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Cap Puzzle

Presentation

This program has been designed to find all solutions of puzzles like the one pictured here:

Capucine's Puzzle

Licensing

This program is licensed under the GPLv3, see COPYING

Implementation

A brut force search may take years, for that reason a more complex algorithm is used to solve this problem.

The idea behind is first to pre-calculate as much imformation as possible, like all possible positions a given piece can have inside the board (4 rotations, 2 faces, many X and Y offsets). the class calque are here to store, provide and use this information as efficiently as possible.

The second idea is of course to do a tree lookup adding a new piece on the board up to the time no more piece can be added (dead end branch) or all pieces could take place on the board (solution). Nothing clever here except maybe the way to try adding a new piece:

The algorithm here tries to fill the empty places of the board starting from the edges toward the center, because it is always more difficult to add a new piece at the edge when some are already placed at the edge. Only when all cells of the edge are filled by a piece, the algorithm considers filling the next layers of cells toward the center that would still be empty.

If a cell cannot be filled by any still available piece in any possible position/rotation/face, we can prune this branch and step back. This way, no need to add a lot of piece to find branches that are dead ends.

Compilation

Cap_puzzle relies on libthreadar which is used to handle parallelism (multi-threading) and inter-thread communications and synchronization. This library is assumed to be installed on the system.

Next, check that the src/Makefile suits your needs (in particular concerning the optimization options), then:

cd src

make

This will produce a binary file called cap_puzzle.

Usage

you need first to setup a configuration file following this format:

[dimx, dimy]

(x1,y1)[S]
1 0 0 ... 1
0 0 1 ... 0
...

(x2, y2)[T]
0 0 1 ...
....

Where dimx and dimy is the size of the board

x1 and y1 is the size of the first piece followed by a single arbitrary letter between scare brackets to represent it. Then follows the description of the shape, as a matrix of x1 digits per line and y1 lines, where 0 means empty, 1 means full.

In other words the shape of the piece follows the place where 1 is set in the (x1, y1) matrix. In a matrix row, the x1 digits (0 or 1) are simply separated by spaces

You can add as many piece as necessary to describe the puzzle

The choice of the letter to represent the piece is arbitrary but two different pieces should not have the same letter if you want to be able to read the solutions properly.

Once the configuration is set, you can run the program giving the configuration file's path as first argument, followed by the number of thread to run in concurrency to solve the problem.

At end of execution, the program displays the solution using the letters given in the configuration file.

Example

the configuration file puzzle.cfg provides a description of the puzzle pictured in puzzle.jpg. The result is produced on stdout like this result, so you may redirect cap_puzzle output to a file:

cd src
cap_puzzle puzzle.cfg 2 > result.txt

replace "2" by the number of CPU you want to involve in this resolution for a faster process. In this output, you will find, for each solution, a matrix/board filled with the letters associated to each piece.

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