How to determine the minimum number to totally break a connected rings? - python

It's a question on checkio - Break Rings, but I only can use a bad way with O(n*2^n) complexity by testing all possible break ways and find the minimum one.
The problem:
A blacksmith gave his apprentice a task, ordering them to make a selection of rings. The apprentice is not yet skilled in the craft and as a result of this, some (to be honest, most) of rings came out connected together. Now he’s asking for your help separating the rings and deciding how to break enough rings to free so as to get the maximum number of rings possible.
All of the rings are numbered and you are told which of the rings are connected. This information is given as a sequence of sets. Each set describes the connected rings. For example: {1, 2} means that the 1st and 2nd rings are connected. You should count how many rings we need to break to get the maximum of separate rings. Each of the rings are numbered in a range from 1 to N, where N is total quantity of rings.
https://static.checkio.org/media/task/media/0d98b24304034e2e9017ba00fc51f6e3/example-rings.svg
example-rings
(sorry I don't know how to change the svg in mac to a photo.)
In the above image you can see the connections: ({1,2},{2,3},{3,4},{4,5},{4,6},{6,5}). The optimal solution here would be to break 3 rings, making 3 full and separate rings. So the result is 3.
Input: Information about the connected rings as a tuple of sets with integers.
Output: The number of rings to break as an integer.
It works only when the test case is small so it is not practical(I guess it even can't pass the test)
from functools import reduce
import copy
def break_rings(rings):
max_ring = max(reduce(set.union,rings))
rings = list(rings)
possible_set = [list(bin(i)[2:].rjust(max_ring,'0')) for i in range(2**max_ring)]
possible_set = [list(map(int,j)) for j in possible_set]
min_result = max_ring
for test_case in possible_set:
tmp = copy.copy(rings)
tmp2 = copy.copy(rings)
for index, value in enumerate(test_case):
if value:
for set_connect in tmp:
if index+1 in set_connect and set_connect in tmp2:
tmp2.remove(set_connect)
if not tmp2:
min_result = min(sum(test_case),min_result)
return min_result
So, I think it must thinking about the algorithm about the graph, but i just don't know what kind of problem I am facing.
Can you help me improve the algorithm?
Thank you for looking this problem!

You can think of this as a type of graph problem called vertex cover.
Draw a graph with a vertex for each ring, and an edge for each connection, i.e. each pair of joined rings.
Your task is to disconnect the rings with minimum breakages. A connection is broken if the ring at either edge is broken. In other words, you need to choose a set of rings (vertices) such that every connection (edge) is incident to one to the chosen rings.
This is exactly the vertex cover problem.
Unfortunately, vertex cover is NP-complete so there is not any non-exponential algorithm currently known.
I would recommend improving the speed of your algorithm by rejecting bad cases earlier. For example, use a backtracking algorithm that decides for each ring whether to break it or not. If you chose to not break it, you can immediately conclude a lot of other rings must be broken.

Related

Vectorize Conway's Game of Life in pure numpy?

I'm wondering if there is a way to implement Conway's game of life without resorting to for loops, if statements and other control structures typical of programming.
It should be pretty easy to vectorize for loops, but how would you convert the checks on the neighborhood to a matrix operation?
The base logic is something like this:
def neighbors(cell, distance=1):
"""Return the neighbors of cell."""
x, y = cell
r = xrange(0 - distance, 1 + distance)
return ((x + i, y + j) # new cell offset from center
for i in r for j in r # iterate over range in 2d
if not i == j == 0) # exclude the center cell
I hope this is not considered as off-topic by the mods, I'm genuinely curios and I am just starting out with CAs.
Cheers
The answer to your question is "yes, it is possible" (particularly the board updates from board n to board n+1).
I describe the process in detail here. The main technique to generate the neighborhood around a central cell involves using "strides" (the way that numpy and other array computation systems know how to walk across rows and columns of elements when they are really stored in memory in flat 1D thing) in a custom fashion to generate neighborhoods around cells. I describe that process here.
One last comment: since Game of Life iterates from state n to state n+1, while you could literally remove all imperative looping, it doesn't really make sense to take out that top-level control loop. So, has a loop: for round in range(num_rounds): board.update() where board.update doesn't use loops (except to do some side calculations ... again, you could remove those but it would make the program longer and less elegant).
To give you a concrete example (and be more compatible with StackOverflow's answer requirements), here's some select cutting and pasting from my posts to generate the central neighborhoods from a simple 4x4 board [apologies, this is python 2 code, you'll have to modify the prints a bit]:
board = np.arange(16).reshape((4,4))
print board
print board.shape
We want to pick out the four "complete" neighborhoods centered around 5, 6, 7, and 8. Let’s look at the neighborhood for 5. What is the shape of the result? 3×3. What are the strides? Well, to walk across a row is still just walking one element at a time and to get to the next row is still 4 elements at a time. These are the same as the strides in the original. The difference is we don’t take "everything", we just take a selection. Let’s see if that actually works:
from numpy.lib.stride_tricks import as_strided
neighbors = as_strided(board, shape=(3,3), strides=board.strides)
print neighbors
Ok, nice. Now, if we want all four neighborhoods, what is the output shape? We have several 3×3 results. How many? In this case, we have 2×2 of them (for each of the "center" cells). This gives a shape of (2,2,3,3) – the neighborhoods are the inner dimensions and the organization of the neighborhoods is the outer dimensions.
So, our strides (in terms of elements) end up being (4,0) within one neighborhood and (4,0) for progressing neighborhood to neighborhood. The total stride (element wise) is: (4,0,4,0). But, the component strides (our outer two dimensions) are the same as the strides of the board. This means that our neighborhood strides are board.strides + board.strides.
print board.strides + board.strides
neighborhoods = as_strided(board,
shape=(2,2,3,3),
strides=board.strides+board.strides)
print neighborhoods[0,0]
print neighborhoods[-1, -1]

Number of shortest paths

Here is the problem:
Given the input n = 4 x = 5, we must imagine a chessboard that is 4 squares across (x-axis) and 5 squares tall (y-axis). (This input changes, all the up to n = 200 x = 200)
Then, we are asked to determine the minimum shortest path from the bottom left square on the board to the top right square on the board for the Knight (the Knight can move 2 spaces on one axis, then 1 space on the other axis).
My current ideas:
Use a 2d array to store all the possible moves, perform breadth-first
search(BFS) on the 2d array to find the shortest path.
Floyd-Warshall shortest path algorithm.
Create an adjacency list and perform BFS on that (but I think this would be inefficient).
To be honest though I don't really have a solid grasp on the logic.
Can anyone help me with psuedocode, python code, or even just a logical walk-through of the problem?
BFS is efficient enough for this problem as it's complexity is O(n*x) since you explore each cell only one time. For keeping the number of shortest paths, you just have to keep an auxiliary array to save them.
