I'm trying to write a program that can generate all the possible magic squares for a fixed N Dimension. I'm going about it by filling the diagonal cells with values and then filling in the rows with values.
I seem to be stuck in an infinite cycle when fillin in the rows, but can't seem to figure out how or why. I haven't implemented the sum check, to check whether the sum of the rows or columns is correct, but that is irrelevent here.
If anyone can help me out, i'd very greatful.
code bellow
public class Magic {
public static final int DIMENSION = 3;
public static final int DIMSQ = DIMENSION * DIMENSION;
public static int[][] array = new int[DIMENSION][DIMENSION];
public static boolean[] boolArray = new boolean[DIMENSION * DIMENSION];
public static final int sum = (DIMENSION * (DIMENSION * DIMENSION + 1)) / 2;
/*
* Inicializaljuk a matrixunkat, illetve a boolean matrixunkat
* Initializes the matrix and boolArray with values.
*/
public static void init() {
for (int e[] : array) {
for (int e2 : e) {
e2 = 0;
}
}
for (boolean e : boolArray) {
e = false;
}
}
/*
* Ki irassa a matrix jelenlegi allapotat konzolra
* Prints the array out to the console.
*/
public static void print() {
for (int i[] : array) {
for (int j : i) {
System.out.print(j + ",");
}
System.out.println();
}
System.out.println();
}
/*
* feltolti a foatlot adatokkal, majd meghivja a diagonal2-t
* fills diagonal cells with values
*/
public static void diagonal1(int x) {
for (int i = 0; i < DIMSQ; i++) {
if (!boolArray[i]) {
boolArray[i] = true;
array[x][x] = i + 1;
if (x < DIMENSION - 1) {
diagonal1(x + 1);
} else
diagonal2(0);
boolArray[i] = false;
}
}
}
/*
* feltolti a mellekatlot adatokkal, majd meghivja a row(0,0,0)-t
* fills diagonal cells with values
*/
public static void diagonal2(int x) {
for (int i = 0; i < DIMSQ; i++) {
if (!boolArray[i]) {
if (array[DIMENSION - 1 - x][x] == 0) {
boolArray[i] = true;
array[DIMENSION - 1 - x][x] = i + 1;
}
if (x < DIMENSION - 1) {
diagonal2(x + 1);
} else
row(0, 0);
boolArray[i] = false;
}
}
}
/*
* feltolti a sorokat adatokkal
* fills rows with values
*/
public static void row(int x, int y) {
for (int i = 0; i < DIMSQ; i++) {
if (!boolArray[i]) {
if (array[x][y] == 0) {
boolArray[i] = true;
array[x][y] = i;
}
if (x < DIMENSION - 1) {
row(x + 1, y);
} else if(y < DIMENSION - 1) {
row(0,y+1);
} else print();
boolArray[i] = false;
}
}
}
public static void main(String[] args) {
// TODO Auto-generated method stub
init();
print();
diagonal1(0);
}
}
My suspect is the row() method (see my comments below):
public static void row(int x, int y) {
for (int i = 0; i < DIMSQ; i++) {
if (!boolArray[i]) {
if (array[x][y] == 0) {
boolArray[i] = true; // <-- this one
array[x][y] = i;
}
if (x < DIMENSION - 1) {
row(x + 1, y);
} else if(y < DIMENSION - 1) {
row(0,y+1);
} else print();
boolArray[i] = false; // <-- would be OVERWRITTEN by this one
}
}
}
I dont think it's infinite, but very long:
9-step loop in diag1,
3-deep recrusion to diag1,
then 9-step loop in diag2
3-deep recursion in diag2,
then 9-step loop in row
~6-deep recursion in row.
Even though not all loops perform complicated operations on each iteration, this can easily add up to hours if you also take into consideration that you print the state of the square at every "resolution" of the square -- printing to console takes time.
Related
public class Main1
{
public static void main(String[] args)
{
printNumbers(7, 3);
}
public static int printNumbers(int numValue, int rows) {
for (int i = 0; i < rows; i++) {
int x = (int)(Math.random() * 10);
System.out.print(x);
if (numValue == x && i < rows) {
System.out.println(" ");
} else if (i < rows) {
System.out.print(x);
}
}
return printNumbers(7, 3);
}
}
It's supposed to print random numbers until you reach the numValue, then it creates a new row, and there is a specified amount of rows. Although I put 3 rows, this code keeps running infinite rows. I must be missing something. I'm new to making methods and this is my first crack at it all by myself.
