gereleth / hexapipes

Hexagonal pipes puzzles
https://hexapipes.vercel.app/hexagonal/5
MIT License
187 stars 19 forks source link

toward P3 #83

Open gordonwoodhull opened 1 year ago

gordonwoodhull commented 1 year ago

Hi @gereleth!

Since a couple months after you released hexapipes, I've been wondering what it would be like to play this game on Penrose tiles.

In particular, it looks like P3 with two different sizes of rhombuses would be a good match for this game.

image

Weird things about P3:

I am hoping that gameplay will also be weird but not broken. It should work, just different maze walls right?

I can only work on this on nights and weekends, so it may take me a while to build this. So I will share my progress in this ticket, rebase regularly, and publish the results from my fork at penrosepipes.vercel.app.

I will of course contribute back once something works, assuming it's still maintainable and makes sense to you. I think it will still be comprehensible. There may be something like a graph abstraction above the grid, the game using the graph instead of the grid.

I've published the first change, which is subtle but important. To handle P3 and other tiles that are not rotationally symmetric, we can imagine arms of different lengths and different angles going to points on the edge of the tile which are on a straight line to the center of the neighboring tile. [^1]

Now instead of rotating the <g> using transform:rotate(...), we can bitwise rotate the tile, obtain its directions, and return the corresponding deltas.

We restore animation by applying the CSS transition to the path instead of the transform.

    .pipe path {
        transition: d 100ms;
    }

If you look closely, the animation is not as good, and we might consider adding keyframes so that the arms don't get as short during the animation. But I think it maintains the illusion well enough.

The transition only works on Chrome and Firefox; on WebKit Safari/iOS it degrades to no transition. I am sure there are workarounds for WebKit but I haven't looked into it yet.

grid.getDirections(...) already has an optional rotate parameter, but there is a wrinkle: we need the arms to always be listed in the same order for the animation to make sense. So we also rotate grid.DIRECTIONS by the same amount before filtering.

At the current commit (ac09e1c72ca) I haven't yet implemented arm identity for the square grid, and you can see the bug that arises if arm directions are not returned in "original" order.

Here's a screen recording. Believe it or not, the tile is rotating clockwise, but the animation is deceptive: square arms rotating clockwise badly.

I'll publish the fix for this next week!

[^1]: I hope to find time to draw a diagram showing what arms will look like on P3. It will be weird, because the arms will rotate (and stretch) but the tile will not, but I think it will work.

gereleth commented 1 year ago

Hi, Gordon! I'm really excited to see this.

It should work, just different maze walls right?

Absolutely! There's Penrose slitherlink, why not pipes)).


Regarding the rotations of rhombus tiles I thought of implementing them with some skew transform of a square tile. I made a REPL as a proof of concept that rotation transitions can look nice in this case. Of course the real difficulty is in figuring out correct transforms for different rhombus types and orientations. But maybe this is still less work than transitioning paths.

I also must confess that I changed a lot about grid implementations while working on "octagons + squares" grid. Basically I abstracted away a RegularPolygonTile that handles computing rotations, drawing tiles and pipes, detecting edgemark gestures - all the stuff that's local to the tile. So the grid delegates this local stuff to its polygon tile(s) and stays responsible for "global" questions like:

Maybe there could be a SkewedPolygonTile that "unskews" the coordinates it receives and then reuses regular polygon logic for all the local matters.

I've long wanted to have this "cubes" tiling - implementing this might be a way to try out rhombic tiles without the additional Penrose complications. Grid logic here can reuse the HexaGrid and further subdivide each hexagon into three parts.

Rhombille tiling

gordonwoodhull commented 1 year ago

I had the related thought of doing some kind of periodic rhombus tiles next week to test the variable length arms and different angles.

To make it easier I might do the simpler one-orientation rhombus first, even though it’s just squashed and rotated squares.

I had not considered a skew transform—will check out your REPL, thanks! That might be cleaner than the path transitions.

I have not looked at the octagon branch yet, but I will try to rebase on it before proceeding. It’s likely you will merge that before I finish this, and it sounds like you may have implemented some of the same abstractions I’ve been thinking about.

gordonwoodhull commented 1 year ago

The disadvantage of skewing a square tile in order to make a rhombus tile is that the pipes will bend at tile boundaries, if the tiles are oriented in different directions. The advantage is that the pipes still land in the center of the tile boundaries.

Hard to say which looks better / clearer without trying.

