Algorithm and data structure for solving the game “Globs”/flood fill/“FloodIt”

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感情败类 2021-01-31 19:35

Suggest an algorithm and data structure for solving the game Globs (http://www.deadwhale.com/play.php?game=131). It\'s pretty fun in a geeky kind of way.

State t

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  • 2021-01-31 20:01

    Another approach is to use genetic algorithms. Since any (partial) solution consists of a list of colors, it translates very nicely to a gene. A fitness function could be something like 4 times the connected component minus the number of colors used total (length of gene).

    I tried this on 10x10 boards in Mathematica, with a very non-optimized algorithm, and got a short solution rather quickly. I do not claim it is optimal, but given enough time, the randomness in the process of mutating the genes will ensure that you eventually ends up with an optimal solution.

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  • 2021-01-31 20:09

    Another optimization is that there are some color blobs that do not need to be taken right away. There can be leafs in the network distance graph where one color blob does not have a further neighbor. This color blob doesn't need to be taken until the furthest blob of the same color. Using this approach, we can adjust the distance map to get the minimum time at which a color blob must be taken.

    For some board positions, we will be able to show that an eligible color does not need to be taken on the next turn. We can avoid that color and reduce the branching factor.

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  • 2021-01-31 20:15

    Given the fixed starting state and limited number of moves I think you can fully explore a decision tree. For each round, there are only 5 possible moves and wasted moves (choosing a color that will not 'glob' any neighbors what-so-ever) can be eliminated as the tree is built. Once the decision tree is built I think you could explore the point value of each path but if you needed more optimization a A* would definitely get you close.

    For each round, I would have the basic state as a matrix of bit arrays for the state of the unglobbed locations (since the color no longer matters in the globbed locations you could save memory on your state data structure by leaving off the color bits) and a point value for each decision possible. Then your A*, or breadth first algorithm can just maximize the path values as normal. Save the path, and once your analysis is complete, make all of the determined moves.

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  • 2021-01-31 20:16

    A good heuristic is to generate the color-connected distance map. E.g. the current flood is at distance zero. A group of colors connected to a square at distance 'i' is at distance 'i+1'.

    Next, observe how many colors are at the maximum distance. We need maximum distance moves to eliminate one color at the maximum distance, and we need an additional move to eliminate each additional color at the maximum distance. If all colors are not at the maximum distance, consider the colors at the previous distance which have not yet been eliminated. We might eliminate one of these colors while making 'maximum distance' moves, but we will need a move to eliminate each additional color.

    This provides a fairly good estimate. On the initial 14x14 board position, I tend to get estimates of 17 to 18 while needing 20 to 22 moves for an optimal solution. A 14x14 board can typically be solved, with this lower bound, while looking at about 10,000 board positions. (Using the optimization of making a move that eliminates a color if such a move is available.)

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  • 2021-01-31 20:24

    This game really grabbed my interest, so I spent a couple of days working on it.

    The first thing I noticed, is that it is easy to show that after the first board (maybe 2 in some cases), the fastest way to raise the score is by using the multiplier. Because of this, I built a system with the goal of solving each board in the fewest number of steps. I started out wanting to use A* because it is generally built for just these types of search problems... however, this problem still turned out to be a doozie.

    When talking about A*, the effectiveness of it really boils down your choice of heuristic estimation. The closer you get to guessing the actual distance, the fewer nodes that will have to be expanded in order to reach the goal. For this problem, I went through a number of ideas for estimation, but most of them broke the A* rule, which is that you can NOT over estimate the actual distance, or else you break the optimality of A*.

    There are a few that work however. Others in this thread have posted about just taking the number of remaining colors as the estimation, which is admissible because it cannot over estimate (you have to change colors at least once for each remaining color not part of the main "flood" area. The problem with this heuristic is that it very poorly estimates the actual distance. Take for instance the first move, which generally has an estimation of the number of colors, 6. It often expands into 2 moves, each of which generally has an estimation of 7, and so on and so on. Take this 5 levels deep and for a board size of 10x10, most leafs have an estimation of 11. This heuristic is basically an implementation of a breadth first search until you reach within 4 or 5 moves from your goal. This is not very efficient and in my own tests, the exponents run a much around board size 9, which often requires about 14 moves in the solution. It should be noted my solution was very high level however and not much care was taken to speed things up.

    The problem is that A* is really only good when each step makes a significant refinement to the actual distance of the overall solution. Looking at the problem directly, you probably wont find a good heuristic that can do much better than this without over estimating the cost. However, if you transform the problem into another problem, better heuristics jump out at you. The heuristic "number of colors remaining" is answering the question, what is the smallest number of possible moves remaining. To the answer that question, I asked myself "which spot on the board requires the maximum number of steps to get to"? I ended up settling on the answer to "how many steps is it to the bottom right corner" for my heuristic. This is fairly easy to implement by running another A* search that works more like finding map directions and then counting the number of steps in the solution. I realize this is an arbitrary point on the board to select, however it worked quite well in testing and running A* on every remaining point took a fair amount of time on my single processor test machine.

    This heuristic alone had a tendency to collapse after the bottom right corner became part of the flooded area however, so the final result was MAX(bottom right corner min steps, number of colors remaining not part of main flood). This was finally able to achieve some very large board sizes in under a second with my high level implementation.

    I'll leave the record setting to you.

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  • 2021-01-31 20:25

    A brute-force recursive search will find the maximum score. You have at most 5^25 ending states to consider. Many intermediate states will be equivalent; it may be faster to recognize these and prune the search space of duplicates. Keep track of the highest score found so far as you search, along with the path (sequence of moves) that it took to get there.

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