I know that we can brute force it by placing an obstacle at every valid position in the path, but is there a more elegant / efficient solution?

  • bamboo@lemmy.blahaj.zone
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    5 days ago

    I haven’t attempted this approach, but this has been on my mind a lot. I think if you keep track of all turning positions in the first run, you can run through pairs of turning positions and imagine a line extending until it hits an obstacle. I think you’d need to iterate in order of turns, and extend backwards the earlier turn in a pair, and extend forwards the later turn in the pair.

    If the extended paths for two turns intercept, that is a point that an added obstacle would make a loop. I’m not 100% sure mathematically this is true, but there’s less turns than there are steps, so performing the tests on turns should be faster.

    Using the option 4 in the example, this is what the extended lines would look like as v for the backwards line and < as the forward line from the turn as noted by the +. The x is where these lines meet. If they don’t intercept, then adding an obstacle wouldn’t result in a loop forming:

    ....#.....
    .........#
    ..........
    ..#.......
    ..+....#..
    ..v.......
    .#v.......
    ..v.....#.
    #<x<<<+...
    ..v...#...
    

    I’ll try to attempt this if I have time and see how it performs, but hoping someone else can check me on this and see if this is not practical.

    EDIT: I attempted this and it works with the sample, but only finds about 25% of the obstacles for the real input. It’s pretty tedious to debug the big map unfortunately, so I’m not sure which obstacles are being missed. I do think this is the right approach though and is so fast and elegant, if only it worked…

    EDIT 2: Updated graph with better information

    • lwhjp@lemmy.sdf.org
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      5 days ago

      You gave me an idea!

      • Give each obstacle in the initial map an ID, and build three indexes by ID, by row, and by column.
      • Use the list of obstacles to build up a map from (ID, direction) to (next ID, direction) (if any) – that is, for each obstacle, update the map entry for any preceding obstacle that could reach it.
      • This map can be used to compute the path very cheaply.
      • And crucially, you can easily update the map for new obstacles using the same method above.

      I think this would give a pretty good speed up, and you might not need to worry about only checking intersections.

    • lwhjp@lemmy.sdf.org
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      5 days ago

      That’s a neat idea, but isn’t it possible that adding an obstacle could send the guard into a loop in a previously unexplored part of the map? I think you’d miss that case.

      • bamboo@lemmy.blahaj.zone
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        5 days ago

        I’m not sure I understand the concern, maybe a visualization would help describe what you’re talking about? I updated my comment to describe my process in better detail, it was confusing before. I’m only focused in checking unobstructed straight lines from places where the guard has turned, so I don’t think it could get into unexplored areas.

        • lwhjp@lemmy.sdf.org
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          5 days ago

          I’m imagining something like this:

          .#........
          ....#..#..
          .O.......#
          .........#
          ......#...
          .^......#.
          

          The original path hits the leftmost two obstructions, whereas the new path avoids these but hits all the others (and loops).

          O is not on an intersection of any two turns in the original path. It is if you check all possible turning points, although there’s potentially a lot more of them.

          • bamboo@lemmy.blahaj.zone
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            5 days ago

            Ohh that is helpful, yeah, i don’t know how I’d get these counted. This is probably the ones I’m missing. The way I’ve been thinking about it is that all a loop is is a rectangle. So basically each guard’s turn is a corner of a rectangle. By taking opposite corners (every other turn the guard makes) we can see if we can draw a full rectangle without hitting any walls. If we can, then that would make a loop.

            A few things I figured out playing with this:

            • You need to pay attention to the rotation rule of the guard. Taking any random rotation points won’t take the guards rotation into effect and will result in false positives.
            • Thinking about the rectangle visualization, since you’re only trying to test opposite corners, you only need to compare one turn and turn + 2 to see if they finish the rectangle.

            So maybe the logic would be to ignore the rotations in part one when the guard walks unobstructed, and do a pass through the whole map and mark each point of a possible rotation, and then drawing possible rectangles where 3 corners exist, to find an obstruction point. Then you can check if the obstruction point is in the set of steps the guard made in part 1 when unobstructed. Still though, I think this doesn’t take into account the guards rotation, so will probably be wrong.

            • lwhjp@lemmy.sdf.org
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              5 days ago

              Rectangles don’t account for all loops though, right? Couldn’t you have a loop with, say, 6 points in an L shape?

              • bamboo@lemmy.blahaj.zone
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                4 days ago

                Yeah you’re right. I keep focusing on the smaller example where everything is just rectangle loops, but the big map is way more complex. I do wonder though if an L shaped loop is just multiple rectangle loops combined though? Like if you can find all the rectangles, then find ones where combined they make bigger loops?

                • lwhjp@lemmy.sdf.org
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                  4 days ago

                  I mean, sure you can combine rectangles to make any path, but since there is no upper limit I don’t think that will help much. You may be on to something and I just can’t see it, though! Good luck!