GOP Reassemble and display order - image

How do you display the following transition in MPEG bit code?
I, P, B, B, P, B, B, B, I, P, B, B, B, P, B, P
Thank you

Usually it will be displayed as
I, B, B, P, B, B, B, P, I, B, B, B, P, B, P, P

Related

Prolog, 3 in a row, any direction

I'm trying to write a procedure in prolog where a list might look something like this:
threeInRow(x,[b, b, a, threeInRow(x,[b, d, a,
c, a, b, c, d, b,
a, d, d]) b, d, a])
Both of these would return true. The list always contains 9 elements and can be any of character ranging from a-d.
threeInRow(x,[b, b, j
c, j, b,
j, d, d])
Would however return false, because it's not a character ranging from a-d.
If you want to verify only length of the list (9) and allowed elements:
item_allowed(Item) :-
member(Item, [a, b, c, d]).
threeInRow(List) :-
length(List, 9),
maplist(item_allowed, List).

Create an order from several incomplete orders

Here is the motivation and how it should behave, but I need a help how to implement it.
I have several (typically) incomplete orders given as ordered values, for ex.:
1. A, C, D
2. D, E
3. X, B
4. B, C
5. C, F
6. C, A
and the resulting order should be:
A, X, B, C, D, E, F or A, X, B, C, F, D, E or A, X, B, C, D, F, E
The idea behind it is sort the result based on first seen order. I will try explain it on the example in steps:
order A, C, D
D, E - D seen, so add E after D, so order A, C, D, E
X, B - no value seen yet, so we can not determine the order now, so create 2nd temporary order X, B
B, C - C already seen, so order A, B, C, D, E
and 2nd order can be merged via B, so A, X, B, C, D, E
C, F - C see, so order A, X, B, C, D, E, F
C, A - ignore, both values are part of already defined order (by first incomplete order A, C, D)
But what if an additional incomplete order F, D or F, E will be part (added to the end) of the input? The step-by-step mental algorithm will fail - F was already placed.
How can the idea be implemented, any idea?

