sorting cards with wildcards - algorithm

i am programming a card game and i need to sort a stack of cards by their rank. so that they form a gapless sequence.
in this special game the card with value 2 could be used as a wild card, so for example the cards
2 3 5
should be sorted like this
3 2 5
because the 2 replaces the 4, otherwise it would not be a valid sequence.
however the cards
2 3 4
should stay like they are.
restriction: there an be only one '2' used as a wildcard.
2 2 3 4
would also stay like it is, because the first 2 would replace the ACE (or 1, whatever you call it).
the following would not be a valid input sequence, since one of the 2s must be use as a wildcard and one not. it is not possible to make up a gapless sequence then.
2 4 2 6
now i have a difficulty to figure out if a 2 is used as a wildcard or not. once i got that, i think i can do the rest of the sorting
thanks for any algorithmic help on this problem!

EDIT in response to your clarification to your new requirement:
You're implying that you'll never get data for which a gapless sequence cannot be formed. (If only I could have such guarantees in the real world.) So:
Do you have a 2?
No: your sequence must already be gapless.
Yes: You need to figure out where to put it.
Sort your input. Do you see a gap? Since you can only use one 2 as a wildcard, there can be at most one gap.
No: treat the 2 as a legitimate number two.
Yes: move the 2 to the gap to fill it in.
EDIT in response to your new requirement:
In this case, just look for the highest single gap, and plug it with a 2 if you have a 2 available.
Original answer:
Since your sequence must be gapless, you could count the number of 2s you have and the sizes of all the gaps that are present. Then just fill in the highest gap for which you have a sufficient number of 2s.

Related

Ranking questions on REDCap

We have a matrix of questions with 12 field label variable (resources) and options for this matrix are - Strongly disagree -to strongly agree. I want develop next question based on "Strongly agree answer' and asking participants to rank those variable/sources.
'The final set of questions relate to return to work resources the MDT team may have offered while you were still in the recovery unit. Please indicate how much you agree with the following statements.'
1 Help with CV
2 Apply funding .....
3
......
12 Adaptive equipment
For the following question - is it possible to pull out variables/ resources that participant choose as strongly agreed and ask them to rank them 1 to 5.
Thanks,
JM
If I understand correctly, you have a matrix of 12 fields with strongly agree to strongly disagree, and for each of those that are marked strongly agree, you want to have the respondent rank them from 1 through to 5.
What you can do is have another matrix field that asks respondents to select a choice between 1 and 5 for each of the 12 statements in the first matrix. Then, for each statement in the second matrix, add branching logic to only show it if the corresponding statement in the first matrix was strongly agree. Finally, set the matrix to 'Ranking'; this will only allow a single response per column (in addition to only a single response per row). This will mean a user may only have one 1, one 2, etc.,
Here's what that looks like in the designer:
However, there are problems with this. First, there is nothing to prevent someone selecting strongly agree to more than 5 choices, meaning there will be statements that cannot be ranked. Maybe this is good; maybe you only want them to be able to rank 5 and the way to handle that is to only provide 5 columns to rank. Here's a screenshot of a record with 6 statements to rank. Notice the last cannot be ranked or it will displace another statement's ranking:
The reverse is also true, if someone answers strongly agree to less than 5 statements, they will still see 5 columns to rank the less than 5 statements, so you might have 1, 2, 3, or it might be 1, 3, 4. This screenshot shows three statements being ranked, leaving two rank positions unfilled.
The problem is that the number of choices in a ranking matrix field cannot grow or shrink depending on the number of statements in it.

How many times do I have to repeat a specific shuffle of playing cards to get back to where I started?

