{ A pentomino is an arrangement of five unit squares that are joined along their edges. There are 12 possible shapes, which are depicted below. Traditionally, each piece is labelled by the letter that most accurately reflects its shape. +-+ +-+-+-+ +-+ +-+ +-+-+ +-+-+ +-+-+ | | | | | | | | | | | | | | | | | | | +-+ +-+-+-+ +-+-+-+ +-+-+ +-+ +-+ +-+-+ +-+-+-+ +-+-+ | | | | | | | | | | | | | | | | | | | | | | | +-+-+-+ +-+ +-+-+-+ +-+-+-+ +-+-+-+ +-+-+ +-+-+ +-+-+ | | | | | | | | | | | | | | | | | | | | | | +-+-+-+ +-+ +-+ +-+-+ +-+-+-+ +-+-+ +-+ +-+ V T X W U Z F P +-+ +-+ +-+ +-+ | | | | | | | | +-+ +-+-+ +-+-+ +-+ | | | | | | | | | | +-+ +-+-+ +-+-+ +-+ | | | | | | | | +-+ +-+ +-+ +-+-+ | | | | | | | | | +-+ +-+ +-+ +-+-+ | | +-+ I N Y L Typical problem is to fit the 12 pentomino pieces into various shapes, mostly rectangles. Each piece can be rotated and flipped. Possible rectangle shapes that fit all 60 squares can be 3x20, 4x15, 5x12, and 6x10. An example of a 6 x 10 solution is this: V V V T I I I I I W L L V T T T N N W W L F V T N N N W W Z L F F F X U U Z Z Z L Y F X X X U Z P P Y Y Y Y X U U P P P Not counting rotations and reflections, the number of solutions for each pentomino problem can be summarized as follows: 6x10: 2339 5x12: 1010 4x15: 368 3x10: 2 Other shapes are possible. The code below solves all rectangular problems, but it is trivial to modify it to solve pentomino layout for different shapes. There are two possible approaches to tackle the pentomino problem: calculate until all pieces are used or calculate until the whole board is covered. Covering the whole board is much faster, as any impossible solution is detected much sooner. Additionally, covering a rectangle is much faster when we start covering along the smaller of the rectangle dimensions. Again, this is because using the shorter side first we detect impossible solutions much faster. The solution are calculated by running the following queries: all Pentomino(10,6) // all pentomino solutions for rectangle 10x6 all Pentomino(12,5) // all pentomino solutions for rectangle 12x5 all Pentomino(15,4) // all pentomino solutions for rectangle 15x4 all Pentomino(20,3) // all pentomino solutions for rectangle 20x3 Using the queries above, the calculation will take anything from one second to several minutes, based on the rectangle and the speed of the CPU. Final note: As mentioned before, calculating along the longer rectangle side first, i.e. the query all Pentomino(6,10) will take much longer then the query all Pentomino(10,6) In this case, the calculation can take several hours. Of course, the results will be the same (albeit not in the same order). } Block = [0..]->[0..]->I // In this program, we implement the pentomino pieces as rectangles, with some elements // "transparent", i.e. initialized as " " (space), the non-transparent elements are // initialzied based on the pentomino piece label. BlockV :< Block = [["V"," "," "], ["V"," "," "], ["V","V","V"]] BlockT :< Block = [["T","T","T"], [" ","T"," "], [" ","T"," "]] BlockX :< Block = [[" ","X"," "], ["X","X","X"], [" ","X"," "]] BlockW :< Block = [["W"," "," "], ["W","W"," "], [" ","W","W"]] BlockU :< Block = [["U"," ","U"], ["U","U","U"]] BlockZ :< Block = [["Z","Z"," "], [" ","Z"," "], [" ","Z","Z"]] BlockF :< Block = [[" ","F","F"], ["F","F"," "], [" ","F"," "]] BlockP :< Block = [["P","P"], ["P","P"], ["P"," "]] BlockI :< Block = [["I"], ["I"], ["I"], ["I"], ["I"]] BlockN :< Block = [[" ","N"], ["N","N"], ["N"," "], ["N"," "]] BlockY :< Block = [[" ","Y"], ["Y","Y"], [" ","Y"], [" ","Y"]] BlockL :< Block = [["L"," "], ["L"," "], ["L"," "], ["L","L"]] local BlockEx = piece:Block,origin:I local Board = [0..]->[0..]->I local AllPieces = [0..]->>[0..]->BlockEx local Used = [0..]