TweetFollow Us on Twitter

Apr 00 Challenge

Volume Number: 16 (2000)
Issue Number: 4
Column Tag: Programmer's Challenge

Programmer's Challenge

by Bob Boonstra, Westford, MA

Text Compression

This month, we've got some very important messages to send. But we're not living in a world of free bandwidth. In fact, bandwidth in our Challenge world is very expensive, so expensive that we're asking you to compress our messages and save us a few bytes.

The prototype for the code you should write is:

void * /* yourStorage */ InitCompression(void);

long /* compressedLength */ CompressText(
  char *inputText,        /* text to be compressed */
  long numInputChars,     /* length of inputText in bytes */
  char *compressedText,   /* return compressedText here */
  const void *yourStorage /* storage returned by InitCompression */
);

long /* expandedLength */ ExpandText(
  char *compressedText,   /* encoded text to be expanded */
  long compressedLength,  /* length of encoded text in bytes */
  char *expandedText,     /* return expanded text here */
  const void *yourStorage /* storage returned by InitCompression */
);

void TermCompression(
  void *yourStorage       /* storage returned by InitCompression */
);

For this Challenge, you need to provide the four routines indicated above. Your InitCompression and TermCompression routines will be called only once each, at the beginning of the test and at the end of the test, respectively. InitCompression should allocate and return a block of yourStorage where you initialize any information needed by your compression and expansion routines. That storage will be passed back to you unchanged each time you are asked to compress or decompress text. TermCompression will be called at the end of the test and should deallocate the block of yourStorage to avoid a memory leak.

In between the calls to InitCompression and TermCompression, the test code will make multiple calls to CompressText and ExpandText with different inputText values. CompressText should process the inputText, populate the compressedText, and return the number of bytes in the result. ExpandText does the opposite, processing the compressedText, converting it to expandedText, and returning the number of bytes of the original text. Multiple CompressText and ExpandText calls will occur with varying inputText and compressedText, in any order, with the obvious constraint that text must be encoded before it can be decoded.

The inputText may contain any character between 0x00 and 0x7F, inclusive. As a practical matter, the inputText will be drawn from paragraphs of English-language text, computer programs in C, C++, and Pascal, and html pages.

All text-specific information needed to decode the compressedText must be stored in the compressedText itself. Any text-independent decoding information may be stored in yourStorage or in static storage within your program. No text-specific encoding information may be stored in yourStorage or in static variables.

The winner will be the solution that correctly compresses the inputText into the least costly compressedText, where cost is a function of length and execution time. Specifically, each inputText will have a cost equal to theCompressedLength of the corresponding compressedText, plus a penalty of 10% for each 100 milliseconds required to do the encoding and decoding.

This will be a native PowerPC Challenge, using the CodeWarrior Pro 5 environment. Solutions may be coded in C, C++, or Pascal. Solutions in Java will also be accepted, but Java entries must be accompanied by a test driver that uses the interface provided in the problem statement.

Three Months Ago Winner

Congratulations to Sebastian Maurer for winning the January, 2000, Triangle Peg Challenge. The Peg Challenge required entries to solve variously sized games of peg solitaire, a game where pegs are arranged in holes on a triangle board. The objective of the game is to repeatedly jump one peg over an adjacent one, removing the jumped peg each time, with the intent of removing as many pegs as possible. In our Challenge, scoring counted 1000 penalty points for each peg left on the board, plus one penalty point for each millisecond of execution time. Sebastian did not submit the fastest entry - in fact, he ranked third in speed - but it played the Peg game significantly better than the other solutions, resulting in a better overall score.

I evaluated the Pegs entries using 14 test cases, ranging from 5 pegs to 100 pegs on a side. Nine of the test cases were missing only one peg, one of the large puzzles was missing 50 pegs, with the remainder missing a small number of pegs. Sebastian's entry left fewer pegs on the board than the second place solution in 12 of 14 test cases, and fewer than the third place solution in 10 of 14 cases. Sebastian's entry won in all of the test cases involving larger puzzles.

