The problem in question is playing "Shiritori" against their server using a limited dictionary. First one to be unable to respond loses.
As I'm sure most non-japanese readers are not familiar with the game, it is a simple word association game. The next word you respond with must begin with the same later the previous word ended with, so one might go:
Apple->elephant->tower->rat->...
No word may be repeated twice and if you can't respond, you lose.
The game is generally delineated by a subject such as sports or famous people or whatever... In the case of google, the limiting set would be a limited dictionary that you and the server share. Here is the set from the easy(trivial exercise).
psouvqk <- start word khbpmr kozljf krgauzfzlgm kkfria rdqbrwyvbf rzsllm fcdpksoc feeesamqti fmxfwtqa fdqyteakd cudyi cfaxwprqywu czeltzvu iapjqat isttjds isexgjyllo tejubs tkjkxecsw sfdezjjxj shdlkdsjpb slpbtiox jvhgdyvb jlumkmgl jcsfqql jsvknhxwbjh bpddtv bhtkvcuph vzlocep mdnjqve elfduspou utvptuuukqz zzlrtwetw wsoguy wwgcgqwxo yyfofqglzvj ybiyodwxysl llottukq qsgmdelg gucmqmkiarn anmxhykbad djyicuzu ooxkbyzdxh hiodhnmqox xdisedp pauopwwan
This one could actually be solved with a piece of paper as the branching is very limited. Most words are directly connected to the next one. Of course writing code from the start to solve it is reusable in the harder questions.
The next one is not nice if you try to trace the possible paths on paper.
cjunqesksk kabeoppnt gihcboqk cjorrhkg ntzptexc dgmizn mwsgd trpiqowsm kkqarpan gkyzgbfd cvhrlkmwpm njprgqt dxeheowsk msmtvrg tdrygvhxc kbscviwmdpd gzqwm cddemqxfvgt nrfavlpwock djtswyfksg mpescdobc tocztzehxn
Less words! But much more branching... There was actually a trend of a single "end-game" that if succesfully entered you could work it in paper perhaps but the whole thing was begging for a read-ahead program.
I'm going to spare the detail, but by implementing a dictionary to store the remaining words, and then running a recursive algorithm to check whether each path is "alive", one can simply pick the live paths all the way until the opponent loses. With this word set it is still doable without any pattern analysis or serious optimisation. I still used C++ as I imagined the next stage could be more demanding and require expanding on my current work(it did).
Anyway, here's the core classes pulled from the header files:
class Game { private: Dictionary legalWords; /* list of legal words that haven't been used */ vector<string> usedWords; /* list of words that have been used */ int turn; /* turn counter used to determine player or ai turn */ void useWord(string word); void undoLast(); int isComputerTurn(); int isChoiceAlive(string choice, int steps); public: Game(); void startGame(); void displayTurn(); int selectNext(vector<string> choiceList); }; class Dictionary { private: list<string> words[ALPH_LIST_NO]; int names; string firstWord; public: /* Construct the dictionary from a file */ Dictionary(char * filename); Dictionary() { names = 0; } /* Loads all names from a file, returning the number read, or 0 for a failure */ int loadFromFile(char * filename); /* Display the contents of the dictionary */ void displayContents(); int addWord(string word); int removeWord(string word); /* Return the first word for empty strings */ vector<string> getPossibleNext(string cur); };
The important part of the code is really the bit about checking whether a choice is alive. The rest is just trivial implementation.
/** Recursively check whether a specific choice can be used safely Any case where there is a set of choices by the ai that can lead to game over means the choice is dead. The function simulates actual play, trying each path. For player turns any subpath means the path is alive For ai turns any subpatch being dead means the path is dead */ int Game::isChoiceAlive(string choice, int steps) { if(steps <= 0) { return 1; } useWord(choice); steps--; vector<string> nextWords = legalWords.getPossibleNext(choice); int result = 1; if(isComputerTurn()) { if(nextWords.size() == 0) { // DEBUG("ran out of words at: " << choice); result = 1; } else if(choice[0] == 'x' || choice[0] == 'k' || choice[0] == 'b') { // h leads to a dead loop result = 1; } else { vector<string>::iterator it; // check all words. on the computers turn if any choice is dead // we assume the computer will pick it and thus lead to a dead end for(it = nextWords.begin(); it != nextWords.end(); it++) { if(!isChoiceAlive(*it, steps)) { result = 0; break; } } } } else { if(nextWords.size() == 0) { // no player choices so game over // DEBUG("ran out of words at: " << choice << "\n"); result = 0; DEBUG("Player ran out of words\n"); } else { vector<string>::iterator it; // default to failure result = 0; for(it = nextWords.begin(); it != nextWords.end(); it++) { if(isChoiceAlive(*it, steps)) { result = 1; break; } } } } undoLast(); return result; }
One will note that this works by recursively calling itself until a path is determined to either by alive(1) or dead(0). This depends on whose turn it is. For the player choice so long as one sub-path is alive, the whole path is alive. On the other hand on the servers turn, one path that results in a dead player is a dead path(since we assume the server plays a perfect game, which it probably does). To restore the state of the dictionary, any items popped out of the dictionary(with useWord) are returned back to it using undoLast().