This method would recourse endlessly, as it unconditionally calls printNumbers(7,3) when it returns. From the looks of it, it doesn't seem you even need a return value there - change the return type to void, drop the return statement and you should be OK:
public static void printNumbers(int numValue, int rows){
for (int i = 0; i < rows; i++) {
int x = (int)(Math.random() * 10);
System.out.print(x);
if (numValue == x && i < rows) {
System.out.println(" ");
} else if (i < rows) {
System.out.print(x);
}
}
}
Every recursive method should have a termination condition. I updated the same program to work correctly and it terminates the program when random numbers reach to numValue
public static void main(String[] args) {
printNumbers(7, 3);
}
public static void printNumbers(int numValue, int rows) {
for (int i = 0; i < rows; i++) {
int x = (int) (Math.random() * 10);
System.out.print(x);
if (numValue == x && i < rows) {
System.out.println(" ");
return;
} else if (i < rows) {
System.out.print(x);
}
}
printNumbers(7, 3);
}
//OUTPUT : 66003311997
There is no break/terminate condition in your recursion logic, this is causing your loop to run indefinitely.
I have made a class where a 6x10 2D array is generated to act as a board.
A random starting location is then generated in the constructor.I only want adjacent moves to be possible.
For example, if the random location has been generated as (2,3) then for example the user enters (1,2) it would be a valid move, but (6,1) would be an invalid move.
Then if the user enters say (1,2), they can then go to any adjacent cell from (1,2).
I have included the class below, and the adjacent method I tried to make to test it, but I'm a bit confused on how I am approaching this.
import java.util.Arrays;
import java.util.Random;
public class Test {
public static final int ROWS = 6;
public static final int COLUMNS = 10;
public int[][] board;
public static void main(String[] args)
{
Test t = new Test();
t.getBoard();
t.makeMove(6,1); //I want this to be an invalid move.
t.getBoard();
t.makeMove(1,2); // this should be a valid move
t.getBoard();
}
public Test()
{
board = new int[ROWS][COLUMNS];
createRandomLocation();
}
public void createRandomLocation()
{
Random rand = new Random();
int x = rand.nextInt(6);
int y = rand.nextInt(10);
board[x][y] = 1;
}
public void makeMove(int x,int y){
if (Math.abs(x-cur_x)==0 || Math.abs(y-cur_y)==0) {
board[x][y] = 1;
}
public String getBoard() {
for (int i = 0; i < board.length; i++) {
for (int j = 0; j < board[i].length; j++) {
System.out.print(board[i][j] + " ");
}
System.out.println();
}
System.out.println();
return Arrays.deepToString(board);
}
}
Adjacent:
/*public boolean isMoveAllowed(int [][] array,int x, int y){
boolean adjacent = false;
int trueCount = 0;
if(array[x-1][y-1] == 0) trueCount++; //topleft
if(array[x-1][y] == 0) trueCount++; //top
if(array[x-1][y+1] == 0) trueCount++;//topright
if(array[x][y+1] == 0) trueCount++;//right
if(array[x][y-1] == 0) trueCount++;//left
if(array[x+1][y-1] == 0) trueCount++;//bottomleft
if(array[x+1][y] == 0) trueCount++;//bottom
if(array[x+1][y+1] == 0) trueCount++; //bottomright
if (trueCount == 8)
{
adjacent = true;
}
return adjacent;
}*/
Your problem description has the answer baked into it already. You want any move from (a,b) to (c,d) to be legal if the distance between a and c, and b and d, is zero or one. So if you see Math.abs(a-c)>1, that's an illegal move. So: have the current position stored in some variables, and compare them to the desired new location:
public static void main(String[] args)
{
Board b = new Board(6, 10);
try {
b.tryMove(6,1);
} catch(IllegalMoveException e) {
// do whatever you need to do to inform the user that move is illegal
}
}
With the Board class responsible for tracking coordinates:
class Board {
protected int cur_x, cur_y, rows, cols;
public Board(int rows, int cols) {
this.rows = rows;
this.cols = cols;
this.setRandomPosition();
}
public void setRandomPosition() {
cur_x = (int) Math.round(Math.random() * cols);
cur_y = (int) Math.round(Math.random() * rows);
}
public void tryMove(int x, int y) throws IllegalMoveException {
if (Math.abs(x-cur_x)>1 || Math.abs(y-cur_y)>1) {
throw new IllegalMoveException(...);
}
// bounds check omitted here, but: ensure that
// 0<=x<cols and 0<=y<rows, otherwise throw an
// IllegalMoveException as well.
cur_x = x;
cur_y = y;
}
// with getters for the current x and y, etc.