Sebastian's code is rather sparsely commented. The work is done in his Search routine, which iteratively tries valid moves, backtracks when it cannot find a valid move, and saves the best solution found so far. In looking at the code for the top entries, it wasn't obvious why Sebastian's solution did so much better than the others. The entries did use different logic to prune the search and trade execution time against search depth; perhaps those differences explain the performance variation.

The table below lists, for each of the solutions submitted, the overall score, the execution time in microseconds, and the total number of pegs left on the board for all of our test cases. It also indicates the code size, data size, and programming language used by each solution. Two entries did not complete all of the test cases and are listed last. As usual, the number in parentheses after the entrant's name is the total number of Challenge points earned in all Challenges prior to this one.

NameScoreTime (µsecs)Pegs LeftCode SizeData SizeLang
Sebastian Maurer (77)20224644646419764852162C
Andrew Downs (2)3623988109883613187220C
Willeke Rieken (61)3727672146723713302056C++
Randy Boring (112)11211715476714107357308132096C++
M. L.N/AN/A2648218C
J. C.N/AN/A108281021C++

Top Contestants

Listed here are the Top Contestants for the Programmer's Challenge, including everyone who has accumulated 10 or more points during the past two years. The numbers below include points awarded over the 24 most recent contests, including points earned by this month's entrants.

RankNamePoints
1.Munter, Ernst227
2.Saxton, Tom139
3.Maurer, Sebastian87
4.Rieken, Willeke48
5.Boring, Randy43
6.Heithcock, JG43
7.Shearer, Rob43
8.Taylor, Jonathan24
9.Brown, Pat20
10.Downs, Andrew12
11.Jones, Dennis12
12.Hart, Alan11
13.Duga, Brady10
14.Hewett, Kevin10
15.Murphy, ACC10
16.Selengut, Jared10
17.Strout, Joe10
18.Varilly, Patrick10

There are three ways to earn points: (1) scoring in the top 5 of any Challenge, (2) being the first person to find a bug in a published winning solution or, (3) being the first person to suggest a Challenge that I use. The points you can win are:

1st place20 points
2nd place10 points
3rd place7 points
4th place4 points
5th place2 points
finding bug2 points
suggesting Challenge2 points

Here is Sebastian's winning Triangle Peg solution:

Pegs.c
Copyright © 2000 Sebastian Maurer

#include "Pegs.h"
#include "Memory.h"
#include "Timer.h"

#include <stdio.h>

const int kNumTries = 1000;
const UInt32 kStopTime = 500000;
  // in microseconds

const int kNumDirections = 6;
enum {kIllegal = 0, kFull, kEmpty};

char** gGrid;
PegJump *gCurrentJumps;
PegJump *gBestJumps;
int gBestScore;
UnsignedWide gLastImprovement;
unsigned short *gDirection;
short gDeltaRow[kNumDirections];
short gDeltaCol[kNumDirections];

static UInt32 WideDiff(UnsignedWide m1, UnsignedWide m2)
{
  UnsignedWide m;
  m.lo = m2.lo - m1.lo;
  m.hi = m2.hi - m1.hi;
  if (m1.lo > m2.lo)
    m.hi -= 1;
  return m.lo;
}

static void PrintBoard(int triangleSize) {
  for(int r = 0; r < triangleSize; r++) {
    for(int c = - triangleSize; c <= triangleSize; c++)
    {
      switch (gGrid[r][c]) {
        case kIllegal: printf(" "); break;
        case kFull: printf("X"); break;
        case kEmpty: printf("."); break;
        default: printf("?");
      }
    }
    printf("\n");
  }
  printf("\n");
}