->I pred Pentomino(rows:<[1..], columns:<I[1..]) iff Print('\n Solving Rectangular Pentomino Problem ',rows, ' x ',columns,'\n\n') & // Initialize the "board", i.e. the rectangle which we want to fill with // the pentomino pieces. We intialize all position as " " (no pieces placed yet) board:.Board & Dupl(rows,Dupl(columns," "),board) & // Each pentomino piece can have several orientations, we let the program // to calculate them. CreatePossibleShapes(BlockV,aBlockV) & CreatePossibleShapes(BlockT,aBlockT) & CreatePossibleShapes(BlockX,aBlockX) & CreatePossibleShapes(BlockW,aBlockW) & CreatePossibleShapes(BlockU,aBlockU) & CreatePossibleShapes(BlockI,aBlockI) & CreatePossibleShapes(BlockL,aBlockL) & CreatePossibleShapes(BlockZ,aBlockZ) & CreatePossibleShapes(BlockF,aBlockF) & CreatePossibleShapes(BlockP,aBlockP) & CreatePossibleShapes(BlockN,aBlockN) & CreatePossibleShapes(BlockY,aBlockY) & // Create an array of all arrays of all possible pentomino pieces orientations. // Note that it does not matter that the array elements may have different // lengths. pieces :> AllPieces & pieces = [aBlockV,aBlockT,aBlockX,aBlockW,aBlockU,aBlockI,aBlockL,aBlockZ,aBlockF,aBlockP,aBlockN,aBlockY] & // We keep track of used pentomino pieces in "used". // We initialize the map of used pentomino pieces to 0 (no piece used used) used :.Used & Dupl(Len(pieces),0,used) & // Having initialized the board, all possible pieces orientations and used pieces map // we can start the actual computation CoverAllBlocks(board,pieces,used) & // A solution was found, so print it PrintFormattedSolution(board,0) // Cover the board as long as we can find any place on the board // that is not covered yet by a pentomino. local pred CoverAllBlocks(board:.Board,pieces:<AllPieces,used:.Used) iff if FindFreeRowCol(board,row,col,0) then PlaceOnePiece(board,pieces,used,row,col,0) & CoverAllBlocks(board,pieces,used) end // Board position at row,col is unused. Place there a piece. local pred PlaceOnePiece(board:.Board,pieces:<AllPieces,used:.Used,row:<I,col:<I,i:<I) iff p::I[0..] & p < Len(pieces) & used(p) = 0 & // get an unused piece index piece = pieces(p) & // get an unused piece rot::I[0..] & rot < Len(piece) & // piece can have this many transformations CheckPosition(board,piece(rot),row,col,0) & // validate we can place this piece PlacePosition(board,piece(rot),row,col,0) & // place the piece on the board used(p) := 1 // mark the piece as used local pred PlacePosition(board:.Board,piece:<BlockEx,row:<I,col:<I,prow:<I) iff if prow < Len(piece.piece) then PlaceOneRow(board,piece.piece,row,col-piece.origin,prow, 0) & PlacePosition(board,piece,row,col,prow+1) end local pred PlaceOneRow(board:.Board,piece :< Block, row:<I, col:<I, prow:<I, pcol:<I) iff if pcol < Len(piece(0)) then if piece(prow,pcol) <> " " then board(row+prow,col+pcol) := piece(prow,pcol) end & PlaceOneRow(board,piece,row,col, prow,pcol+1) end local pred CheckPosition(board:.Board,piece :< BlockEx, row:<I, col:<I, prow:<I) iff if prow < Len(piece.piece) then CheckOneRow(board,piece.piece,row,col-piece.origin,prow, 0) & CheckPosition(board,piece,row,col, prow+1) end local pred CheckOneRow(board:.Board,piece :< Block, row:<I, col:<I, prow:<I, pcol:<I) iff if pcol < Len(piece(0)) then if piece(prow,pcol) <> " " then board(row+prow,col+pcol) = " " end & CheckOneRow(board,piece,row,col, prow,pcol+1) end // Find the first occurence of a free board square. local proc FindFreeRowCol(board:<Board,row:>I, col:>I, i:<I) iff i < Len(board) & if FindFreeCol(board(i),col1,0) then row = i & col = col1 else FindFreeRowCol(board,row,col,i+1) & true end local proc FindFreeCol(board:<[0..]->I,col:>I,i:<I) iff i < Len(board) & if board(i) = " " then col = i else FindFreeCol(board,col,i+1) end // Print the solution in a more presentable way local proc PrintFormattedSolution(board:<Board,row:<I) iff if row < Len(board) then Print('\n') & PrintOneRow(board(row),0) & PrintFormattedSolution(board,row+1) else Print('\n') end local proc PrintOneRow(r:<[0..]