You can also use A* to solve this faster but it's not necessary in this case because it is a programming contest problem.
dist = {}
ways = {}
def bfs():
start = 1,1
goal = 6,6
queue = [start]
dist[start] = 0
ways[start] = 1
while len(queue):
cur = queue[0]
queue.pop(0)
if cur == goal:
print "reached goal in %d moves and %d ways"%(dist[cur],ways[cur])
return
for move in [ (1,2),(2,1),(-1,-2),(-2,-1),(1,-2),(-1,2),(-2,1),(2,-1) ]:
next_pos = cur[0]+move[0], cur[1]+move[1]
if next_pos[0] > goal[0] or next_pos[1] > goal[1] or next_pos[0] < 1 or next_pos[1] < 1:
continue
if next_pos in dist and dist[next_pos] == dist[cur]+1:
ways[next_pos] += ways[cur]
if next_pos not in dist:
dist[next_pos] = dist[cur]+1
ways[next_pos] = ways[cur]
queue.append(next_pos)
bfs()
Output
reached goal in 4 moves and 4 ways
Note that the number of ways to reach the goal can get exponentially big
I suggest:
Use BFS backwards from the target location to calculate (in just O(nx) total time) the minimum distance to the target (x, n) in knight's moves from each other square. For each starting square (i, j), store this distance in d[i][j].
Calculate c[i][j], the number of minimum-length paths starting at (i, j) and ending at the target (x, n), recursively as follows:
c[x][n] = 1
c[i][j] = the sum of c[p][q] over all (p, q) such that both
(p, q) is a knight's-move-neighbour of (i, j), and
d[p][q] = d[i][j]-1.
Use memoisation in step 2 to keep the recursion from taking exponential time. Alternatively, you can compute c[][] bottom-up with a slightly modified second BFS (also backwards) as follows:
c = x by n array with each entry initially 0;
seen = x by n array with each entry initially 0;
s = createQueue();
push(s, (x, n));
while (notEmpty(s)) {
(i, j) = pop(s);
for (each location (p, q) that is a knight's-move-neighbour of (i, j) {
if (d[p][q] == d[i][j] + 1) {
c[p][q] = c[p][q] + c[i][j];
if (seen[p][q] == 0) {
push(s, (p, q));
seen[p][q] = 1;
}
}
}
}
The idea here is to always compute c[][] values for all positions having some given distance from the target before computing any c[][] value for a position having a larger distance, as the latter depend on the former.
The length of a shortest path will be d[1][1], and the number of such shortest paths will be c[1][1]. Total computation time is O(nx), which is clearly best-possible in an asymptotic sense.
My approach to this question would be backtracking as the number of squares in the x-axis and y-axis are different.
Note: Backtracking algorithms can be slow for certain cases and fast for the other
Create a 2-d Array for the chess-board. You know the staring index and the final index. To reach to the final index u need to keep close to the diagonal that's joining the two indexes.
From the starting index see all the indexes that the knight can travel to, choose the index which is closest to the diagonal indexes and keep on traversing, if there is no way to travel any further backtrack one step and move to the next location available from there.
PS : This is a bit similar to a well known problem Knight's Tour, in which choosing any starting point you have to find that path in which the knight whould cover all squares. I have codes this as a java gui application, I can send you the link if you want any help
Hope this helps!!
Try something. Draw boards of the following sizes: 1x1, 2x2, 3x3, 4x4, and a few odd ones like 2x4 and 3x4. Starting with the smallest board and working to the largest, start at the bottom left corner and write a 0, then find all moves from zero and write a 1, find all moves from 1 and write a 2, etc. Do this until there are no more possible moves.
After doing this for all 6 boards, you should have noticed a pattern: Some squares couldn't be moved to until you got a larger board, but once a square was "discovered" (ie could be reached), the number of minimum moves to that square was constant for all boards not smaller than the board on which it was first discovered. (Smaller means less than n OR less than x, not less than (n * x) )
This tells something powerful, anecdotally. All squares have a number associated with them that must be discovered. This number is a property of the square, NOT the board, and is NOT dependent on size/shape of the board. It is always true. However, if the square cannot be reached, then obviously the number is not applicable.
So you need to find the number of every square on a 200x200 board, and you need a way to see if a board is a subset of another board to determine if a square is reachable.
Remember, in these programming challenges, some questions that are really hard can be solved in O(1) time by using lookup tables. I'm not saying this one can, but keep that trick in mind. For this one, pre-calculating the 200x200 board numbers and saving them in an array could save a lot of time, whether it is done only once on first run or run before submission and then the results are hard coded in.
If the problem needs move sequences rather than number of moves, the idea is the same: save move sequences with the numbers.

Getting Keys Within Range/Finding Nearest Neighbor From Dictionary Keys Stored As Tuples

I have a dictionary which has coordinates as keys. They are by default in 3 dimensions, like dictionary[(x,y,z)]=values, but may be in any dimension, so the code can't be hard coded for 3.
I need to find if there are other values within a certain radius of a new coordinate, and I ideally need to do it without having to import any plugins such as numpy.
My initial thought was to split the input into a cube and check no points match, but obviously that is limited to integer coordinates, and would grow exponentially slower (radius of 5 would require 729x the processing), and with my initial code taking at least a minute for relatively small values, I can't really afford this.
I heard finding the nearest neighbor may be the best way, and ideally, cutting down the keys used to a range of +- a certain amount would be good, but I don't know how you'd do that when there's more the one point being used.Here's how I'd do it with my current knowledge:
dimensions = 3
minimumDistance = 0.9
#example dictionary + input
dictionary[(0,0,0)]=[]
dictionary[(0,0,1)]=[]
keyToAdd = [0,1,1]
closestMatch = 2**1000
tooClose = False
for keys in dictionary:
#calculate distance to new point
originalCoordinates = str(split( dictionary[keys], "," ) ).replace("(","").replace(")","")
for i in range(dimensions):
distanceToPoint = #do pythagors with originalCoordinates and keyToAdd
#if you want the overall closest match
if distanceToPoint < closestMatch:
closestMatch = distanceToPoint
#if you want to just check it's not within that radius
if distanceToPoint < minimumDistance:
tooClose = True
break
However, performing calculations this way may still run very slow (it must do this to millions of values). I've searched the problem, but most people seem to have simpler sets of data to do this to. If anyone can offer any tips I'd be grateful.
You say you need to determine IF there are any keys within a given radius of a particular point. Thus, you only need to scan the keys, computing the distance of each to the point until you find one within the specified radius. (And if you do comparisons to the square of the radius, you can avoid the square roots needed for the actual distance.)
One optimization would be to sort the keys based on their "Manhattan distance" from the point (that is, add the component offsets), since the Euclidean distance will never be less than this. This would avoid some of the more expensive calculations (though I don't think you need and trigonometry).