AllocateGrid
//////
// Memory allocation for the 2D grid
static char **AllocateGrid(
  int xMin, int xMax,
  int yMin, int yMax)
{
  int i, j;
  int nx = xMax - xMin + 1;
  int ny = yMax - yMin + 1;
  char **array;
  Ptr p;
  int rowSize;

  array = (char **) NewPtr((Size)(nx * sizeof(char*)));
  if (array == 0)
    return 0;
  
  array -= xMin;
  p = NewPtr((Size)(nx * ny * sizeof(char)));
  if (p == 0)
    return 0;
  p -= yMin * sizeof(char);
  rowSize = (int)(ny * sizeof(char));
  for(i = xMin; i <= xMax; i++) {
    array[i] = (char*) p;
    p += rowSize;
  }

  for(i = xMin; i <= xMax; i++)
    for(j = yMin; j <= yMax; j++)
      array[i][j] = 0;

  return array;
}

DeallocateGrid
static void DeallocateGrid(
  char **array, long xMin, long yMin)
{
  DisposePtr((Ptr) (array[xMin] + yMin));
  DisposePtr((Ptr) (array + xMin));
}

FillGrid
//////
// Fill the grid with the initial configuration
static void FillGrid(
  short size,
  short numInitialPegs,
  TrianglePegPosition initialPegPositions[]
) {
  for(int r = -2; r < size + 2; r++)
    for(int c = - size - 2; c <= size + 2; c++)
      gGrid[r][c] = kIllegal;

  for(int r = 0; r < size; r++)
    for(int c = - r; c <= r; c += 2)
      gGrid[r][c] = kEmpty;
  
  for(int p = 0; p < numInitialPegs; p++) {
    int row = initialPegPositions[p].row;
    int col = initialPegPositions[p].col;
    gGrid[row][col] = kFull;
  }
}

SaveSolution
//////
// Store the current best solution
static void SaveSolution(int numMoves) {
  gBestScore = numMoves;

  for(int m = 0; m < numMoves; m++) {
    gBestJumps[m].from.row =
      gCurrentJumps[m].from.row;
    gBestJumps[m].from.col =
      gCurrentJumps[m].from.col;
    gBestJumps[m].to.row =
      gCurrentJumps[m].to.row;
    gBestJumps[m].to.col =
      gCurrentJumps[m].to.col;
  }
    
}

Try
//////
// Perform a move if it is legal, and return true
// If the move is illegal, return false
// I assume position (r,c) already contains a peg
static bool Try(int move, int r, int c, int dir)
{
  int dr = gDeltaRow[dir];
  int dc = gDeltaCol[dir];

  if ((gGrid[r + dr][c + dc] == kFull) &&
    (gGrid[r + 2 * dr][c + 2 * dc] == kEmpty))
  {
    gDirection[move] = dir;
      
    gCurrentJumps[move].from.row = r;
    gCurrentJumps[move].from.col = c;
    
    gCurrentJumps[move].to.row = r + 2 * dr;
    gCurrentJumps[move].to.col = c + 2 * dc;
    
    gGrid[r][c] = kEmpty;
    gGrid[r + dr][c + dc] = kEmpty;
    gGrid[r + 2 * dr][c + 2 * dc] = kFull;

    return true;
  }
  else
    return false;
}

UndoMove
//////
// Undo a move by restoring the grid
static inline void UndoMove(int row, int col, int dir) {
  int dr = gDeltaRow[dir];
  int dc = gDeltaCol[dir];

  gGrid[row][col] = kFull;
  gGrid[row + dr][col + dc] = kFull;
  gGrid[row + 2 * dr][col + 2 * dc] = kEmpty;
}

Search
//////
// This is where the search is done
static void Search(
  int numInitialPegs,
  int triangleSize
) {

  UnsignedWide now;
  int move, row, col, dir;
  bool abort = false;
  bool haveASolution = false;
  
  int numTries = 0;

  row = 0;
  col = 0;
  dir = -1;
  move = 0;

  do {
  
    // find the next valid move
    do {
      dir++;
      if (dir >= kNumDirections) {
        dir = 0;
        col++;
        if (col == row + 1) {
          row++;
          col = - row;
        }
      }
    } while ((row < triangleSize) &&
           ((gGrid[row][col] == kEmpty) ||
            !Try(move, row, col, dir)));
  
    if (row < triangleSize) {
      // we just made a valid move
      // start work on the next move
      
      move++;

      row = 0;
      col = 0;
      dir = 0;
    } else { // we reached a dead end
      
      // see if this is a better solution
      if (move > gBestScore) {
        SaveSolution(move);
        haveASolution = true;

        if (move + 1 == numInitialPegs)
          abort = true;