}
It would be much easier to test for a true case rather than a false case like you currently have, the isMoveAllowed method should look something like this:
public boolean isMoveAllowed(int[][] array, int x, int y) {
return ((array[x + 1][y] == 1) ||
(array[x - 1][y] == 1) ||
(array[x][y + 1] == 1) ||
(array[x][y - 1] == 1));
}
This will return true if the move is adjacent to the current player position
randomEmpty() returns a random coordinate on the n x n grid that is empty (Method works). randomAdjacent() uses randomEmpty() to select an EMPTY coordinate on the map. Comparisons are then made to see if this coordinate has an VALID adjacent coordinate that is NON-EMPTY. The PROBLEM is that randomAdjacent does not always return the coordinates of space with an adjacent NON-EMPTY space. It will always return valid coordinates but not the latter. I can't spot the problem. Can someone help me identify the problem?
public int[] randomEmpty()
{
Random r = new Random();
int[] random = new int[2];
int row = r.nextInt(array.length);
int column = r.nextInt(array.length);
while(!(isEmpty(row,column)))
{
row = r.nextInt(array.length);
column = r.nextInt(array.length);
}
random[0] = row+1;
random[1] = column+1;
return random;
}
public int[] randomAdjacent()
{
int[] adjacentToX = new int[8];
int[] adjacentToY = new int[8];
int[] adjacentFrom = randomEmpty();
int count;
boolean isTrue = false;
boolean oneAdjacentNotEmpty = false;
while(!(oneAdjacentNotEmpty))
{
count = 0;
if(validIndex(adjacentFrom,1,-1))
{
adjacentToX[count] = adjacentFrom[0]+1;
adjacentToY[count] = adjacentFrom[1]-1;
count++;
}
if(validIndex(adjacentFrom,0,-1))
{
adjacentToX[count] = adjacentFrom[0];
adjacentToY[count] = adjacentFrom[1]-1;
count++;
}
if(validIndex(adjacentFrom,-1,-1))
{
adjacentToX[count] = adjacentFrom[0]-1;
adjacentToY[count] = adjacentFrom[1]-1;
count++;
}
if(validIndex(adjacentFrom,-1,0))
{
adjacentToX[count] = adjacentFrom[0]-1;
adjacentToY[count] = adjacentFrom[1];
count++;
}
if(validIndex(adjacentFrom,-1,1))
{
adjacentToX[count] = adjacentFrom[0]-1;
adjacentToY[count] = adjacentFrom[1]+1;
count++;
}
if(validIndex(adjacentFrom,0,1))
{
adjacentToX[count] = adjacentFrom[0];
adjacentToY[count] = adjacentFrom[1]+1;
count++;
}
if(validIndex(adjacentFrom,1,1))
{
adjacentToX[count] = adjacentFrom[0]+1;
adjacentToY[count] = adjacentFrom[1]+1;
count++;
}
if(validIndex(adjacentFrom,1,0))
{
adjacentToX[count] = adjacentFrom[0]+1;
adjacentToY[count] = adjacentFrom[1];
count++;
}
for(int i = 0; i < count; i++)
{
if(!(isEmpty(adjacentToX[i],adjacentToY[i])))
{
oneAdjacentNotEmpty = true;
isTrue = true;
}
}
if(isTrue)
break;
else
adjacentFrom = randomEmpty();
}
return adjacentFrom;
}
public boolean validIndex(int[] a,int i, int j)
{
try
{
Pebble aPebble = array[a[0]+i][a[1]+j];
return true;
}
catch(ArrayIndexOutOfBoundsException e)
{
return false;
}
}
public void setCell(int xPos, int yPos, Pebble aPebble)
{
array[xPos-1][yPos-1] = aPebble;
}
public Pebble getCell(int xPos, int yPos)
{
return array[xPos-1][yPos-1];
}
JUNIT Test Performed:
#Test
public void testRandomAdjacent() {
final int size = 5;
final Board board2 = new Board(size);
board2.setCell(1, 1, Pebble.O);
board2.setCell(5, 5, Pebble.O);
int[] idx = board2.randomAdjacent();
int x = idx[0];
int y = idx[1];
boolean empty = true;
for (int i = x - 1; i <= x + 1; i++) {
for (int j = y - 1; j <= y + 1; j++) {
if ((i == x && j == y) || i < 1 || j < 1 || i > size || j > size) {
continue;
}
if (board2.getCell(i, j) != Pebble.EMPTY)
empty = false;
}
}
assertFalse(empty);// NEVER gets SET TO FALSE
assertEquals(Pebble.EMPTY, board2.getCell(x, y));
}
As for the answer: I got carried away optimizing your code for readability. I'd think it's most likely
if (board2.getCell(i, j) != Pebble.EMPTY)
empty = false;
causing the problem as getCell operates in 1-based coordinates, but i, j are in 0-based.
