Gin Rummy - Algorithm for determining optimal melding - algorithm

A similar question to this has been asked here, but in my question, rather than being restricted to melds of size 3, melds can be any size.
In Gin Rummy, for any particular set of cards, cards can be grouped into either sets or runs. A set is a group of 3 or more cards that are all of the same rank (2-D, 2-C, 2-H or 7-D, 7-C, 7-H, 7-S). A run is a group of 3 or more cards with consecutive ranks and identical suits (A-D, 2-D, 3-C or 7-C, 8-C, 9-C, 10-C, J-C). Cards not belonging to a group are called "deadwood".
The goal of my algorithm is to find the optimal melding for a particular set of cards, which is one that minimizes the sum of the values of all the deadwood (The values of number cards are their associated numbers, the value of the ace is 1, and the value of face cards is 10.).
My original attempt at an algorithm worked on the assumption that for any run and group of sets that conflicted, either the run would exist or the group of sets would exist. Under this assumption, the algorithm could just calculate the sum of the values of the run and the sum of the values of all the sets, and keep whichever was greater. For example, if we had the groups
[2-D, 3-D, 4-D], [2-D, 2-C, 2-H], and [4-D, 4-H, 4-S]. The sum of the run's value would be 2 + 3 + 4 = 9, and the sum of the all the set's values would be 2 + 2 + 2 + 4 + 4 + 4 = 18. In this case, this would mean the two sets would be kept for the optimal melding and the run would not be used (3-D would be deadwood).
This assumption worked for groups of size 3, but fails with larger groups. For example, consider the following two groups:
[4-D, 5-D, 6-D, 7-D], [7-D, 7-H, 7-S]
The optimal grouping for this ends up being [4-D, 5-D, 6-D] and [7-D, 7-H, 7-S]. The conflicting set and part of the run is kept. I'm not sure how to create an algorithm, that isn't just brute force.
Any help or ideas would be appreciated.
EDIT
I'm realizing that my original algorithm doesn't even work for size 3 melds. In the case of the following groups:
[4-D, 5-D, 6-D], [4-C, 5-C, 6-C], [6-D, 6-C, 6-S]
The algorithm would look at the two runs individually, and conclude that they should be removed in favor of the set, but the optimal solution would be to keep both runs and remove the set.
Still looking for help in creating an algorithm that works in all edge cases.

My previous answer got deleted as I didn't really provide an explanation, and simply provided a link to a script with an algorithm for this problem. I realize why that isn't fit for an answer on stack overflow now. Here's my attempt at a complete answer.
The algorithm I show here is based on the approach found here: https://gist.github.com/yalue/2622575. The solution is a backtracking search as Paul Hankin suggested above.
The algorithm creates an object called MeldNode:
class MeldNode {
Cards cards;
MeldNode* parent;
double value;
MeldNode(Cards cards, MeldNode* parent) : cards(cards), parent(parent) {
value = sum of values of cards;
if (parent is not null){
value += parent->value;
}
}
}
Here value is equal to the sum of the card values of the cards provided and the value of the parent.
A function cleanMeldGroup is created which, given an array of melds and a meld, will return an array of melds with only melds that don't conflict with the given meld.
Melds cleanMeldGroup(Melds melds, Cards meldAvoid) {
Melds cleanMelds;
for (Cards meld : melds) {
bool clean = true;
for (Card cardA : meld) {
for (Card cardB : meldAvoid) {
if (cardA == cardB) {
clean = false;
}
}
}
if (clean) {
cleanMelds.push(meld);
}
}
return cleanMelds;
}
Next, a function getBestNode is created, which uses backtracking to find a meld node containing the data for the optimal melding combination.
MeldNode* getBestNode(Melds melds, MeldNode* rootNode) {
MeldNode* best = rootNode;
for (Meld meld : melds) {
MeldNode* node = new MeldNode(meld, rootNode);
MeldNode* newTree = getBestNode(cleanMeldGroup(melds, meld), node);
if (best is null || newTree->value > best->value){
best = newTree;
}
}
}
Note that as this is written now, this would result in memory leaks in c++. If necessary, take measures to free memory when the data has been used (You could free the memory of Nodes that aren't part of the best tree in this function, and then free the memory of Nodes that are part of the best tree after you use them).
Finally, the optimal melding can be determined as follows using the getOptimalMelding function.
Melds getOptimalMelding(Cards hand) {
Sort hand by rank and then by suit;
Melds possibleMelds;
// Find all possible runs
int runLength = 1;
for (int i = 0; i < hand.size(); i++) {
if (hand[i].suit == hand[i - 1].suit && hand[i].rank == hand[i - 1].rank + 1) {
runLength++;
} else {
if (runLength >= 3) {
for (int size = 3; size <= runLength; size++) {
for (int start = 0; start <= runLength - size; start++) {
Cards run;
for (int j = i - runLength + start; j < i - runLength + start + s; j++) {
run.push(hand[j]);
}
possibleMelds.push(run);
}
}
}
runLength = 1;
}
}
if (runLength >= 3) {
for (int size = 3; size <= runLength; size++) {
for (int start = 0; start <= runLength - size; start++) {
Cards run;
for (int j = i - runLength + start; j < i - runLength + start + s; j++) {
run.push(hand[j]);
}
possibleMelds.push(run);
}
}
}
// Find all possible sets
for (int i = 1; i <= 13; i++) {
Cards set;
for (Card card : hand) {
if (card.rank == i) {
set.push(card);
}
}
if (set.size() >= 3) {
possibleMelds.push(set);
}
if (set.size() == 4) {
for (Card card : set) {
Cards subset;
for (Card add : set) {
if (add != card) {
subset.push(add);
}
}
possibleMelds.push(subset);
}
}
}
// Find Optimal Melding Combination
MeldNode* bestNode = getBestNode(possibleMelds, null);
Melds optimalMelds;
while (bestNode is not null){
optimalMelds.push(bestNode.cards);
bestNode = bestNode->parent;
}
return optimalMelds;
Note that possibleMelds contains all possible melds of all sizes. For example, for the hand [2-D, 3-D, 4-D, 5-D, 5-H, 5-S, 5-C, 10-S, 9-C, 8-H], possibleMelds would contain the following groups:
[2-D, 3-D, 4-D],
[3-D, 4-D, 5-D],
[2-D, 3-D, 4-D, 5-D],
[5-D, 5-H, 5-S, 5-C],
[5-H, 5-S, 5-C],
[5-D, 5-S, 5-C],
[5-D, 5-H, 5-C],
[5-D, 5-H, 5-S]

Related

Number flower pots in an arrangement

It's a Google interview question. There's a list of "T" and "F" only. All denotes a position such that T means position is occupied by a flower pot and F means pot is not there, so you can put another pot at this position. Find the number of pots that can be placed in a given arrangement such that no two pots are adjacent to each other(they can be adjacent in the given arrangement). If a position at the beginning is unoccupied then a pot can be placed if second position is also unoccupied and if the last position is unoccupied than a pot can be placed if second last position is also unoccupied. For ex.
