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			benchmark/*.rb is only benchmarks now. We don't need prefixes. git-svn-id: svn+ssh://ci.ruby-lang.org/ruby/trunk@63928 b2dd03c8-39d4-4d8f-98ff-823fe69b080e
		
			
				
	
	
		
			563 lines
		
	
	
	
		
			21 KiB
		
	
	
	
		
			Ruby
		
	
	
	
	
	
			
		
		
	
	
			563 lines
		
	
	
	
		
			21 KiB
		
	
	
	
		
			Ruby
		
	
	
	
	
	
| #!/usr/bin/env ruby
 | |
| #
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| # The Computer Language Shootout
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| #   http://shootout.alioth.debian.org
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| #   contributed by Kevin Barnes (Ruby novice)
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| 
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| # PROGRAM:  the main body is at the bottom.
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| #   1) read about the problem here: http://www-128.ibm.com/developerworks/java/library/j-javaopt/
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| #   2) see how I represent a board as a bitmask by reading the blank_board comments
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| #   3) read as your mental paths take you
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| 
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| def print *args
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| end
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| 
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| # class to represent all information about a particular rotation of a particular piece
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| class Rotation
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|   # an array (by location) containing a bit mask for how the piece maps at the given location.
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|   # if the rotation is invalid at that location the mask will contain false
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|   attr_reader :start_masks
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| 
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|   # maps a direction to a relative location.  these differ depending on whether it is an even or
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|   # odd row being mapped from
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|   @@rotation_even_adder = { :west => -1, :east => 1, :nw => -7, :ne => -6, :sw => 5, :se => 6 }
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|   @@rotation_odd_adder = { :west => -1, :east => 1, :nw => -6, :ne => -5, :sw => 6, :se => 7 }
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| 
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|   def initialize( directions )
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|     @even_offsets, @odd_offsets = normalize_offsets( get_values( directions ))
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| 
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|     @even_mask = mask_for_offsets( @even_offsets)
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|     @odd_mask = mask_for_offsets( @odd_offsets)
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| 
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|     @start_masks = Array.new(60)
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| 
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|     # create the rotational masks by placing the base mask at the location and seeing if
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|     # 1) it overlaps the boundaries and 2) it produces a prunable board.  if either of these
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|     # is true the piece cannot be placed
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|     0.upto(59) do | offset |
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|       mask = is_even(offset) ? (@even_mask << offset) : (@odd_mask << offset)
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|       if (blank_board & mask == 0 && !prunable(blank_board | mask, 0, true)) then
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|         imask = compute_required( mask, offset)
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|         @start_masks[offset] = [ mask, imask, imask | mask ]
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|       else
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|         @start_masks[offset] = false
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|       end
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|     end
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|   end
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| 
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|   def compute_required( mask, offset )
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|     board = blank_board
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|     0.upto(offset) { | i | board |= 1 << i }
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|     board |= mask
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|     return 0 if (!prunable(board | mask, offset))
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|     board = flood_fill(board,58)
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|     count = 0
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|     imask = 0
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|     0.upto(59) do | i |
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|       if (board[i] == 0) then
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|         imask |= (1 << i)
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|         count += 1
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|       end
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|     end
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|     (count > 0 && count < 5) ? imask : 0
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|   end
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| 
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|   def flood_fill( board, location)
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|     return board if (board[location] == 1)
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|     board |= 1 << location
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|     row, col = location.divmod(6)
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|     board = flood_fill( board, location - 1) if (col > 0)
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|     board = flood_fill( board, location + 1) if (col < 4)
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|     if (row % 2 == 0) then
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|       board = flood_fill( board, location - 7) if (col > 0 && row > 0)
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|       board = flood_fill( board, location - 6) if (row > 0)
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|       board = flood_fill( board, location + 6) if (row < 9)
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|       board = flood_fill( board, location + 5) if (col > 0 && row < 9)
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|     else
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|       board = flood_fill( board, location - 5) if (col < 4 && row > 0)
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|       board = flood_fill( board, location - 6) if (row > 0)
