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