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ghostdog74
January 6th, 2007, 06:23 PM
Seeing that the challenge has not been decided till now, i think i will post one taken from somewhere but simplified. If anyone has any better one or if its too difficult, let me know and i will re-edit/delete this post. Here goes

The problem:

We have a 4 x 4 square grids 1 through 16, from left to right, top to bottom.

Eg. 4x4 grid:


1 2 X 4
5 6 7 8
9 10 11 X
13 14 X 16


3 of these squares (3,12 and 15) contain obstacles, ( X above )

Find the longest(maximum) path one can go before he gets stuck with the following criteria

- Always start walking on grid 1, going either down or right.
- Can move in 4 directions: up, down, left, right.
- He cannot travel through the obstacle (X) or a previous grid
- He moves straight until he reaches a square he can not travel through or the edge.
-When he cannot move straight, he turns either left or right.
-When he cannot move left, right, or straight, he stops.


For a start, we just solve for obstacles at 3,12,15. The maximum path I could find is
1->2->6->5->9->13->14->10->11->7->8->4 so the final answer is 12 grids (?I may be wrong.?).
The challenge is to find an algorithm to calculate this path.
Its good to print the path taken too..
You can also solve for straight line only, as some of you have pointed out its more simple.

eg.
For situation of "totally no obstacles" using straight line (simpler) rule, i can find only 2 solutions (correct me if i am wrong):
a) 1->2->3->4->8->12->16->15->14->13->9->5->6->7->11->10
b) 1->5->9->13->14-15->16->12->8>4->3->2->6->10->11->7

So for the above obstacle example at 3,12, 15 , using straight line rule, the solution seeem to be
1->5->9->13->14->10->6->2 (correct me if i miss something)

any diagonals not allowed
1->6->11->16->x->x->x ......<---not allowed

gpolo
January 6th, 2007, 06:48 PM
I believe you are wrong, based on this rule:
- He moves in a straight line until he reaches a square he can not travel through or the edge.

If he moves in a straight line until he reaches a square he can not travel through or the edge, the path should be: 1->2->6->10->14->13->9->5 end

amiga_os
January 6th, 2007, 07:05 PM
Which ironically makes the challenge a whole lot easier! (imo), as it's easier to make the character walk in a straight direction, and then make good choices when forced to, rather than find the optimal route to take when I can turn on any square.

Without the straight line rule, the algorithm has to process all of the available data at once, rather than iterating through one step at a time.

Verminox
January 6th, 2007, 07:10 PM
It's a real cool problem, and gpolo is right on the given example, but I guess one will have to sit and think hard on it to get even near close to an algorithm.

I don't mind giving it a try, but as these challenges were started by someone as a way to get non-programmers or newbies more involved in managing general tasks.... IMO this is a bit overkill. None the less we will keep this going till the end of the week for now.

gpolo
January 6th, 2007, 07:10 PM
it is easier and you get just one solution, in his example there could be more than one solution

jayemef
January 6th, 2007, 07:57 PM
Yeah, can we clarify whether the figure MUST continue forward when possible?

slavik
January 6th, 2007, 08:22 PM
so, is it finding the path to travel most squares or do you just travel in straight line as if on ice and then turn when you hit an obstacle (kind of how the atomic game works where you put molecules together).

either way, this is a tree traversion problem

Mirrorball
January 6th, 2007, 08:35 PM
Assuming you have to travel in a straight line until you hit an obstacle:


def turn_right(direction):
if direction == 'up':
return 'right'
elif direction == 'down':
return 'left'
elif direction == 'left':
return 'up'
else:
return 'down'

def turn_left(direction):
if direction == 'up':
return 'left'
elif direction == 'down':
return 'right'
elif direction == 'left':
return 'down'
else:
return 'up'

def traverse(grid, row, col, direction):
path = []
nextrow = row
nextcol = col
while 1:
if direction == 'up':
nextrow -= 1
elif direction == 'down':
nextrow += 1
elif direction == 'left':
nextcol -= 1
else:
nextcol += 1
if nextcol < 4 and nextcol >= 0 and nextrow < 4 and nextrow >= 0 and grid[nextrow][nextcol] != -1:
col = nextcol
row = nextrow
path.append((row, col))
grid[row][col] = -1
else:
break
if len(path) == 0:
return path
path1 = traverse(grid, row, col, turn_right(direction))
path2 = traverse(grid, row, col, turn_left(direction))
# Erase path in grid
for row, col in path:
grid[row][col] = row * 4 + col + 1
if len(path1) >= len(path2):
return path + path1
else:
return path + path2

def solve(grid):
path1 = traverse(grid, 0, -1, 'right')
path2 = traverse(grid, -1, 0, 'down')
if len(path1) >= len(path2):
path = path1
else:
path = path2
print "Grid"
for i in grid:
print " ".join(["%2d" % j for j in i]).replace("-1", " X")
print "Longest path length:", len(path)
print '->'.join(["%d" % (row * 4 + col + 1) for row, col in path])
print

grid = [[1, 2, -1, 4], [5, 6, 7, 8], [9, 10, 11, -1], [13, 14, -1, 16]]
solve(grid)
Output:


Grid
1 2 X 4
5 6 7 8
9 10 11 X
13 14 X 16
Longest path length: 8
1->2->6->10->14->13->9->5

dwblas
January 6th, 2007, 08:44 PM
Well, whatever you want since some looseness is necessary to be able to explore different ways to approach these problems. I would vote that we start with the straight line rule for those who don't understand everything yet, and then post another solution with another set of rules if you want to. 'Not necessarily in a straight line' and 'starting from any square' would be two variations. We may be getting into a brute force situation again here, not that that's bad, just an observation. How would you solve this using any set of rules, other than trying all possibilities? Perhaps Third Thoughts has some math on this one like he did on the palindrome. I am wanting to test his observation on that, but there is no time to do it right now.

jayemef
January 6th, 2007, 09:15 PM
Well just thinking out loud, I see the solution to this problem utilizing a decision tree. A tree for the given example would look like the following:


Tree:
1
__|__
| |
2 5
| |
6 9
| |
10 13
| |
14 14
| |
13 10
| |
9 6
| |
5 2

Basically, any time a decision would need to be made, an additional node would be inserted at the given level. This is demonstrated at the root, where the figure can either head east (2) or south (5). Once all paths are completed in this manner, the segment of the tree with the greatest height would be your answer. As can be seen by this tree, the (only) two possible paths are of equal height (and are also reverse paths of one another when not including the origin). In such a case, I would probably just return the first.