TFFFTFFTFFFFT - returns 2
FFTTFFFFFTTFF - returns 4
I tried solving it by looking at adjacent values for every position with value F. Increased the counter if both adjacent positions were F and set this position as T. I need a better solution or any other solution(if any).
Let's analyse what has to be done.
So first we probably need to visit and examine each place. That suggests loop of some sort. E.g.:
for (int i = 0; i < myPlaces.Length; ++i)
When we are at a spot we have to check if it's occupied
if (place[i] == 'F')
but that's not enough to place the flower pot there. We have to check if the next and previous place is free
place[i-1]
place[i+1]
If all tree contain F you can put the flower pot there and move to next field
Now, we also have some exceptions from the rule. Beginning and end of the list. So you have to deal with them separately. E.g
if (i == 0)
{
// only check current position and next position
}
if (i == myPlaces.Length - 1) // minus 1 because indexing usually starts from 0
{
// only check current position and previous position
}
After that you can perform the checks mentioned previously.
Now let's think of the input data. Generally, it's a good habit not to modify the input data but make a copy and work on the copy. Also some data structures work better than the others for different tasks. Here you can use simple string to keep entry values. But I would say an array of chars would be a better option because then, when you find a place where you can put a flower pot you can actually replace the F with the T in an array. Then when you move to new spot your data structers knows that there is already a pot in the previous position so your algorithm won't put an adjacent one.
You would not be able to do that with string as strings are immutable and you would need to generate a new string each time.
Note that it's only a naive algorithm with a lot of scope for improvement and optimization. But my goal was rather to give some idea how to approach this kind of problems in general. I'll leave implementing of the details to you as an afternoon exercise before targeting a job at Google.
You may be able to do this with a modified Mergesort. Consider the flowerpots that can be placed in the singletons, then the flowerpots that can be placed in the doubleton merges of those singletons, up the tree to the full arrangement. It would complete in O(n lg n) for a list of n flowerpots.
There is certainly a way to do this with a modified Rod Cutting algorithm with complexity O(n^2). The subproblem is whether or not an open "false set" exists in the substring being considered. The "closed false sets" already have some maximum value computed for them. So, when a new character is added, it either increases the amount of flowerpots that can be inserted, or "locks in" the maximum quantity of available flowerpots for the substring.
Also, you know that the maximum flowerpots that can be placed in a set of n open positions bound by closed positions is n - 2 (else n-1 if only bracketed on one side, i.e. the string begins or ends with a "false set". The base condition (the first position is open, or the first position is closed) can calculated upon reaching the second flowerpot.
So, we can build up to the total number of flowerpots that can be inserted into the whole arrangement in terms of the maximum number of flowerpots that can be inserted into smaller subarrangements that have been previously calculated. By storing our previous calculations in an array, we reduce the amount of time necessary to calculate the maximum for the next subarrangement to a single array lookup and some constant-time calculations. This is the essence of dynamic programming!
EDIT: I updated the answer to provide a description of the Dynamic Programming approach. Please consider working through the interactive textbook I mentioned in the comments! http://interactivepython.org/runestone/static/pythonds/index.html
I would approach the problem like this. You need FFF to have one more pot, FFFFF for two pots, etc. To handle the end cases, add an F at each end.
Because this is very similar to a 16-bit integer, the algorithm should use tricks like binary arithmetic operations.
Here is an implementation in Python that uses bit masking (value & 1), bit shifting (value >>= 1) and math ((zeros - 1) / 2) to count empty slots and calculate how many flower pots could fit.
#value = 0b1000100100001
value = 0b0011000001100
width = 13
print bin(value)
pots = 0 # number of flower pots possible
zeros = 1 # number of zero bits in a row, start with one leading zero
for i in range(width):
if value & 1: # bit is one, count the number of zeros
if zeros > 0:
pots += (zeros - 1) / 2
zeros = 0
else: # bit is zero, increment the number found
zeros += 1
value >>= 1 # shift the bits to the right
zeros += 1 # add one trailing zero
pots += (zeros - 1) / 2
print pots, "flower pots"
The solution is really simple, check the previous and current value of the position and mark the position as plantable (or puttable) and increment the count. Read the next value, if it is already is planted, (backtrack and) change the previous value and decrement the count. The complexity is O(n). What we really want to check is the occurrence of 1001. Following is the implementation of the algorithm in Java.
public boolean canPlaceFlowers(List<Boolean> flowerbed, int numberToPlace) {
Boolean previous = false;
boolean puttable = false;
boolean prevChanged = false;
int planted = 0;
for (Boolean current : flowerbed) {
if (previous == false && current == false) {
puttable = true;
}
if (prevChanged == true && current == true) {
planted--;
}
if (puttable) {
previous = true;
prevChanged = true;
planted++;
puttable = false;
} else {
previous = current;
prevChanged = false;
}
}
if (planted >= numberToPlace) {
return true;
}
return false;
}
private static void canPlaceOneFlower(List<Boolean> flowerbed, FlowerBed fb) {
boolean result;
result = fb.canPlaceFlowers(flowerbed, 1);
System.out.println("Can place 1 flower");
if (result) {
System.out.println("-->Yes");
} else {
System.out.println("-->No");
}
}
private static void canPlaceTwoFlowers(List<Boolean> flowerbed, FlowerBed fb) {
boolean result;
result = fb.canPlaceFlowers(flowerbed, 2);
System.out.println("Can place 2 flowers");
if (result) {
System.out.println("-->Yes");
} else {
System.out.println("-->No");
}
}
private static void canPlaceThreeFlowers(List<Boolean> flowerbed, FlowerBed fb) {
boolean result;
result = fb.canPlaceFlowers(flowerbed, 3);
System.out.println("Can place 3 flowers");
if (result) {
System.out.println("-->Yes");
} else {
System.out.println("-->No");
}
}
private static void canPlaceFourFlowers(List<Boolean> flowerbed, FlowerBed fb) {
boolean result;
result = fb.canPlaceFlowers(flowerbed, 4);
System.out.println("Can place 4 flowers");
if (result) {
System.out.println("-->Yes");
} else {
System.out.println("-->No");
}
}
public static void main(String[] args) {
List<Boolean> flowerbed = makeBed(new int[] { 0, 0, 0, 0, 0, 0, 0 });
FlowerBed fb = new FlowerBed();
canPlaceFourFlowers(flowerbed, fb);
canPlaceThreeFlowers(flowerbed, fb);
flowerbed = makeBed(new int[] { 0, 0, 0, 1, 0, 0, 0 });
canPlaceFourFlowers(flowerbed, fb);
canPlaceThreeFlowers(flowerbed, fb);
canPlaceTwoFlowers(flowerbed, fb);
flowerbed = makeBed(new int[] { 1, 0, 0, 1, 0, 0, 0, 1 });
canPlaceFourFlowers(flowerbed, fb);
canPlaceThreeFlowers(flowerbed, fb);
canPlaceTwoFlowers(flowerbed, fb);
canPlaceOneFlower(flowerbed, fb);
}
My solution using dynamic programming.