The new abstractions look very helpful!

gordonwoodhull commented 1 year ago

I am taking your advice and starting with cubes. This is... not working yet... but I think it's really close.

https://user-images.githubusercontent.com/1366709/230744040-06016e5b-d989-4d35-900c-f3cb495c8701.mov

FWIW the tiles need to be scaled as well as skewed, because otherwise the diagonals will be longer than 1. Here's a fork of your REPL. I think you scale first then skew, because that way the skew angle is correct.

gereleth commented 1 year ago

I tried to solve one but my clicks land too unpredictably 😂. Individual tiles are looking great though 👍.

gordonwoodhull commented 1 year ago

Display and gameplay mostly work for the cubes grid (demo).

There are many bugs, among them:

Hope to continue this tomorrow.

gereleth commented 1 year ago

It's really coming together!

Generation is currently messed up because opposite directions in the grid are inconsistent. The directions are defined like in this image (tile index in black, direction numbers in blue). See how the opposite of direction 2 is sometimes 4 and sometimes 8. current directions numbering

You could rotate your squares like this instead. Here directions 1 and 2 look inside the hexagon, and 4 and 8 look outside. This way the opposites are consistent and the generator should make something solvable =). possible consistent directions numbering

Or you could use the hexagonal directions... But then each of the three squares would have its own set of directions so I don't know if this idea is any good)).

Either way I'm also thinking that maybe we shouldn't rely on grid.OPPOSITE constant and instead return opposite direction as part of find_neighbour output. This seems like a good thing to hide away inside the grid but will require some slight changes to solver, generator and game logic.


For wrong tiles rotating and wrap errors I thought that maybe literally doing this.hexagrid = new HexaGrid(...) could be helpful. Then for example you can use this.hexagrid.which_tile_at(x, y) to find the hexagon index and only need to look at the angle to tell which rhombus it is. Same with finding neighbours - get neighbour hexagon index first and then figure out where we are inside it. I really don't wish the pain of debugging hexagonal wrapping on anyone =).


Boundary smudges may be fixed by setting stroke-linejoin="bevel"on pipe insides in Tile.svelte. I originally set it to round to avoid these small artifacts seen between connected pipes. But maybe this can be solved some other way. image


Re bumpy borders we could always crank up the avoidObvious setting).

gordonwoodhull commented 1 year ago

Excellent hints and feedback, thanks!

I agree it would be much better to reuse HexaGrid rather than duplicating all this code. I have been expedient to get things working, but I am glad to revise to make this maintainable.

Great point about the wrong opposites, knew I was missing something there.

gordonwoodhull commented 1 year ago

With the rotation and direction numbering & opposites all consistent, the cube grid is now working perfectly in non-wrap mode. (It's playable but difficult to complete in wrap mode, because of the off-by-one bug.)

image

I think it's harder than squares but easier than hexagons. The false perspective is disorienting! 😱

Quite a lot still to fix and clean up - realistically probably won't do a PR until next week.

gereleth commented 1 year ago

Wow, I just love solving buggy puzzles. Edge issues on wraps make things more challenging)).

image

Could you add a cubes option to the custom puzzle page? For experimenting with generator settings. I think that this puzzle would definitely benefit from bigger avoidObvious values. Maybe you can use the same generation settings as the square puzzles for now? Defined here.

gordonwoodhull commented 1 year ago

It looks like the P3 tiling rules have the same notion of "opposite sides". From the wikipedia page, with binary annotation: Penrose_rhombs_matching_rules_with_opposite_directions

Hmm, no matter how you number it, the two rhombs will have directions in different order, though. So yeah, maybe opposites should be hidden away.

gordonwoodhull commented 1 year ago

stroke-linejoin: bevel looks terrible on iOS but it's fine everywhere else, including Safari.

iOS 5x5 Cube Pipes Puzzle

gordonwoodhull commented 1 year ago

My apologies, I probably won’t be able to clean up my code and contribute for a few weeks. I’m traveling to see my parents next week, and need to clean and pack and so on.

I’ll be sure to rebase and continue the improvements we discussed.

Very eager to get this in good shape and contribute, just ran out of time for now.

gereleth commented 1 year ago

No worries, have a good trip!

gordonwoodhull commented 1 year ago

Cubes are now completely working, including wrap and edge marks, although connecting marks do not work reliably on touchscreens (walls do). I also need to apply the transform for Orient / Lock mode, which I just tried for the first time.

I got wrap working last week. I was on vacation, so I didn't mention it here. Reusing HexaGrid as you suggested removed 70 lines of duplicated code, and fixed wrap and other issues.

