From: Ruby Quiz Date: 2005-05-12T23:30:37+09:00 Subject: [SUMMARY] Amazing Mazes (#31) Wow, these solutions are great fun to play with. I think next week's quiz needs to give me a little man icon and some controls! Throw in some doors, some keys, and little critters to chase me around and there's simply no chance at all I would get a summary written next week. Hmm, maybe it's not such a good idea. Jokes aside, do run the solutions a few times each this week. It's fun to see what they build. Then peek inside the code and read the comments. Good stuff in there. Below, I want to look into Dominik Bathon's code. It is a nice search and lightning quick! On my machine, it makes and solves quizzes faster than the other solutions can just make them. Even better, it uses a complex internal representation (mainly for speed), yet still comes out with clean algorithms. I was quite impressed by that. Let's get to the code. Dominik starts off by defining a helper method in Hash: class Hash # find the key for with the smallest value, delete it and return it def delete_min_value return nil if empty? minkey=min=nil each { |k, v| min, minkey=v, k if !min || v 0) ? "---" : " " ) } res << "+\n" w.times { |x| res << ((@data[y*w+x] & 2 > 0) ? "|" : " ") res << (ph[y*w+x] ? " X " : " ") } res << "|\n" } res << ("+---"*w) << "+" end def inspect "#<#{self.class.name} #{w}x#{h}>" end # ... The to_s() method draws mazes. The first two lines fill a Hash with the solution path, if one is given. The Hash is indexed identically as the maze String and values can be true (if it's on the path) or the default nil, (when it's not). The rest of that method does the drawing. It walks row by row with h.times(), down the maze drawing cells. The first w.times() call handles the north walls. First it adds a "+", then it adds "---" if the 1 bit is set or " " if it's not. Next we need another "+" and a "\n". Now the second w.times() block handles the west wall and path. First it checks to see if the 2 bit is set for the current cell, outputting "|" if it is and " " if it's not. Then the path is checked. If this cell is on the path, it's filled with " X " and if it's not, the code adds a " ". The last two lines of the method are important. They ensure a final "|" is always added to the end of a row and a final "+---" is placed at the end each column of the maze. This handles the east and south borders of the maze, which are not covered by the bits. The other method, inspect(), just returns a class name, width and height. # ... # maze positions are cell indices from 0 to w*h-1 # the following functions do conversions to and from coordinates def coord2pos(x, y) (y % h)*w+(x % w) end def pos2coord(p) [p % w, (p/w) % h] end # ... These convertors were explained in the initial comment and they are explained again here. No surprises there. # returns valid neighbors to p, doesn't care about walls def neighbors(p) if ce=@neighbors_cache[p]; return ce; end res=[p-w, p+w] res << p-1 if p%w > 0 res << p+1 if p%w < w-1 @neighbors_cache[p] = res.find_all { |t| t>=0 && t<@wh } end This returns the indices of the up to four neighboring cells. It caches this lookup the first time it does it, since it will never change. The first line just uses the cache if it has already been figured. The second line adds the cell above and the cell below. Note that these numbers are found by simple math and could be outside the bounds of the maze. The next two lines add the left and right cells. We're more careful with our math here, because a wrong answer could look right: The last cell of the first row is "left" of the first cell of the second row, in our one dimensional String that holds the maze data. The final line, stores the indices to the cache and returns them, after using find_all() to eliminate any bogus number that crept in. # ... def wall_between?(p1, p2) p1, p2=[p1, p2].sort if p2-p1==w # check north wall of p2 @data[p2] & 1 > 0 elsif p2-p1==1 # check west wall of p2 @data[p2] & 2 > 0 else false end end def set_wall(p1, p2) p1, p2=[p1, p2].sort if p2-p1==w # set north wall of p2 @data[p2] |= 1 elsif p2-p1==1 # set west wall of p2 @data[p2] |= 2 end nil end def unset_wall(p1, p2) p1, p2=[p1, p2].sort if p2-p1==w # unset north wall of p2 @data[p2] &= ~1 elsif p2-p1==1 # unset west wall of p2 @data[p2] &= ~2 end nil end # ... These three methods are all very similar. Given two cells, the first checks if there is a wall between them, the second sets the wall between them, and the third unsets it. The if's just figure out if we are talking about a north wall or a west wall. The rest is bit testing or setting. On to maze generation: # ... # generate a (random) perfect maze def generate(random=true) set_all_walls # (random) depth first search method visited={0 => true} stack=[0] until stack.empty? n=neighbors(stack.last).reject { |p| visited[p] } if n.empty? stack.pop else # choose one unvisited neighbor np=n[random ? rand(n.size) : 0] unset_wall(stack.last, np) visited[np]=true # if all neighbors are visited then here is # nothing left to do stack.pop if n.size==1 stack.push np end end self end # ... This algorithm came out very clean, I think. Not a bit operation in sight. First it turns all the walls on. Then it sets up an Array for tracking visited cells and another as a stack to drive the process. While there is something on the stack, the code looks at each not-yet-visited neighbor. If there are no