This is my first post on Stack Overflow, so please excuse my mistakes if I'm doing something wrong.
Ok so I'm trying to find an algorithm/function/something that can calculate how many times I have to do the same type of shuffle of 52 playing cards to get back to where I started.
The specific shuffle I'm using goes like this:
-You will have two piles.
-You have the deck with the back facing up. (Lets call this pile 1)
-You will now alternate between putting a card in the back of pile 1 Example: Let's say you have 4 cards in a pile, back facing up, going from 4 closest to the ground and 1 closest to the sky (Their order is 4,3,2,1. You take card 1 and put it beneath card 4 mening card 1 is now closest to the ground and card 4 is second closest, order is now 1,4,3,2. and putting one in pile 2. -Pile 2 will "stack downwards" meaning you will always put the new card at the bottom of that pile. (Back always facing up)
-The first card will always get put at the back of pile 1.
-Repeat this process until all cards are in pile 2.
-Now take pile 2 and do the exact same thing you just did.
My question is: How many times do I have to repeat this process until I get back where I started?
Side notes:
- If this is a common way of shuffling cards and there already is a solution, please let me know.
- I'm still new to math and coding so if writing up an equation/algorithm/code for this is really easy then don't laugh at me pls ;<.
- Sorry if I'm asking this at the wrong place, I don't know how all this works.
- English isn't my main language and I'm not a native speaker either so please excuse any bad grammar and/or other grammatical errors.
I do however have a code that does all of this (Link here) but I'm unsure if it's the most effective way to do it, and it hasn't given a result yet so I don't even know if it works. If you wan't to give tips or suggestions on how to change it then please do, I would really appreciate it. It's done in scratch however because I can't write in any other languages... sorry...
Thanks in advance.
Any fixed shuffle is equivalent to a permutation; what you want to know is the order of that permutation. This can be computed by decomposing the permutation into cycles and then computing the least common multiple of the cycle lengths.
I'm not able to properly understand your algorithm, but here's an example of shuffling 8 elements and then finding the number of times that shuffle needs to be repeated to get back to an unshuffled state.
Suppose the sequence starts as 1,2,3,4,5,6,7,8 and after one shuffle, it's 3,1,4,5,2,8,7,6.
The number 1 goes to position 2, then 2 goes to position 5, then 5 goes to position 4, then 4 goes to position 3, then 3 goes to position 1. So the first cycle is (1 2 5 4 3).
The number 6 goes to position 8, then 8 goes to position 6. So the next cycle is (6 8).
The number 7 stays in position 7, so this is a trivial cycle (7).
The lengths of the cycles are 5, 2 and 1, so the least common multiple is 10. This shuffle takes 10 iterations to get back to the intitial state.
If you don't mind sitting down with pen and paper for a while, you should be able to follow this procedure for your own shuffling algorithm.

Generating Settlers of Catan Numbers?

I am trying to generate a Settlers of Catan game board and am stuck trying to create an efficient implementation of hex numbers.
The goal is to randomly generate a set of numbers from 2-12 (with only one instance of 2 and 12, and two instances of all numbers in between), ensuring that the values 6 and 8 they are not hexagonally (?) adjacent to one another. 6 & 8 are special because they are the numbers you are most likely to roll so the game does not want these next to one another as players get disproportionately higher resources of that kind. A 7 means you have to discard resources.
The expected result: http://imgur.com/Ng7Siy8
Right now I have a working brute force implementation that is very slow and I am hoping to optimize it, but I am not sure how. The implementation is in VBA, which has constrained the data structures I can use.
In pseudo code I am doing something like this:
For Each of the 19 hexes
Loop Until we have a valid number
Generate a random number between 1 and 12
Check
Have we already placed too many of that number?
Is the number equal to 6 or 8?
Is the number being placed on a hex next to another hex with 6 or 8 placed on it?
If valid
Place
If invalid
Regenerate random number
It's very manual and subject to the random generator function, which means it can be anywhere from being really short to being really really long (compounded over 19 hexes).
Note: How my numbers are being placed seems important. I start at the outside of the gameboard (see here http://imgur.com/Ng7Siy8) on the gray hex with number 6, and then move counter clockwise around the board inward. This means that my next hex is 2 light green, 4 light orange...continuing around to 9 dark green and then coming inwards to 4 light orange.
This pattern limits the number of comparisons I need to make.
There are several optimizations you can do - first of all you know exactly how many numbers are present prom each tile - you have 2,3,3,4,4,5,5,6,6,8,8,9,9,10,10,11,11,12. So start off with this set of numbers - you will eliminate the check if the number has been generated too many times. now you can do a random shuffle of this set of numbers and check if it is "valid". This will still result in too many negative checks I think but it should perform better than your current approach.
Place the 8 first, calculate which of the remaining tiles you'd be happy to place the 6 on (i.e. non-adjacent), then choose on at random for the 6. Then place the rest.

