks); } auto puzzle::try_move_block_at(const uint8_t x, const uint8_t y, const dir dir) const -> std::optional { const std::optional b = try_get_block(x, y); const auto [bx, by, bw, bh, bt, bi] = b->unpack_repr(); if (!b || bi) { return std::nullopt; } const auto [w, h, gx, gy, r, g] = unpack_meta(); const int dirs = r ? b->principal_dirs() : nor | eas | sou | wes; // Get target block int _target_x = bx; int _target_y = by; switch (dir) { case nor: if (!(dirs & nor) || _target_y < 1) { return std::nullopt; } --_target_y; break; case eas: if (!(dirs & eas) || _target_x + bw >= w) { return std::nullopt; } ++_target_x; break; case sou: if (!(dirs & sou) || _target_y + bh >= h) { return std::nullopt; } ++_target_y; break; case wes: if (!(dirs & wes) || _target_x < 1) { return std::nullopt; } --_target_x; break; } const block moved_b = block(_target_x, _target_y, bw, bh, bt); // Check collisions for (const block _b : block_view()) { if (_b != b && _b.collides(moved_b)) { return std::nullopt; } } std::optional p = try_remove_block(x, y); if (!p) { return std::nullopt; } p = p->try_add_block(moved_b); if (!p) { return std::nullopt; } return p; } auto puzzle::sorted_replace(std::array blocks, const uint8_t idx, const uint16_t new_val) -> std::array { // Remove old entry for (uint8_t i = idx; i < MAX_BLOCKS - 1; ++i) { blocks[i] = blocks[i + 1]; } blocks[MAX_BLOCKS - 1] = block::INVALID; // Find insertion point for new_val uint8_t insert_at = 0; while (insert_at < MAX_BLOCKS && blocks[insert_at] < new_val) { ++insert_at; } // Shift right and insert for (uint8_t i = MAX_BLOCKS - 1; i > insert_at; --i) { blocks[i] = blocks[i - 1]; } blocks[insert_at] = new_val; return blocks; } auto puzzle::blocks_bitmap() const -> uint64_t { uint64_t bitmap = 0; for (uint8_t i = 0; i < MAX_BLOCKS; ++i) { block b(repr.cooked.blocks[i]); if (!b.valid()) { break; } auto [x, y, w, h, t, im] = b.unpack_repr(); const uint8_t width = get_width(); for (int dy = 0; dy < h; ++dy) { for (int dx = 0; dx < w; ++dx) { bitmap_set_bit(bitmap, width, x + dx, y + dy); } } } return bitmap; } auto puzzle::blocks_bitmap_h() const -> uint64_t { uint64_t bitmap = 0; for (uint8_t i = 0; i < MAX_BLOCKS; ++i) { block b(repr.cooked.blocks[i]); if (!b.valid()) { break; } const int dirs = b.principal_dirs(); if (!(dirs & eas)) { continue; } auto [x, y, w, h, t, im] = b.unpack_repr(); const uint8_t width = get_width(); for (int dy = 0; dy < h; ++dy) { for (int dx = 0; dx < w; ++dx) { bitmap_set_bit(bitmap, width, x + dx, y + dy); } } } return bitmap; } auto puzzle::blocks_bitmap_v() const -> uint64_t { uint64_t bitmap = 0; for (uint8_t i = 0; i < MAX_BLOCKS; ++i) { block b(repr.cooked.blocks[i]); if (!b.valid()) { break; } const int dirs = b.principal_dirs(); if (!(dirs & sou)) { continue; } auto [x, y, w, h, t, im] = b.unpack_repr(); const uint8_t width = get_width(); for (int dy = 0; dy < h; ++dy) { for (int dx = 0; dx < w; ++dx) { bitmap_set_bit(bitmap, width, x + dx, y + dy); } } } return bitmap; } auto puzzle::explore_state_space() const -> std::pair, std::vector>> { std::vector state_pool; boost::unordered_flat_map state_indices; std::vector> links; // Buffer for all states we want to call GetNextStates() on std::vector queue; // indices into state_pool #ifdef WIP // Store an index to the blocks array of a state for each occupied bitmap cell std::array bitmap_block_indices; #endif // Start with the current state state_indices.emplace(*this, 0); state_pool.push_back(*this); queue.push_back(0); size_t head = 0; while (head < queue.size()) { const size_t current_idx = queue[head++]; // Make a copy because references might be invalidated when inserting into the vector const puzzle current = state_pool[current_idx]; #ifdef WIP // Build bitmap-block indices for (size_t i = 0; i < MAX_BLOCKS; ++i) { const block b = block(current.repr.cooked.blocks[i]); const auto [bx, by, bw, bh, bt, bi] = b.unpack_repr(); if (!b.valid()) { break; } for (uint8_t x = bx; x < bx + bw; ++x) { for (uint8_t y = by; y < by + bh; ++y) { bitmap_block_indices[y * current.get_width() + x] = i; } } } #endif // TODO: I can just dispatch different functions depending on if the board is restricted or contains walls current.for_each_adjacent([&](const puzzle& p) { auto [it, inserted] = state_indices.emplace(p, state_pool.size()); if (inserted) { state_pool.push_back(p); queue.push_back(it->second); } links.emplace_back(current_idx, it->second); }); } return {std::move(state_pool), std::move(links)}; } auto puzzle::get_cluster_id_and_solution() const -> std::pair { const auto& [puzzles, moves] = explore_state_space(); bool solution = false; puzzle min = puzzles[0]; for (size_t i = 0; i < puzzles.size(); ++i) { if (puzzles[i] < min) { min = puzzles[i]; } if (puzzles[i].goal_reached()) { solution = true; } } return {min, solution}; } auto puzzle::bitmap_find_first_empty(const uint64_t bitmap, int& x, int& y) const -> bool { x = 0; y = 0; // Bitmap is empty of first slot is empty if (bitmap_is_empty(bitmap) || !