If we stick to the rule that the traveler must always go forward when possible, then this tree can be implemented as a binary tree (binary as in 2 children, not as in left child < right child), as there will always be 2 or less decisions: either go forward (only 1 decision), or travel either left, right, or both (1 or 2 decisions).

Mirrorball
January 6th, 2007, 09:32 PM
My solution was buggy, now I think I fixed it.

Wybiral
January 7th, 2007, 01:13 AM
This was a fun challenge. I've actually encountered a similar challenge before when writing a paint program way back in the qbasic days... This is very similar to a floodfill algorithm (one of them anyway). Anyway, my solution is in C++, it may not be the prettiest, but it uses a recursive function to check each movable space, while flagging previous spaces as obstacles. When it can't move anywhere else, it compares that path to the current longest path, if the new one is longer, it becomes the longest...

The obstacles aren't hardcoded, you have to enter them when the program starts as (X,Y) locations on the grid.

Compile it with "g++ longestPath.cpp -o longestPath"



#include <iostream>
#include <vector>

// Grid dimensions
#define width 4
#define height 4

// Directional constants
#define U 1
#define D 2
#define L 3
#define R 4

using namespace std;

// Grid class
class grid {
public:
bool cell[width][height];
grid(){}
void clear(){
for(int y=0; y<height; y++){
for(int x=0; x<width; x++){
cell[x][y] = true;
}
}
}
};

// Path class
class path {
public:
vector<char> vPath;
path(){}
void add(char dir){vPath.push_back(dir);}
int length(){return vPath.size();}
char at(int i){ return vPath.at(i); }
} ;

// Global longest path
path longestPath;

// Print grid
void printGrid(grid thisGrid){
for(int y=0; y<height; y++){
for(int x=0; x<width; x++){
cout << thisGrid.cell[x][y] << " ";
} cout << endl;
}
}

// Print path
void printPath(path thisPath){
cout << "Path length: " << thisPath.length() << endl;
for(int i=0; i<thisPath.length(); i++){
switch(thisPath.at(i)){
case U: cout << "Up "; break;
case D: cout << "Down "; break;
case L: cout << "Left "; break;
case R: cout << "Right "; break;
}
} cout << endl;
}

// Recursively seek longest path(s)
void solve(grid thisGrid, int x, int y, path thisPath, char dir){
bool found = false;
thisGrid.cell[x][y] = false;
if(dir){thisPath.add(dir);}
if(thisGrid.cell[x+1][y ] && (x+1)<width ){found=true; solve(thisGrid, x+1, y , thisPath, R);}
if(thisGrid.cell[x-1][y ] && (x-1)>=0 ){found=true; solve(thisGrid, x-1, y , thisPath, L);}
if(thisGrid.cell[x ][y+1] && (y+1)<height){found=true; solve(thisGrid, x , y+1, thisPath, D);}
if(thisGrid.cell[x ][y-1] && (y-1)>=0 ){found=true; solve(thisGrid, x , y-1, thisPath, U);}
// If no direction is possible, stop and check path to longest path
if(!found){
if(thisPath.length()>longestPath.length()){longestPath = thisPath;}
return;
}
}

int main(){
int x=1, y=1;

// Initialize grid
grid myGrid;

// Clear grid
myGrid.clear();

// Print empty grid
printGrid(myGrid);

// Ask for obstacle locations
cout << "Enter (X,Y) of obstacle or 0 to solve!" << endl;
while(x && y){
cout << "X: "; cin >> x;
if(x){
cout << "Y: "; cin >> y;
if(x>0 && y>0 && x<=width && y<=height){
myGrid.cell[x-1][y-1] = false;
}
}
}

// Print new grid
printGrid(myGrid);

// Call solve function... (grid, int startX, int startY, path startPath, char startDirection)
solve(myGrid, 0, 0, longestPath, 0);

// Print longest path found
printPath(longestPath);
}

Mirrorball
January 7th, 2007, 01:40 AM
This was a fun challenge. I've actually encountered a similar challenge before when writing a paint program way back in the qbasic days...
I think you can only turn right or left, and only when you can't go forward anymore.

Wybiral
January 7th, 2007, 01:48 AM
Oh, My bad... I just now read those post's, I'll have to make some adjustments and repost it. Thanks!

Mirrorball
January 7th, 2007, 01:59 AM
I'm going to post a few grids and results, and we can compare if our programs produce the same output. I don't guarantee they are correct.


Grid
1 2 X 4
5 6 7 8
9 10 11 X
13 14 X 16
Longest path length: 8
1->2->6->10->14->13->9->5

Grid
1 2 3 4
5 6 7 8
9 10 11 12
13 14 15 16
Longest path length: 16
1->2->3->4->8->12->16->15->14->13->9->5->6->7->11->10

Grid
1 X X 4
5 6 X 8
9 X 11 12
13 X X 16
Longest path length: 4
1->5->9->13

Grid
1 X 3 4
5 X 7 8
9 10 X 12
13 14 15 16
Longest path length: 12
1->5->9->13->14->15->16->12->8->4->3->7

Grid
1 2 3 4
5 6 7 8
9 X X 12
13 X X 16
Longest path length: 7
1->2->3->4->8->12->16

ghostdog74
January 7th, 2007, 02:47 AM
I believe you are wrong, based on this rule:
- He moves in a straight line until he reaches a square he can not travel through or the edge.

If he moves in a straight line until he reaches a square he can not travel through or the edge, the path should be: 1->2->6->10->14->13->9->5 end

hi
sorry for the confusion, i have edited the rule. He can only move straight, (ie, not diagonal)... and not "a straight line", so the 12 grids answer is still "correct". But as dwblas mentioned, for those who don't quite get the problem or who think its overkill, they can program for just the straight line (in your case) rule.