Find minimum number of moves for Tower of London task

I am looking for a solution for a task similar to the Tower of Hanoi task, however this is different from Hanoi as the disks are not constrained by size. The Tower of London task I am creating has 8 disks, instead of the traditional 3 or 5 (as shown in the Wikipedia link). I am using PEBL software that is "programmed primarily in C++ (although you do not need to know C++ to use PEBL), but also uses flex and bison (GNU versions of lex and yacc) to handle parsing."
Here is a video of what the task looks like in action: http://www.youtube.com/watch?v=IiBJ94HRpeM&noredirect=1
*Each disk is a number. e.g., blue disk=1, red disk = 2, etc.
1 \
2 ----\
3 ----/ 3 1
4 5 / 2 4 5
========= =========
The left side consists of the disks you have to move, to match the right side. There are 3 columns.
So if I am making it with 8 disks, I would create a trial to look like this:
1 \
2 ----\ 7 8
6 3 8 ----/ 3 6 1
7 4 5 / 2 4 5
========= =========
How do I figure out what is the minimum amount of moves needed for the left to look like the right? I don't need to use PEBL to code this, but I need to know since I am calculating how close to the minimum a person would get for each trial.
The principle is easy and its called breadth first search:
Each state has a certain number of successor states (defined by the moves possible).
You start out with a set of states that contains the initial state and step number 0.
If the end state is in the set of states, return the step number.
Increment the step number.
Rebuild the set of states by replacing the current states with each of their successor states.
Go to 2
So, in each step, compute the successor states of your currently available states and look if you reached the target state.
BUT, be warned, this can take a while and eat up a lot of memory!
You can optimize a bit in our case, since you can leave out the predecessor state.
Still, you will have 5 possible moves in most states. Which means you will have 5^N states to consider after N steps.
For example, your second example will need 10 moves, if I don't err. This will give you about 10 million states. Most contemporary computers will not be able to search beyond depth 15.
I think that an algorithm to find a solution would be easy and fast, but we have no proof this solution would be the shortest one.

Generating Bulls and Cows secret word with given n String inputs

I am stuck on this problem for quite a while, it is basically reverse engineering bulls and cow game.
Read more here: http://rosettacode.org/wiki/Bulls_and_cows
I am not able to develop a logic for the problem given below, if you can think of a solving approach please comment the same.
Problem Statement:
Given few clue words(of form ABCD/DBCA etc) and the number of cows and bulls for each word,program
should be able to work out the actual word by evaluating the given clue words and generate the output secret word.
TEST CASES:
Input:
4
DBCC 0 2
CDAB 2 1
CAAD 1 2
CDDA 2 0
Output:
BDAA
The idea is to reduce the space of possible solutions. Before you start, all 4^4 combinations are possible. After you read the first clue [DBCC 0 2 ], you can eliminate a number of possible solutions, in this particular example you can eliminate all states which have a D in the first place, all which have a B in the second place and so on. Just eliminate all possible solutions which do not "fit" the current clue.
Do this with each clue, until only one solution is left. Another interesting problem of course is how to generate good clue patterns.
The way I did it is:
1. Generate all possible words, put them in a list (array)
2. Randomly select one of them (first question)and ask for clues
3. Take the answer (let's say it is 2,1)
4. Start comparing that question with
first, second, ..., to the last word from the list
5. if they give the same clue: count them, plac

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