The Problem:
I've implemented Knuth's DLX "dancing links" algorithm for Pentominoes in two completely different ways and am still getting incorrect solutions. The trivial Wikipedia example works OK (https://en.wikipedia.org/wiki/Knuth%27s_Algorithm_X#Example), but more complex examples fail.
Debugging the full Pentominoes game requires a table with almost 2,000 entries, so I came up with a greatly reduced puzzle (pictured below) that is still complex enough to show the errant behavior.
Below is my trivial 3x5 Pentominoes example, using only 3 pieces to place. I can work through the algorithm with pen and paper, and sure enough my code is doing exactly what I told it to, but on the very first step, it nukes all of my rows! When I look at the connectedness, the columns certainly do seem to be OK. So clearly I'm misunderstanding something.
The Data Model:
This is the trivial solution I'm trying to get DLX to solve:
Below is the "moves" table, which encodes all the valid moves that the 3 pieces can make. (I filter out moves where a piece would create a hole size not divisible by 5)
- The left column is the encoded move, for example the first row is piece "L", placed at 0,0, then rotated ONE 90-degree turn counter-clockwise.
- vertical bar (|) delimiter
- First 3 columns are the selector bit for which piece I'm referring to. Since "l" is the first piece (of only 3), it has a 1 in the leftmost column.
- The next 15 columns are 1 bit for every spot on a 3x5 pentominoes board.
l_0,0_rr10|100111100001000000
l_0,1_rr10|100011110000100000
l_1,1_rr10|100000000111100001
l_0,0_rr01|100111101000000000
l_0,1_rr01|100011110100000000
l_1,0_rr01|100000001111010000
l_0,0_rr30|100100001111000000
l_1,0_rr30|100000001000011110
l_1,1_rr30|100000000100001111
l_0,1_rr01|100000010111100000
l_1,0_rr01|100000000001011110
l_1,1_rr01|100000000000101111
t_0,1_rr00|010011100010000100
t_0,0_rr10|010100001110010000
t_0,1_rr20|010001000010001110
t_0,2_rr30|010000010011100001
y_1,0_rr00|001000000100011110
y_1,1_rr00|001000000010001111
y_1,0_rr01|001000000100011110
y_1,1_rr01|001000000010001111
y_0,0_rr20|001111100010000000
y_0,1_rr20|001011110001000000
y_0,0_rr01|001111100100000000
y_0,1_rr01|001011110010000000
An Example Failure:
The First Move kills all the rows of my array (disregarding the numeric header row and column)
Following the wikipedia article cited earlier, I do:
- Look for minimum number of bits set in a column
- 4 is the min count, and column 2 is the leftmost column with that bit set
- I choose the first row intersecting with column 2, which is row 13.
- Column 4 and row 13 will be added to the columns and rows to be "covered" (aka deleted)
- Now I look at row 13 and find all intersecting columns: 2, 5, 6, 7, 11 & 16
- Now I look at all the rows that intersect with any 1 in any of those columns - THIS seem to be the problematic step - that criteria selects ALL 24 data rows to remove.
- Since the board is empty, the system thinks it has found a valid solution.
Here's a picture of my pen-and-paper version of the algorithm:
Given the requests for code, I'm now attaching it. The comments at the top explain where to look.
Here's the code:
https://gist.github.com/ttennebkram/8bd27adece6fb3a5cd1bdb4ab9b51166
Second Test
There's a second 3x5 puzzle I thought of, but it hits the same problem the first example has. For the record, the second 3x5 is:
# Tiny Set 2: 3x5
# u u v v v
# u p p p v
# u u p p v
Your exact cover implementation seems OK for the reduced instance, but the plotter was broken. I fixed it by changing
to
in
plotMoveToBoard_np
, since there are only three pieces in the reduced instance.EDIT: there's also a problem with how you generate move names. There are distinct moves with the same name. There are also duplicate moves (which don't affect correctness but do affect performance). I changed
and 3x20 starts working as it should. (That's not a great way to generate the names, because in theory the hashes could collide, but it's one line.)