#!/usr/bin/perl -s use v5.16; use Test2::V0; use Graph; use List::Util 'reduce'; use Math::Prime::Util qw(forperm forsetproduct vecsum); use experimental 'signatures'; our ($examples, $tests, $start); $start //= 'a8'; @ARGV = qw(b1 a2 b2 b3 c4 e6) if $examples; run_tests() if $tests; # does not return die <', @$_ for @{adventure_of_knight($start, @ARGV)}; ### Implementation # The task can be divided into four subtasks: # # 1) Build the knight's graph. See # https://en.wikipedia.org/wiki/Knight%27s_graph # # 2) Find the shortest paths between the start and all treasure squares # within the knight's graph and build a weighted "treasure graph" out # of it. See https://en.wikipedia.org/wiki/Dijkstra%27s_algorithm # # 3) Solve the travelling salesman problem in the "treasure graph". See # https://en.wikipedia.org/wiki/Travelling_salesman_problem # # 4) Present the solution on the board. This is probably the most # laborious part and has been left out here. # Solve the task: subtasks 1) to 3). sub adventure_of_knight ($start, @treasures) { min_hamiltonian($start, treasure_graph(knights_graph(), $start, @treasures)); } # Build the knight's graph. sub knights_graph { my $g = Graph::Undirected->new; forsetproduct { $g->add_edge($_[0] . $_[1], $_) for knights_moves(@_); } ['a' .. 'h'], [1 .. 8]; $g; } # Find all possible knight's moves going two squares ascending. No need # to consider the opposite directions by symmetry. Use "character # arithmetics" for the alphabetic column identifiers. sub knights_moves (@sq) { map $_->[0] . $_->[1], grep $_->[0] ge 'a' && $_->[0] le 'h' && $_->[1] > 0 && $_->[1] <= 8, map [chr(ord($sq[0]) + $_->[0]), $sq[1] + $_->[1]], [2, -1], [2, 1], [-1, 2], [1, 2]; } # Find the shortest paths between the start square and all treasure # squares in the knight's graph using Dijkstra's algorithm. The result # is a directed graph ("treasure graph") where the edges are tagged with # the corresponding directed paths in the knight's graph and weighted # with the paths' lengths. sub treasure_graph ($g, $start, @treasures) { # Representation of the treasure graph as HoHoA: # origin, target, path. my %paths; # One-way from the start square. $paths{$start}{$_} = [$g->SP_Dijkstra($start, $_)] for @treasures; # Two-way between the treasure squares. while (my $this = shift @treasures) { for my $that (@treasures) { my @path = $g->SP_Dijkstra($this, $that); $paths{$this}{$that} = \@path; $paths{$that}{$this} = [reverse @path]; } } \%paths; } # Find a minimum weighted Hamiltonian path in the treasure graph from # the start square with the assigned path's length as weight. By # construction, every path from the starting square visiting any # permutation of the treasure squares is valid and Hamiltonian. # Adding directed, zero-weighted edges between all treasure squares and # the start square would turn this into an equivalent asymmetric TSP - # just to spot the complexity of the task. Not attempting any # optimizations. sub min_hamiltonian ($start, $treasure) { my @treasures = grep {$_ ne $start} keys %$treasure; my ($minlen, $shortest) = 'inf'; # Try all permutations of the treasure squares for the minimum path. forperm { my @paths; # Abuse "reduce" as a sliding window. reduce { push @paths, $treasure->{$a}{$b}; $b; } $start, @treasures[@_]; # Record a new minimum. if ((my $len = vecsum map scalar @$_, @paths) < $minlen) { $shortest = \@paths; $minlen = $len; } } @treasures; $shortest; } ### Examples and tests sub run_tests { is adventure_of_knight(qw(a1 d8 f7 h6 g4 e3 c2)), [[qw(a1 c2)], [qw(c2 e3)], [qw(e3 g4)], [qw(g4 h6)], [qw(h6 f7)], [qw(f7 d8)]], 'lined up'; done_testing; exit; }