If, as you suggest later in the question, you need to handle multiple points, you can obviously process each individually, or you could find the center of those points and sort based on that.

How to approach a number guessing game (with a twist) algorithm?

Update(July 2020): Question is 9 years old but still one that I'm deeply interested in. In the time since, machine learning(RNN's, CNN's, GANS,etc), new approaches and cheap GPU's have risen that enable new approaches. I thought it would be fun to revisit this question to see if there are new approaches.
I am learning programming (Python and algorithms) and was trying to work on a project that I find interesting. I have created a few basic Python scripts, but I’m not sure how to approach a solution to a game I am trying to build.
Here’s how the game will work:
Users will be given items with a value. For example,
Apple = 1
Pears = 2
Oranges = 3
They will then get a chance to choose any combo of them they like (i.e. 100 apples, 20 pears, and one orange). The only output the computer gets is the total value (in this example, it's currently $143). The computer will try to guess what they have. Which obviously it won’t be able to get correctly the first turn.
Value quantity(day1) value(day1)
Apple 1 100 100
Pears 2 20 40
Orange 3 1 3
Total 121 143
The next turn the user can modify their numbers but no more than 5% of the total quantity (or some other percent we may chose. I’ll use 5% for example.). The prices of fruit can change(at random) so the total value may change based on that also (for simplicity I am not changing fruit prices in this example). Using the above example, on day 2 of the game, the user returns a value of $152 and $164 on day 3. Here's an example:
Quantity (day2) %change (day2) Value (day2) Quantity (day3) %change (day3) Value(day3)
104 104 106 106
21 42 23 46
2 6 4 12
127 4.96% 152 133 4.72% 164
*(I hope the tables show up right, I had to manually space them so hopefully it's not just doing it on my screen, if it doesn't work let me know and I'll try to upload a screenshot.)
I am trying to see if I can figure out what the quantities are over time (assuming the user will have the patience to keep entering numbers). I know right now my only restriction is the total value cannot be more than 5% so I cannot be within 5% accuracy right now so the user will be entering it forever.
What I have done so far
Here’s my solution so far (not much). Basically, I take all the values and figure out all the possible combinations of them (I am done this part). Then I take all the possible combos and put them in a database as a dictionary (so for example for $143, there could be a dictionary entry {apple:143, Pears:0, Oranges :0}..all the way to {apple:0, Pears:1, Oranges :47}. I do this each time I get a new number so I have a list of all possibilities.
Here’s where I’m stuck. In using the rules above, how can I figure out the best possible solution? I think I’ll need a fitness function that automatically compares the two days data and removes any possibilities that have more than 5% variance of the previous days data.
Questions:
So my question with user changing the total and me having a list of all the probabilities, how should I approach this? What do I need to learn? Is there any algorithms out there or theories that I can use that are applicable? Or, to help me understand my mistake, can you suggest what rules I can add to make this goal feasible (if it's not in its current state. I was thinking adding more fruits and saying they must pick at least 3, etc..)? Also, I only have a vague understanding of genetic algorithms, but I thought I could use them here, if is there something I can use?
I'm very very eager to learn so any advice or tips would be greatly appreciated (just please don't tell me this game is impossible).
UPDATE: Getting feedback that this is hard to solve. So I thought I'd add another condition to the game that won't interfere with what the player is doing (game stays the same for them) but everyday the value of the fruits change price (randomly). Would that make it easier to solve? Because within a 5% movement and certain fruit value changes, only a few combinations are probable over time.
Day 1, anything is possible and getting a close enough range is almost impossible, but as the prices of fruits change and the user can only choose a 5% change, then shouldn't (over time) the range be narrow and narrow. In the above example, if prices are volatile enough I think I could brute force a solution that gave me a range to guess in, but I'm trying to figure out if there's a more elegant solution or other solutions to keep narrowing this range over time.
UPDATE2: After reading and asking around, I believe this is a hidden Markov/Viterbi problem that tracks the changes in fruit prices as well as total sum (weighting the last data point the heaviest). I'm not sure how to apply the relationship though. I think this is the case and could be wrong but at the least I'm starting to suspect this is a some type of machine learning problem.
Update 3: I am created a test case (with smaller numbers) and a generator to help automate the user generated data and I am trying to create a graph from it to see what's more likely.
Here's the code, along with the total values and comments on what the users actually fruit quantities are.
#!/usr/bin/env python
import itertools
# Fruit price data
fruitPriceDay1 = {'Apple':1, 'Pears':2, 'Oranges':3}
fruitPriceDay2 = {'Apple':2, 'Pears':3, 'Oranges':4}
fruitPriceDay3 = {'Apple':2, 'Pears':4, 'Oranges':5}
# Generate possibilities for testing (warning...will not scale with large numbers)
def possibilityGenerator(target_sum, apple, pears, oranges):
allDayPossible = {}
counter = 1
apple_range = range(0, target_sum + 1, apple)
pears_range = range(0, target_sum + 1, pears)
oranges_range = range(0, target_sum + 1, oranges)
for i, j, k in itertools.product(apple_range, pears_range, oranges_range):
if i + j + k == target_sum:
currentPossible = {}
#print counter
#print 'Apple', ':', i/apple, ',', 'Pears', ':', j/pears, ',', 'Oranges', ':', k/oranges
currentPossible['apple'] = i/apple
currentPossible['pears'] = j/pears
currentPossible['oranges'] = k/oranges
#print currentPossible
allDayPossible[counter] = currentPossible
counter = counter +1
return allDayPossible
# Total sum being returned by user for value of fruits
totalSumDay1=26 # Computer does not know this but users quantities are apple: 20, pears 3, oranges 0 at the current prices of the day
totalSumDay2=51 # Computer does not know this but users quantities are apple: 21, pears 3, oranges 0 at the current prices of the day
totalSumDay3=61 # Computer does not know this but users quantities are apple: 20, pears 4, oranges 1 at the current prices of the day
graph = {}
graph['day1'] = possibilityGenerator(totalSumDay1, fruitPriceDay1['Apple'], fruitPriceDay1['Pears'], fruitPriceDay1['Oranges'] )
graph['day2'] = possibilityGenerator(totalSumDay2, fruitPriceDay2['Apple'], fruitPriceDay2['Pears'], fruitPriceDay2['Oranges'] )
graph['day3'] = possibilityGenerator(totalSumDay3, fruitPriceDay3['Apple'], fruitPriceDay3['Pears'], fruitPriceDay3['Oranges'] )
# Sample of dict = 1 : {'oranges': 0, 'apple': 0, 'pears': 0}..70 : {'oranges': 8, 'apple': 26, 'pears': 13}
print graph
We'll combine graph-theory and probability:
On the 1st day, build a set of all feasible solutions. Lets denote the solutions set as A1={a1(1), a1(2),...,a1(n)}.