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|       board = flood_fill( board, location + 6) if (row < 9)
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|       board = flood_fill( board, location + 7) if (col < 4 && row < 9)
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|     end
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|     board
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|   end
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| 
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|   # given a location, produces a list of relative locations covered by the piece at this rotation
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|   def offsets( location)
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|     if is_even( location) then
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|       @even_offsets.collect { | value | value + location }
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|     else
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|       @odd_offsets.collect { | value | value + location }
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|     end
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|   end
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| 
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|   # returns a set of offsets relative to the top-left most piece of the rotation (by even or odd rows)
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|   # this is hard to explain. imagine we have this partial board:
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|   #   0 0 0 0 0 x        [positions 0-5]
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|   #    0 0 1 1 0 x       [positions 6-11]
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|   #   0 0 1 0 0 x        [positions 12-17]
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|   #    0 1 0 0 0 x       [positions 18-23]
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|   #   0 1 0 0 0 x        [positions 24-29]
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|   #    0 0 0 0 0 x       [positions 30-35]
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|   #       ...
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|   # The top-left of the piece is at position 8, the
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|   # board would be passed as a set of positions (values array) containing [8,9,14,19,25] not necessarily in that
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|   # sorted order.  Since that array starts on an odd row, the offsets for an odd row are: [0,1,6,11,17] obtained
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|   # by subtracting 8 from everything.  Now imagine the piece shifted up and to the right so it's on an even row:
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|   #   0 0 0 1 1 x        [positions 0-5]
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|   #    0 0 1 0 0 x       [positions 6-11]
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|   #   0 0 1 0 0 x        [positions 12-17]
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|   #    0 1 0 0 0 x       [positions 18-23]
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|   #   0 0 0 0 0 x        [positions 24-29]
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|   #    0 0 0 0 0 x       [positions 30-35]
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|   #       ...
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|   # Now the positions are [3,4,8,14,19] which after subtracting the lowest value (3) gives [0,1,5,11,16] thus, the
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|   # offsets for this particular piece are (in even, odd order) [0,1,5,11,16],[0,1,6,11,17] which is what
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|   # this function would return
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|   def normalize_offsets( values)
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|     min = values.min
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|     even_min = is_even(min)
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|     other_min = even_min ? min + 6 : min + 7
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|     other_values = values.collect do | value |
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|       if is_even(value) then
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|         value + 6 - other_min
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|       else
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|         value + 7 - other_min
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|       end
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|     end
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|     values.collect! { | value | value - min }
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| 
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|     if even_min then
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|       [values, other_values]
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|     else
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|       [other_values, values]
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|     end
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|   end
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| 
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|   # produce a bitmask representation of an array of offset locations
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|   def mask_for_offsets( offsets )
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|     mask = 0
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|     offsets.each { | value | mask = mask + ( 1 << value ) }
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|     mask
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|   end
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| 
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|   # finds a "safe" position that a position as described by a list of directions can be placed
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|   # without falling off any edge of the board.  the values returned a location to place the first piece
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|   # at so it will fit after making the described moves
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|   def start_adjust( directions )
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|     south = east = 0;
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|     directions.each do | direction |
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|       east += 1 if ( direction == :sw || direction == :nw || direction == :west )
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|       south += 1 if ( direction == :nw || direction == :ne )
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|     end
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|     south * 6 + east
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|   end
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| 
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|   # given a set of directions places the piece (as defined by a set of directions) on the board at
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|   # a location that will not take it off the edge
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|   def get_values( directions )
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|     start = start_adjust(directions)