ar is array in the form of ['F','T','F'].
import numpy as np
def pot(ar):
s = len(ar)
rt = np.zeros((s,s))
for k in range(0,s):
for i in range(s-k):
for j in range(i,i+k+1):
left = 0
right = 0
if ar[j] != 'F':
continue
if j-1 >= i and ar[j-1] == 'T':
continue
else:
left = 0
if j+1 <= i+k and ar[j+1] == 'T':
continue
else:
right = 0
if j-2 >= i:
left = rt[i][j-2]
if j+2 <= i+k:
right = rt[j+2][i+k]
rt[i][i+k] = max(rt[i][i+k], left+right+1)
return rt[0][len(ar)-1]
My solution written in C#
private static int CheckAvailableSlots(string str)
{
int counter = 0;
char[] chrs = str.ToCharArray();
if (chrs.FirstOrDefault().Equals('F'))
if (chrs.Length == 1)
counter++;
else if (chrs.Skip(1).FirstOrDefault().Equals('F'))
counter++;
if (chrs.LastOrDefault().Equals('F') && chrs.Reverse().Skip(1).FirstOrDefault().Equals('F'))
counter++;
for (int i = 1; i < chrs.Length - 2; i++)
{
if (chrs[i - 1].Equals('T'))
continue;
else if (chrs[i].Equals('F') && chrs[i + 1].Equals('F'))
{
chrs[i] = 'T';
counter++;
i++;
}
else
i++;
}
return counter;
}
// 1='T'
// 0='F'
int[] flowerbed = new int[] {1,0,0,0,0,1};
public boolean canPlaceFlowers(int[] flowerbed, int n) {
int tg = 0;
for (int i = 0, g = 1; i < flowerbed.length && tg < n; i++) {
g += flowerbed[i] == 0 ? flowerbed.length - 1 == i ? 2 : 1 : 0;
if (flowerbed[i] == 1 || i == flowerbed.length - 1) {
tg += g / 2 - (g % 2 == 0 ? 1 : 0);
g = 0;
}
}
return tg >= n;
}
Most of these answers (unless they alter the array or traverse and a copy) dont consider the situation where the first 3 (or last 3) pots are empty. These solutions will incorrectly determine that FFFT will contain 2 spaces, rather than just one. We therefore need to start at the third element (rather than then second) and end at index length - 3 (rather than length - 2). Also, while looping through the array, if an eligible index is found, the index just be incremented by 2, otherwise TTFFFFT would give 2 available plots instead of one. This is true unless you alter the array while looping or use a copy of the array and alter it.
Edit: this holds true unless the question is how many spaces are available for planting, rather than how many total plants can be added

Return the number of elements of an array that is the most "expensive"

I recently stumbled upon an interesting problem, an I am wondering if my solution is optimal.
You are given an array of zeros and ones. The goal is to return the
amount zeros and the amount of ones in the most expensive sub-array.
The cost of an array is the amount of 1s divided by amount of 0s. In
case there are no zeros in the sub-array, the cost is zero.
At first I tried brute-forcing, but for an array of 10,000 elements it was far too slow and I ran out of memory.
My second idea was instead of creating those sub-arrays, to remember the start and the end of the sub-array. That way I saved a lot of memory, but the complexity was still O(n2).
My final solution that I came up is I think O(n). It goes like this:
Start at the beginning of the array, for each element, calculate the cost of the sub-arrays starting from 1, ending at the current index. So we would start with a sub-array consisting of the first element, then first and second etc. Since the only thing that we need to calculate the cost, is the amount of 1s and 0s in the sub-array, I could find the optimal end of the sub-array.
The second step was to start from the end of the sub-array from step one, and repeat the same to find the optimal beginning. That way I am sure that there is no better combination in the whole array.
Is this solution correct? If not, is there a counter-example that will show that this solution is incorrect?
Edit
For clarity:
Let's say our input array is 0101.
There are 10 subarrays:
0,1,0,1,01,10,01,010,101 and 0101.
The cost of the most expensive subarray would be 2 since 101 is the most expensive subarray. So the algorithm should return 1,2
Edit 2
There is one more thing that I forgot, if 2 sub-arrays have the same cost, the longer one is "more expensive".
Let me sketch a proof for my assumption:
(a = whole array, *=zero or more, +=one or more, {n}=exactly n)
Cases a=0* and a=1+ : c=0
Cases a=01+ and a=1+0 : conforms to 1*0{1,2}1*, a is optimum
For the normal case, a contains one or more 0s and 1s.
This means there is some optimum sub-array of non-zero cost.
(S) Assume s is an optimum sub-array of a.
It contains one or more zeros. (Otherwise its cost would be zero).
(T) Let t be the longest `1*0{1,2}+1*` sequence within s
(and among the equally long the one with with most 1s).
(Note: There is always one such, e.g. `10` or `01`.)
Let N be the number of 1s in t.
Now, we prove that always t = s.
By showing it is not possible to add adjacent parts of s to t if (S).
(E) Assume t shorter than s.
We cannot add 1s at either side, otherwise not (T).
For each 0 we add from s, we have to add at least N more 1s
later to get at least the same cost as our `1*0+1*`.
This means: We have to add at least one run of N 1s.
If we add some run of N+1, N+2 ... somewhere than not (T).
If we add consecutive zeros, we need to compensate
with longer runs of 1s, thus not (T).
This leaves us with the only option of adding single zeors and runs of N 1s each.
This would give (symmetry) `1{n}*0{1,2}1{m}01{n+m}...`
If m>0 then `1{m}01{n+m}` is longer than `1{n}0{1,2}1{m}`, thus not (T).
If m=0 then we get `1{n}001{n}`, thus not (T).
So assumption (E) must be wrong.
Conclusion: The optimum sub-array must conform to 1*0{1,2}1*.
