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Solving the Knight's Tour Puzzle In 60 Lines of Python

ttsiod writes "When I was a kid, I used to play the Knight's Tour puzzle with pen and paper: you simply had to pass once from every square of a chess board, moving like a Knight. Nowadays, I no longer play chess; but somehow I remembered this nice little puzzle and coded a 60-line Python solver that can tackle even 100x100 boards in less than a second. Try beating this, fellow coders!"

15 of 311 comments (clear)

  1. All done. by DeadDecoy · · Score: 3, Interesting

    There. I did it in one line of code.
    #!/usr/bin/env python import sys g_sqSize = -1 # the board size, passed at runtime g_board = [] # the board will be constructed as a list of lists def main(): global g_sqSize if len(sys.argv) != 2: g_sqSize = 8 # Default: Fill the normal 8x8 chess board else: try: g_sqSize = int(sys.argv[1]) # or, the NxN the user wants except: print "Usage: " + sys.argv[0] + " " sys.exit(1) for i in xrange(0, g_sqSize): g_board.append(g_sqSize*[0]) # Fill the board with zeroes Fill(0,0,1) # Start the recursion with a 1 in the upper left print "No solution found" # if the recursion returns, it failed def InRangeAndEmpty(ty,tx): # check if coordinates are within the board return ty>=0 and tx>=0 and ty

  2. 28 lines in Prolog :-) by Anonymous Coward · · Score: 5, Interesting

    wrapper(Size, [X, Y], Path) :-
            X == 1,
            Y == 1,
            Depth is Size * Size - 1,
            worker(Size, [X, Y], Depth, [], ReversedPath),
            reverse(ReversedPath, Path),
            write(Path), nl.
    worker(_, State, 0, CurrentPath, [State|CurrentPath]).
    worker(Size, State, Depth, CurrentPath, FinalPath) :-
            DepthM1 is Depth - 1,
            move_generator(Size, State, NewState),
            not(checker(NewState, CurrentPath)),
            worker(Size, NewState, DepthM1, [State|CurrentPath], FinalPath).
    checker(State, [State|_]).
    checker(State, [_|StateList]) :-
            checker(State, StateList).
    move_generator(Size, [X, Y], [NewX, NewY]) :-
            move(MoveX, MoveY),
            NewX is X + MoveX, NewX == 1,
            NewY is Y + MoveY, NewY == 1.
    move(1, 2).
    move(2, 1).
    move(2, -1).
    move(1, -2).
    move(-1, -2).
    move(-2, -1).
    move(-2, 1).
    move(-1, 2).

    1. Re:28 lines in Prolog :-) by RedWizzard · · Score: 4, Interesting

      It can be done concisely in functional languages, e.g. Haskell:

      knights :: Int -> [[(Int,Int)]]
      knights n = loop (n*n) [[(1,1)]]
              where loop 1 = map reverse . id
                      loop i = loop (i-1) . concatMap nextMoves

                      nextMoves already@(x:xs) = [next:already | next <- possible]
                              where possible = filter (\x -> on_board x && not (x `elem` already)) $ jumps x

                      jumps (x,y) = [(x+a, y+b) | (a,b) <- [(1,2), (2,1), (2,-1), (1,-2), (-1,-2), (-2,-1), (-2,1), (-1,2)]]
                      on_board (x,y) = (x >= 1) && (x <= n) && (y >= 1) && (y <= n)

      (from http://www.haskell.org/haskellwiki/99_questions/90_to_94).

    2. Re:28 lines in Prolog :-) by IamTheRealMike · · Score: 5, Interesting

      Yeah, that sort of assertion bugs me. My own experience has been the exact opposite - attempting to understand large Python programs that have evolved over a number of years is damn near impossible. I know, I've tried. The terseness of the language and the absolute lack of explicit typing means you can't just open up a random function and understand what's going on. You often have to trace backwards through the code just to discover what it's attempting to do.

      Typically Python programmers try and paper over this problem with tons of doc comments. Problem is that like any comment, they can get out of date, and often aren't useful anyway. If I had a dollar for every time I've seen:

      foo: The foo to bar.

      in a Python doc comment, I'd be a rich guy. What is a foo exactly? A class? A tuple? A list of tuples of classes? Or worse, any of the above?

      In contrast, I've found it very easy to dive right into some of the large C++ code bases we have at work and immediately understand what the code does and how it does it, largely because C++ is more explicit and the (partly redundant) specification of type information means you can rapidly find how different components interact. Redundant comments are kept to a minimum. Comprehension is radically improved.