Wybiral
January 7th, 2007, 02:55 AM
Ok, updated for the straight line rule, some algorithm as before, just some adjustments, it also displays the path taken in steps...



#include <iostream>
#include <iomanip>
#include <vector>

// Grid dimensions
#define width 4
#define height 4

// Directional constants
#define R 1
#define L 2
#define D 3
#define U 4

using namespace std;

// Grid class
class grid {
public:
char cell[width][height];
grid(){}
void clear(){
for(int y=0; y<height; y++){
for(int x=0; x<width; x++){
cell[x][y] = 0;
}
}
}
};

// Path class
class path {
public:
vector<char> vPath;
path(){}
void add(char dir){vPath.push_back(dir);}
int length(){return vPath.size();}
char at(int i){ return vPath.at(i); }
} ;

// Global longest path and map of path
grid longestMap;
path longestPath;

// Print grid
void printGrid(grid thisGrid){
cout.fill('0');
for(int y=0; y<height; y++){
for(int x=0; x<width; x++){
cout << setw(2) << (int)thisGrid.cell[x][y] << " ";
} cout << endl;
}
}

// Print path
void printPath(path thisPath){
cout << "Path length: " << thisPath.length() << endl;
for(int i=0; i<thisPath.length(); i++){
switch(thisPath.at(i)){
case U: cout << "Up "; break;
case D: cout << "Down "; break;
case L: cout << "Left "; break;
case R: cout << "Right "; break;
}
} cout << endl;
}

// Check if cell is valid or not...
bool checkCell(grid thisGrid, int x, int y){
if(x>=0 && x<width && y>=0 && y<height){
return not(thisGrid.cell[x][y]);
} else {
return false;
}
}

// Recursively seek longest path(s)
void solve(grid thisGrid, int x, int y, path thisPath, char dir){
bool found = false;
if(dir){thisPath.add(dir);}
thisGrid.cell[x][y] = thisPath.length()+1;
// Check to see if we can still move in this direction
switch(dir){
case R: if(checkCell(thisGrid, x+1, y )){found=true; solve(thisGrid, x+1, y , thisPath, R);} break;
case L: if(checkCell(thisGrid, x-1, y )){found=true; solve(thisGrid, x-1, y , thisPath, L);} break;
case D: if(checkCell(thisGrid, x , y+1)){found=true; solve(thisGrid, x , y+1, thisPath, D);} break;
case U: if(checkCell(thisGrid, x , y-1)){found=true; solve(thisGrid, x , y-1, thisPath, U);} break;
}

// If we couldn't keep moving, see if we can turn...
if(!found){
if(checkCell(thisGrid, x+1, y )){found=true; solve(thisGrid, x+1, y , thisPath, R);}
if(checkCell(thisGrid, x-1, y )){found=true; solve(thisGrid, x-1, y , thisPath, L);}
if(checkCell(thisGrid, x , y+1)){found=true; solve(thisGrid, x , y+1, thisPath, D);}
if(checkCell(thisGrid, x , y-1)){found=true; solve(thisGrid, x , y-1, thisPath, U);}
}

// If no direction is possible, stop and check path to longest path
if(!found){
if(thisPath.length()>longestPath.length()){
longestMap = thisGrid;
longestPath = thisPath;
}
return;
}
}

int main(){
int x=1, y=1;

// Initialize grid
grid myGrid;

// Clear grid
myGrid.clear();

// Print empty grid
printGrid(myGrid);

// Ask for obstacle locations
cout << "Enter (X,Y) of obstacle or 0 to solve!" << endl;
while(x && y){
cout << "X: "; cin >> x;
if(x){
cout << "Y: "; cin >> y;
if(x>0 && y>0 && x<=width && y<=height){
myGrid.cell[x-1][y-1] = -1;
}
}
}

// Call solve function... (grid, int startX, int startY, path startPath, char startDirection)
solve(myGrid, 0, 0, longestPath, 0);

// Print new grid
printGrid(longestMap);

// Print longest path found
printPath(longestPath);
}


"-1"s are obstacles, you enter the x,y of the obstacles when the program starts...



01 02 -1 00
08 03 00 00
07 04 00 -1
06 05 -1 00
Path length: 7
Right Down Down Down Left Up Up




01 -1 -1 00
02 00 00 00
03 -1 00 00
04 -1 -1 00
Path length: 3
Down Down Down


No obstacles...


01 02 03 04
12 13 14 05
11 16 15 06
10 09 08 07
Path length: 15
Right Right Right Down Down Down Left Left Left Up Up Right Right Down Left

Mirrorball
January 7th, 2007, 03:00 AM
You should add 1 to your path lengths. My program found the same paths than yours. :D

Wybiral
January 7th, 2007, 03:04 AM
Yeah, the path length of mine is calculated in steps from the 0,0 locations... If anyone wants it like that, just put an +1 in the printPath function. It's basically the same, we just mean too different things... Mine is the number of moves, and yours is the length of the entire path.

RoyArne
January 7th, 2007, 04:23 AM
Common Lisp version:



(defmacro defgrid (&body rows)
`(quote (,@rows)))

(defun xpos (point)
"Return the X coordinate of a point."
(first point))

(defun ypos (point)
"Return the Y coordinate of a point."
(second point))

(defun row (ypos grid)
"Return row number ypos from the grid."
(nth ypos grid))

(defun column (xpos row)
"Return column number xpos from the row."
(nth xpos row))

(defun look-at (point grid)
"Return the contents of a point in the grid."
(column (xpos point)
(row (ypos point) grid)))

(defun visitedp (point path)
"True if this point has been visited previously."
(member point path :test #'equal))

(defun outside-grid-p (point grid)
"True if the point is outside the grid."
(or (< (ypos point) 0)
(>= (ypos point) (length grid))
(>= (xpos point) (length (row (ypos point) grid)))
(< (xpos point) 0)))

(defun blockedp (point grid path)
"True if it's impossible to move to this point."
(or (outside-grid-p point grid)
(visitedp point path)
(or (eql 'x (look-at point grid))
(null (look-at point grid)))))