On the second day you can again build the solutions set A2.
Now, for each element in A2, you'll need to check if it can be reached from each element of A1 (given x% tolerance). If so - connect A2(n) to A1(m). If it can't be reached from any node in A1(m) - you can delete this node.
Basically we are building a connected directed acyclic graph.
All paths in the graph are equally likely. You can find an exact solution only when there is a single edge from Am to Am+1 (from a node in Am to a node in Am+1).
Sure, some nodes appear in more paths than other nodes. The probability for each node can be directly deduced based on the number of paths that contains this node.
By assigning a weight to each node, which equals to the number of paths that leads to this node, there is no need to keep all history, but only the previous day.
Also, have a look at non-negative-values linear diphantine equations - A question I asked a while ago. The accepted answer is a great way to enumarte all combos in each step.
Disclaimer: I changed my answer dramatically after temporarily deleting my answer and re-reading the question carefully as I misread some critical parts of the question. While still referencing similar topics and algorithms, the answer was greatly improved after I attempted to solve some of the problem in C# myself.
Hollywood version
The problem is a Dynamic constraint satisfaction problem (DCSP), a variation on Constraint satisfaction problems (CSP.)
Use Monte Carlo to find potential solutions for a given day if values and quantity ranges are not tiny. Otherwise, use brute force to find every potential solutions.
Use Constraint Recording (related to DCSP), applied in cascade to previous days to restrict the potential solution set.
Cross your fingers, aim and shoot (Guess), based on probability.
(Optional) Bruce Willis wins.
Original version
First, I would like to state what I see two main problems here:
The sheer number of possible solutions. Knowing only the number of items and the total value, lets say 3 and 143 for example, will yield a lot of possible solutions. Plus, it is not easy to have an algorithm picking valid solution without inevitably trying invalid solutions (total not equal to 143.)
When possible solutions are found for a given day Di, one must find a way to eliminate potential solutions with the added information given by { Di+1 .. Di+n }.
Let's lay down some bases for the upcoming examples:
Lets keep the same item values, the whole game. It can either be random or chosen by the user.
The possible item values is bound to the very limited range of [1-10], where no two items can have the same value.
No item can have a quantity greater than 100. That means: [0-100].
In order to solve this more easily I took the liberty to change one constraint, which makes the algorithm converge faster:
The "total quantity" rule is overridden by this rule: You can add or remove any number of items within the [1-10] range, total, in one day. However, you cannot add or remove the same number of items, total, more than twice. This also gives the game a maximum lifecycle of 20 days.
This rule enables us to rule out solutions more easily. And, with non-tiny ranges, renders Backtracking algorithms still useless, just like your original problem and rules.
In my humble opinion, this rule is not the essence of the game but only a facilitator, enabling the computer to solve the problem.
Problem 1: Finding potential solutions
For starters, problem 1. can be solved using a Monte Carlo algorithm to find a set of potential solutions. The technique is simple: Generate random numbers for item values and quantities (within their respective accepted range). Repeat the process for the required number of items. Verify whether or not the solution is acceptable. That means verifying if items have distinct values and the total is equal to our target total (say, 143.)
While this technique has the advantage of being easy to implement it has some drawbacks:
The user's solution is not guaranteed to appear in our results.
There is a lot of "misses". For instance, it takes more or less 3,000,000 tries to find 1,000 potential solutions given our constraints.
It takes a lot of time: around 4 to 5 seconds on my lazy laptop.
How to get around these drawback? Well...
Limit the range to smaller values and
Find an adequate number of potential solutions so there is a good chance the user's solution appears in your solution set.
Use heuristics to find solutions more easily (more on that later.)
Note that the more you restrict the ranges, the less useful while be the Monte Carlo algorithm is, since there will be few enough valid solutions to iterate on them all in reasonable time. For constraints { 3, [1-10], [0-100] } there is around 741,000,000 valid solutions (not constrained to a target total value.) Monte Carlo is usable there. For { 3, [1-5], [0-10] }, there is only around 80,000. No need to use Monte Carlo; brute force for loops will do just fine.
I believe the problem 1 is what you would call a Constraint satisfaction problem (or CSP.)
Problem 2: Restrict the set of potential solutions
Given the fact that problem 1 is a CSP, I would go ahead and call problem 2, and the problem in general, a Dynamic CSP (or DCSP.)
[DCSPs] are useful when the original formulation of a
problem is altered in some way, typically because the set of
constraints to consider evolves because of the environment. DCSPs
are viewed as a sequence of static CSPs, each one a transformation of
the previous one in which variables and constraints can be added
(restriction) or removed (relaxation).
One technique used with CSPs that might be useful to this problem is called Constraint Recording:
With each change in the environment (user entered values for Di+1), find information about the new constraint: What are the possibly "used" quantities for the add-remove constraint.
Apply the constraint to every preceding day in cascade. Rippling effects might significantly reduce possible solutions.
For this to work, you need to get a new set of possible solutions every day; Use either brute force or Monte Carlo. Then, compare solutions of Di to Di-1 and keep only solutions that can succeed to previous days' solutions without violating constraints.
You will probably have to keep an history of what solutions lead to what other solutions (probably in a directed graph.) Constraint recording enables you to remember possible add-remove quantities and rejects solutions based on that.
There is a lot of other steps that could be taken to further improve your solution. Here are some ideas:
Record constraints for item-value combinations found in previous days solutions. Reject other solutions immediately (as item values must not change.) You could even find a smaller solution sets for each existing solution using solution-specific constraints to reject invalid solutions earlier.
Generate some "mutant", full-history, solutions each day in order to "repair" the case where the D1 solution set doesn't contain the user's solution. You could use a genetic algorithm to find a mutant population based on an existing solution set.)
Use heuristics in order find solutions easily (e.g. when a valid solution is found, try and find variations of this solution by substituting quantities around.)
Use behavioral heuristics in order to predict some user actions (e.g. same quantity for every item, extreme patterns, etc.)
Keep making some computations while the user is entering new quantities.
Given all of this, try and figure out a ranking system based on occurrence of solutions and heuristics to determine a candidate solution.
This problem is impossible to solve.
Let's say that you know exactly for what ratio number of items was increased, not just what is the maximum ratio for this.
A user has N fruits and you have D days of guessing.
In each day you get N new variables and then you have in total D*N variables.
For each day you can generate only two equations. One equation is the sum of n_item*price and other is based on a known ratio. In total you have at most 2*D equations if they are all independent.
2*D < N*D for all N > 2
I wrote a program to play the game. Of course, I had to automate the human side, but I believe I did it all in such a way that I shouldn't invalidate my approach when played against a real human.