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|     values = [ start ]
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|     directions.each do | direction |
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|       if (start % 12 >= 6) then
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|         start += @@rotation_odd_adder[direction]
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|       else
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|         start += @@rotation_even_adder[direction]
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|       end
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|       values += [ start ]
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|     end
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| 
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|     # some moves take you back to an existing location, we'll strip duplicates
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|     values.uniq
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|   end
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| end
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| 
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| # describes a piece and caches information about its rotations to as to be efficient for iteration
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| # ATTRIBUTES:
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| #   rotations -- all the rotations of the piece
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| #   type -- a numeic "name" of the piece
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| #   masks -- an array by location of all legal rotational masks (a n inner array) for that location
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| #   placed -- the mask that this piece was last placed at (not a location, but the actual mask used)
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| class Piece
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|   attr_reader :rotations, :type, :masks
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|   attr_accessor :placed
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| 
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|   # transform hashes that change one direction into another when you either flip or rotate a set of directions
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|   @@flip_converter = { :west => :west, :east => :east, :nw => :sw, :ne => :se, :sw => :nw, :se => :ne }
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|   @@rotate_converter = { :west => :nw, :east => :se, :nw => :ne, :ne => :east, :sw => :west, :se => :sw }
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| 
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|   def initialize( directions, type )
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|     @type = type
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|     @rotations = Array.new();
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|     @map = {}
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| 
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|     generate_rotations( directions )
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|     directions.collect! { | value | @@flip_converter[value] }
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|     generate_rotations( directions )
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| 
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|     # creates the masks AND a map that returns [location, rotation] for any given mask
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|     # this is used when a board is found and we want to draw it, otherwise the map is unused
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|     @masks = Array.new();
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|     0.upto(59) do | i |
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|       even = true
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|       @masks[i] = @rotations.collect do | rotation |
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|         mask = rotation.start_masks[i]
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|         @map[mask[0]] = [ i, rotation ] if (mask)
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|         mask || nil
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|       end
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|       @masks[i].compact!
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|     end
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|   end
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| 
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|   # rotates a set of directions through all six angles and adds a Rotation to the list for each one
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|   def generate_rotations( directions )
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|     6.times do
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|       rotations.push( Rotation.new(directions))
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|       directions.collect! { | value | @@rotate_converter[value] }
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|     end
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|   end
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| 
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|   # given a board string, adds this piece to the board at whatever location/rotation
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|   # important: the outbound board string is 5 wide, the normal location notation is six wide (padded)
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|   def fill_string( board_string)
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|     location, rotation = @map[@placed]
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|     rotation.offsets(location).each do | offset |
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|       row, col = offset.divmod(6)
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|       board_string[ row*5 + col, 1 ] = @type.to_s
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|     end
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|   end
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| end
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| 
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| # a blank bit board having this form:
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| #
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| #    0 0 0 0 0 1
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| #     0 0 0 0 0 1
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| #    0 0 0 0 0 1
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| #     0 0 0 0 0 1
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| #    0 0 0 0 0 1
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| #     0 0 0 0 0 1
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| #    0 0 0 0 0 1
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| #     0 0 0 0 0 1
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| #    0 0 0 0 0 1
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| #     0 0 0 0 0 1
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| #    1 1 1 1 1 1
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| #
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| # where left lest significant bit is the top left and the most significant is the lower right