Here is my O(n) impl in Java according to the assumption in my last comment (1*01* or 1*001*):
public class Q19596345 {
public static void main(String[] args) {
try {
String array = "0101001110111100111111001111110";
System.out.println("array=" + array);
SubArray current = new SubArray();
current.array = array;
SubArray best = (SubArray) current.clone();
for (int i = 0; i < array.length(); i++) {
current.accept(array.charAt(i));
SubArray candidate = (SubArray) current.clone();
candidate.trim();
if (candidate.cost() > best.cost()) {
best = candidate;
System.out.println("better: " + candidate);
}
}
System.out.println("best: " + best);
} catch (Exception ex) { ex.printStackTrace(System.err); }
}
static class SubArray implements Cloneable {
String array;
int start, leftOnes, zeros, rightOnes;
// optimize 1*0*1* by cutting
void trim() {
if (zeros > 1) {
if (leftOnes < rightOnes) {
start += leftOnes + (zeros - 1);
leftOnes = 0;
zeros = 1;
} else if (leftOnes > rightOnes) {
zeros = 1;
rightOnes = 0;
}
}
}
double cost() {
if (zeros == 0) return 0;
else return (leftOnes + rightOnes) / (double) zeros +
(leftOnes + zeros + rightOnes) * 0.00001;
}
void accept(char c) {
if (c == '1') {
if (zeros == 0) leftOnes++;
else rightOnes++;
} else {
if (rightOnes > 0) {
start += leftOnes + zeros;
leftOnes = rightOnes;
zeros = 0;
rightOnes = 0;
}
zeros++;
}
}
public Object clone() throws CloneNotSupportedException { return super.clone(); }
public String toString() { return String.format("%s at %d with cost %.3f with zeros,ones=%d,%d",
array.substring(start, start + leftOnes + zeros + rightOnes), start, cost(), zeros, leftOnes + rightOnes);
}
}
}
If we can show the max array is always 1+0+1+, 1+0, or 01+ (Regular expression notation then we can calculate the number of runs
So for the array (010011), we have (always starting with a run of 1s)
0,1,1,2,2
so the ratios are (0, 1, 0.3, 1.5, 1), which leads to an array of 10011 as the final result, ignoring the one runs
Cost of the left edge is 0
Cost of the right edge is 2
So in this case, the right edge is the correct answer -- 011
I haven't yet been able to come up with a counterexample, but the proof isn't obvious either. Hopefully we can crowd source one :)
The degenerate cases are simpler
All 1's and 0's are obvious, as they all have the same cost.
A string of just 1+,0+ or vice versa is all the 1's and a single 0.
How about this? As a C# programmer, I am thinking we can use something like Dictionary of <int,int,int>.
The first int would be use as key, second as subarray number and the third would be for the elements of sub-array.
For your example
key|Sub-array number|elements
1|1|0
2|2|1
3|3|0
4|4|1
5|5|0
6|5|1
7|6|1
8|6|0
9|7|0
10|7|1
11|8|0
12|8|1
13|8|0
14|9|1
15|9|0
16|9|1
17|10|0
18|10|1
19|10|0
20|10|1
Then you can run through the dictionary and store the highest in a variable.
var maxcost=0
var arrnumber=1;
var zeros=0;
var ones=0;
var cost=0;
for (var i=1;i++;i<=20+1)
{
if ( dictionary.arraynumber[i]!=dictionary.arraynumber[i-1])
{
zeros=0;
ones=0;
cost=0;
if (cost>maxcost)
{
maxcost=cost;
}
}
else
{
if (dictionary.values[i]==0)
{
zeros++;
}
else
{
ones++;
}
cost=ones/zeros;
}
}
This will be log(n^2), i hope and u just need 3n size of memory of the array?
I think we can modify the maximal subarray problem to fit to this question. Here's my attempt at it:
void FindMaxRatio(int[] array, out maxNumOnes, out maxNumZeros)
{
maxNumOnes = 0;
maxNumZeros = 0;
int numOnes = 0;
int numZeros = 0;
double maxSoFar = 0;
double maxEndingHere = 0;
for(int i = 0; i < array.Size; i++){
if(array[i] == 0) numZeros++;
if(array[i] == 1) numOnes++;
if(numZeros == 0) maxEndingHere = 0;
else maxEndingHere = numOnes/(double)numZeros;
if(maxEndingHere < 1 && maxEndingHere > 0) {
numZeros = 0;
numOnes = 0;
}
if(maxSoFar < maxEndingHere){
maxSoFar = maxEndingHere;
maxNumOnes = numOnes;
maxNumZeros = numZeros;
}
}
}
I think the key is if the ratio is less then 1, we can disregard that subsequence because
there will always be a subsequence 01 or 10 whose ratio is 1. This seemed to work for 010011.

Shuffle list, ensuring that no item remains in same position

I want to shuffle a list of unique items, but not do an entirely random shuffle. I need to be sure that no element in the shuffled list is at the same position as in the original list. Thus, if the original list is (A, B, C, D, E), this result would be OK: (C, D, B, E, A), but this one would not: (C, E, A, D, B) because "D" is still the fourth item. The list will have at most seven items. Extreme efficiency is not a consideration. I think this modification to Fisher/Yates does the trick, but I can't prove it mathematically:
function shuffle(data) {
for (var i = 0; i < data.length - 1; i++) {
var j = i + 1 + Math.floor(Math.random() * (data.length - i - 1));
var temp = data[j];
data[j] = data[i];
data[i] = temp;
}
}
You are looking for a derangement of your entries.
First of all, your algorithm works in the sense that it outputs a random derangement, ie a permutation with no fixed point. However it has a enormous flaw (which you might not mind, but is worth keeping in mind): some derangements cannot be obtained with your algorithm. In other words, it gives probability zero to some possible derangements, so the resulting distribution is definitely not uniformly random.
One possible solution, as suggested in the comments, would be to use a rejection algorithm:
pick a permutation uniformly at random
if it hax no fixed points, return it
otherwise retry
Asymptotically, the probability of obtaining a derangement is close to 1/e = 0.3679 (as seen in the wikipedia article). Which means that to obtain a derangement you will need to generate an average of e = 2.718 permutations, which is quite costly.
A better way to do that would be to reject at each step of the algorithm. In pseudocode, something like this (assuming the original array contains i at position i, ie a[i]==i):
for (i = 1 to n-1) {
do {
j = rand(i, n) // random integer from i to n inclusive
} while a[j] != i // rejection part
swap a[i] a[j]
}
The main difference from your algorithm is that we allow j to be equal to i, but only if it does not produce a fixed point. It is slightly longer to execute (due to the rejection part), and demands that you be able to check if an entry is at its original place or not, but it has the advantage that it can produce every possible derangement (uniformly, for that matter).
I am guessing non-rejection algorithms should exist, but I would believe them to be less straight-forward.
Edit:
My algorithm is actually bad: you still have a chance of ending with the last point unshuffled, and the distribution is not random at all, see the marginal distributions of a simulation:
An algorithm that produces uniformly distributed derangements can be found here, with some context on the problem, thorough explanations and analysis.
