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20-078 シンプルキューブ(平面)

問題

小田原充宏さんのシンプルキューブの平面問題を解きます。









7つのピースは下記となります。
各ピースは回転や裏返しても使えます。


Q1 解数は1。


Q2 解数は1。


Q3 解数は1。


ソース

using System;
using System.Collections.Generic;
using System.Linq;

class Program
{
    //ピースごとの配置候補
    static Dictionary<char, List<bool[,]>> HaitiKouhoListDict =
        new Dictionary<char, List<bool[,]>>();

    static char[] PieceNameArr = { 't', 'n', 'l', 'a' };

    static int mQuestionNo = 1;
    static char[,] mQuestionArr; //問題の初期盤面

    static int UB_X;
    static int UB_Y;

    struct JyoutaiDef
    {
        internal char[,] BanArr;
        internal int CurrX;
        internal int CurrY;
        internal Dictionary<char, int> UsePieceDict;
    }

    //問題を定義
    static void QuestionDef()
    {
        if (mQuestionNo == 1) { UB_X = 6 - 1; UB_Y = 4 - 1; }
        if (mQuestionNo == 2) { UB_X = 8 - 1; UB_Y = 4 - 1; }
        if (mQuestionNo == 3) { UB_X = 6 - 1; UB_Y = 6 - 1; }

        mQuestionArr = new char[UB_X + 1, UB_Y + 1];
        for (int X = 0; X <= UB_X; X++)
            for (int Y = 0; Y <= UB_Y; Y++)
                mQuestionArr[X, Y] = ' ';

        if (mQuestionNo == 1) {
            mQuestionArr[0, 0] = mQuestionArr[0, 3] = '*';
            mQuestionArr[5, 1] = mQuestionArr[5, 2] = '*';
        }

        if (mQuestionNo == 2) {
            mQuestionArr[0, 0] = mQuestionArr[1, 0] = '*';
            mQuestionArr[6, 0] = mQuestionArr[7, 0] = '*';

            mQuestionArr[0, 3] = mQuestionArr[1, 3] = '*';
            mQuestionArr[6, 3] = mQuestionArr[7, 3] = '*';
        }

        if (mQuestionNo == 3) {
            mQuestionArr[1, 1] = mQuestionArr[1, 2] = mQuestionArr[1, 3] = '*';
            mQuestionArr[2, 2] = mQuestionArr[2, 3] = mQuestionArr[2, 4] = '*';
            mQuestionArr[3, 3] = mQuestionArr[3, 4] = '*';
            mQuestionArr[4, 4] = '*';
        }
    }

    static void Main()
    {
        var CanUsePieceDict = new Dictionary<char, int>() {{ 't', 2 },{ 'n', 2 },
                                                           { 'l', 2 },{ 'a', 1 }};

        //問題を定義
        QuestionDef();

        foreach (char EachPiece in PieceNameArr) {
            HaitiKouhoListDict[EachPiece] = DeriveHaitiKouhoList(EachPiece);
        }

        var Stk = new Stack<JyoutaiDef>();
        JyoutaiDef WillPush;
        WillPush.BanArr = mQuestionArr;
        WillPush.CurrX = WillPush.CurrY = 0;
        WillPush.UsePieceDict = new Dictionary<char, int>();
        Stk.Push(WillPush);

        while (Stk.Count > 0) {
            JyoutaiDef Popped = Stk.Pop();

            //クリア判定
            if (Popped.BanArr.Cast<char>().All(A => A != ' ')) {
                Console.WriteLine("解を発見");
                PrintBan(Popped.BanArr);
                return;
            }

            //X座標の繰上げ処理
            if (Popped.CurrX > UB_X) {
                Popped.CurrX = 0;
                Popped.CurrY++;
            }

            //最終行を超えた場合
            if (Popped.CurrY > UB_Y) continue;

            foreach (char AnyPiece in PieceNameArr) {
                if (Popped.UsePieceDict.ContainsKey(AnyPiece)) {
                    //使用上限に到達している場合は、不可
                    if (Popped.UsePieceDict[AnyPiece] >= CanUsePieceDict[AnyPiece])
                        continue;
                }

                //ピースの配置候補リスト
                List<bool[,]> HaitiKouhoList = new List<bool[,]>();
                HaitiKouhoList.AddRange(HaitiKouhoListDict[AnyPiece]);

                //現在のマス目が空白の場合は、マス目を埋める必要あり
                if (Popped.BanArr[Popped.CurrX, Popped.CurrY] == ' ') {
                    HaitiKouhoList.RemoveAll(X => X[0, 0] == false);
                }

                //マス目にピースを埋めれない候補をRemove
                HaitiKouhoList.RemoveAll(X =>
                    CanFillPiece(X, Popped.CurrX, Popped.CurrY, Popped.BanArr) == false);

                WillPush.UsePieceDict = new Dictionary<char, int>(Popped.UsePieceDict);
                if (WillPush.UsePieceDict.ContainsKey(AnyPiece))
                    WillPush.UsePieceDict[AnyPiece]++;
                else WillPush.UsePieceDict[AnyPiece] = 1;

                //ピースを配置する経路のPush処理
                foreach (bool[,] AnyPieceMap in HaitiKouhoList) {
                    WillPush.BanArr = (char[,])Popped.BanArr.Clone();
                    WillPush.CurrX = Popped.CurrX + 1;
                    WillPush.CurrY = Popped.CurrY;

                    for (int X = 0; X <= AnyPieceMap.GetUpperBound(0); X++) {
                        for (int Y = 0; Y <= AnyPieceMap.GetUpperBound(1); Y++) {
                            if (AnyPieceMap[X, Y] == false) continue;
                            WillPush.BanArr[Popped.CurrX + X, Popped.CurrY + Y] = AnyPiece;
                        }
                    }
                    Stk.Push(WillPush);
                }
            }