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| # the actual board only consists of the 0 places, the 1 places are blockers to keep things from running
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| # off the edges or bottom
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| def blank_board
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|   0b111111100000100000100000100000100000100000100000100000100000100000
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| end
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| 
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| def full_board
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|   0b111111111111111111111111111111111111111111111111111111111111111111
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| end
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| 
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| # determines if a location (bit position) is in an even row
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| def is_even( location)
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|   (location % 12) < 6
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| end
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| 
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| # support function that create three utility maps:
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| #  $converter -- for each row an array that maps a five bit row (via array mapping)
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| #                to the a five bit representation of the bits below it
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| #  $bit_count -- maps a five bit row (via array mapping) to the number of 1s in the row
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| #  @@new_regions -- maps a five bit row (via array mapping) to an array of "region" arrays
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| #                   a region array has three values the first is a mask of bits in the region,
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| #                   the second is the count of those bits and the third is identical to the first
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| #                   examples:
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| #                           0b10010 => [ 0b01100, 2, 0b01100 ], [ 0b00001, 1, 0b00001]
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| #                           0b01010 => [ 0b10000, 1, 0b10000 ], [ 0b00100, 1, 0b00100 ], [ 0b00001, 1, 0b00001]
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| #                           0b10001 => [ 0b01110, 3, 0b01110 ]
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| def create_collector_support
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|   odd_map = [0b11, 0b110, 0b1100, 0b11000, 0b10000]
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|   even_map = [0b1, 0b11, 0b110, 0b1100, 0b11000]
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| 
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|   all_odds = Array.new(0b100000)
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|   all_evens = Array.new(0b100000)
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|   bit_counts = Array.new(0b100000)
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|   new_regions = Array.new(0b100000)
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|   0.upto(0b11111) do | i |
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|     bit_count = odd = even = 0
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|     0.upto(4) do | bit |
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|       if (i[bit] == 1) then
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|         bit_count += 1
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|         odd |= odd_map[bit]
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|         even |= even_map[bit]
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|       end
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|     end
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|     all_odds[i] = odd
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|     all_evens[i] = even
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|     bit_counts[i] = bit_count
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|     new_regions[i] = create_regions( i)
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|   end
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| 
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|   $converter = []
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|   10.times { | row | $converter.push((row % 2 == 0) ? all_evens : all_odds) }
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|   $bit_counts = bit_counts
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|   $regions = new_regions.collect { | set | set.collect { | value | [ value, bit_counts[value], value] } }
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| end
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| 
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| # determines if a board is punable, meaning that there is no possibility that it
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| # can be filled up with pieces.  A board is prunable if there is a grouping of unfilled spaces
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| # that are not a multiple of five.  The following board is an example of a prunable board:
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| #    0 0 1 0 0
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| #     0 1 0 0 0
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| #    1 1 0 0 0
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| #     0 1 0 0 0
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| #    0 0 0 0 0
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| #       ...
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| #
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| # This board is prunable because the top left corner is only 3 bits in area, no piece will ever fit it
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| # parameters:
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| #   board -- an initial bit board (6 bit padded rows, see blank_board for format)
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| #   location -- starting location, everything above and to the left is already full
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| #   slotting -- set to true only when testing initial pieces, when filling normally
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| #               additional assumptions are possible
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| #
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| # Algorithm:
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| #    The algorithm starts at the top row (as determined by location) and iterates a row at a time
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| #    maintainng counts of active open areas (kept in the collector array) each collector contains
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| #    three values at the start of an iteration:
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| #          0: mask of bits that would be adjacent to the collector in this row
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| #          1: the number of bits collected so far