Second Edit:
Actually your algorithm is known as Sattolo's algorithm, and is known to produce all cycles with equal probability. So any derangement which is not a cycle but a product of several disjoint cycles cannot be obtained with the algorithm. For example, with four elements, the permutation that exchanges 1 and 2, and 3 and 4 is a derangement but not a cycle.
If you don't mind obtaining only cycles, then Sattolo's algorithm is the way to go, it's actually much faster than any uniform derangement algorithm, since no rejection is needed.
As #FelixCQ has mentioned, the shuffles you are looking for are called derangements. Constructing uniformly randomly distributed derangements is not a trivial problem, but some results are known in the literature. The most obvious way to construct derangements is by the rejection method: you generate uniformly randomly distributed permutations using an algorithm like Fisher-Yates and then reject permutations with fixed points. The average running time of that procedure is e*n + o(n) where e is Euler's constant 2.71828... That would probably work in your case.
The other major approach for generating derangements is to use a recursive algorithm. However, unlike Fisher-Yates, we have two branches to the algorithm: the last item in the list can be swapped with another item (i.e., part of a two-cycle), or can be part of a larger cycle. So at each step, the recursive algorithm has to branch in order to generate all possible derangements. Furthermore, the decision of whether to take one branch or the other has to be made with the correct probabilities.
Let D(n) be the number of derangements of n items. At each stage, the number of branches taking the last item to two-cycles is (n-1)D(n-2), and the number of branches taking the last item to larger cycles is (n-1)D(n-1). This gives us a recursive way of calculating the number of derangements, namely D(n)=(n-1)(D(n-2)+D(n-1)), and gives us the probability of branching to a two-cycle at any stage, namely (n-1)D(n-2)/D(n-1).
Now we can construct derangements by deciding to which type of cycle the last element belongs, swapping the last element to one of the n-1 other positions, and repeating. It can be complicated to keep track of all the branching, however, so in 2008 some researchers developed a streamlined algorithm using those ideas. You can see a walkthrough at http://www.cs.upc.edu/~conrado/research/talks/analco08.pdf . The running time of the algorithm is proportional to 2n + O(log^2 n), a 36% improvement in speed over the rejection method.
I have implemented their algorithm in Java. Using longs works for n up to 22 or so. Using BigIntegers extends the algorithm to n=170 or so. Using BigIntegers and BigDecimals extends the algorithm to n=40000 or so (the limit depends on memory usage in the rest of the program).
package io.github.edoolittle.combinatorics;
import java.math.BigInteger;
import java.math.BigDecimal;
import java.math.MathContext;
import java.util.Random;
import java.util.HashMap;
import java.util.TreeMap;
public final class Derangements {
// cache calculated values to speed up recursive algorithm
private static HashMap<Integer,BigInteger> numberOfDerangementsMap
= new HashMap<Integer,BigInteger>();
private static int greatestNCached = -1;
// load numberOfDerangementsMap with initial values D(0)=1 and D(1)=0
static {
numberOfDerangementsMap.put(0,BigInteger.valueOf(1));
numberOfDerangementsMap.put(1,BigInteger.valueOf(0));
greatestNCached = 1;
}
private static Random rand = new Random();
// private default constructor so class isn't accidentally instantiated
private Derangements() { }
public static BigInteger numberOfDerangements(int n)
throws IllegalArgumentException {
if (numberOfDerangementsMap.containsKey(n)) {
return numberOfDerangementsMap.get(n);
} else if (n>=2) {
// pre-load the cache to avoid stack overflow (occurs near n=5000)
for (int i=greatestNCached+1; i<n; i++) numberOfDerangements(i);
greatestNCached = n-1;
// recursion for derangements: D(n) = (n-1)*(D(n-1) + D(n-2))
BigInteger Dn_1 = numberOfDerangements(n-1);
BigInteger Dn_2 = numberOfDerangements(n-2);
BigInteger Dn = (Dn_1.add(Dn_2)).multiply(BigInteger.valueOf(n-1));
numberOfDerangementsMap.put(n,Dn);
greatestNCached = n;
return Dn;
} else {
throw new IllegalArgumentException("argument must be >= 0 but was " + n);
}
}
public static int[] randomDerangement(int n)
throws IllegalArgumentException {
if (n<2)
throw new IllegalArgumentException("argument must be >= 2 but was " + n);
int[] result = new int[n];
boolean[] mark = new boolean[n];
for (int i=0; i<n; i++) {
result[i] = i;
mark[i] = false;
}
int unmarked = n;
for (int i=n-1; i>=0; i--) {
if (unmarked<2) break; // can't move anything else
if (mark[i]) continue; // can't move item at i if marked
// use the rejection method to generate random unmarked index j &lt i;
// this could be replaced by more straightforward technique
int j;
while (mark[j=rand.nextInt(i)]);
// swap two elements of the array
int temp = result[i];
result[i] = result[j];
result[j] = temp;
// mark position j as end of cycle with probability (u-1)D(u-2)/D(u)
double probability
= (new BigDecimal(numberOfDerangements(unmarked-2))).
multiply(new BigDecimal(unmarked-1)).
divide(new BigDecimal(numberOfDerangements(unmarked)),
MathContext.DECIMAL64).doubleValue();
if (rand.nextDouble() < probability) {
mark[j] = true;
unmarked--;
}
// position i now becomes out of play so we could mark it
//mark[i] = true;
// but we don't need to because loop won't touch it from now on
// however we do have to decrement unmarked
unmarked--;
}
return result;
}
// unit tests
public static void main(String[] args) {
// test derangement numbers D(i)
for (int i=0; i<100; i++) {
System.out.println("D(" + i + ") = " + numberOfDerangements(i));
}
System.out.println();
// test quantity (u-1)D_(u-2)/D_u for overflow, inaccuracy
for (int u=2; u<100; u++) {
double d = numberOfDerangements(u-2).doubleValue() * (u-1) /
numberOfDerangements(u).doubleValue();
System.out.println((u-1) + " * D(" + (u-2) + ") / D(" + u + ") = " + d);
}
System.out.println();
// test derangements for correctness, uniform distribution
int size = 5;
long reps = 10000000;
TreeMap<String,Integer> countMap = new TreeMap&ltString,Integer>();
System.out.println("Derangement\tCount");
System.out.println("-----------\t-----");
for (long rep = 0; rep < reps; rep++) {
int[] d = randomDerangement(size);
String s = "";
String sep = "";
if (size > 10) sep = " ";
for (int i=0; i<d.length; i++) {
s += d[i] + sep;
}
if (countMap.containsKey(s)) {
countMap.put(s,countMap.get(s)+1);
} else {
countMap.put(s,1);
}
}
for (String key : countMap.keySet()) {
System.out.println(key + "\t\t" + countMap.get(key));
}
System.out.println();
// large random derangement
int size1 = 1000;
System.out.println("Random derangement of " + size1 + " elements:");
int[] d1 = randomDerangement(size1);
for (int i=0; i<d1.length; i++) {
System.out.print(d1[i] + " ");
}
System.out.println();
System.out.println();
System.out.println("We start to run into memory issues around u=40000:");
{
// increase this number from 40000 to around 50000 to trigger
// out of memory-type exceptions
int u = 40003;
BigDecimal d = (new BigDecimal(numberOfDerangements(u-2))).