Trying to solve the peg jump puzzle in Prolog

There are 8 pegs in nine holes. At beginning, the four red pegs on the left and the four blue pegs are on the right, and one empty hole between them. The puzzle is to move all the red to the right, and blue pegs to the left(in other opposite). These are the legal moves to do so:
Pegs may only move forward (red may move right and blue left).
A peg may move forward one step into an open position.
A peg may skip over exactly one peg of the opposite color, if the position beyond it is open.
This is what I wrote, but it doesn't work
% Form of board, b for blue, r for red, o for empty.
% [ [r,r,r,r], [o], [b,b,b,b] ]
% jumps
linjmp([x, x, o | T], [o, o, x | T]).
linjmp([o, x, x | T], [x, o, o | T]).
linjmp([H|T1], [H|T2]) :- linjmp(T1,T2).
% Series of legal boards.
series(From, To, [From, To]) :- jump(From, To).
series(From, To, [From, By | Rest])
:- jump(From, By),
series(By, To, [By | Rest]).
% Print a series of boards. This puts one board per line and looks a lot
% nicer than the jumble that appears when the system simply beltches out
% a list of boards. The write_ln predicate is a built-in which always
% succeeds (is always satisfied), but prints as a side-effect. Therefore
% print_series(Z) will succeed with any list, and the members of the list
% will be printed, one per line, as a side-effect of that success.
print_series_r([]) :-
write_ln('*******************************************************').
print_series_r([X|Y]) :- write_ln(X), print_series_r(Y).
print_series(Z) :-
write_ln('\n*******************************************************'),
print_series_r(Z).
% A solution.
solution(L) :- series([[r,r,r,r], [o], [b,b,b,b]],
[[b,b,b,b], [o], [r,r,r,r]], L).
% Find a print the first solution.
solve :- solution(X), print_series(X).
% Find all the solutions.
solveall :- solve, fail.
% This finds each solution with stepping.
solvestep(Z) :- Z = next, solution(X), print_series(X).
It should be like so when it works:
?- consult(linejump).
% linejump compiled 0.00 sec, 3,612 bytes
true.
?- solve.
*******************************************************
[r, r, r, r, o, b, b, b, b]
[r, r, r, o, r, b, b, b, b]
[r, r, r, b, r, o, b, b, b]
[r, r, r, b, r, b, o, b, b]
[r, r, r, b, o, b, r, b, b]
[r, r, o, b, r, b, r, b, b]
[r, o, r, b, r, b, r, b, b]
[r, b, r, o, r, b, r, b, b]
[r, b, r, b, r, o, r, b, b]
[r, b, r, b, r, b, r, o, b]
[r, b, r, b, r, b, r, b, o]
[r, b, r, b, r, b, o, b, r]
[r, b, r, b, o, b, r, b, r]
[r, b, o, b, r, b, r, b, r]
[o, b, r, b, r, b, r, b, r]
[b, o, r, b, r, b, r, b, r]
[b, b, r, o, r, b, r, b, r]
[b, b, r, b, r, o, r, b, r]
[b, b, r, b, r, b, r, o, r]
[b, b, r, b, r, b, o, r, r]
[b, b, r, b, o, b, r, r, r]
[b, b, o, b, r, b, r, r, r]
[b, b, b, o, r, b, r, r, r]
[b, b, b, b, r, o, r, r, r]
[b, b, b, b, o, r, r, r, r]
*******************************************************
true ;
*******************************************************
[r, r, r, r, o, b, b, b, b]
[r, r, r, r, b, o, b, b, b]
[r, r, r, o, b, r, b, b, b]
[r, r, o, r, b, r, b, b, b]
[r, r, b, r, o, r, b, b, b]
[r, r, b, r, b, r, o, b, b]
[r, r, b, r, b, r, b, o, b]
[r, r, b, r, b, o, b, r, b]
[r, r, b, o, b, r, b, r, b]
[r, o, b, r, b, r, b, r, b]
[o, r, b, r, b, r, b, r, b]
[b, r, o, r, b, r, b, r, b]
[b, r, b, r, o, r, b, r, b]
[b, r, b, r, b, r, o, r, b]
[b, r, b, r, b, r, b, r, o]
[b, r, b, r, b, r, b, o, r]
[b, r, b, r, b, o, b, r, r]
[b, r, b, o, b, r, b, r, r]
[b, o, b, r, b, r, b, r, r]
[b, b, o, r, b, r, b, r, r]
[b, b, b, r, o, r, b, r, r]
[b, b, b, r, b, r, o, r, r]
[b, b, b, r, b, o, r, r, r]
[b, b, b, o, b, r, r, r, r]
[b, b, b, b, o, r, r, r, r]
*******************************************************
true .
?-
A straightforward Prolog code which tries to be the simplest and clearest, and doesn't care about efficiency at all:
start([r,r,r,r,e,b,b,b,b]). % starting position
% can move from a position P1 to position P2
move(P1,P2):- append(A,[r,e|B],P1), append(A,[e,r|B],P2).
move(P1,P2):- append(A,[e,b|B],P1), append(A,[b,e|B],P2).
move(P1,P2):- append(A,[e,r,b|B],P1), append(A,[b,r,e|B],P2).
move(P1,P2):- append(A,[r,b,e|B],P1), append(A,[e,b,r|B],P2).
solved([b,b,b,b,e,r,r,r,r]). % the target position to be reached
pegs :- start(P), solve(P, [], R),
maplist(writeln, R), nl, nl, fail ; true.
% solve( ?InitialPosition, +PreviousPositionsList, ?ResultingPath)
solve(P, Prev, R):-
solved(P) -> reverse([P|Prev], R) ;