You should think about your logic overall. The way I see it, your code might never terminate as randomEmpty() could keep returning the same field over and over again for an undetermined period of time.
I took the liberty to recode your if-if-if cascade into utility method easier to read:
public boolean hasNonEmptyNeighbor(int[] adjacentFrom) {
for(int i = -1; i <= 1; ++i) {
for(int j = -1; j <= 1; ++j) {
if(validIndex(adjacentFrom, i, j) //Still inside the board
&& // AND
!isEmpty(adjacentFrom[0]+i //not empty
,adjacentFrom[1]+j)) {
return true;
}
}
}
return false;
}
Given my previous comment about random() being not the best of choices if you need to cover the full board, your main check (give me an empty cell with a non-empty neighbor) could be rewritten like this:
public void find() {
List<Point> foundPoints = new ArrayList<Point>();
for(int i = 0; i < Board.height; ++i) { //Assumes you have stored your height
for(int j = 0; j < Board.width; ++j) { //and your width
if(isEmpty(i, j) && hasNonEmptyNeighbor(new int[]{i,j})) {
//Found one.
foundPoints.add(new Point(i, j));
}
}
}
//If you need to return a RANDOM empty field with non-empty neighbor
//you could randomize over length of foundPoints here and select from that list.
}
I am currently doing Algorithms in collage and we are asked to make a hex game using Weighted quick union, we were given most of the code for the project by the lecturer. But im running into a problem here.`public class Hex implements BoardGame {
private int[][] board; // 2D Board. 0 - empty, 1 - Player 1, 2 - Player 2
private int n1, n2; // height and width of board
private WeightedQuickUnionUF wqu; // Union Find data structure to keep track
// of unions and calculate winner
private int currentPlayer; // Current player in the game, initialised to 1
public Hex(int n1, int n2) // create N-by-N grid, with all sites blocked
{
this.n1 = n1;
this.n2 = n2;
currentPlayer = 1;
// TODO: Create instance of board
// TODO: Create instance WeightedQuickUnionUF class
wqu = new WeightedQuickUnionUF(14);
board = new int[n1][n2];
for(int i=0; i < n1 ; i++){
for(int j = 0; j < n2; j++){
board[i][j] = 0;
}
}
}
/*
* (non-Javadoc)
*
* #see BoardGame#takeTurn(int, int)
*/
#Override
public void takeTurn(int x, int y) {
if(((x > n1) || (x < 0)) || ((y > n2) || (y < 0)))
{
StdOut.println("Wrong");
}
else{
if(board[x][y] == 0){
board[x][y] = currentPlayer;
}
else{
StdOut.println("Taken");
}
}
// TODO: check coords are valid
// TODO: check if location is free and set to player's value(1 or 2).