      This is very useful when attempting to understand error messages, for instance. My absolute worst nightmare troubleshooting wise is running a giant Python script and getting a type error 20 frames deep, because I know it could easily burn an afternoon just untangling the mess. More explicit languages rarely seem to have this problem.

  3. Re:awesome by orkybash · · Score: 3, Interesting
  4. Perl by Anonymous Coward · · Score: 5, Interesting


    #!/usr/bin/perl
    use Chess;

    $knight = Chess::Piece::Knight->new();
    $board = Chess::Board->new(100, 100, setup => {
                    $knight => "a1";
    });

    $knight->tour()->show();

  5. dump the recursion by Jecel+Assumpcao+Jr · · Score: 4, Interesting

    With the "added intelligence" of the second version, the recursive search devolved into a linear one since the very first attempt at each step will lead to a good solution (add a print to the backtracking part and see if this isn't the case).

    So you might as well convert the recursion into a loop and eliminate the stack overflows for large boards.

  6. ...and then there's APL by shking · · Score: 4, Interesting

    Here's a solution in 14 lines of APL. I'm pretty sure they could've made it shorter, but readability would've been even worse. APL has been called a "write-only language".

    --
    -- "At Microsoft, quality is job 1.1" -- PC Magazine, Nov. 1994
  7. Pentominoes Quine in Perl by Speare · · Score: 4, Interesting
    I know it's a joke to refer to "obfuscated Perl" but this was my one attempt at doing something silly with it. http://www.halley.cc/ed/linux/scripts/quine.html
    • It finds solutions to the 6x10 pentominoes board (exhaustively)
    • To find places that pieces will fit, it employs regular expressions
    • To draw pieces into the board, it employs an embedded tape-driven LOGO-like turtle language
    • It prints solutions as a specially formatted quine of its own source code
    • Any printed solution can be run separately
    • It takes hours and hours to find solutions
    --
    [ .sig file not found ]
  8. I had to solve it in C by gillbates · · Score: 5, Interesting

    As part of my undergrad education. Taking less than a second on today's hardware is nothing spectacular; the secret is in the algorithm: You rate the squares according to the number of moves available from that square and, when given a choice, pick the square with the least number of moves. This way, you don't work yourself into a dead-end situation as frequently. Combine this with a little backtracking, and you've got a nice example to show how algorithm selection has a much larger impact on runtime performance than language selection.

    Incidentally, 200 MHz was considered a fast CPU when I did it, and I remember it taking 8 billion moves and all night without finding a solution. Until, that is, we implemented the preferential choice part of the algorithm. After that, it was pretty much instantaneous.

    --
    The society for a thought-free internet welcomes you.
  9. Re:better algo by eulernet · · Score: 4, Interesting

    The ultimate algorithm is called Warnsdorf's heuristic:
    http://www.delphiforfun.org/programs/knights_tour.htm
    It solves all possible orders (>100x100) in less than a second.

    The algorithm cited in the article is really shitty, because it requires recursion.

    Hint: I implemented an algorithm to enumerate all magic knight tours (magic, like in magic squares):
    http://magictour.free.fr/

  10. printf by hdon · · Score: 3, Interesting

    A basic print command is needed not a printf replacement.

    Point of fact: Python has the sexiest sprintf() support available. Observe..

    >>> print "I ate %d %s in %.3f seconds" % (99,'hotdogs',62.0895)
    I ate 99 hotdogs in 62.090 seconds

  11. Re:better algo by misterpib · · Score: 3, Interesting

    A non-recursive Python version which uses Warnsdorf's heuristic:
    http://github.com/pib/scripts/tree/master/knight.py

    It's faster than the one in TFA as well, though it has no backtracking, so it won't find some solutions once you get bigger than 76x76, but at least it doesn't overflow the stack.

    It also will tell you whether it found an open, closed, or incomplete path.

  12. Re:Try lisp by BlueCodeWarrior · · Score: 3, Interesting

    I won't pretend to remember Lisp inventor John McCarthy's exact words which is odd because there were only about ten but he simply asked if Python could gracefully manipulate Python code as data. "No, John, it can't," said Peter and nothing more, graciously assenting to the professor's critique, and McCarthy said no more though Peter waited a moment to see if he would and in the silence a thousand words were said.

    http://smuglispweeny.blogspot.com/2008/02/ooh-ooh-my-turn-why-lisp.html

  13. Batteries included by XNormal · · Score: 3, Interesting

    There is an elegant Knight's Tour solver right inside your Python distribution. You can find it at /usr/lib/python2.5/test/test_generators.py. Written by Tim Peters (a.k.a. timbot).

    --
    Stop worrying about the risks of nuclear power and start worrying about the risks of not using nuclear power.