multiply(new BigDecimal(u-1)).
divide(new BigDecimal(numberOfDerangements(u)),MathContext.DECIMAL64);
System.out.println((u-1) + " * D(" + (u-2) + ") / D(" + u + ") = " + d);
}
}
}
In C++:
template <class T> void shuffle(std::vector<T>&arr)
{
int size = arr.size();
for (auto i = 1; i < size; i++)
{
int n = rand() % (size - i) + i;
std::swap(arr[i-1], arr[n]);
}
}

Sum array values with sum equals X

I have an integer collection. I need to get all possibilites that sum of values are equal to X.
I need something like this.
It can be written in: delphi, c#, php, RoR, python, cobol, vb, vb.net
That's a subset sum problem. And it is NP-Complete.
The only way to implement this would be generate all possible combinations and compare the sum values. Optimization techniques exists though.
Here's one in C#:
static class Program
{
static int TargetSum = 10;
static int[] InputData = new[] { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 };
static void Main()
{
// find all permutations
var permutations = Permute(InputData);
// check each permutation for the sum
foreach (var item in permutations) {
if (item.Sum() == TargetSum) {
Console.Write(string.Join(" + ", item.Select(n => n.ToString()).ToArray()));
Console.Write(" = " + TargetSum.ToString());
Console.WriteLine();
}
}
Console.ReadKey();
}
static IEnumerable<int[]> Permute(int[] data) { return Permute(data, 0); }
static IEnumerable<int[]> Permute(int[] data, int level)
{
// reached the edge yet? backtrack one step if so.
if (level >= data.Length) yield break;
// yield the first #level elements
yield return data.Take(level + 1).ToArray();
// permute the remaining elements
for (int i = level + 1; i < data.Length; i++) {
var temp = data[level];
data[level] = data[i];
data[i] = temp;
foreach (var item in Permute(data, level + 1))
yield return item;
temp = data[i];
data[i] = data[level];
data[level] = temp;
}
}
}
Dynamic Programming would yield the best runtime for an exact solution. The Subset Sum Problem page on Wikipedia has some pseudo-code for the algorithm. Essentially you order all the numbers and add up all the possible sequences in order such that you minimize the number of additions. The runtime is pseudo-polynomial.
For a polynomial algorithm you could use an Approximation Algorithm. Pseudo-code is also available at the Subset Sum Problem page.
Of the two algorithms I would choose the dynamic programming one since it is straight-forward and has a good runtime with most data sets.
However if the integers are all non-negative and fit with the description on the Wikipedia page then you could actually do this in polynomial time with the approximation algorithm.

ACM Problem: Coin-Flipping, help me identify the type of problem this is

I'm practicing for the upcoming ACM programming competition in a week and I've gotten stumped on this programming problem.
The problem is as follows:
You have a puzzle consisting of a square grid of size 4. Each grid square holds a single coin; each coin is showing either heads (H) and tails (T). One such puzzle is shown here:
H H H H
T T T T
H T H T
T T H T
Any coin that is current showing Tails (T) can be flipped to Heads (H). However, any time we flip a coin, we must also flip the adjacent coins direct above, below and to the left and right in the same row. Thus if we flip the second coin in the second row we must also flip 4 other coins, giving us this arrangment (coins that changed are shown in bold).
H T H H
H H H T
H H H T
T T H T
If a coin is at the edge of the puzzle, so there is no coin on one side or the other, then we flip fewer coins. We do not "wrap around" to the other side. For example, if we flipped the bottom right coin of the arragnement above we would get:
H T H H
H H H T
H H H H
T T T H
Note: Only coins showing (T) tails can be selected for flipping. However, anytime we flip such a coin, adjacent coins are also flipped, regardless of their state.
The goal of the puzzle is to have all coins show heads. While it is possible for some arragnements to not have solutions, all the problems given will have solutions. The answer we are looking for is, for any given 4x4 grid of coins what is the least number of flips in order to make the grid entirely heads.
For Example the grid:
H T H H
T T T H
H T H T
H H T T
The answer to this grid is: 2 flips.
What I have done so far:
I'm storing our grids as two-dimensional array of booleans. Heads = true, tails = false.
I have a flip(int row, int col) method that will flip the adjacent coins according the rules above and I have a isSolved() method that will determine if the puzzle is in a solved state (all heads). So we have our "mechanics" in place.
The part we are having problems with is how should we loop through, going an the least amount of times deep?
Your puzzle is a classic Breadth-First Search candidate. This is because you're looking for a solution with the fewest possible 'moves'.
If you knew the number of moves to the goal, then that would be ideal for a Depth-First Search.
Those Wikipedia articles contain plenty of information about the way the searches work, they even contain code samples in several languages.
Either search can be recursive, if you're sure you won't run out of stack space.
EDIT: I hadn't noticed that you can't use a coin as the primary move unless it's showing tails. That does indeed make order important. I'll leave this answer here, but look into writing another one as well.
No pseudo-code here, but think about this: can you ever imagine yourself flipping a coin twice? What would be the effect?
Alternative, write down some arbitrary board (literally, write it down). Set up some real world coins, and pick two arbitrary ones, X and Y. Do an "X flip", then a "Y flip" then another "X flip". Write down the result. Now reset the board to the starting version, and just do a "Y flip". Compare the results, and think about what's happened. Try it a few times, sometimes with X and Y close together, sometimes not. Become confident in your conclusion.
That line of thought should lead you to a way of determining a finite set of possible solutions. You can test all of them fairly easily.
Hope this hint wasn't too blatant - I'll keep an eye on this question to see if you need more help. It's a nice puzzle.
As for recursion: you could use recursion. Personally, I wouldn't in this case.
EDIT: Actually, on second thoughts I probably would use recursion. It could make life a lot simpler.
Okay, perhaps that wasn't obvious enough. Let's label the coins A-P, like this:
ABCD
EFGH
IJKL
MNOP
Flipping F will always involve the following coins changing state: BEFGJ.
Flipping J will always involve the following coins changing state: FIJKN.
What happens if you flip a coin twice? The two flips cancel each other out, no matter what other flips occur.