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| #          2: a scratch space starting as zero, but used during the computation to represent
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| #             the empty bits in the new row that are adjacent (position 0)
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| #  The exact procedure is described in-code
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| def prunable( board, location, slotting = false)
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|   collectors = []
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|   # loop across the rows
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|   (location / 6).to_i.upto(9) do | row_on |
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|     # obtain a set of regions representing the bits of the current row.
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|     regions = $regions[(board >> (row_on * 6)) & 0b11111]
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|     converter = $converter[row_on]
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| 
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|     # track the number of collectors at the start of the cycle so that
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|     # we don't compute against newly created collectors, only existing collectors
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|     initial_collector_count = collectors.length
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| 
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|     # loop against the regions.  For each region of the row
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|     # we will see if it connects to one or more existing collectors.
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|     # if it connects to 1 collector, the bits from the region are added to the
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|     # bits of the collector and the mask is placed in collector[2]
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|     # If the region overlaps more than one collector then all the collectors
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|     # it overlaps with are merged into the first one (the others are set to nil in the array)
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|     # if NO collectors are found then the region is copied as a new collector
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|     regions.each do | region |
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|       collector_found = nil
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|       region_mask = region[2]
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|       initial_collector_count.times do | collector_num |
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|         collector = collectors[collector_num]
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|         if (collector) then
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|           collector_mask = collector[0]
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|           if (collector_mask & region_mask != 0) then
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|             if (collector_found) then
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|               collector_found[0] |= collector_mask
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|               collector_found[1] += collector[1]
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|               collector_found[2] |= collector[2]
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|               collectors[collector_num] = nil
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|             else
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|               collector_found = collector
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|               collector[1] += region[1]
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|               collector[2] |= region_mask
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|             end
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|           end
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|         end
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|       end
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|       if (collector_found == nil) then
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|         collectors.push(Array.new(region))
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|       end
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|     end
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| 
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|     # check the existing collectors, if any collector overlapped no bits in the region its [2] value will
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|     # be zero.  The size of any such reaason is tested if it is not a multiple of five true is returned since
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|     # the board is prunable.  if it is a multiple of five it is removed.
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|     # Collector that are still active have a new adjacent value [0] set based n the matched bits
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|     # and have [2] cleared out for the next cycle.
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|     collectors.length.times do | collector_num |
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|       collector = collectors[collector_num]
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|       if (collector) then
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|         if (collector[2] == 0) then
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|           return true if (collector[1] % 5 != 0)
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|           collectors[collector_num] = nil
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|         else
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|           # if a collector matches all bits in the row then we can return unprunable early for the
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|           # following reasons:
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|           #    1) there can be no more unavailable bits bince we fill from the top left downward
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|           #    2) all previous regions have been closed or joined so only this region can fail
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|           #    3) this region must be good since there can never be only 1 region that is nuot
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|           #       a multiple of five
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|           # this rule only applies when filling normally, so we ignore the rule if we are "slotting"
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|           # in pieces to see what configurations work for them (the only other time this algorithm is used).
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|           return false if (collector[2] == 0b11111 && !slotting)
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|           collector[0] = converter[collector[2]]
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|           collector[2] = 0
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|         end