// TODO: calculate location and neighbours location in
// WeightedQuickUnionUF data structure
// TODO: create unions to neighbour sites in WeightedQuickUnionUF that
// also contain current players value
// TODO: if no winner get the next player
}
/*
* (non-Javadoc)
*
* #see BoardGame#getCurrentPlayer()
*/
#Override
public int getCurrentPlayer() {
return currentPlayer;
}
public void setCurrentPlayer(int currentPlayer) {
this.currentPlayer = currentPlayer;
}
/*
* (non-Javadoc)
*
* #see BoardGame#getBoard()
*/
#Override
public int[][] getBoard() {
return board;
}
private void nextPlayer() {
if (currentPlayer == 1)
currentPlayer = 2;
else
currentPlayer = 1;
}
/*
* (non-Javadoc)
*
* #see BoardGame#isWinner()
*/
#Override
public boolean isWinner() {
// TODO:check if there is a connection between either side of the board.
// You can do this by using the 'virtual site' approach in the
// percolation test.
return false;
}
/**
* THIS IS OPTIONAL:
* Modify the main method if you wish to suit your implementation.
* This is just an example of a test implementation.
* For example you may want to display the board after each turn.
* #param args
*
*/
public static void main(String[] args) {
BoardGame hexGame = new Hex(4, 4);
while (!hexGame.isWinner()) {
System.out.println("It's player " + hexGame.getCurrentPlayer()
+ "'s turn");
System.out.println("Enter x and y location:");
int x = StdIn.readInt();
int y = StdIn.readInt();
hexGame.takeTurn(x, y);
}
System.out.println("It's over. Player " + hexGame.getCurrentPlayer()
+ " wins!");
}
}
`
I have already checked if the coordinates are valid and if the place on the board is free. But I can seem to get my head around finding the location and neighbours locations using WeightedQuickUnionUF. Any help would be great as I have tried everything I know so far. Here is the WeightedQuickUnionUF class.
public class WeightedQuickUnionUF {
private int[] id;
private int[] sz;
private int count;
public WeightedQuickUnionUF(int N){
count = N;
id = new int[N];
sz = new int[N];
for(int i = 0 ; i < N; i++){
id[i] = i;
sz[i] = i;
}
}
public int count(){
return count;
}
public int find(int p){
while(p != id[p])
p = id[p];
return p;
}
public boolean connected(int p, int q ){
return find(p) == find(q);
}
public void union(int p, int q){
int i = find(p);
int j = find(q);
if(i == j) return;
if(sz[i] < sz[j]){id[i] = j; sz[j] += sz[i];}
else {id[j] = i; sz[i] += sz[j];}
count--;
}
public static void main(String[] args) {
int N = StdIn.readInt();
WeightedQuickUnionUF uf = new WeightedQuickUnionUF(N);
while(!StdIn.isEmpty()){
int p = StdIn.readInt();
int q = StdIn.readInt();
if(uf.connected(p,q)) continue;
uf.union(p, q);
StdOut.println(p + " " + q);
}
StdOut.println(uf.count() + "components");
}
}
You have a bug in the initialization code for sz[]
It should be:
for(int i = 0 ; i < N; i++){
id[i] = i;
sz[i] = 1; // changed to 1 so it indicates the number of nodes for this 'root'
}
I'm trying to solve the problem of positioning N queens on NxN board without row, column and diagonal conflicts. I use an algorithm with minimizing the conflicts. Firstly, on each column randomly a queen is positioned. After that, of all conflict queens randomly one is chosen and for her column are calculated the conflicts of each possible position. Then, the queen moves to the best position with min number of conflicts. It works, but it runs extremely slow. My goal is to make it run fast for 10000 queens. Would you, please, suggest me some improvements or maybe notice some mistakes in my logic?