In other words, flipping F and then J is the same as flipping J and then F. Flipping F and then J and then F again is the same as just flipping J to start with.
So any solution isn't really a path of "flip A then F then J" - it's "flip <these coins>; don't flip <these coins>". (It's unfortunate that the word "flip" is used for both the primary coin to flip and the secondary coins which change state for a particular move, but never mind - hopefully it's clear what I mean.)
Each coin will either be used as a primary move or not, 0 or 1. There are 16 coins, so 2^16 possibilities. So 0 might represent "don't do anything"; 1 might represent "just A"; 2 might represent "just B"; 3 "A and B" etc.
Test each combination. If (somehow) there's more than one solution, count the number of bits in each solution to find the least number.
Implementation hint: the "current state" can be represented as a 16 bit number as well. Using a particular coin as a primary move will always XOR the current state with a fixed number (for that coin). This makes it really easy to work out the effect of any particular combination of moves.
Okay, here's the solution in C#. It shows how many moves were required for each solution it finds, but it doesn't keep track of which moves those were, or what the least number of moves is. That's a SMOP :)
The input is a list of which coins are showing tails to start with - so for the example in the question, you'd start the program with an argument of "BEFGJLOP". Code:
using System;
public class CoinFlip
{
// All ints could really be ushorts, but ints are easier
// to work with
static readonly int[] MoveTransitions = CalculateMoveTransitions();
static int[] CalculateMoveTransitions()
{
int[] ret = new int[16];
for (int i=0; i < 16; i++)
{
int row = i / 4;
int col = i % 4;
ret[i] = PositionToBit(row, col) +
PositionToBit(row-1, col) +
PositionToBit(row+1, col) +
PositionToBit(row, col-1) +
PositionToBit(row, col+1);
}
return ret;
}
static int PositionToBit(int row, int col)
{
if (row < 0 || row > 3 || col < 0 || col > 3)
{
// Makes edge detection easier
return 0;
}
return 1 << (row * 4 + col);
}
static void Main(string[] args)
{
int initial = 0;
foreach (char c in args[0])
{
initial += 1 << (c-'A');
}
Console.WriteLine("Initial = {0}", initial);
ChangeState(initial, 0, 0);
}
static void ChangeState(int current, int nextCoin, int currentFlips)
{
// Reached the end. Success?
if (nextCoin == 16)
{
if (current == 0)
{
// More work required if we want to display the solution :)
Console.WriteLine("Found solution with {0} flips", currentFlips);
}
}
else
{
// Don't flip this coin
ChangeState(current, nextCoin+1, currentFlips);
// Or do...
ChangeState(current ^ MoveTransitions[nextCoin], nextCoin+1, currentFlips+1);
}
}
}
I would suggest a breadth first search, as someone else already mentioned.
The big secret here is to have multiple copies of the game board. Don't think of "the board."
I suggest creating a data structure that contains a representation of a board, and an ordered list of moves that got to that board from the starting position. A move is the coordinates of the center coin in a set of flips. I'll call an instance of this data structure a "state" below.
My basic algorithm would look something like this:
Create a queue.
Create a state that contains the start position and an empty list of moves.
Put this state into the queue.
Loop forever:
Pull first state off of queue.
For each coin showing tails on the board:
Create a new state by flipping that coin and the appropriate others around it.
Add the coordinates of that coin to the list of moves in the new state.
If the new state shows all heads:
Rejoice, you are done.
Push the new state into the end of the queue.
If you like, you could add a limit to the length of the queue or the length of move lists, to pick a place to give up. You could also keep track of boards that you have already seen in order to detect loops. If the queue empties and you haven't found any solutions, then none exist.
Also, a few of the comments already made seem to ignore the fact that the problem only allows coins that show tails to be in the middle of a move. This means that order very much does matter. If the first move flips a coin from heads to tails, then that coin can be the center of the second move, but it could not have been the center of the first move. Similarly, if the first move flips a coin from tails to heads, then that coin cannot be the center of the second move, even though it could have been the center of the first move.
The grid, read in row-major order, is nothing more than a 16 bit integer. Both the grid given by the problem and the 16 possible moves (or "generators") can be stored as 16 bit integers, thus the problems amounts to find the least possible number of generators which, summed by means of bitwise XOR, gives the grid itself as the result. I wonder if there's a smarter alternative than trying all the 65536 possibilities.
EDIT: Indeed there is a convenient way to do bruteforcing. You can try all the 1-move patterns, then all the 2-moves patterns, and so on. When a n-moves pattern matches the grid, you can stop, exhibit the winning pattern and say that the solution requires at least n moves. Enumeration of all the n-moves patterns is a recursive problem.
EDIT2: You can bruteforce with something along the lines of the following (probably buggy) recursive pseudocode:
// Tries all the n bit patterns with k bits set to 1
tryAllPatterns(unsigned short n, unsigned short k, unsigned short commonAddend=0)
{
if(n == 0)
tryPattern(commonAddend);
else
{
// All the patterns that have the n-th bit set to 1 and k-1 bits
// set to 1 in the remaining
tryAllPatterns(n-1, k-1, (2^(n-1) xor commonAddend) );
// All the patterns that have the n-th bit set to 0 and k bits
// set to 1 in the remaining
tryAllPatterns(n-1, k, commonAddend );
}
}
To elaborate on Federico's suggestion, the problem is about finding a set of the 16 generators that xor'ed together gives the starting position.
But if we consider each generator as a vector of integers modulo 2, this becomes finding a linear combination of vectors, that equal the starting position.
Solving this should just be a matter of gaussian elimination (mod 2).
EDIT:
After thinking a bit more, I think this would work:
Build a binary matrix G of all the generators, and let s be the starting state. We are looking for vectors x satisfying Gx=s (mod 2). After doing gaussian elimination, we either end up with such a vector x or we find that there are no solutions.
The problem is then to find the vector y such that Gy = 0 and x^y has as few bits set as possible, and I think the easiest way to find this would be to try all such y. Since they only depend on G, they can be precomputed.
I admit that a brute-force search would be a lot easier to implement, though. =)
Okay, here's an answer now that I've read the rules properly :)
It's a breadth-first search using a queue of states and the moves taken to get there. It doesn't make any attempt to prevent cycles, but you have to specify a maximum number of iterations to try, so it can't go on forever.