I approached this from a machine learning perspective and treated the problem as a hidden markov model where the total price was the observation. My solution is to use a particle filter. This solution is written in Python 2.7 using NumPy and SciPy.
I stated any assumptions I made either explicitly in the comments or implicitly in the code. I also set some additional constraints for the sake of getting code to run in an automated fashion. It's not particularly optimized as I tried to err on the side comprehensibility rather than speed.
Each iteration outputs the current true quantities and the guess. I just pipe the output to a file so I can review it easily. An interesting extension would be to plot the output on a graph either 2D (for 2 fruits) or 3D (for 3 fruits). Then you would be able to see the particle filter hone in on the solution.
Update:
Edited the code to include updated parameters after tweaking. Included plotting calls using matplotlib (via pylab). Plotting works on Linux-Gnome, your mileage may vary. Defaulted NUM_FRUITS to 2 for plotting support. Just comment out all the pylab calls to remove plotting and be able to change NUM_FRUITS to anything.
Does a good job estimating the current fxn represented by UnknownQuantities X Prices = TotalPrice. In 2D (2 Fruits) this is a line, in 3D (3 Fruits) it'd be a plane. Seems to be too little data for the particle filter to reliably hone in on the correct quantities. Need a little more smarts on top of the particle filter to really bring together the historical information. You could try converting the particle filter to 2nd- or 3rd-order.
Update 2:
I've been playing around with my code, a lot. I tried a bunch of things and now present the final program that I'll be making (starting to burn out on this idea).
Changes:
The particles now use floating points rather than integers. Not sure if this had any meaningful effect, but it is a more general solution. Rounding to integers is done only when making a guess.
Plotting shows true quantities as green square and current guess as red square. Currently believed particles shown as blue dots (sized by how much we believe them). This makes it really easy to see how well the algorithm is working. (Plotting also tested and working on Win 7 64-bit).
Added parameters for turning off/on quantity changing and price changing. Of course, both 'off' is not interesting.
It does a pretty dang good job, but, as has been noted, it's a really tough problem, so getting the exact answer is hard. Turning off CHANGE_QUANTITIES produces the simplest case. You can get an appreciation for the difficulty of the problem by running with 2 fruits with CHANGE_QUANTITIES off. See how quickly it hones in on the correct answer then see how harder it is as you increase the number of fruit.
You can also get a perspective on the difficulty by keeping CHANGE_QUANTITIES on, but adjusting the MAX_QUANTITY_CHANGE from very small values (.001) to "large" values (.05).
One situation where it struggles is if on dimension (one fruit quantity) gets close to zero. Because it's using an average of particles to guess it will always skew away from a hard boundary like zero.
In general this makes a great particle filter tutorial.
from __future__ import division
import random
import numpy
import scipy.stats
import pylab
# Assume Guesser knows prices and total
# Guesser must determine the quantities
# All of pylab is just for graphing, comment out if undesired
# Graphing only graphs first 2 FRUITS (first 2 dimensions)
NUM_FRUITS = 3
MAX_QUANTITY_CHANGE = .01 # Maximum percentage change that total quantity of fruit can change per iteration
MAX_QUANTITY = 100 # Bound for the sake of instantiating variables
MIN_QUANTITY_TOTAL = 10 # Prevent degenerate conditions where quantities all hit 0
MAX_FRUIT_PRICE = 1000 # Bound for the sake of instantiating variables
NUM_PARTICLES = 5000
NEW_PARTICLES = 500 # Num new particles to introduce each iteration after guessing
NUM_ITERATIONS = 20 # Max iterations to run
CHANGE_QUANTITIES = True
CHANGE_PRICES = True
'''
Change individual fruit quantities for a random amount of time
Never exceed changing fruit quantity by more than MAX_QUANTITY_CHANGE
'''
def updateQuantities(quantities):
old_total = max(sum(quantities), MIN_QUANTITY_TOTAL)
new_total = old_total
max_change = int(old_total * MAX_QUANTITY_CHANGE)
while random.random() > .005: # Stop Randomly
change_index = random.randint(0, len(quantities)-1)
change_val = random.randint(-1*max_change,max_change)
if quantities[change_index] + change_val >= 0: # Prevent negative quantities
quantities[change_index] += change_val
new_total += change_val
if abs((new_total / old_total) - 1) > MAX_QUANTITY_CHANGE:
quantities[change_index] -= change_val # Reverse the change
def totalPrice(prices, quantities):
return sum(prices*quantities)
def sampleParticleSet(particles, fruit_prices, current_total, num_to_sample):
# Assign weight to each particle using observation (observation is current_total)
# Weight is the probability of that particle (guess) given the current observation
# Determined by looking up the distance from the hyperplane (line, plane, hyperplane) in a
# probability density fxn for a normal distribution centered at 0
variance = 2
distances_to_current_hyperplane = [abs(numpy.dot(particle, fruit_prices)-current_total)/numpy.linalg.norm(fruit_prices) for particle in particles]
weights = numpy.array([scipy.stats.norm.pdf(distances_to_current_hyperplane[p], 0, variance) for p in range(0,NUM_PARTICLES)])
weight_sum = sum(weights) # No need to normalize, as relative weights are fine, so just sample un-normalized
# Create new particle set weighted by weights
belief_particles = []
belief_weights = []
for p in range(0, num_to_sample):
sample = random.uniform(0, weight_sum)
# sum across weights until we exceed our sample, the weight we just summed is the index of the particle we'll use
p_sum = 0
p_i = -1
while p_sum < sample:
p_i += 1
p_sum += weights[p_i]
belief_particles.append(particles[p_i])
belief_weights.append(weights[p_i])
return belief_particles, numpy.array(belief_weights)
'''
Generates new particles around the equation of the current prices and total (better particle generation than uniformly random)
'''
def generateNewParticles(current_total, fruit_prices, num_to_generate):
new_particles = []
max_values = [int(current_total/fruit_prices[n]) for n in range(0,NUM_FRUITS)]
for p in range(0, num_to_generate):
new_particle = numpy.array([random.uniform(1,max_values[n]) for n in range(0,NUM_FRUITS)])
new_particle[-1] = (current_total - sum([new_particle[i]*fruit_prices[i] for i in range(0, NUM_FRUITS-1)])) / fruit_prices[-1]
new_particles.append(new_particle)
return new_particles
# Initialize our data structures:
# Represents users first round of quantity selection
fruit_prices = numpy.array([random.randint(1,MAX_FRUIT_PRICE) for n in range(0,NUM_FRUITS)])
fruit_quantities = numpy.array([random.randint(1,MAX_QUANTITY) for n in range(0,NUM_FRUITS)])
current_total = totalPrice(fruit_prices, fruit_quantities)
success = False