        Microseconds(&now);

        gLastImprovement = now;
      }
      
      // backtrack
      move-;
      
      if (move >= 0) {
        row = gCurrentJumps[move].from.row;
        col = gCurrentJumps[move].from.col;
        dir = gDirection[move];
        UndoMove(row, col, dir);        
      }
      
    }
    
    if (haveASolution) {
      // if we already reached a dead end once,
      // don't waste time searching more
    
      numTries++;
      if (numTries == kNumTries) {
        numTries = 0;
        Microseconds(&now);
        if (WideDiff(gLastImprovement, now) >
            kStopTime)
        {
          abort = true;
        }
      }
    }

  } while (!abort && (move >= 0));
}

SolvePegTriangle
short /* number of moves */ SolvePegTriangle (
  short triangleSize,
    /* number of rows in triangle to solve */
  short numInitialPegs,
    /* number of pegs in starting puzzle position */
  TrianglePegPosition initialPegPositions[],
    /* peg locations in starting puzzle position */
  PegJump pegJumps[]
    /* return peg moves that solve the puzzle here,
       in sequence */

) {
  // prepare, allocate, initialize structures
  gDeltaRow[0] = -1; gDeltaCol[0] = -1;
  gDeltaRow[1] = -1; gDeltaCol[1] = +1;
  gDeltaRow[2] = 0; gDeltaCol[2] = -2;
  gDeltaRow[3] = 0; gDeltaCol[3] = +2;
  gDeltaRow[4] = +1; gDeltaCol[4] = -1;
  gDeltaRow[5] = +1; gDeltaCol[5] = +1;
  
  gGrid =
    AllocateGrid(-2, triangleSize + 2,
      - triangleSize - 2, triangleSize + 2);
  if (gGrid == 0)
    return 0;
  
  gDirection = (unsigned short*)
    NewPtr(numInitialPegs * sizeof(unsigned short));
  if (gDirection == 0)
    return 0;
  
  gCurrentJumps = (PegJump*)
    NewPtr(numInitialPegs * sizeof(PegJump));
  if (gCurrentJumps == 0)
    return 0;

  gBestJumps = pegJumps;

  Microseconds(&gLastImprovement);
  gBestScore = 0;

  FillGrid(triangleSize, numInitialPegs,
       initialPegPositions);

  // do the work
  Search(numInitialPegs, triangleSize);

  // clean up
  DeallocateGrid(gGrid, -2, - triangleSize - 2);
  DisposePtr((Ptr)gDirection);
  DisposePtr((Ptr)gCurrentJumps);

  return gBestScore;
}
 
AAPL
$561.24
Apple Inc.
-4.08
MSFT
$29.07
Microsoft Corpora
-0.01
GOOG
$590.29
Google Inc.
-13.37
MacTech Search:
Community Search:

SketchBook Ink Review
SketchBook Ink Review By Lisa Caplan on May 25th, 2012 Our Rating: :: SIMPLEiPad Only App - Designed for the iPad SketchBook Ink has a welcoming interface but lacks key features   Developer: Autodesk Inc. | Read more »
Autumn Dynasty Review
Autumn Dynasty Review By Kevin Stout on May 25th, 2012 Our Rating: :: NEARLY FLAWLESSiPad Only App - Designed for the iPad Autumn Dynasty is an oriental-themed real-time strategy game.   | Read more »
Our Annual “Holy Cow It’s Memorial Day A...
So, it’s that time of year again! BBQs, lawn chairs, beer, and the ability to finally wear shorts with sandals without fear of frostbite. Tan those legs and check out all the huge sales that are going on across the App Store below. We’ll try and... | Read more »
FREEday 5/25/12 – “They Call Me FREE but...
Another week of freebies, this time with very little in the way of “Big Name” titles. No need to panic, it’s intentional. Anyone browsing the App Store will no doubt see the more popular games anyway. | Read more »
Shoot the Zombirds Review
Shoot the Zombirds Review By Kevin Stout on May 25th, 2012 Our Rating: :: ADDICTINGUniversal App - Designed for iPhone and iPad Shoot the Zombirds is an archery game where the player shoots arrows at avian zombies.   | Read more »
Apple Debuts Free App of the Week Promot...
Apple has made a couple of changes to their weekly app features that pop up in the Featured tab of the App Store. While “App of the Week” and “Game of the Week” appear to be just rebranded as “Editors’ Choice,” there’s a new feature: the Free Game... | Read more »
Gun Runner Review
Gun Runner Review By Jason Wadsworth on May 25th, 2012 Our Rating: :: RUN AND GUNUniversal App - Designed for iPhone and iPad The name says it all. This clever homage to classic side-scrolling shooters is easy to enjoy but hard to... | Read more »