Here is my code:
public class Queen {
int column;
int row;
int d1;
int d2;
public Queen(int column, int row, int d1, int d2) {
super();
this.column = column;
this.row = row;
this.d1 = d1;
this.d2 = d2;
}
#Override
public String toString() {
return "Queen [column=" + column + ", row=" + row + ", d1=" + d1
+ ", d2=" + d2 + "]";
}
#Override
public boolean equals(Object obj) {
return ((Queen)obj).column == this.column && ((Queen)obj).row == this.row;
}
}
And:
import java.util.HashSet;
import java.util.Random;
public class SolveQueens {
public static boolean printBoard = false;
public static int N = 100;
public static int maxSteps = 2000000;
public static int[] queens = new int[N];
public static Random random = new Random();
public static HashSet<Queen> q = new HashSet<Queen>();
public static HashSet rowConfl[] = new HashSet[N];
public static HashSet d1Confl[] = new HashSet[2*N - 1];
public static HashSet d2Confl[] = new HashSet[2*N - 1];
public static void init () {
int r;
rowConfl = new HashSet[N];
d1Confl = new HashSet[2*N - 1];
d2Confl = new HashSet[2*N - 1];
for (int i = 0; i < N; i++) {
r = random.nextInt(N);
queens[i] = r;
Queen k = new Queen(i, r, i + r, N - 1 + i - r);
q.add(k);
if (rowConfl[k.row] == null) {
rowConfl[k.row] = new HashSet<Queen>();
}
if (d1Confl[k.d1] == null) {
d1Confl[k.d1] = new HashSet<Queen>();
}
if (d2Confl[k.d2] == null) {
d2Confl[k.d2] = new HashSet<Queen>();
}
((HashSet<Queen>)rowConfl[k.row]).add(k);
((HashSet<Queen>)d1Confl[k.d1]).add(k);
((HashSet<Queen>)d2Confl[k.d2]).add(k);
}
}
public static void print () {
for (int i = 0; i < N; i++) {
for (int j = 0; j < N; j++) {
System.out.print(queens[i] == j ? "♕ " : "◻◻◻ ");
}
System.out.println();
}
System.out.println();
}
public static boolean checkItLinear() {
Queen r = choseConflictQueen();
if (r == null) {
return true;
}
Queen newQ = findNewBestPosition(r);
q.remove(r);
q.add(newQ);
rowConfl[r.row].remove(r);
d1Confl[r.d1].remove(r);
d2Confl[r.d2].remove(r);
if (rowConfl[newQ.row] == null) {
rowConfl[newQ.row] = new HashSet<Queen>();
}
if (d1Confl[newQ.d1] == null) {
d1Confl[newQ.d1] = new HashSet<Queen>();
}
if (d2Confl[newQ.d2] == null) {
d2Confl[newQ.d2] = new HashSet<Queen>();
}
((HashSet<Queen>)rowConfl[newQ.row]).add(newQ);
((HashSet<Queen>)d1Confl[newQ.d1]).add(newQ);
((HashSet<Queen>)d2Confl[newQ.d2]).add(newQ);
queens[r.column] = newQ.row;
return false;
}
public static Queen choseConflictQueen () {
HashSet<Queen> conflictSet = new HashSet<Queen>();
boolean hasConflicts = false;
for (int i = 0; i < 2*N - 1; i++) {
if (i < N && rowConfl[i] != null) {
hasConflicts = hasConflicts || rowConfl[i].size() > 1;
conflictSet.addAll(rowConfl[i]);
}
if (d1Confl[i] != null) {
hasConflicts = hasConflicts || d1Confl[i].size() > 1;
conflictSet.addAll(d1Confl[i]);
}
if (d2Confl[i] != null) {
hasConflicts = hasConflicts || d2Confl[i].size() > 1;
conflictSet.addAll(d2Confl[i]);
}
}
if (hasConflicts) {
int c = random.nextInt(conflictSet.size());
return (Queen) conflictSet.toArray()[c];
}
return null;
}
public static Queen findNewBestPosition(Queen old) {
int[] row = new int[N];
int min = Integer.MAX_VALUE;
int minInd = old.row;
for (int i = 0; i < N; i++) {
if (rowConfl[i] != null) {
row[i] = rowConfl[i].size();
}
if (d1Confl[old.column + i] != null) {
row[i] += d1Confl[old.column + i].size();
}
if (d2Confl[N - 1 + old.column - i] != null) {
row[i] += d2Confl[N - 1 + old.column - i].size();
}
if (i == old.row) {
row[i] = row[i] - 3;
}
if (row[i] <= min && i != minInd) {
min = row[i];
minInd = i;
}
}
return new Queen(old.column, minInd, old.column + minInd, N - 1 + old.column - minInd);
}
public static void main(String[] args) {
long startTime = System.currentTimeMillis();
init();
int steps = 0;
while(!checkItLinear()) {
if (++steps > maxSteps) {
init();
steps = 0;
}
}
long endTime = System.currentTimeMillis();
System.out.println("Done for " + (endTime - startTime) + "ms\n");
if(printBoard){
print();
}
}
}
Edit:
Here is my a-little-bit-optimized solution with removing some unused objects and putting the queens on diagonal positions when initializing.