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|       end
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|     end
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| 
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|     # get rid of all the empty converters for the next round
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|     collectors.compact!
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|   end
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|   return false if (collectors.length <= 1) # 1 collector or less and the region is fine
 | |
|   collectors.any? { | collector | (collector[1] % 5) != 0 } # more than 1 and we test them all for bad size
 | |
| end
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| 
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| # creates a region given a row mask.  see prunable for what a "region" is
 | |
| def create_regions( value )
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|   regions = []
 | |
|   cur_region = 0
 | |
|   5.times do | bit |
 | |
|     if (value[bit] == 0) then
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|       cur_region |= 1 << bit
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|     else
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|       if (cur_region != 0 ) then
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|         regions.push( cur_region)
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|         cur_region = 0;
 | |
|       end
 | |
|     end
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|   end
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|   regions.push(cur_region) if (cur_region != 0)
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|   regions
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| end
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| 
 | |
| # find up to the counted number of solutions (or all solutions) and prints the final result
 | |
| def find_all
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|   find_top( 1)
 | |
|   find_top( 0)
 | |
|   print_results
 | |
| end
 | |
| 
 | |
| # show the board
 | |
| def print_results
 | |
|   print "#{@boards_found} solutions found\n\n"
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|   print_full_board( @min_board)
 | |
|   print "\n"
 | |
|   print_full_board( @max_board)
 | |
|   print "\n"
 | |
| end
 | |
| 
 | |
| # finds solutions.  This special version of the main function is only used for the top level
 | |
| # the reason for it is basically to force a particular ordering on how the rotations are tested for
 | |
| # the first piece.  It is called twice, first looking for placements of the odd rotations and then
 | |
| # looking for placements of the even locations.
 | |
| #
 | |
| # WHY?
 | |
| #   Since any found solution has an inverse we want to maximize finding solutions that are not already found
 | |
| #   as an inverse.  The inverse will ALWAYS be 3 one of the piece configurations that is exactly 3 rotations away
 | |
| #   (an odd number).  Checking even vs odd then produces a higher probability of finding more pieces earlier
 | |
| #   in the cycle.  We still need to keep checking all the permutations, but our probability of finding one will
 | |
| #   diminsh over time.  Since we are TOLD how many to search for this lets us exit before checking all pieces
 | |
| #   this bennifit is very great when seeking small numbers of solutions and is 0 when looking for more than the
 | |
| #   maximum number
 | |
| def find_top( rotation_skip)
 | |
|   board = blank_board
 | |
|   (@pieces.length-1).times do
 | |
|     piece = @pieces.shift
 | |
|     piece.masks[0].each do | mask, imask, cmask |
 | |
|       if ((rotation_skip += 1) % 2 == 0) then
 | |
|         piece.placed = mask
 | |
|         find( 1, 1, board | mask)
 | |
|       end
 | |
|     end
 | |
|     @pieces.push(piece)
 | |
|   end
 | |
|   piece = @pieces.shift
 | |
|   @pieces.push(piece)
 | |
| end
 | |
| 
 | |
| # the normail find routine, iterates through the available pieces, checks all rotations at the current location
 | |
| # and adds any boards found.  depth is achieved via recursion.  the overall approach is described
 | |
| # here: http://www-128.ibm.com/developerworks/java/library/j-javaopt/
 | |
| # parameters:
 | |
| #  start_location -- where to start looking for place for the next piece at
 | |
| #  placed -- number of pieces placed
 | |
| #  board -- current state of the board
 | |
| #
 | |
| # see in-code comments
 | |
| def find( start_location, placed, board)
 | |
|   # find the next location to place a piece by looking for an empty bit
 | |
|   while board[start_location] == 1
 | |
|     start_location += 1
 | |
|   end
 | |
| 
 | |
|   @pieces.length.times do
 | |
|     piece = @pieces.shift
 | |
|     piece.masks[start_location].each do | mask, imask, cmask |
 | |
|       if ( board & cmask == imask) then
 | |
|         piece.placed = mask
 | |
|         if (placed == 9) then
 | |
|           add_board
 | |
|         else
 | |
|           find( start_location + 1, placed + 1, board | mask)
 | |
|         end
 | |
|       end
 | |
|     end
 | |
|     @pieces.push(piece)
 | |
|   end
 | |
| end
 | |
| 
 | |
| # print the board
 | |
| def print_full_board( board_string)
 | |
|   10.times do | row |
 | |
|     print " " if (row % 2 == 1)
 | |
|     5.times do | col |
 | |
|       print "#{board_string[row*5 + col,1]} "
 | |
|     end
 | |
|     print "\n"
 | |
|   end
 | |
| end
 | |
| 
 | |
| # when a board is found we "draw it" into a string and then flip that string, adding both to
 | |
| # the list (hash) of solutions if they are unique.
 | |
| def add_board
 | |
|   board_string = "99999999999999999999999999999999999999999999999999"
 | |
|   @all_pieces.each {  | piece | piece.fill_string( board_string ) }
 | |
|   save( board_string)
 | |
|   save( board_string.reverse)
 | |
| end
 | |
| 
 | |
| # adds a board string to the list (if new) and updates the current best/worst board
 | |
| def save( board_string)
 | |
|   if (@all_boards[board_string] == nil) then
 | |
|     @min_board = board_string if (board_string < @min_board)
 | |
|     @max_board = board_string if (board_string > @max_board)
 | |
|     @all_boards.store(board_string,true)
 | |
|     @boards_found += 1
 | |
| 
 | |
|     # the exit motif is a time saver.  Ideally the function should return, but those tests
 | |
|     # take noticeable time (performance).
 | |
|     if (@boards_found == @stop_count) then
 | |
|       print_results
 | |
|       exit(0)
 | |
|     end
 | |
|   end
 | |
| end
 | |
| 
 | |
| 
 | |
| ##
 | |
| ## MAIN BODY :)
 | |
| ##
 | |
| create_collector_support
 | |
| @pieces = [
 | |
|   Piece.new( [ :nw, :ne, :east, :east ], 2),
 | |
|   Piece.new( [ :ne, :se, :east, :ne ], 7),
 | |
|   Piece.new( [ :ne, :east, :ne, :nw ], 1),
 | |
|   Piece.new( [ :east, :sw, :sw, :se ], 6),
 | |
|   Piece.new( [ :east, :ne, :se, :ne ], 5),
 | |
|   Piece.new( [ :east, :east, :east, :se ], 0),
 | |
|   Piece.new( [ :ne, :nw, :se, :east, :se ], 4),
 | |
|   Piece.new( [ :se, :se, :se, :west ], 9),
 | |
|   Piece.new( [ :se, :se, :east, :se ], 8),
 | |
|   Piece.new( [ :east, :east, :sw, :se ], 3)
 | |
|   ];
 | |
| 
 | |
| @all_pieces = Array.new( @pieces)
 | |
| 
 | |
| @min_board = "99999999999999999999999999999999999999999999999999"
 | |
| @max_board = "00000000000000000000000000000000000000000000000000"
 | |
| @stop_count = ARGV[0].to_i || 2089
 | |
| @all_boards = {}
 | |
| @boards_found = 0
 | |
| 
 | |
| find_all ######## DO IT!!!
 |