->I,col:<I) iff if col < Len(r) then if r(col) < 10 then Print(' ') end & Print(r(col):S,' ') & PrintOneRow(r,col+1) end // In principle, we can place any pentomino piece in 4x2 different ways: // each piece can be rotate 0,90,180 or 360 degrees and for each rotation // we can flip the piece upside down (mirror image). Of course, this would // lead to many identical solutions, as various pentomino pieces exhibit various // degrees of symmetry. Instead of rotating and flipping the pentomino pieces // at run-time, we precalculate all possible orientation of a pentomino // piece, at the same time avoiding identical shapes due to rotational/mirror // symmetry. // All the code bellow deals with calculating all possible shapes of a pentomino // piece: rotations by 0, 90, 180, 270 degrees and all flipped (mirror) images // corresponding to all rotations. // Additionally, since our representation of a (irregular) pentomino piece is // a rectangle with some fields defined as "transparent" (initialized as " "), // for each piece orientation we also calculate the piece "origin", i.e. the first // "non-transparent" column. // NOTE: in order not to generate solutions that are simple rotations or // mirror reflection of another solution, we simply fix the "L" pentomino // to include only two shapes: regular "L" and "L" rotated by 90 degrees. // (Instead of "L this could be any piece that can have 4x2 different orientations) local proc CreatePossibleShapes(piece:<Block,aBlock:>[0..]->BlockEx) iff newpieces :. list BlockEx & newpieces := (piece,CalcOffset(piece)),Nil & // Special cas the "L" piece (see the note above) if piece = BlockL then Rotate(piece,0,newpiece0) & newpieces := newpiece0,newpieces else Flip(piece,fnewpiece) & if ~fnewpiece in newpieces then newpieces := fnewpiece,newpieces end & Rotate(piece,0,newpiece0) & if ~newpiece0 in newpieces then newpieces := newpiece0,newpieces end & Flip(newpiece0.piece,fnewpiece0) & if ~fnewpiece0 in newpieces then newpieces := fnewpiece0,newpieces end & Rotate(piece,1,newpiece1) & if ~newpiece1 in newpieces then newpieces := newpiece1,newpieces end & Flip(newpiece1.piece,fnewpiece1) & if ~fnewpiece1 in newpieces then newpieces := fnewpiece1,newpieces end & Rotate(piece,2,newpiece2) & if ~newpiece2 in newpieces then newpieces := newpiece2,newpieces end & Flip(newpiece2.piece,fnewpiece2) & if ~fnewpiece2 in newpieces then newpieces := fnewpiece2,newpieces end end & aBlock = newpieces:[0..]->BlockEx // in each row reverse columns local proc Flip(piece:<Block,fpiece:>BlockEx) iff fpiece0 :.[0..]->[0..]->I & Dupl(Len(piece),Dupl(Len(piece(0)),0),fpiece0) & ReverseColumns(piece,fpiece0,0) & fpiece = fpiece0,CalcOffset(fpiece0) local proc Rotate(piece:<Block,i:<I,newpiece:>BlockEx) iff if i = 0 then //rotate by 90 degrees, swap rows & columns rpiece0 :.[0..]->[0..]->I & Dupl(Len(piece(0)),Dupl(Len(piece),0),rpiece0) & rpiece00 :.[0..]->[0..]->I & Dupl(Len(piece(0)),Dupl(Len(piece),0),rpiece00) & Transpose(piece,rpiece0) & ReverseColumns(rpiece0,rpiece00,0) & newpiece = rpiece00,CalcOffset(rpiece00) elsif i = 1 then //180 rpiece1 :.[0..]->[0..]->I & Dupl(Len(piece),Dupl(Len(piece(0)),0),rpiece1) & RtlReverse(piece,rpiece) & ReverseColumns(rpiece,rpiece1,0) & newpiece = rpiece1,CalcOffset(rpiece1) else //i = 2, rotate by 270 rpiece2 :.[0..]->[0..]->I & Dupl(Len(piece(0)),Dupl(Len(piece),0),rpiece2) & Transpose(piece,rpiece2) & RtlReverse(rpiece2,newpiece2) & newpiece = newpiece2,CalcOffset(newpiece2) end local proc ReverseColumns(piece:<Block,rpiece:.Block, col:<I) iff if col < Len(piece) then RtlReverse(piece(col),rpiece(col)) & ReverseColumns(piece,rpiece,col+1) end local proc Transpose(a :<Block, b:.Block) iff TransposeRows(a,b,0,Len(b)) local proc TransposeRows(a:<Block, b:.Block,r:<I, maxr:<I) iff if r < maxr then Len(b(r),Len(a)) & TransposeColumns(a,b,r,0,Len(a)) & TransposeRows(a,b,r+1, maxr) end local proc TransposeColumns(a:<Block,b:.Block,r:<I,c:<I,maxc:<I) iff if c < maxc then b(r,c) := a(c,r) & TransposeColumns(a,b,r,c+1,maxc) end // Fo our program purposes, each pentomino piece is placed within a bounding rectangle. // The "unused" portion of the rectangle is initialized as " " (space). // Here we simply find the first "non-transparent" element of the pentomino piece. local proc CalcOffset(piece:<Block,offset:>I) iff x:.I & x := 0 & CalcOffsetX(piece(0),x,0) & offset = x local proc CalcOffsetX(a:<[0..]->I,x:.I,i:<I) iff if i < Len(a) then if a(i) = " " then x := x+1 & CalcOffsetX(a,x,i+1) end end
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