import java.util.Random;
import java.util.Vector;
public class SolveQueens {
public static boolean PRINT_BOARD = true;
public static int N = 10;
public static int MAX_STEPS = 5000;
public static int[] queens = new int[N];
public static Random random = new Random();
public static int[] rowConfl = new int[N];
public static int[] d1Confl = new int[2*N - 1];
public static int[] d2Confl = new int[2*N - 1];
public static Vector<Integer> conflicts = new Vector<Integer>();
public static void init () {
random = new Random();
for (int i = 0; i < N; i++) {
queens[i] = i;
}
}
public static int getD1Pos (int col, int row) {
return col + row;
}
public static int getD2Pos (int col, int row) {
return N - 1 + col - row;
}
public static void print () {
for (int i = 0; i < N; i++) {
for (int j = 0; j < N; j++) {
System.out.print(queens[i] == j ? "Q " : "* ");
}
System.out.println();
}
System.out.println();
}
public static boolean hasConflicts() {
generateConflicts();
if (conflicts.isEmpty()) {
return false;
}
int r = random.nextInt(conflicts.size());
int conflQueenCol = conflicts.get(r);
int currentRow = queens[conflQueenCol];
int bestRow = currentRow;
int minConfl = getConflicts(conflQueenCol, queens[conflQueenCol]) - 3;
int tempConflCount;
for (int i = 0; i < N ; i++) {
tempConflCount = getConflicts(conflQueenCol, i);
if (i != currentRow && tempConflCount <= minConfl) {
minConfl = tempConflCount;
bestRow = i;
}
}
queens[conflQueenCol] = bestRow;
return true;
}
public static void generateConflicts () {
conflicts = new Vector<Integer>();
rowConfl = new int[N];
d1Confl = new int[2*N - 1];
d2Confl = new int[2*N - 1];
for (int i = 0; i < N; i++) {
int r = queens[i];
rowConfl[r]++;
d1Confl[getD1Pos(i, r)]++;
d2Confl[getD2Pos(i, r)]++;
}
for (int i = 0; i < N; i++) {
int conflictsCount = getConflicts(i, queens[i]) - 3;
if (conflictsCount > 0) {
conflicts.add(i);
}
}
}
public static int getConflicts(int col, int row) {
return rowConfl[row] + d1Confl[getD1Pos(col, row)] + d2Confl[getD2Pos(col, row)];
}
public static void main(String[] args) {
long startTime = System.currentTimeMillis();
init();
int steps = 0;
while(hasConflicts()) {
if (++steps > MAX_STEPS) {
init();
steps = 0;
}
}
long endTime = System.currentTimeMillis();
System.out.println("Done for " + (endTime - startTime) + "ms\n");
if(PRINT_BOARD){
print();
}
}
}
Comments would have been helpful :)
Rather than recreating your conflict set and your "worst conflict" queen everything, could you create it once, and then just update the changed rows/columns?
EDIT 0:
I tried playing around with your code a bit. Since the code is randomized, it's hard to find out if a change is good or not, since you might start with a good initial state or a crappy one. I tried making 10 runs with 10 queens, and got wildly different answers, but results are below.
I psuedo-profiled to see which statements were being executed the most, and it turns out the inner loop statements in chooseConflictQueen are executed the most. I tried inserting a break to pull the first conflict queen if found, but it didn't seem to help much.
Grouping only runs that took more than a second:
I realize I only have 10 runs, which is not really enough to be statistically valid, but hey.
So adding breaks didn't seem to help. I think a constructive solution will likely be faster, but randomness will again make it harder to check.
Your approach is good : Local search algorithm with minimum-conflicts constraint. I would suggest try improving your initial state. Instead of randomly placing all queens, 1 per column, try to place them so that you minimize the number of conflicts. An example would be to try placing you next queen based on the position of the previous one ... or maybe position of previous two ... Then you local search will have less problematic columns to deal with.
If you randomly select, you could be selecting the same state as a previous state. Theoretically, you might never find a solution even if there is one.
I think you woud be better to iterate normally through the states.
Also, are you sure boards other than 8x8 are solvable?
By inspection, 2x2 is not, 3x3 is not, 4x4 is not.