;; south, east, north and west are the
;; "heading" functions passed around below.
(defun south (point)
"Return a point to the south of this point."
(list (xpos point) (1+ (ypos point))))

(defun east (point)
"Return a point to the east of this point."
(list (1+ (xpos point)) (ypos point)))

(defun north (point)
"Return a point to the north of this point."
(list (xpos point) (1- (ypos point))))

(defun west (point)
"Return a point to the west of this point."
(list (1- (xpos point)) (ypos point)))

(defun straight (point grid path heading)
"If possible, walk to the point calculated by the heading function."
(unless (blockedp (funcall heading point) grid path)
(walk (funcall heading point) grid (append path (list point)) heading)))

(defun left (heading)
"Returns a function that will calculate a point to the left of the
given heading."
(cond ((eql heading #'north) #'west)
((eql heading #'west) #'south)
((eql heading #'south) #'east)
((eql heading #'east) #'north)))

(defun right (heading)
"Returns a function that will calculate a point to the right of the
given heading."
(cond ((eql heading #'north) #'east)
((eql heading #'west) #'north)
((eql heading #'south) #'west)
((eql heading #'east) #'south)))

(defun longest (&rest paths)
"Return the longest of an arbitrary number of paths."
(loop with longest-path = nil
for path in paths
do (when (> (length path) (length longest-path))
(setf longest-path path))
finally (return longest-path)))

(defun walk (point grid path heading)
"Walk from point towards the given heading."
(or (straight point grid path heading)
(longest (straight point grid path (left heading))
(straight point grid path (right heading)))
(append path (list point))))

(defun start-walking (from grid)
(unless (blockedp from grid nil)
(let ((path (loop for point in (longest (walk from grid nil #'south)
(walk from grid nil #'east)
(walk from grid nil #'north)
(walk from grid nil #'west))
collect (look-at point grid))))
(values path (length path)))))


And the results:



CL-USER> (start-walking '(0 0) (defgrid ( 1 2 X 4)
( 5 6 7 8)
( 9 10 11 X)
(13 14 X 16)))
(1 5 9 13 14 10 6 2)
8
CL-USER> (start-walking '(0 0) (defgrid ( 1 2 3 4)
( 5 6 7 8)
( 9 10 11 12)
(13 14 15 16)))
(1 5 9 13 14 15 16 12 8 4 3 2 6 10 11 7)
16
CL-USER> (start-walking '(0 0) (defgrid ( 1 X X 4)
( 5 6 X 8)
( 9 X 11 12)
(13 X X 16)))
(1 5 9 13)
4
CL-USER> (start-walking '(0 0) (defgrid ( 1 X 3 4)
( 5 X 7 8)
( 9 10 X 12)
(13 14 15 16)))
(1 5 9 13 14 15 16 12 8 4 3 7)
12
CL-USER> (start-walking '(0 0) (defgrid ( 1 2 3 4)
( 5 6 7 8)
( 9 X X 12)
(13 X X 16)))
(1 2 3 4 8 12 16)
7
CL-USER> (start-walking '(3 2) (defgrid ( 1 2 x 4)
( x 6 7 8 9)
(10 11 12 13 14)
(15 x 16 17 18 19 20 21 x 23)
( x 25 26 x 27 28 29 30 31 32)
(33 34 35 36 x 38)
(39 40 41 x 42)
(43 44 45)))
(13 14 9 8 7 6 11 12 16 26 35 41 45 44 43 39 33 34 25)
19
CL-USER>

jayemef
January 7th, 2007, 05:04 AM
You can feel pretty confident with your solution if it gets the correct result when solving the following two grids (the reason for 2 is to verify that no single direction is favored):


Grids:
1 2 3 X
X 6 7 8
X 10 11 X
X 14 15 16

---------- Capture Output ----------
Right answer:
1 -> 2 -> 3 -> 7 -> 11 -> 15 -> 14 -> 10 -> 6


and

1 2 3 X
X 6 7 8
X X 11 12
X 14 15 16

---------- Capture Output ----------
Right answer:
1 -> 2 -> 3 -> 7 -> 11 -> 15 -> 16 -> 12 -> 8


I'm close to a solution in ruby. Just need to make sure it always returns the longest.

Mirrorball
January 7th, 2007, 05:10 AM
Both checked!

jayemef
January 7th, 2007, 07:44 AM
Alright, here's my solution in ruby. I'm still not that happy with it, so I'll probably rework some things, but it works.



class GridGame

def initialize(obstacles)
@grid = Array.new(16) {|i| i+1}
obstacles.each {|x| _mark(x, 'X')}
end


def solve
path1 = _traverse([1], "E")
path2 = _traverse([1], "S")

return (path1.length >= path2.length) ? path1 : path2
end


def to_s
s = ''
4.times do |row|
i = row * 4
s += sprintf("%2s %2s %2s %2s\n",
@grid[i], @grid[i+1], @grid[i+2], @grid[i+3] );
end

return s
end


private

def _traverse(path, facing)
index = path.last

if _valid_move?(index)
_mark(index, '#')
else
path.pop
return path
end

if _reached_end?(index)
return path
end


if _forward?(index, facing)
path.push(_forward(index, facing))
return _traverse(path, facing)
else
pathl = Array.new(path)
pathl.push(_forward(index, _rotate_left(facing)))

pathr = Array.new(path)
pathr.push(_forward(index, _rotate_right(facing)))

pathl = _traverse(pathl, _rotate_left(facing))
pathr = _traverse(pathr, _rotate_right(facing))

return (pathl.length >= pathr.length) ? pathl : pathr
end
end


def _reached_end?(index)
num_rotations = 0
facing = "N"

while !_forward?(index, facing) and num_rotations < 4
facing = _rotate_left(facing)
num_rotations += 1
end

return num_rotations == 4
end


def _forward?(index, facing)
next_index = _forward(index, facing)

if _valid_move?(next_index)
case facing
when "N", "S" then return true
when "E" then return ((index % 4) != 0)
when "W" then return (((index-1) % 4) != 0)
end
end

return false
end


def _forward(index, facing)
case facing
when "N" then return index - 4
when "E" then return index + 1
when "S" then return index + 4
when "W" then return index - 1
end
end