particles = generateNewParticles(current_total, fruit_prices, NUM_PARTICLES) #[numpy.array([random.randint(1,MAX_QUANTITY) for n in range(0,NUM_FRUITS)]) for p in range(0,NUM_PARTICLES)]
guess = numpy.average(particles, axis=0)
guess = numpy.array([int(round(guess[n])) for n in range(0,NUM_FRUITS)])
print "Truth:", str(fruit_quantities)
print "Guess:", str(guess)
pylab.ion()
pylab.draw()
pylab.scatter([p[0] for p in particles], [p[1] for p in particles])
pylab.scatter([fruit_quantities[0]], [fruit_quantities[1]], s=150, c='g', marker='s')
pylab.scatter([guess[0]], [guess[1]], s=150, c='r', marker='s')
pylab.xlim(0, MAX_QUANTITY)
pylab.ylim(0, MAX_QUANTITY)
pylab.draw()
if not (guess == fruit_quantities).all():
for i in range(0,NUM_ITERATIONS):
print "------------------------", i
if CHANGE_PRICES:
fruit_prices = numpy.array([random.randint(1,MAX_FRUIT_PRICE) for n in range(0,NUM_FRUITS)])
if CHANGE_QUANTITIES:
updateQuantities(fruit_quantities)
map(updateQuantities, particles) # Particle Filter Prediction
print "Truth:", str(fruit_quantities)
current_total = totalPrice(fruit_prices, fruit_quantities)
# Guesser's Turn - Particle Filter:
# Prediction done above if CHANGE_QUANTITIES is True
# Update
belief_particles, belief_weights = sampleParticleSet(particles, fruit_prices, current_total, NUM_PARTICLES-NEW_PARTICLES)
new_particles = generateNewParticles(current_total, fruit_prices, NEW_PARTICLES)
# Make a guess:
guess = numpy.average(belief_particles, axis=0, weights=belief_weights) # Could optimize here by removing outliers or try using median
guess = numpy.array([int(round(guess[n])) for n in range(0,NUM_FRUITS)]) # convert to integers
print "Guess:", str(guess)
pylab.cla()
#pylab.scatter([p[0] for p in new_particles], [p[1] for p in new_particles], c='y') # Plot new particles
pylab.scatter([p[0] for p in belief_particles], [p[1] for p in belief_particles], s=belief_weights*50) # Plot current particles
pylab.scatter([fruit_quantities[0]], [fruit_quantities[1]], s=150, c='g', marker='s') # Plot truth
pylab.scatter([guess[0]], [guess[1]], s=150, c='r', marker='s') # Plot current guess
pylab.xlim(0, MAX_QUANTITY)
pylab.ylim(0, MAX_QUANTITY)
pylab.draw()
if (guess == fruit_quantities).all():
success = True
break
# Attach new particles to existing particles for next run:
belief_particles.extend(new_particles)
particles = belief_particles
else:
success = True
if success:
print "Correct Quantities guessed"
else:
print "Unable to get correct answer within", NUM_ITERATIONS, "iterations"
pylab.ioff()
pylab.show()
For your initial rules:
From my school years, I would say that if we make an abstraction of the 5% changes, we have everyday an equation with three unknown values (sorry I don't know the maths vocabulary in English), which are the same values as previous day.
At day 3, you have three equations, three unknown values, and the solution should be direct.
I guess the 5% change each day may be forgotten if the values of the three elements are different enough, because, as you said, we will use approximations and round the numbers.
For your adapted rules:
Too many unknowns - and changing - values in this case, so there is no direct solution I know of. I would trust Lior on this; his approach looks fine! (If you have a limited range for prices and quantities.)
I realized that my answer was getting quite lengthy, so I moved the code to the top (which is probably what most people are interested in). Below it there are two things:
an explanation why (deep) neural networks are not a good approach to this problem, and
an explanation why we can't uniquely determine the human's choices with the given information.
For those of you interested in either topic, please see below. For the rest of you, here is the code.
Code that finds all possible solutions
As I explain further down in the answer, your problem is under-determined. In the average case, there are many possible solutions, and this number grows at least exponentially as the number of days increases. This is true for both, the original and the extended problem. Nevertheless, we can (sort of) efficiently find all solutions (it's NP hard, so don't expect too much).
Backtracking (from the 1960s, so not exactly modern) is the algorithm of choice here. In python, we can write it as a recursive generator, which is actually quite elegant:
def backtrack(pos, daily_total, daily_item_value, allowed_change, iterator_bounds, history=None):
if pos == len(daily_total):
yield np.array(history)
return
it = [range(start, stop, step) for start, stop, step in iterator_bounds[pos][:-1]]
for partial_basket in product(*it):
if history is None:
history = [partial_basket]
else:
history.append(partial_basket)
# ensure we only check items that match the total basket value
# for that day
partial_value = np.sum(np.array(partial_basket) * daily_item_value[pos, :-1])
if (daily_total[pos] - partial_value) % daily_item_value[pos, -1] != 0:
history.pop()
continue
last_item = (daily_total[pos] - partial_value) // daily_item_value[pos, -1]
if last_item < 0:
history.pop()
continue
basket = np.array([*partial_basket] + [int(last_item)])
basket_value = np.sum(basket * daily_item_value[pos])
history[-1] = basket
if len(history) > 1:
# ensure that today's basket stays within yesterday's range
previous_basket = history[-2]
previous_basket_count = np.sum(previous_basket)
current_basket_count = np.sum(basket)
if (np.abs(current_basket_count - previous_basket_count) > allowed_change * previous_basket_count):
history.pop()
continue
yield from backtrack(pos + 1, daily_total, daily_item_value, allowed_change, iterator_bounds, history)
history.pop()
This approach essentially structures all possible candidates into a large tree and then performs depth first search with pruning whenever a constraint is violated. Whenever a leaf node is encountered, we yield the result.
Tree search (in general) can be parallelized, but that is out of scope here. It will make the solution less readable without much additional insight. The same goes for reducing constant overhead of the code, e.g., working the constraints if ...: continue into the iterator_bounds variable and do less checks.
I put the full code example (including a simulator for the human side of the game) at the bottom of this answer.
Modern Machine Learning for this problem
Question is 9 years old but still one that I'm deeply interested in. In the time since, machine learning(RNN's, CNN's, GANS,etc), new approaches and cheap GPU's have risen that enable new approaches. I thought it would be fun to revisit this question to see if there are new approaches.
I really like your enthusiasm for the world of deep neural networks; unfortunately they simply do not apply here for a few reasons:
(Exactness) If you need an exact solution, like for your game, NNs can't provide that.
(Integer Constraint) The currently dominant NN training methods are gradient descent based, so the problem has to be differentiable or you need to be able to reformulate it in such a way that it becomes differentiable; constraining yourself to integers kills GD methods in the cradle. You could try evolutionary algorithms to search for a parameterization. This does exist, but those methods are currently a lot less established.