This results in an elegant solution to the problem. It certainly could use some optimizations but it returns a response to each server move very quickly so such are not necessary. I would be curious to benchmark the Visual Studio STL implementationfor this purpose.
The final question signficantly extends the number of words:
zjfurojiwt tpenjyluge txxkygwaqgv ttloiso exsosv edmpo ejvzpaf vgaxvtbzo vzgcsrihdof vfqkkfefsz orxbf ocsbkecrutz oiuvsvdzny fmualz fttay fjlin zxqry zwlhuaavn zbfbu yzkhgqjwn ylapbgu yztpihmont nmmeycwxu nvchbixbft nhube uvokit ulrsdme ullkbwv tqgbupfbx xbxaj xqkfbyg xlsjah euxgwijb bygjlosw buoqdwoeda bltxp vtvbiphxlk kbucm kvpbutfxnci kpiidygnc oqcfhx fcnylfqb zhptjfbk ywhozx nuceayubb uornsk jwkcw jtebgzhijgm jiyeziidgeg jhdgofa jkqvxudtkpi jvdfqjh jpsbykp jymncyc jeuawoyqfeq jxwdyctpbr jtkius wyehnlfcewj wvwnxm wkwpoxug wauwusmlca wbvheei wrvuppgxeh wqpdckip wuearboc wpixxq wgysr waegpptsls myrjybpaj miksbvyrpw mgbidg mrzowglfa mncqxmi mqkxjtcnrhh mymuttlap muzynhc mmgkyupq mhvcustr mgyxalfjoks grfnkukj grvpecw glafmam gkktjoquda gxcumli gnojpqlfwh gcykxbcp gfukbmc grrnxq gmadnr gkeeyspumss awwgeyfvj axcvtmpsw arcjpzm azpqqvg aakhi acxurh agiaariapp ajzlurevxyc akvsq acnzqsglor alvilkvzvs ipsyrchhmwj iqpgfhzzw icypxogrm ibcytxveblg iatrdra izgujgoph iknbjgp icewc inbfvdmq intkzlyeer ibqnfshys hkpuj hspyw hvkom hsrewtg hxxfa huozi htihddyp hkumyc hfaadvq hkzmvdcxr hvtfs pesyj pzqdepzw ptybxgm pahfbcdtg ppnhzyspa phfqjdxybi psmkslfah pagszdvdc petdq ptgevrrebr pcdbqtls cfzfmjhj czczzhaxw cgbpozgm cwctwg cyfamuchyaa cxxqydweki cwnzkiah ccactp cbylbq chogthyr cswakbs qpslvrrgnj qltanybow qtqpmximzwm qhkbwlig qgmyza qkvozmngii qjdqvh qfdntswgjfp qujuqkczgrc qjbrsxwcjhr qkajthhs rqgvj rmbcwvenyw rwiuwlulm rplfg rikfpsra rrjfki rkinlvh raditmwbp rabaxvlzoc ryzzijueq rxtwzcs svosgyukelj suvjdw szfizfvlem scwyaooag syrfklha scnyeai slwhbymh shsguslpxpp sskxiec srzgnsoooq svmgiir qasspaquyt qzptilhpgyo qauxwqly rvwse rjrnhyvdf rjuvgruzpn sptgdchfahv sssuuafpiz skhsmu
Trying to simply run through the massive number of choices is going to take a long, long time. I initially tried to solve this by compromising and figuring that the server may only be looking a number of steps ahead so optimised my own code and got it to look around 8-10 ahead(I can't remember at this time). This wasn't sufficient, but I noticed losing patterns would lead into a back and forth where the opponent keeps sending the same letter back to you.
On examination you can find there are one more words that end with certain letters than those that begin with them. Thus if one can force the computer to select one of these words, a path can be considered "alive". This reduces a huge amount of branching, and in fact is enough to allow a full simulation, and the final 6 points for the question. The edit to isChoiceAlive is quite simple, note the "if(choice[0] == 'k' || ... ) code.
int Game::isChoiceAlive(string choice, int steps) { if(steps <= 0) { return 1; } useWord(choice); steps--; vector<string> nextWords = legalWords.getPossibleNext(choice); int result = 1; if(isComputerTurn()) { if(nextWords.size() == 0) { // DEBUG("ran out of words at: " << choice); result = 1; } else if(choice[0] == 'x' || choice[0] == 'k' || choice[0] == 'b') { // h leads to a dead loop result = 1; } else { vector<string>::iterator it; // check all words. on the computers turn if any choice is dead // we assume the computer will pick it and thus lead to a dead end for(it = nextWords.begin(); it != nextWords.end(); it++) { if(!isChoiceAlive(*it, steps)) { result = 0; break; } } } } else { if(nextWords.size() == 0) { // no player choices so game over // DEBUG("ran out of words at: " << choice << "\n"); result = 0; DEBUG("Player ran out of words\n"); } else if(choice[0] == 'x' || choice[0] == 'k' || choice[0] == 'b') { // h leads to a dead loop result = 0; } else { vector<string>::iterator it; // default to failure result = 0; for(it = nextWords.begin(); it != nextWords.end(); it++) { if(isChoiceAlive(*it, steps)) { result = 1; break; } } } } undoLast(); return result;
No comments:
Post a Comment