def _valid_index?(index)
return ((1 <= index) && (index <= @grid.length))
end


def _valid_move?(index)
return _valid_index?(index) \
&& (@grid[index-1] != "X") \
&& (@grid[index-1] != "#")
end


def _rotate_left(facing)
case facing
when "N" then return "W"
when "E" then return "N"
when "S" then return "E"
when "W" then return "S"
end
end


def _rotate_right(facing)
return _rotate_left(_rotate_left(_rotate_left(facing)))
end


def _mark(index, c)
@grid[index - 1] = c
end

end


if __FILE__ == $0
puzzles = [
[5, 9, 13, 4, 10],
[5, 9, 13, 4, 12],
[3, 12, 15],
[],
[2, 3, 7, 10, 14, 15],
[2, 6, 11],
[10, 11, 14, 15]
]

puzzles.each do |puzzle|
grid = GridGame.new(puzzle)
puts grid.to_s
path = grid.solve
puts path.join(" -> ")
puts
end
end


Output:


---------- Capture Output ----------
1 2 3 X
X 6 7 8
X X 11 12
X 14 15 16
1 -> 2 -> 3 -> 7 -> 11 -> 15 -> 16 -> 12 -> 8

1 2 3 X
X 6 7 8
X 10 11 X
X 14 15 16
1 -> 2 -> 3 -> 7 -> 11 -> 15 -> 14 -> 10 -> 6

1 2 X 4
5 6 7 8
9 10 11 X
13 14 X 16
1 -> 2 -> 6 -> 10 -> 14 -> 13 -> 9 -> 5

1 2 3 4
5 6 7 8
9 10 11 12
13 14 15 16
1 -> 2 -> 3 -> 4 -> 8 -> 12 -> 16 -> 15 -> 14 -> 13 -> 9 -> 5 -> 6 -> 7 -> 11 -> 10

1 X X 4
5 6 X 8
9 X 11 12
13 X X 16
1 -> 5 -> 9 -> 13

1 X 3 4
5 X 7 8
9 10 X 12
13 14 15 16
1 -> 5 -> 9 -> 13 -> 14 -> 15 -> 16 -> 12 -> 8 -> 4 -> 3 -> 7

1 2 3 4
5 6 7 8
9 X X 12
13 X X 16
1 -> 2 -> 3 -> 4 -> 8 -> 12 -> 16

56phil
January 7th, 2007, 07:54 AM
I'm late. ](*,) Here's my solution:



#! /usr/bin/python
""" problem module """


import string
import copy



def turn_right(course):
""" add 90 to course

return number """
course += 90
while course >= 360:
course -= 360
return course


def mark_pos(p):
""" mark position and bump move counter

return list """
p[4][p[2]][p[3]] = string.lowercase[p[1]]
p[1] += 1
return p


def print_grid(array):
""" prints solution """
print '\n'
for row in array:
print ' %2s' * 4 % tuple(row)
print '\n'


def advance(p):
""" moves one space in the direction stored in p[0]

return list """
course = p[0]
if course == 0:
p[2] -= 1
elif course == 90:
p[3] += 1
elif course == 180:
p[2] += 1
else:
p[3] -= 1
return p


def next_position_safe(p):
""" check to see if next move is safe

return boolean """
rc = False
course = p[0]
i = p[2]
j = p[3]
array = p[4]
if course == 0 and i > 0:
rc = array[i - 1][j].isdigit()
elif course == 90 and j < 3:
rc = array[i][j + 1].isdigit()
elif course == 180 and i < 3:
rc = array[i + 1][j].isdigit()
elif course == 270 and j > 0:
rc = array[i][j - 1].isdigit()
return rc


def go(p):
""" makes safe moves """
global sol_state
while next_position_safe(p):
p = advance(p)
p = mark_pos(p)
n = 0
while not next_position_safe(p):
p[0] = turn_right(p[0])
n += 1
if n > 3:
break
if n <= 3:
go(p)
elif sol_state[1] < p[1]: # do we have a new winner?
sol_state = copy.deepcopy(p)


if __name__ == '__main__':
# course = 0, moves = 0, row = 0, column = 0, new grid
state = [0, 0, 0, 0,
[['1', '2', 'X', '4'],
['5', '6', '7', '8'],
['9', '10', '11', 'X'],
['13', '13', 'X', '16']]]
sol_state = copy.deepcopy(state)
state = mark_pos(state)
go(state)
print_grid(sol_state[4])

output:


a b X 4
h c 7 8
g d 11 X
f e X 16

I'm just learning python. So it may be a little rough.

jblebrun
January 8th, 2007, 05:20 AM
Here's my python solution. I've included a few tests. Here are the results:

Format is:
Max path found : (obstacle set) - last longest path recorded

12 : ([3, 12, 15]) - [1, 2, 6, 5, 9, 13, 14, 10, 11, 7, 8, 4]
16 : ([]) - [1, 5, 9, 13, 14, 10, 6, 2, 3, 7, 11, 15, 16, 12, 8, 4]
4 : ([2, 3, 7, 10, 14, 15]) - [1, 5, 9, 13]
12 : ([2, 6, 11]) - [1, 5, 9, 13, 14, 15, 16, 12, 8, 4, 3, 7]
9 : ([4, 5, 9, 12, 13]) - [1, 2, 6, 10, 14, 15, 11, 7, 3]
9 : ([4, 5, 9, 10, 13]) - [1, 2, 6, 7, 11, 15, 16, 12, 8]



#The grid class works with a 2D grid in (x,y) 0-based coordinates
#Information can be passed in and out using cell-numbered formats.
class Grid:

def __init__(self,x,y,obstacles):

self.xsize,self.ysize=x,y
self.x,self.y=0,0
self.longest_path=[(0,0)]
self.current_path=[(0,0)]
self.obstacles=[]

#Convert numbered obstacles to coordinates
for o in obstacles:
self.obstacles.append(self.num_to_coord(o))

#A valid move must be in the grid (0-size-1) and not an obstacle, and not
#already visisted.
def valid_move(self, x, y):
return (x >= 0 and x < self.xsize
and y >= 0 and y < self.ysize
and (x,y) not in self.obstacles
and (x,y) not in self.current_path)