This implementation creates a lot of strings - an immutable linked list of moves would be neater on this front, but I don't have time for that right now.
using System;
using System.Collections.Generic;
public class CoinFlip
{
struct Position
{
readonly string moves;
readonly int state;
public Position(string moves, int state)
{
this.moves = moves;
this.state = state;
}
public string Moves { get { return moves; } }
public int State { get { return state; } }
public IEnumerable<Position> GetNextPositions()
{
for (int move = 0; move < 16; move++)
{
if ((state & (1 << move)) == 0)
{
continue; // Not allowed - it's already heads
}
int newState = state ^ MoveTransitions[move];
yield return new Position(moves + (char)(move+'A'), newState);
}
}
}
// All ints could really be ushorts, but ints are easier
// to work with
static readonly int[] MoveTransitions = CalculateMoveTransitions();
static int[] CalculateMoveTransitions()
{
int[] ret = new int[16];
for (int i=0; i < 16; i++)
{
int row = i / 4;
int col = i % 4;
ret[i] = PositionToBit(row, col) +
PositionToBit(row-1, col) +
PositionToBit(row+1, col) +
PositionToBit(row, col-1) +
PositionToBit(row, col+1);
}
return ret;
}
static int PositionToBit(int row, int col)
{
if (row < 0 || row > 3 || col < 0 || col > 3)
{
return 0;
}
return 1 << (row * 4 + col);
}
static void Main(string[] args)
{
int initial = 0;
foreach (char c in args[0])
{
initial += 1 << (c-'A');
}
int maxDepth = int.Parse(args[1]);
Queue<Position> queue = new Queue<Position>();
queue.Enqueue(new Position("", initial));
while (queue.Count != 0)
{
Position current = queue.Dequeue();
if (current.State == 0)
{
Console.WriteLine("Found solution in {0} moves: {1}",
current.Moves.Length, current.Moves);
return;
}
if (current.Moves.Length == maxDepth)
{
continue;
}
// Shame Queue<T> doesn't have EnqueueRange :(
foreach (Position nextPosition in current.GetNextPositions())
{
queue.Enqueue(nextPosition);
}
}
Console.WriteLine("No solutions");
}
}
If you are practicing for the ACM, I would consider this puzzle also for non-trivial boards, say 1000x1000. Brute force / greedy may still work, but be careful to avoid exponential blow-up.
The is the classic "Lights Out" problem. There is actually an easy O(2^N) brute force solution, where N is either the width or the height, whichever is smaller.
Let's assume the following works on the width, since you can transpose it.
One observation is that you don't need to press the same button twice - it just cancels out.
The key concept is just that you only need to determine if you want to press the button for each item on the first row. Every other button press is uniquely determined by one thing - whether the light above the considered button is on. If you're looking at cell (x,y), and cell (x,y-1) is on, there's only one way to turn it off, by pressing (x,y). Iterate through the rows from top to bottom and if there are no lights left on at the end, you have a solution there. You can then take the min of all the tries.
It's a finite state machine, where each "state" is the 16 bit integer corresponding the the value of each coin.
Each state has 16 outbound transitions, corresponding to the state after you flip each coin.
Once you've mapped out all the states and transitions, you have to find the shortest path in the graph from your beginning state to state 1111 1111 1111 1111,
I sat down and attempted my own solution to this problem (based on the help I received in this thread). I'm using a 2d array of booleans, so it isn't as nice as the people using 16bit integers with bit manipulation.
In any case, here is my solution in Java:
import java.util.*;
class Node
{
public boolean[][] Value;
public Node Parent;
public Node (boolean[][] value, Node parent)
{
this.Value = value;
this.Parent = parent;
}
}
public class CoinFlip
{
public static void main(String[] args)
{
boolean[][] startState = {{true, false, true, true},
{false, false, false, true},
{true, false, true, false},
{true, true, false, false}};
List<boolean[][]> solutionPath = search(startState);
System.out.println("Solution Depth: " + solutionPath.size());
for(int i = 0; i < solutionPath.size(); i++)
{
System.out.println("Transition " + (i+1) + ":");
print2DArray(solutionPath.get(i));
}
}
public static List<boolean[][]> search(boolean[][] startState)
{
Queue<Node> Open = new LinkedList<Node>();
Queue<Node> Closed = new LinkedList<Node>();
Node StartNode = new Node(startState, null);
Open.add(StartNode);
while(!Open.isEmpty())
{
Node nextState = Open.remove();
System.out.println("Considering: ");
print2DArray(nextState.Value);
if (isComplete(nextState.Value))
{
System.out.println("Solution Found!");
return constructPath(nextState);
}
else
{
List<Node> children = generateChildren(nextState);
Closed.add(nextState);
for(Node child : children)
{
if (!Open.contains(child))
Open.add(child);
}
}
}
return new ArrayList<boolean[][]>();
}
public static List<boolean[][]> constructPath(Node node)
{
List<boolean[][]> solutionPath = new ArrayList<boolean[][]>();
while(node.Parent != null)
{
solutionPath.add(node.Value);
node = node.Parent;
}
Collections.reverse(solutionPath);
return solutionPath;
}
public static List<Node> generateChildren(Node parent)
{
System.out.println("Generating Children...");
List<Node> children = new ArrayList<Node>();
boolean[][] coinState = parent.Value;
for(int i = 0; i < coinState.length; i++)
{
for(int j = 0; j < coinState[i].length; j++)
{
if (!coinState[i][j])
{
boolean[][] child = arrayDeepCopy(coinState);
flip(child, i, j);
children.add(new Node(child, parent));
}
}
}
return children;
}
public static boolean[][] arrayDeepCopy(boolean[][] original)
{
boolean[][] r = new boolean[original.length][original[0].length];
for(int i=0; i < original.length; i++)
for (int j=0; j < original[0].length; j++)
r[i][j] = original[i][j];
return r;
}
public static void flip(boolean[][] grid, int i, int j)
{
//System.out.println("Flip("+i+","+j+")");
// if (i,j) is on the grid, and it is tails
if ((i >= 0 && i < grid.length) && (j >= 0 && j <= grid[i].length))
{
// flip (i,j)
grid[i][j] = !grid[i][j];
// flip 1 to the right
if (i+1 >= 0 && i+1 < grid.length) grid[i+1][j] = !grid[i+1][j];
// flip 1 down
if (j+1 >= 0 && j+1 < grid[i].length) grid[i][j+1] = !grid[i][j+1];
// flip 1 to the left
if (i-1 >= 0 && i-1 < grid.length) grid[i-1][j] = !grid[i-1][j];
// flip 1 up
if (j-1 >= 0 && j-1 < grid[i].length) grid[i][j-1] = !grid[i][j-1];
}
}
public static boolean isComplete(boolean[][] coins)
{
boolean complete = true;
for(int i = 0; i < coins.length; i++)
{
for(int j = 0; j < coins[i].length; j++)
{
if (coins[i][j] == false) complete = false;
}
}
return complete;
}
public static void print2DArray(boolean[][] array)
{
for (int row=0; row < array.length; row++)
{
for (int col=0; col < array[row].length; col++)
{
System.out.print((array[row][col] ? "H" : "T") + " ");
}
System.out.println();
}
}
}

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