(Non-Convexity) In the typical formulation, training a NN is a local method, which means you will find exactly 1 (locally optimal) solution if your algorithm is converging. In the average case, your game has many possible solutions for both the original and extended version. This not only means that - on average - you can't figure out the human's choice (basket), but also that you have no control over which of the many solutions the NN will find. Current NN success stories suffer the same fate, but they tend to don't really care, because they only want some solution instead of a specific one. Some okay-ish solution beats the hell out of no solution at all.
(Expert Domain Knowledge) For this game, you have a lot of domain knowledge that can be exploited to improve the optimization/learning. Taking full advantage of arbitrary domain knowledge in NNs is not trivial and for this game building a custom ML model (not a neural network) would be easier and more efficient.
Why the game can not be uniquely solved - Part 1
Let's consider a substitute problem first and lift the integer requirement, i.e., the basket (human choice of N fruits for a given day) can have fractional fruits (0.3 oranges).
The total value constraint np.dot(basket, daily_price) == total_value limits the possible solutions for the basket; it reduces the problem by one dimension. Freely pick amounts for N-1 fruits, and you can always find a value for the N-th fruit to satisfy the constraint. So while it seems that there are N choices to make for a day, there are actually only N-1 that we can make freely, and the last one will be fully determined by our previous choices. So for each day the game goes on, we need to estimate an additional N-1 choices/variables.
We might want to enforce that all the choices are greater than 0, but that only reduces the interval from which we can choose a number; any open interval of real numbers has infinitely many numbers in it, so we will never run out of options because of this. Still N-1 choices to make.
Between two days, the total basket volume np.sum(basket) only changes by at most some_percent of the previous day, i.e. np.abs(np.sum(previous_basket) - np.sum(basket)) <= some_percent * np.sum(previous_basket). Some of the choices we could make at a given day will change the basket by more than some_percent of the previous day. To make sure we never violate this, we can freely make N-2 choices and then have to pick the N-1-th variable so that adding it and adding the N-the variable (which is fixed from our previous choices) stays within some_percent. (Note: This is an inequality constraint, so it will only reduce the number of choices if we have equality, i.e., the basket changes by exactly some_percent. In optimization theory this is known as the constraint being active.)
We can again think about the constraint that all choices should be greater 0, but the argument remains that this simply changes the interval from which we can now freely choose N-2 variables.
So after D days we are left with N-1 choices to estimate from the first day (no change constraint) and (D-1)*(N-2) choices to estimate for each following day. Unfortunately, we ran out of constraints to further reduce this number and the number of unknowns grows by at least N-2 each day. This is essentially what what Luka Rahne meant with "2*D < N*D for all N > 2". We will likely find many candidates which are all equally probable.
The exact food prices each day don't matter for this. As long as they are of some value, they will constrain one of the choices. Hence, if you extend your game in the way you specify, there is always a chance for infinitely many solutions; regardless of the number of days.
Why the game can still not be uniquely solved - Part 2
There is one constraint we didn't look at which might help fix this: only allow integer solutions for choices. The problem with integer constraints is that they are very complex to deal with. However, our main concern here is if adding this constraint will allow us to uniquely solve the problem given enough days. For this, there is a rather intuitive counter-example. Suppose you have 3 consecutive days, and for the 1st and 3d day, the total value constraint only allows one basket. In other words, we know the basket for day 1 and day 3, but not for day 2. Here, we only know it's total value, that it is within some_percent of day 1 and that day 3 is within some_percent of day 2. Is this enough information to always work out what is in the basket on day 2?
some_percent = 0.05
Day 1: basket: [3 2] prices: [10 7] total_value: 44
Day 2: basket: [x y] prices: [5 5] total_value: 25
Day 3: basket: [2 3] prices: [9 5] total_value: 33
Possible Solutions Day 2: [2 3], [3 2]
Above is one example, where we know the values for two days thanks to the total value constraint, but that still won't allow us to work out the exact composition of the basket at day 2. Thus, while it may be possible to work it out in some cases, it is not possible in general. Adding more days after day 3 doesn't help figuring out day 2 at all. It might help in narrowing the options for day 3 (which will then narrow the options for day 2), but we already have just 1 choice left for day 3, so it's no use.
Full Code
import numpy as np
from itertools import product
import tqdm
def sample_uniform(n, r):
# check out: http://compneuro.uwaterloo.ca/files/publications/voelker.2017.pdf
sample = np.random.rand(n + 2)
sample_norm = np.linalg.norm(sample)
unit_sample = (sample / sample_norm)
change = np.floor(r * unit_sample[:-2]).astype(np.int)
return change
def human(num_fruits, allowed_change=0.05, current_distribution=None):
allowed_change = 0.05
if current_distribution is None:
current_distribution = np.random.randint(1, 50, size=num_fruits)
yield current_distribution.copy()
# rejection sample a suitable change
while True:
current_total = np.sum(current_distribution)
maximum_change = np.floor(allowed_change * current_total)
change = sample_uniform(num_fruits, maximum_change)
while np.sum(change) > maximum_change:
change = sample_uniform(num_fruits, maximum_change)
current_distribution += change
yield current_distribution.copy()
def prices(num_fruits, alter_prices=False):
current_prices = np.random.randint(1, 10, size=num_fruits)
while True:
yield current_prices.copy()
if alter_prices:
current_prices = np.random.randint(1, 10, size=num_fruits)
def play_game(num_days, num_fruits=3, alter_prices=False):
human_choice = human(num_fruits)
price_development = prices(num_fruits, alter_prices=alter_prices)
history = {
"basket": list(),
"prices": list(),
"total": list()
}
for day in range(num_days):
choice = next(human_choice)
price = next(price_development)
total_price = np.sum(choice * price)
history["basket"].append(choice)
history["prices"].append(price)
history["total"].append(total_price)
return history
def backtrack(pos, daily_total, daily_item_value, allowed_change, iterator_bounds, history=None):
if pos == len(daily_total):
yield np.array(history)
return
it = [range(start, stop, step) for start, stop, step in iterator_bounds[pos][:-1]]
for partial_basket in product(*it):
if history is None:
history = [partial_basket]
else:
history.append(partial_basket)
# ensure we only check items that match the total basket value
# for that day
partial_value = np.sum(np.array(partial_basket) * daily_item_value[pos, :-1])
if (daily_total[pos] - partial_value) % daily_item_value[pos, -1] != 0:
history.pop()
continue
last_item = (daily_total[pos] - partial_value) // daily_item_value[pos, -1]
if last_item < 0:
history.pop()
continue
basket = np.array([*partial_basket] + [int(last_item)])
basket_value = np.sum(basket * daily_item_value[pos])
history[-1] = basket
if len(history) > 1:
# ensure that today's basket stays within relative tolerance
previous_basket = history[-2]
previous_basket_count = np.sum(previous_basket)
current_basket_count = np.sum(basket)
if (np.abs(current_basket_count - previous_basket_count) > allowed_change * previous_basket_count):
history.pop()
continue
yield from backtrack(pos + 1, daily_total, daily_item_value, allowed_change, iterator_bounds, history)
history.pop()
if __name__ == "__main__":
np.random.seed(1337)
num_fruits = 3
allowed_change = 0.05
alter_prices = False
history = play_game(15, num_fruits=num_fruits, alter_prices=alter_prices)
total_price = np.stack(history["total"]).astype(np.int)
daily_price = np.stack(history["prices"]).astype(np.int)
basket = np.stack(history["basket"]).astype(np.int)
maximum_fruits = np.floor(total_price[:, np.newaxis] / daily_price).astype(np.int)
iterator_bounds = [[[0, maximum_fruits[pos, fruit], 1] for fruit in range(num_fruits)] for pos in range(len(basket))]
# iterator_bounds = np.array(iterator_bounds)
# import pdb; pdb.set_trace()
pbar = tqdm.tqdm(backtrack(0, total_price,
daily_price, allowed_change, iterator_bounds), desc="Found Solutions")
for solution in pbar:
# test price guess
calculated_price = np.sum(np.stack(solution) * daily_price, axis=1)
assert np.all(calculated_price == total_price)
# test basket change constraint
change = np.sum(np.diff(solution, axis=0), axis=1)
max_change = np.sum(solution[:-1, ...], axis=1) * allowed_change
assert np.all(change <= max_change)
# indicate that we found the original solution
if not np.any(solution - basket):
pbar.set_description("Found Solutions (includes original)")
When the player selects a combination which will reduce the number of possibilities to 1, computer will win. Otherwise, the player can pick a combination with the constraint of the total varying within a certain percentage, that computer may never win.