(bitmap & 1u)) { return true; } // Bitmap is full if (bitmap_is_full(bitmap)) { return false; } // Find the next more significant empty bit (we know the first slot is full) int ls_set = 0; bool next_set = true; while (next_set && ls_set < get_width() * get_height() - 1) { next_set = bitmap & (1ul << (ls_set + 1)); ++ls_set; } x = ls_set % get_width(); y = ls_set / get_width(); return true; } auto puzzle::generate_block_sequences( const boost::unordered_flat_set& permitted_blocks, const block target_block, const size_t max_blocks, std::vector& current_sequence, const int current_area, const int board_area, const std::function&)>& callback) -> void { if (!current_sequence.empty()) { callback(current_sequence); } if (current_sequence.size() == max_blocks) { return; } for (const block b : permitted_blocks) { const int new_area = current_area + b.get_width() * b.get_height(); if (new_area > board_area) { continue; } // Explore all sequences with the block placed, then continue the loop current_sequence.push_back(b); generate_block_sequences(permitted_blocks, target_block, max_blocks, current_sequence, new_area, board_area, callback); current_sequence.pop_back(); } } auto puzzle::place_block_sequence(const puzzle& p, const uint64_t& bitmap, const std::tuple& p_repr, const std::vector& sequence, const block target_block, const std::tuple& target_block_pos_range, const bool has_target, const size_t index, const std::function& callback) -> void { if (index == sequence.size()) { // All blocks placed callback(p); return; } if (!has_target && p.get_restricted()) { // Place target block (restricted movement) const auto [txs, tys, txe, tye] = target_block_pos_range; for (int tx = txs; tx <= txe; ++tx) { for (int ty = tys; ty <= tye; ++ty) { block t = target_block; t = t.set_x(tx); t = t.set_y(ty); if (!p.covers(t)) { continue; } const std::array blocks = sorted_replace(p.repr.cooked.blocks, 0, t.repr); const puzzle next_p = puzzle(p_repr, blocks); uint64_t next_bm = bitmap; next_p.bitmap_set_block(next_bm, t); // Place the remaining blocks for each possible target block configuration // traceln("Generating block sequence for target at {},{}", tx, ty); next_p.place_block_sequence(next_p, next_bm, p_repr, sequence, target_block, target_block_pos_range, true, index, callback); } } return; } if (!has_target && !p.get_restricted()) { // Place target block (free movement) // TODO } int x, y; if (!p.bitmap_find_first_empty(bitmap, x, y)) { // No space remaining callback(p); return; } block b = sequence[index]; b = b.set_x(static_cast(x)); b = b.set_y(static_cast(y)); // Place the next block and call the resulting subtree, then remove the block and continue here if (!p.bitmap_check_collision(bitmap, b) && p.covers(b)) { // Shift the sequence by 1 (index + 1), because the target block is inserted separately const std::array blocks = sorted_replace(p.repr.cooked.blocks, index + 1, b.repr); const puzzle next_p = puzzle(p_repr, blocks); uint64_t next_bm = bitmap; next_p.bitmap_set_block(next_bm, b); next_p.place_block_sequence(next_p, next_bm, p_repr, sequence, target_block, target_block_pos_range, true, index + 1, callback); } // Create an empty cell and call the resulting subtree (without advancing the block index) uint64_t next_bm = bitmap; bitmap_set_bit(next_bm, p.get_width(), b.get_x(), b.get_y()); p.place_block_sequence(p, next_bm, p_repr, sequence, target_block, target_block_pos_range, true, index, callback); } auto puzzle::explore_puzzle_space(const boost::unordered_flat_set& permitted_blocks, const block target_block, const std::tuple& target_block_pos_range, const size_t max_blocks, const std::optional* const> thread_pool) const -> boost::unordered_flat_set { const auto [w, h, gx, gy, r, g] = unpack_meta(); // Implemented in the slowest, stupidest way for now: // 1. Iterate through all possible permitted_blocks permutations using recursive tree descent // 2. Find the cluster id of the permutation by populating the entire state space // - We could do some preprocessing to quickly reduce the numeric value // of the state and check if its already contained in visited_clusters, // this could save some state space calculations. // 3. Add it to visited_clusters if unseen std::mutex mtx; boost::unordered_flat_set visited_clusters; // TODO: Can't even parallelize this. Or just start at different initial puzzles? const puzzle empty_puzzle = puzzle(w, h, gx, gy, r, g); const auto board_repr = std::make_tuple(w, h, gx, gy, r, g); std::vector current_sequence; int total = 0; generate_block_sequences(permitted_blocks, target_block, max_blocks - 1, // Make space for the target block current_sequence, target_block.get_width() * target_block.get_height(), // Starting area get_width() * get_height(), [&](const std::vector& sequence) { place_block_sequence(empty_puzzle, 0, board_repr, sequence, target_block, target_block_pos_range, false, 0, [&](const puzzle& p) { const auto [cluster_id, winnable] = p.get_cluster_id_and_solution(); std::lock_guard lock(mtx); ++total; if (winnable) { visited_clusters.emplace(cluster_id); } }); }); infoln("Found {} of {} clusters with a solution", visited_clusters.size(), total); return visited_clusters; }