move(P, Q), \+memberchk(Q, Prev), solve(Q, [P|Prev], R).
Nothing special about it. Takes whole of 0.08 seconds on Ideone to find two solutions, both of 24 moves.
For an N-pegs problem, we only need to modify the start and solved predicates accordingly.
Kudos go to Cary Swoveland from whose answer I took the notation (that's half the solution). A more efficient code, following mat's answer, building the result list in Prolog's characteristic top-down manner (similar to difference-lists technique, cf. tailrecursion-modulo-cons ):
swap([r,e|B],[e,r|B]).
swap([e,b|B],[b,e|B]).
swap([e,r,b|B],[b,r,e|B]).
swap([r,b,e|B],[e,b,r|B]).
move(A,B):- swap(A,B).
move([A|B],[A|C]):- move(B,C).
moves(S,[S]):- solved(S).
moves(S,[S|B]):- move(S,Q), moves(Q,B).
pegs(PS) :- start(P), moves(P, PS), maplist( writeln, PS), nl.
In general, any board game with positions and moves between them can be seen as a search problem in a search space of positions, defined by the valid moves, that is to take us from the start to the end (final) position. Various search strategies can be used, depth first, breadth first, iterative deepening, best-first heuristics ... This views the search space as a graph where nodes are positions (board configurations), and edges are moves; otherwise we can say this is a transitive closure of a move relation.
Sometimes the move relation is defined such that it produces a new legal configuration (like here); sometimes it is easier to define a general move relation and check the produced position for legality (like in N-queens problem). It is also common to maintain the visited nodes list while searching, and check any newly discovered node for being one of those already visited - discarding that path, to avoid getting into a loop.
Breadth first search will explicitly maintain the frontier of the nodes being discovered, and maintain it as a queue while extending it by one move at a time; depth first as a stack. Best first search will reorder this frontier according to some heuristics. Here, moves/2 is depth-first implicitly, because it relies on Prolog search which is itself depth-first.
Sometimes the search space is guaranteed to not have these cycles (i.e. to be a DAG - directed acyclic graph) so the check for uniqueness is not necessary. As for the final node, sometimes it is defined by value (like here), sometimes we're interested in some condition to hold (like e.g. in chess). See this answer for how to enforce this uniqueness with a lazy all_dif/1 predicate upfront. With the predicates defined in it, this problem becomes simply
pegs(Ps):-
path( move, Ps, [r,r,r,r,e,b,b,b,b], [b,b,b,b,e,r,r,r,r]).
It is always nice to use a dcg when describing lists.
For example:
initial_state([r,r,r,r,o,b,b,b,b]).
final_state([b,b,b,b,o,r,r,r,r]).
move([E|Es]) --> [E], move(Es).
move([r,o|Ls]) --> [o,r], list(Ls).
move([o,b|Ls]) --> [b,o], list(Ls).
move([o,r,b|Ls]) --> [b,r,o], list(Ls).
move([r,b,o|Ls]) --> [o,b,r], list(Ls).
list([]) --> [].
list([L|Ls]) --> [L], list(Ls).
moves(S) --> [S], { final_state(S) }.
moves(S0) --> [S0], { phrase(move(S0), S) }, moves(S).
We can use iterative deepening to find a shortest solution:
?- length(Ms, _),
initial_state(S0),
phrase(moves(S0), Ms),
maplist(writeln, Ms).
[r,r,r,r,o,b,b,b,b]
[r,r,r,r,b,o,b,b,b]
[r,r,r,o,b,r,b,b,b]
[r,r,o,r,b,r,b,b,b]
[r,r,b,r,o,r,b,b,b]
[r,r,b,r,b,r,o,b,b]
[r,r,b,r,b,r,b,o,b]
[r,r,b,r,b,o,b,r,b]
[r,r,b,o,b,r,b,r,b]
[r,o,b,r,b,r,b,r,b]
[o,r,b,r,b,r,b,r,b]
[b,r,o,r,b,r,b,r,b]
[b,r,b,r,o,r,b,r,b]
[b,r,b,r,b,r,o,r,b]
[b,r,b,r,b,r,b,r,o]
[b,r,b,r,b,r,b,o,r]
[b,r,b,r,b,o,b,r,r]
[b,r,b,o,b,r,b,r,r]
[b,o,b,r,b,r,b,r,r]
[b,b,o,r,b,r,b,r,r]
[b,b,b,r,o,r,b,r,r]
[b,b,b,r,b,r,o,r,r]
[b,b,b,r,b,o,r,r,r]
[b,b,b,o,b,r,r,r,r]
[b,b,b,b,o,r,r,r,r]
with additional bindings for the lists of moves Ms and the initial state S0.
a purely syntactic variation of Will Ness's answer:
swap(X,P,Q) :- append([L,X,R],P), reverse(X,Y), append([L,Y,R],Q).
solve(P,Prev,R) :-
solved(P)
-> reverse([P|Prev], R)
; % move(P, Q)
phrase( (swap([r,e])|swap([e,b])|swap([e,r,b])|swap([r,b,e])), P, Q),
\+memberchk(Q, Prev),
solve(Q, [P|Prev], R).
I don't know prolog, but here's a recursive solution using Ruby. Even if you don't know Ruby, you should be able to figure out how the recursion works.
A Ruby primer:
a[space_pos-1], a[space_pos] = a[space_pos], a[space_pos-1] uses parallel assignment to swap the values at array indices space_pos-1 and space_pos without the need for a temporary variable.