            //現在のマス目が空白でない場合は、ピースを配置しない経路のPush
            if (Popped.BanArr[Popped.CurrX, Popped.CurrY] != ' ') {
                WillPush.BanArr = Popped.BanArr;
                WillPush.CurrX = Popped.CurrX + 1;
                WillPush.CurrY = Popped.CurrY;
                WillPush.UsePieceDict = Popped.UsePieceDict;
                Stk.Push(WillPush);
            }
        }
    }

    //ピース名を引数として、回転させた配置のListを返す
    static List<bool[,]> DeriveHaitiKouhoList(char pPieceName)
    {
        bool[,] wkArr = null;

        //■■■
        // ■
        if (pPieceName == 't') {
            wkArr = new bool[3, 2];
            wkArr[0, 0] = wkArr[1, 0] = wkArr[2, 0] = true;
            wkArr[1, 1] = true;
        }

        // ■
        //■■
        //■
        if (pPieceName == 'n') {
            wkArr = new bool[2, 3];
            wkArr[1, 0] = true;
            wkArr[0, 1] = wkArr[1, 1] = true;
            wkArr[0, 2] = true;
        }

        //■
        //■
        //■■
        if (pPieceName == 'l') {
            wkArr = new bool[2, 3];
            wkArr[0, 0] = true;
            wkArr[0, 1] = true;
            wkArr[0, 2] = wkArr[1, 2] = true;
        }

        //■
        //■
        //■
        if (pPieceName == 'a') {
            wkArr = new bool[1, 3];
            wkArr[0, 0] = true;
            wkArr[0, 1] = true;
            wkArr[0, 2] = true;
        }

        return DeriveKaitenArrList(wkArr);
    }

    //配列を引数として、回転させた配列のリストをDistinctして返す
    static List<bool[,]> DeriveKaitenArrList(bool[,] pBaseArr)
    {
        var KaitenArrList = new List<bool[,]>();

        int BaseArrUB_X = pBaseArr.GetUpperBound(0);
        int BaseArrUB_Y = pBaseArr.GetUpperBound(1);

        for (int I = 1; I <= 8; I++) KaitenArrList.Add(null);
        for (int P = 0; P <= 6; P += 2) KaitenArrList[P] = new bool[BaseArrUB_X + 1, BaseArrUB_Y + 1];
        for (int P = 1; P <= 7; P += 2) KaitenArrList[P] = new bool[BaseArrUB_Y + 1, BaseArrUB_X + 1];

        for (int X = 0; X <= BaseArrUB_X; X++) {
            for (int Y = 0; Y <= BaseArrUB_Y; Y++) {
                bool SetVal = pBaseArr[X, Y];
                KaitenArrList[0][X, Y] = SetVal;
                KaitenArrList[1][Y, BaseArrUB_X - X] = SetVal;
                KaitenArrList[2][BaseArrUB_X - X, BaseArrUB_Y - Y] = SetVal;
                KaitenArrList[3][BaseArrUB_Y - Y, X] = SetVal;

                KaitenArrList[4][X, BaseArrUB_Y - Y] = SetVal;
                KaitenArrList[5][BaseArrUB_Y - Y, BaseArrUB_X - X] = SetVal;
                KaitenArrList[6][BaseArrUB_X - X, Y] = SetVal;
                KaitenArrList[7][Y, X] = SetVal;
            }
        }

        //Distinctする
        for (int I = KaitenArrList.Count - 1; 0 <= I; I--) {
            for (int J = 0; J <= I - 1; J++) {
                if (KaitenArrList[I].GetUpperBound(0) !=
                    KaitenArrList[J].GetUpperBound(0)) continue;
                if (KaitenArrList[I].GetUpperBound(1) !=
                    KaitenArrList[J].GetUpperBound(1)) continue;

                IEnumerable<bool> wkEnum1 = KaitenArrList[I].Cast<bool>();
                IEnumerable<bool> wkEnum2 = KaitenArrList[J].Cast<bool>();
                if (wkEnum1.SequenceEqual(wkEnum2) == false) continue;

                KaitenArrList.RemoveAt(I);
                break;
            }
        }
        return KaitenArrList;
    }

    //マス目にピースを埋めれるか
    static bool CanFillPiece(bool[,] pPieceMap, int pTargetX, int pTargetY, char[,] pBanArr)
    {
        if (pTargetX + pPieceMap.GetUpperBound(0) > UB_X) return false;
        if (pTargetY + pPieceMap.GetUpperBound(1) > UB_Y) return false;

        for (int X = 0; X <= pPieceMap.GetUpperBound(0); X++) {
            for (int Y = 0; Y <= pPieceMap.GetUpperBound(1); Y++) {
                if (pPieceMap[X, Y] && pBanArr[pTargetX + X, pTargetY + Y] != ' ')
                    return false;
            }
        }
        return true;
    }

    //盤面を出力
    static void PrintBan(char[,] pBanArr)
    {
        var sb = new System.Text.StringBuilder();
        for (int Y = 0; Y <= UB_Y; Y++) {
            for (int X = 0; X <= UB_X; X++) {
                sb.Append(pBanArr[X, Y] == ' ' ? '/' : pBanArr[X, Y]);
            }
            sb.AppendLine();
        }
        Console.WriteLine(sb.ToString());
    }
}


実行結果

解を発見
*lllnn
nltnn*
nnttt*
*ntttt


解説

深さ優先探索でピースを敷き詰めてます。