#Core of the problem solution
#This recursive function simply tries all NSEW paths recursively.
def travel(self):
for choice in ( (self.x, self.y+1),
(self.x,self.y-1),
(self.x+1,self.y),
(self.x-1,self.y)):

#For each of the valid NSEW choices, add it to the current path
#and check from there. If you end up with a longer path, update
#the longest path.
if self.valid_move(*choice):
self.current_path.append(choice)
self.x,self.y=choice

if len(self.current_path) > len(self.longest_path):
self.longest_path = self.current_path[:]
self.travel()
self.current_path.remove(choice)

#Convert (x,y) format to cell-numbered format (i,e, (0,0)->1, (0,1)->2, etc)
def coord_to_num(self,x,y):
return y*self.xsize+x+1

#Convert cell-numbered to (x,y) format
def num_to_coord(self, num):
return ((num-1) % self.ysize), ((num-1) / self.xsize)

def get_result(self):
return [self.coord_to_num(x,y) for x,y in self.longest_path]

if __name__=="__main__":

testset=[[3,12,15],[],[2,3,7,10,14,15],[2,6,11],[4,5,9,12,13],[4,5,9,10,13]]

for obs in testset:
grid=Grid(4,4,obs)
grid.travel()
result=grid.get_result()

print len(result),":",result

Mirrorball
January 8th, 2007, 06:04 AM
16 : ([]) - [1, 5, 9, 13, 14, 10, 6, 2, 3, 7, 11, 15, 16, 12, 8, 4]
You have to move forward if you can. If you get to 13 and 14, then you have to go to 15 and 16 too. At least according to rules.

jblebrun
January 8th, 2007, 06:48 AM
You have to move forward if you can. If you get to 13 and 14, then you have to go to 15 and 16 too. At least according to rules.

No, that's not correct. According to ghostdog's reply #16:


hi
sorry for the confusion, i have edited the rule. He can only move straight, (ie, not diagonal)... and not "a straight line", so the 12 grids answer is still "correct". But as dwblas mentioned, for those who don't quite get the problem or who think its overkill, they can program for just the straight line (in your case) rule.


He also updated the rules to state this. In any case, I modified my solution to easily use either rule. If you create a new Grid with icey=True, then it uses the maximal straight line rule.
EDIT: Ok, it seems he hasn't updated the rules in the parent post, yet.


Test results:


12 : ([3, 12, 15]) - [1, 2, 6, 5, 9, 13, 14, 10, 11, 7, 8, 4]
icey: 8 : ([3, 12, 15]) - [1, 5, 9, 13, 14, 10, 6, 2]
16 : ([]) - [1, 5, 9, 13, 14, 10, 6, 2, 3, 7, 11, 15, 16, 12, 8, 4]
icey: 16 : ([]) - [1, 5, 9, 13, 14, 15, 16, 12, 8, 4, 3, 2, 6, 10, 11, 7]
4 : ([2, 3, 7, 10, 14, 15]) - [1, 5, 9, 13]
icey: 4 : ([2, 3, 7, 10, 14, 15]) - [1, 5, 9, 13]
12 : ([2, 6, 11]) - [1, 5, 9, 13, 14, 15, 16, 12, 8, 4, 3, 7]
icey: 12 : ([2, 6, 11]) - [1, 5, 9, 13, 14, 15, 16, 12, 8, 4, 3, 7]
9 : ([4, 5, 9, 12, 13]) - [1, 2, 6, 10, 14, 15, 11, 7, 3]
icey: 9 : ([4, 5, 9, 12, 13]) - [1, 2, 3, 7, 11, 15, 14, 10, 6]
9 : ([4, 5, 9, 10, 13]) - [1, 2, 6, 7, 11, 15, 16, 12, 8]
icey: 9 : ([4, 5, 9, 10, 13]) - [1, 2, 3, 7, 11, 15, 16, 12, 8]




#The grid class works with a 2D grid in (x,y) 0-based coordinates
#Information can be passed in and out using cell-numbered formats.

class Grid:

def __init__(self,x,y,obstacles=[],icey=False):

self.xsize,self.ysize=x,y
self.x,self.y=0,0
self.longest_path=[(0,0)]
self.current_path=[(0,0)]
self.obstacles=[]
self.icey=icey

#Convert numbered obstacles to coordinates
for o in obstacles:
self.obstacles.append(self.num_to_coord(o))

#A valid move must be in the grid (0-size-1) and not an obstacle, and not
#already visisted.
def valid_move(self, coord):
x,y=coord
return (x >= 0 and x < self.xsize
and y >= 0 and y < self.ysize
and (x,y) not in self.obstacles
and (x,y) not in self.current_path)

#Core of the problem solution
#This recursive function simply tries all NSEW paths recursively.

def travel(self):
startx,starty = self.x,self.y
for move in ((0,1),(0,-1),(1,0),(-1,0)):
#For each of the valid NSEW choices, add it to the current path
#and check from there. If you end up with a longer path, update
#the longest path.
x,y=startx,starty
dx , dy=move
x += dx
y += dy

if self.valid_move((x,y)):
steps=1
self.current_path.append((x,y))

#Keep moving in the same direction if in icey mode
if self.icey:
while self.valid_move((x+dx,y+dy)):
x += dx
y += dy
self.current_path.append((x,y))
steps+=1

if len(self.current_path) > len(self.longest_path):
self.longest_path = self.current_path[:]
self.x,self.y=x,y
self.travel()
self.current_path=self.current_path[0:-steps]

#Convert (x,y) format to cell-numbered format (i,e, (0,0)->1, (0,1)->2, etc)
def coord_to_num(self,x,y):
return y*self.xsize+x+1