FINAL, since it begins with a capital letter, is a constant.
a = arr.dup returns a "shallow" copy of the array arr, so swapping elements of a does not effect arr.
If a method contains no return statement, the value computed in the last line is returned by the method (e.g., the array a in red_slide).
soln=[] in def solve(arr, soln = []) assigns soln to an empty array if solve is called solve(arr).
soln + [:red_slide], where soln is an array and [:red_slide] is an array containing a single symbol (indicated by the colon) is a new array comprised of the elements of soln and the element :red_slide.
you can think of && as "and".
nil is returned by solve if the state of the moves given by solve's argument arr does not lead to a solution.
FINAL = [:b, :b, :b, :b, :e, :r, :r, :r, :r]
SIZE = FINAL.size
def red_slide(arr, space_pos)
a = arr.dup
a[space_pos-1], a[space_pos] = a[space_pos], a[space_pos-1]
a
end
def blue_slide(arr, space_pos)
a = arr.dup
a[space_pos], a[space_pos+1] = a[space_pos+1], a[space_pos]
a
end
def red_jump(arr, space_pos)
a = arr.dup
a[space_pos-2], a[space_pos] = a[space_pos], a[space_pos-2]
a
end
def blue_jump(arr, space_pos)
a = arr.dup
a[space_pos+2], a[space_pos] = a[space_pos], a[space_pos+2]
a
end
def solve(arr, soln = [])
return soln if arr == FINAL
space_pos = arr.index(:e)
# See if can slide red
if space_pos > 0 && arr[space_pos-1] == :r
ret = solve(red_slide(arr, space_pos), soln + [:red_slide])
return ret if ret
end
# See if can slide blue
if space_pos < SIZE-1 && arr[space_pos+1] == :b
ret = solve(blue_slide(arr, space_pos), soln + [:blue_slide])
return ret if ret
end
# See if can jump red over blue
if space_pos > 1 && arr[space_pos-2] == :r && arr[space_pos-1] == :b
ret = solve(red_jump(arr, space_pos), soln + [:red_jump])
return ret if ret
end
# See if can jump blue over red
if space_pos < SIZE-2 && arr[space_pos+2] == :b && arr[space_pos+1] == :r
ret = solve(blue_jump(arr, space_pos), soln + [:blue_jump])
return ret if ret
end
nil
end
solve [:r, :r, :r, :r, :e, :b, :b, :b, :b]
#=> [:red_slide, :blue_jump, :blue_slide, :red_jump, :red_jump, :red_slide,
# :blue_jump, :blue_jump, :blue_jump, :blue_slide, :red_jump, :red_jump,
# :red_jump, :red_jump, :blue_slide, :blue_jump, :blue_jump, :blue_jump,
# :red_slide, :red_jump, :red_jump, :blue_slide, :blue_jump, :red_slide]
I was surprised that it took just a fraction of a second to compute a solution. I guess the number of combinations of moves is not as great as I had imagined.
Note that this solution is for the "N peg problem", not just the "8 peg problem". For example,
FINAL = [:b, :b, :b, :e, :r, :r, :r]
SIZE = FINAL.size
solve [:r, :r, :r, :e, :b, :b, :b]
#=> [:red_slide, :blue_jump, :blue_slide, :red_jump, :red_jump, :red_slide,
# :blue_jump, :blue_jump, :blue_jump, :red_slide, :red_jump, :red_jump,
# :blue_slide, :blue_jump, :red_slide]
Board representation is important, here.
% Form of board, b for blue, r for red, o for empty.
% [r, r, r, r, o, b, b, b, b]
% Legal jumps.
linjmp([r, o | T], [o, r | T]).
linjmp([o, b | T], [b, o | T]).
linjmp([o, r, b | T], [b, r, o | T]).
linjmp([r, b, o | T], [o, b, r | T]).
linjmp([H|T1], [H|T2]) :- linjmp(T1,T2).
% Series of legal boards.
series(From, To, [From, To]) :- linjmp(From, To).
series(From, To, [From, By | Rest])
:- linjmp(From, By),
series(By, To, [By | Rest]).
% Print a series of boards. This puts one board per line and looks a lot
% nicer than the jumble that appears when the system simply beltches out
% a list of boards. The write_ln predicate is a built-in which always
% succeeds (is always satisfied), but prints as a side-effect. Therefore
% print_series(Z) will succeed with any list, and the members of the list
% will be printed, one per line, as a side-effect of that success.
print_series_r([]) :-
write_ln('*******************************************************').
print_series_r([X|Y]) :- write_ln(X), print_series_r(Y).
print_series(Z) :-
write_ln('\n*******************************************************'),
print_series_r(Z).
% A solution.
solution(L) :- series([r, r, r, r, o, b, b, b, b],
[b, b, b, b, o, r, r, r, r], L).
% Find a print the first solution.
solve :- solution(X), print_series(X).
% Find all the solutions.
solveall :- solve, fail.
% This finds each solution with stepping.
solvestep(Z) :- Z = next, solution(X), print_series(X).