Price Scanner via MacPrices.net

Apple Maintains Leading Mobile Device Manufacturer...
Milennial Media says Apple continued to be the number one mobile device manufacturer on their platform in Q1, representing 28% of the top manufacturers impression share. Apple iPhone accounted for 15... Read more
Asustek To Launch Three New ZenBook Ultrabook Mode...
Digitimes’ Rebecca Kuo and Steve Shen report that PC-maker Asustek Computer will launch three new models to its ZenBook Prime Ultrabook lineup – the UX21A, UX31A and UX32VD – in June, featuring full... Read more
Yahoo! Introduces Axis Search Browser For Mobile D...
Yahoo! has announced the availability of Yahoo! Axis, a new Web browser tool that it claims will re-imagine how people search and browse on the web, Axis offering a faster, smarter search with... Read more
Android- and iOS-Powered Smartphones Expand Market...
Smartphones powered by Android and iOS mobile operating systems accounted for more than eight out of ten smartphones shipped in the first quarter of 2012 (1Q12), according to the International Data... Read more
Roundup of Memorial Day Weekend MacBook Pro sales,...
 Apple resellers have MacBook Pros on sale for up to $240 off MSRP this Holiday weekend. Here is a roundup of the best prices available from any reseller: (1) B&H Photo has MacBook Pros on sale... Read more
iPad wait times down to 1-3 days at The Apple Stor...
The Apple Store Online is now reporting a 1-3 business day wait on all iPad orders, as it appears that Apple is clearing out their backlog. The iPad is available in Wi-Fi or Wi-Fi + Cellular... Read more
Roundup of Memorial Day Weekend MacBook Air sales,...
 Apple resellers have MacBook Airs on sale for up to $101 off MSRP this Holiday weekend. Here is a roundup of the best prices available from any reseller: (1) B&H Photo has 11-inch and 13-inch... Read more
13″ 2.8GHz MacBook Pro on sale for $100 off MSRP
Adorama has lowered their price on the 13″ 2.8GHz MacBook Pro to $1399 including free shipping plus NY/NJ sales tax only. Their price is $100 off MSRP, and it’s the lowest price for this model from... Read more

Jobs Board

*Apple* Retail - Manager - Natick Colle...
Much more than just a place for amazing products, the Apple Retail Store serves a dazzling range of needs for its customers. Not only can users get hands-on experience Read more
XML image iPhone App at Elance.com (Uppe...
I want a similar iphone app like the following App below: /us/app/hd-tattoo-designs-catalog/id524766650?mt=8 I want a ... can tell who knows the expertise and who outsources the project to others.... Read more
iPhone Modem DSP Firmware Engineer at Ap...
Firmware Engineer to help develop our next generation of iPhone products. This position requires directly related ... to deliver high performance best in class modem for iPhone products. Strong... Read more
iPhone Developer at Third Eye Consulting...
Third Eye is looking for an iPhone Developer.The ideal candidate will have the following:3-6 years experience in iOS design and developmentknowledge of iPhone Native AppsKnowledge of Java and... Read more
iPhone Mobile Developer at Mapmyfitness...
About MapMyFitness, Inc.: We're a well-funded and fast growing start-up. We're building the future of fitness applications on both the web and mobile. MapMyFitness is consistently ranked among the... Read more
All contents are Copyright 1984-2011 by Xplain Corporation. All rights reserved. Theme designed by Icreon.