import itertools
import numpy as np
def gen_possible_combination(total, prices):
"""
Generates all possible combinations of numbers of items for
given prices constraint by total
"""
nitems = [range(total//p + 1) for p in prices]
prices_arr = np.array(prices)
combo = [x for x in itertools.product(
*nitems) if np.dot(np.array(x), prices_arr) == total]
return combo
def reduce(combo1, combo2, pct):
"""
Filters impossible transitions which are greater than pct
"""
combo = {}
for x in combo1:
for y in combo2:
if abs(sum(x) - sum(y))/sum(x) <= pct:
combo[y] = 1
return list(combo.keys())
def gen_items(n, total):
"""
Generates a list of items
"""
nums = [0] * n
t = 0
i = 0
while t < total:
if i < n - 1:
n1 = np.random.randint(0, total-t)
nums[i] = n1
t += n1
i += 1
else:
nums[i] = total - t
t = total
return nums
def main():
pct = 0.05
i = 0
done = False
n = 3
total_items = 26 # np.random.randint(26)
combo = None
while not done:
prices = [np.random.randint(1, 10) for _ in range(n)]
items = gen_items(n, total_items)
total = np.dot(np.array(prices), np.array(items))
combo1 = gen_possible_combination(total, prices)
if combo:
combo = reduce(combo, combo1, pct)
else:
combo = combo1
i += 1
print(i, 'Items:', items, 'Prices:', prices, 'Total:',
total, 'No. Possibilities:', len(combo))
if len(combo) == 1:
print('Solution', combo)
break
if np.random.random() < 0.5:
total_items = int(total_items * (1 + np.random.random()*pct))
else:
total_items = int(
np.ceil(total_items * (1 - np.random.random()*pct)))
if __name__ == "__main__":
main()

Generating all unique combinations for "drive ya nuts" puzzle

A while back I wrote a simple python program to brute-force the single solution for the drive ya nuts puzzle.
(source: tabbykat.com)
The puzzle consists of 7 hexagons with the numbers 1-6 on them, and all pieces must be aligned so that each number is adjacent to the same number on the next piece.
The puzzle has ~1.4G non-unique possibilities: you have 7! options to sort the pieces by order (for example, center=0, top=1, continuing in clockwise order...). After you sorted the pieces, you can rotate each piece in 6 ways (each piece is a hexagon), so you get 6**7 possible rotations for a given permutation of the 7 pieces. Totalling: 7!*(6**7)=~1.4G possibilities. The following python code generates these possible solutions:
def rotations(p):
for i in range(len(p)):
yield p[i:] + p[:i]
def permutations(l):
if len(l)<=1:
yield l
else:
for perm in permutations(l[1:]):
for i in range(len(perm)+1):
yield perm[:i] + l[0:1] + perm[i:]
def constructs(l):
for p in permutations(l):
for c in product(*(rotations(x) for x in p)):
yield c
However, note that the puzzle has only ~0.2G unique possible solutions, as you must divide the total number of possibilities by 6 since each possible solution is equivalent to 5 other solutions (simply rotate the entire puzzle by 1/6 a turn).
Is there a better way to generate only the unique possibilities for this puzzle?
To get only unique valid solutions, you can fix the orientation of the piece in the center. For example, you can assume that that the "1" on the piece in the center is always pointing "up".
If you're not already doing so, you can make your program much more efficient by checking for a valid solution after placing each piece. Once you've placed two pieces in an invalid way, you don't need to enumerate all of the other invalid combinations.
If there were no piece in the centre, this would be easy. Simply consider only the situations where piece 0 is at the top.
But we can extend that idea to the actual situation. You can consider only the situations where piece i is in the centre, and piece (i+1) % 7 is at the top.
I think the search space is quite small, though the programming might be awkward.
We have seven choices for the centre piece. Then we have 6 choices for the
piece above that but its orientation is fixed, as its bottom edge must match the top edge of the centre piece, and similarly whenever we choose a piece to go in a slot, the orientation is fixed.
There are fewer choices for the remaining pieces. Suppose for
example we had chosen the centre piece and top piece as in the picture; then the
top right piece must have (clockwise) consecutive edges (5,3) to match the pieces in
place, and only three of the pieces have such a pair of edges (and in fact we've already
chosen one of them as the centre piece).
One could first off build a table with a list
of pieces for each edge pair, and then for each of the 42 choices of centre and top
proceed clockwise, choosing only among the pieces that have the required pair of edges (to match the centre piece and the previously placed piece) and backtracking if there are no such pieces.
I reckon the most common pair of edges is (1,6) which occurs on 4 pieces, two other edge pairs ((6,5) and (5,3)) occur on 3 pieces, there are 9 edge pairs that occur on two pieces, 14
that occur on 1 piece and 4 that don't occur at all.
So a very pessimistic estimate of the number of choices we must make is
7*6*4*3*3*2 or 3024.

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