Random distribution between evenly sized buckets without repetition

Problem
I have N items of various types evenly distributed into their own buckets determined by type. I want to create a new list that:
randomly picks from each bucket
does not pick from the same bucket twice in a row
each bucket must have (if possible) an equal amount of representation in the final list
not using language specific libraries (not easily implemented in another language)
Example
I have 12 items of 4 distinct types which means I have 4 buckets:
Bucket A - [a, a, a]
Bucket B - [b, b, b]
Bucket C - [c, c, c]
Bucket D - [d, d, d]
What I want
A list of the above items in a random distribution without any characters repeating with a size between 1 and N.
12 Items: a, d, c, a, b, a, c, d, c, b, d, b
8 Items: c, a, d, a, b, d, c, b
4 Items: c, b, d, a
3 Items: b, c, a (Skipping D)
I was trying to do this with a while loop that generates random integers until the next bucket isn't equal to the previously used bucket, but that seems inefficient, and was hoping someone else might have a better algorithm to solve this problem.
You could generate a random list of the buckets, and then randomly pick from then in order, removing the bucket from the list when you pick from it. When the list is empty, regenerate a random list of buckets, repeating until you pick the desired number of items.
Can you repeat items from the buckets? So if you pick the 1st "a" from bucket A the first time around, can you pick it a 2nd time? That'll change the solution.
Edited in response to the constraint that no draw must be consecutive from each bucket. It's simple to throw away permutations that don't meet your criteria. Now that this will fail (as is) if two buckets have identical "labels".
A little hack with itertools and random.sample for a permutation:
import random
import itertools as itr
from math import ceil
def buckets_choice(N,labels):
    items = int(ceil(float(N)/len(labels)))
    b = list(itr.chain(*(labels for _ in xrange(items))))
    while True:
        p = random.sample(b,len(b))
        cond = map( (lambda x,y: x==y), p[1:], p[:1])
        if not sum(cond):  return p[:N]
L = ['a','b','c','d']
for _ in xrange(5):
    print buckets_choice(3,L), buckets_choice(8,L), buckets_choice(12,L)
A sample run gives (quote marks removed for clarity):
(a, b, d) (b, d, c, a, d, a, b, c) (b, c, d, c, d, a, d, b, a, c, b, a)
(b, a, d) (d, a, c, c, a, b, b, d) (c, b, a, b, a, c, b, d, d, a, d, c)
(b, d, a) (b, c, c, a, b, a, d, d) (a, d, a, d, c, b, d, c, a, b, c, b)
(d, c, b) (c, d, a, b, c, b, a, d) (c, b, a, a, b, c, d, c, b, a, d, d)
(b, d, a) (c, b, b, d, c, a, d, a) (c, b, d, a, d, b, b, d, c, a, a, c)

using prolog to generate sentences

Consider the following list of states:
[Sin,S2,S3,...,Sout]
and following rules:
it is possible to go back from S(n) to S(n-1) if there is such
S(n-1)
it is not possible to go back from S(out)
a sentence always begins with S(in) and ends with S(out)
I would like to have a rule that could be activated like this:
?- sentence(X, backs)
in which 'backs' means how many times a "back" is allowed.
For this list [a,b,c,d]
?- sentence(x, 2)
would generate:
[a,b,c,d] %no backs
[a,b,a,b,c,d] %one back
[a,b,c,b,c,d] %from d we cannot go back
[a,b,a,b,c,b,c,d] %two backs
[a,b,c,b,a,b,c,d] %two backs
Here's something that seems to be working:
sentence( [A|B], N, [A|X]) :- B=[_|_] -> sentence(B,[A],N,X)
; B = X.
sentence( B, _, 0, B). % no more moves back left
sentence( [B,C], _, N, [B,C]):- N>0. % no going back from end node
sentence( [B|C], A, N, [B|X]):- N>0, C=[_|_],
sentence( C, [B|A], N, X). $ fore
sentence( [B|C], [A|D], N, [B|X]):- N>0, C=[_|_], N1 is N-1,
sentence( [A,B|C], D, N1, X). $ aft
Running it gives me
23 ?- sentence([a,b,c,d],2,X).
X = [a, b, c, d] ;
X = [a, b, c, b, c, d] ;
X = [a, b, c, b, c, b, c, d] ;
X = [a, b, c, b, a, b, c, d] ;
X = [a, b, a, b, c, d] ;
X = [a, b, a, b, c, b, c, d] ;
X = [a, b, a, b, a, b, c, d] ;
No

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