#Convert cell-numbered to (x,y) format
def num_to_coord(self, num):
return ((num-1) % self.ysize), ((num-1) / self.xsize)

def get_result(self):
return [self.coord_to_num(x,y) for x,y in self.longest_path]

if __name__=="__main__":
testset=[[3,12,15],[],[2,3,7,10,14,15],[2,6,11],[4,5,9,12,13],[4,5,9,10,13]]
for obs in testset:
grid=Grid(4,4,obs)
grid.travel()
result=grid.get_result()
print len(result),":","(%s)"%obs,"-",result

grid=Grid(4,4,obs,icey=True)
grid.travel()
result=grid.get_result()
print "icey:",len(result),":","(%s)"%obs,"-",result

jblebrun
January 8th, 2007, 06:55 AM
Hmmm, i just looked at the parent post, and the rules haven't been updated. Ghostdog, can you please fix the rules in the original post to reflect your reply #16, or remove that reply completely?

ghostdog74
January 8th, 2007, 08:46 AM
Hmmm, i just looked at the parent post, and the rules haven't been updated. Ghostdog, can you please fix the rules in the original post to reflect your reply #16, or remove that reply completely?

hi
i have edited. My original intention was to turn anyway you like, left or right or keep going straight(but cannot go back) , so as to find the max path. For this to work, the algorithm might be a tad too complex, so someone suggested go straight line when there's no obstacle until it hits one , for simplicity.
The solution can be the straight line only rule, or the more complex one, or both....

Wybiral
January 8th, 2007, 09:13 AM
Personally I don't think it was more complex with the any direction rule, in fact, my straight line version is bigger because I had to check if the straight path was OK before check the others.

cocteau
January 8th, 2007, 01:43 PM
Hi

So after two bothced attemps and loads of serious head scratching I have come up with this reply i C++. In order to make it easier for myself I have allowed a few simplifications of the original puzzle.

First this only finds a route when it can turn on every node, not just when it hits an obstacle.
Second I changed all nodes in the grid to single chars, not numbers.

This solution finds all the routes through the grid before determining which is the longest. You can uncomment two places in the code (where noted) to have it print all the routes as well.

This also works on other grid sizes as long as the dimensions are equal. I.e. the x and y axis must have the same length. To use other grids change the drawGrid function.



#include <iostream>
#include <vector>
#include <string>

using std::cout; using std::endl;
using std::vector; using std::string;

//populate a vector with the grid
//I changed the symbols from the original puzzle to symplify the
//types I work with in this puzzle.
//
//vector is x-axis, string is y-axis.
void drawGrid(vector<string>& vec)
{
vec.push_back("159D");
vec.push_back("26AE");
vec.push_back("X7BX");
vec.push_back("48XG");

return;
}

//print the grid
void printGrid(const vector<string>& vec)
{
for (int i = 0; i != vec.size(); ++i) {
for (int j = 0; j != vec[i].size(); ++j) {
cout << vec[j][i] << " ";
}

cout << endl;
}

return;
}

//return the x - coordinate of a node in the grid
int getx(const vector<string>& grid, char coordinate)
{
for (int i = 0; i != grid.size(); i++) {
for (int j = 0; j != grid[i].size(); j++) {
if ( coordinate == grid[i][j] )
return i;
}
}

return -1;
}

//return the y - coordinate of a node in the grid
int gety(const vector<string>& grid, char coordinate)
{
for (int i = 0; i != grid.size(); i++) {
for (int j = 0; j != grid[i].size(); j++) {
if ( coordinate == grid[i][j] )
return j;
}
}

return -1;
}

//checks to see if node already exists in path.
bool existInPath(const string& szPath, char x)
{
string::const_iterator iter = szPath.begin();

while ( iter != szPath.end() ) {
if ( *iter == x )
return true;

iter++;
}

return false;
}


//find all possible routes through the grid.
vector<string> findPath(const vector<string>& grid)
{
vector<string> completePaths, stack;
char currentPosition = '1'; //start point in the grid
int x = 0, y = 0;
string currentPath;
bool pathRunning = true, found = true;
currentPath = currentPosition;

while ( pathRunning ) {
found = false;
x = getx(grid, currentPosition);
y = gety(grid, currentPosition);

if ( x - 1 >= 0 && grid[x - 1][y] != 'X' && !existInPath(currentPath, grid[x - 1][y]) ) {
found = true;
currentPosition = grid[x - 1][y];
}

if ( y - 1 >= 0 && grid[x][y - 1] != 'X' && !existInPath(currentPath, grid[x][y - 1]) ) {
if ( found ) {
stack.push_back( currentPath + grid[x][y -1] );
} else {
found = true;
currentPosition = grid[x][y - 1];
}
}

if ( x + 1 < grid.size() && grid[x + 1][y] != 'X' && !existInPath(currentPath, grid[x + 1][y]) ) {
if ( found ) {
stack.push_back( currentPath + grid[x + 1][y] );
} else {
found = true;
currentPosition = grid[x + 1][y];
}
}

if ( y + 1 < grid[x].size() && grid[x][y + 1] != 'X' && !existInPath(currentPath, grid[x][y + 1]) ) {
if ( found ) {
stack.push_back( currentPath + grid[x][y + 1] );
} else {
found = true;
currentPosition = grid[x][y + 1];
}
}

//if found is true, add char to string of coordinates, otherwise continue previously stacked path.
if ( found ) {
currentPath += currentPosition;
} else {
completePaths.push_back(currentPath);
pathRunning = true; //set this to false to make it runs only once.

if ( !stack.empty() ) {
currentPath = stack[stack.size() - 1];
stack.pop_back();
currentPosition = currentPath[currentPath.size() - 1];
} else {
pathRunning = false;
}
}

}

return completePaths;
}

int main()
{
vector<string> grid, completePaths;
vector<char> vec;
int longestPathIndex = 0;

drawGrid(grid);
printGrid(grid);

completePaths = findPath(grid);

//uncomment next to 'cout's to print all possible paths through the grid.
//cout << "List of possible paths: " << endl;
for (vector<string>::size_type i = 0; i != completePaths.size(); ++i) {
//cout << completePaths[i] << endl;
if ( completePaths[i].size() > completePaths[longestPathIndex].size() )
longestPathIndex = i;
}

cout << "Longest path is: " << completePaths[longestPathIndex] << endl;


return 0;
}

In case you just want to see the pathfinder loop of the code, as this is where the puzzle challenge is anyway, I copied it here:



//find all possible routes through the grid.
vector<string> findPath(const vector<string>& grid)
{
vector<string> completePaths, stack;
char currentPosition = '1'; //start point in the grid
int x = 0, y = 0;
string currentPath;
bool pathRunning = true, found = true;
currentPath = currentPosition;

while ( pathRunning ) {
found = false;
x = getx(grid, currentPosition);
y = gety(grid, currentPosition);

if ( x - 1 >= 0 && grid[x - 1][y] != 'X' && !existInPath(currentPath, grid[x - 1][y]) ) {
found = true;
currentPosition = grid[x - 1][y];
}

if ( y - 1 >= 0 && grid[x][y - 1] != 'X' && !existInPath(currentPath, grid[x][y - 1]) ) {
if ( found ) {
stack.push_back( currentPath + grid[x][y -1] );
} else {
found = true;
currentPosition = grid[x][y - 1];
}
}

if ( x + 1 < grid.size() && grid[x + 1][y] != 'X' && !existInPath(currentPath, grid[x + 1][y]) ) {
if ( found ) {
stack.push_back( currentPath + grid[x + 1][y] );
} else {
found = true;
currentPosition = grid[x + 1][y];
}
}

if ( y + 1 < grid[x].size() && grid[x][y + 1] != 'X' && !existInPath(currentPath, grid[x][y + 1]) ) {
if ( found ) {
stack.push_back( currentPath + grid[x][y + 1] );
} else {
found = true;
currentPosition = grid[x][y + 1];
}
}

//if found is true, add char to string of coordinates, otherwise continue previously stacked path.
if ( found ) {
currentPath += currentPosition;
} else {
completePaths.push_back(currentPath);
pathRunning = true; //set this to false to make it runs only once.

if ( !stack.empty() ) {
currentPath = stack[stack.size() - 1];
stack.pop_back();
currentPosition = currentPath[currentPath.size() - 1];
} else {
pathRunning = false;
}
}

}

return completePaths;
}

jblebrun
January 8th, 2007, 08:28 PM
hi
i have edited. My original intention was to turn anyway you like, left or right or keep going straight(but cannot go back) , so as to find the max path. For this to work, the algorithm might be a tad too complex, so someone suggested go straight line when there's no obstacle until it hits one , for simplicity.
The solution can be the straight line only rule, or the more complex one, or both....

Depending on the approach that you use to solve it, there is really no difference in the complexity of the algorithm. If you look at my code, the straight line solution is actually the "more complex" option, since it requires executing an additional block of code.

eteran
January 9th, 2007, 12:42 AM
Ok here is mine, written in Tcl. Works fine and i'm quite satisfied with it.
Was fun though, thanks for the challenge.

http://paste.tclhelp.net/?id=81m

Some example output:


-- Grid -------------------------
1 2 X 4
5 6 7 8
9 10 11 X
13 14 X 16
---------------------------------


-- Longest Path -----------------
1 -> 2 -> 6 -> 5 -> 9 -> 13 -> 14 -> 10 -> 11 -> 7 -> 8 -> 4 (11 moves)
---------------------------------


P.S. We're in 2007 allready ;)

Wybiral
January 9th, 2007, 12:59 AM
P.S. We're in 2007 already

lol, wow...
I didn't notice that until you mentioned it. Shows how observant I am...

ghostdog74
January 9th, 2007, 02:12 AM
oops..lol..my bad...
how can i change the thread title though?

jblebrun
January 10th, 2007, 12:15 AM
I like these weekly programming challenges. Someone suggested a monthly programming challenges as well, with slightly more substantial projects.

Does anyone who reads these have the power to create new subforums (and to move previous challenge threads to the new forum, as appropriate?)

eteran
January 10th, 2007, 12:37 AM
Although I like the idea of grouping the Challenge Threads, I think the chances newcomers - like me - find those, are bigger when they are kept here.

jblebrun
January 10th, 2007, 01:18 AM
Although I like the idea of grouping the Challenge Threads, I think the chances newcomers - like me - find those, are bigger when they are kept here.

You're saying you wouldn't notice a subform called "Programming Challenges" located directly next to "Programming Talk" in the forum list?

eteran
January 10th, 2007, 01:38 AM
I was thinking that you were suggesting to make it a subforum of Programming Talk, like the Packaging is one, and gets little attention.

But that gets OT, I'm fine with either way, as long as the challenges persist :)

jayemef
January 10th, 2007, 04:43 AM
For the time being, you can always do a search for "weekly programming." Brings up all the challenge threads in order of what has been posted to last.

jblebrun
January 10th, 2007, 07:23 AM
For the time being, you can always do a search for "weekly programming." Brings up all the challenge threads in order of what has been posted to last.

Indeed, and that's what I already do. It just seems to me that since it's hopefully going to be an on-going thing, it might be nice to have all challenges grouped together neatly. It might also encourage different types of challenges to pop up... like "Python Challenge" or "Team Challenges" or "Monthly Challenges" or whatever. Could end up being lots of fun!

jblebrun
January 11th, 2007, 08:45 PM
This thread is quiet! The inherently recursive nature of this problem is begging for a Lisp/Scheme solution! And a Lispy ruby solution, of course. Maybe I should try a ruby solution....

Wybiral
January 12th, 2007, 11:19 PM
It's next week... Wheres the challenge?

jblebrun
January 12th, 2007, 11:49 PM
It's next week... Wheres the challenge?

Oops, I am slipping up! It will be up in the next 5-10 minutes!

dwblas
January 12th, 2007, 11:50 PM
Maybe 'the chooser' should be choosing two weeks ahead, currently that would be for the challenge starting on the 19th, so who ever would have a week to decide what they wanted to do.

jblebrun
January 13th, 2007, 12:08 AM
Maybe 'the chooser' should be choosing two weeks ahead, currently that would be for the challenge starting on the 19th, so who ever would have a week to decide what they wanted to do.

Well, another possibility is that you should submit your entry with enough confidence that you think you will win, and so you have something ready to go! If you don't have a challenge, and don't want to come up with one, you should state that when you submit your example! We don't want people avoiding the game because they don't want to come up with challenges!