neighbors in that set, the stack is popped and the routine moves on. However, if there are, one is chosen at random and the wall is knocked out between them. If that neighbor was the last unvisited one for this cell, the code pops the current cell off the stack. The neighbor cell is set to visited and pushed onto the stack, moving the build process to that location for the next iteration. That covers creation. Now we need a solver: # ... # central part of Dijkstra's shortest path algorithm: # returns a hash that associates each reachable (from start) # position p, with the previous position on the shortest path # from start to p and the length of that path. # example: if the shortest path from 0 to 2 is [0, 1, 2], then # prev[2]==[1, 2], prev[1]==[0, 1] and prev[0]==[nil, 0]. # so you can get all shortest paths from start to each reachable # position out of the returned hash. # if stop_at!=nil the method stops when the previous cell on the # shortest path from start to stop_at is found. def build_prev_hash(start, stop_at=nil) prev={start=>[nil, 0]} # hash to be returned return prev if stop_at==start # positions which we have seen, but we are not yet sure about # the shortest path to them (the value is length of the path, # for delete_min_value): active={start=>0} until active.empty? # get the position with the shortest path from the # active list cur=active.delete_min_value return prev if cur==stop_at newlength=prev[cur][1]+1 # path to cur length + 1 # for all reachable neighbors of cur, check if we found # a shorter path to them neighbors(cur).each { |n| # ignore unreachable next if wall_between?(cur, n) if old=prev[n] # was n already visited # if we found a longer path, ignore it next if newlength>=old[1] end # (re)add new position to active list active[n]=newlength # set new prev and length prev[n]=[cur, newlength] } end prev end # ... I really don't think I need to launch into too deep an explanation here as the comments guide you right through it. The short story is that this method branches out from a starting cell, walking to each neighbor and always counting its steps. While doing this, it is building the Hash described in the first comment, which points to the cell that came before on the shortest path. Using that Hash, returned by this method, you can easily construct the shortest path to any cell the algorithm visited. Handy stuff! Let's see how it gets put to use: # ... def shortest_path(from, to) prev=build_prev_hash(from, to) if prev[to] # path found, build it by following the prev hash from # "to" to "from" path=[to] path.unshift(to) while to=prev[to][0] path else nil end end # ... Given a starting and ending cell, this returns just what the name implies. It builds the magic Hash we just looked at on the first line, then just walks the path in reverse until it reaches the start (nil in the Hash). Again, clean and simple. Nice coding Dominik. Let's look at the other search the code provides: # ... # finds the longest shortest path in this maze, only works if # there is at least one position that can only reach one # neighbor, because we search only starting at those positions. def longest_shortest_path startp=endp=nil max=-1 @wh.times { |p| # if current p can only reach 1 neighbor if neighbors(p).reject { |n| wall_between?(p, n) }.size==1 prev=build_prev_hash(p) # search longest path from p tend, tmax=nil, -1 prev.each { |k, v| if v[1]>tmax tend=k tmax=v[1] end } if tmax>max max=tmax startp, endp=p, tend end end } if startp # path found shortest_path(startp, endp) else nil end end end # ... This method walks the maze, looking for cells that are dead-ends. From each of those, it builds the path Hash and checks the lengths of each path found. In the end, it will return the longest path it saw. Just a little more code is needed for human interface: # ... if $0 == __FILE__ ARGV.shift if search_longest=ARGV[0]=="-l" w, h, from, to=ARGV m=Maze.new(w.to_i, h.to_i) m.generate puts "Maze:", m.to_s if from=~/(\d+),(\d+)/ p1=m.coord2pos($1.to_i, $2.to_i) else p1=rand(m.w*m.h) end if to=~/(\d+),(\d+)/ p2=m.coord2pos($1.to_i, $2.to_i) else p2=rand(m.w*m.h) end path=m.shortest_path(p1, p2) puts "\nShortest path from #{m.pos2coord(p1).inspect} to " \ "#{m.pos2coord(p2).inspect}:", m.to_s(path) if search_longest path=m.longest_shortest_path puts "\nLongest shortest path (from " \ "#{m.pos2coord(path[0]).inspect} to " \ "#{m.pos2coord(path[-1]).inspect}:", m.to_s(path) end end This is just option parsing and display. The code checks for a special first "-l" option, which just sets a flag to add the long search. The next chunk reads a width and height then builds and displays a maze of the indicated size. The code next reads from and to cells for a solution search, if they where provided. Random coordinates are used when from or to cells are absent. Note the use of the coord2pos() convertor in here. Finally, the shortest path is displayed. The longer search is also added, if requested. Dominik uses an unusual Ruby idiom here, "string" "string". Ruby will concatenate these, even without the + between them. (I didn't know this!) However, the rumor is that this feature may vanish in a future version of Ruby, so it's probably not a good habit to get into. My thanks to those who braved the mazes this week. Really interesting (and fun!) solutions were given by all. Tomorrow's quiz is a little client and server fun, care of Pat Eyler's children...