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!"
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).
#!/usr/bin/perl
use Chess;
$knight = Chess::Piece::Knight->new();
$board = Chess::Board->new(100, 100, setup => {
$knight => "a1";
});
$knight->tour()->show();
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.
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
[
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.
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/