Since then I've played more than 100 of the 5 x 5 cube wrap puzzles (which has 75 tiles). I find it quite fun. I think the corners where 3 tiles come together make it slightly easier than square grid, so I'm usually able to prove and auto-lock almost till the end. Best time under 2 minutes but it often takes 10.

I think the non-wrap should use the hexagon playing field shape so there aren't exposed corners. It's too easy with those.

I'm using transformation-matrix to invert the tile transformation and detect edge marks in the original coordinate system of the polygon. Hope the extra dependency is okay.

Needless to say, the transformation matrix approach is very general and will apply nicely to P3 tiles.

So neat how the maze generation code works perfectly with no changes for this grid. The only thing that "puzzles" me is that occasionally it draws a fully connected X - does it run out of other ideas? I think this only happens on the non-wrap.

I'll squash my commits into one and submit a PR tomorrow.

Happy to refactor further. I wasn't sure about the responsibility of controls vs grid for doing transformation - putting the code in the controls seemed less repetitive than adding the transformation matrix stuff to every grid, but maybe there's a better way.

Also the "grid tile" containing three actual tiles, each transformed its own way, is maybe not a good abstraction, just expedient.

gereleth commented 1 year ago

I played some 5x5 wraps, they're nice! Quite refreshing after the confusing evilness of etrat grid that I've been working on).

It's neat how this grid has two distinct types of corners (with 3 and 6 squares meeting). All the others I've encountered so far have a constant number of tiles meeting in a corner (3 for hexagons and octagons, 4 for squares, 5 for etrat). Places where 3 tiles meet allow for some solver shortcuts but I don't yet know how to apply them to only some places in the grid. And imagine if each rhombus were a 2x2 square grid, then we'd have 3, 4 or 6 tiles meeting in different corners :exploding_head:

Re connection marks I think it would be cool if they could bend at the tile border like the pipes do. I drew a rough example on the pinkish pipe here. But this might be tricky to implement. Like each of the two tiles should draw its own half using its own transforms? Or maybe let's end the mark at tile border at least. The part that's hanging off doesn't look good to me. bending connection mark example

I think the non-wrap should use the hexagon playing field shape

There's a helper for that in hexagrid code, something like grid.useShape('hexagon'). It makes the corners empty to get a hexagonal field shape. I use that for dailies sometimes). You could iterate over empty hexagons and empty some rhombs in turn.

The only thing that "puzzles" me is that occasionally it draws a fully connected X

Fully connected tiles can happen during pregeneration if there is no other way to complete a puzzle. Imagine the red part here is already visited, and the upper left green corner is not. Both neighbouring red tiles are already T-shaped. And the only way to connect to the green corner is to turn one of them into an X. I don't want to introduce backtracking into pregeneration so I just allow this. A less bumpy field shape (like a hexagon) should make X tiles less likely to appear.

fully connected tile example

I haven't reviewed how the transformations work yet, I'll be able to do that once I finish with etrat branch. That grid is forcing me to learn about web workers because ensuring uniqueness takes too long to just leave it in the UI thread =).

gordonwoodhull commented 1 year ago

Etrat is tricky! I look forward to hours of figuring out proof patterns there.

I agree that the connection edge marks sticking out are ugly. Wrapping around the edge would be great. I haven't figured out how to get both EdgeMark tiles to draw while only one should record.

As an experiment, I added a flag to get_edgemark_line to shorten the mark, but this affected the walls as well, making them short and displaced.

image

I've run out of time this week, so I'll leave it like that for now.

I also reverted changes to the controls and created gridutils.js - so the grid has exclusive responsibility of the transform. This is needed for whichEdge for Orient / Lock mode and makes sense IMO. However, Orient / Lock still doesn't work, so I'll have to dig into that next week.

I want to fix everything before submitting a PR, so it's another week if not two.

gordonwoodhull commented 1 year ago

etrat-wrap is too difficult for me, and now I'm scared P3 is going to be too. 😭

Oh well, can't stop now...

gereleth commented 1 year ago

Penrose tiles can't wrap by design so they can't be too bad. I expect something around square or cube difficulty.

I don't quite understand yet what makes etrat so bad. It must be the triangular tiles? With square tiles if you have a turn and know one connection then at least you can say that the opposite side is a wall. That's often handy. With triangular tiles a turn + one its connection gives... mostly nothing. It's kinda similar to low branching hexagonal wraps that are hard too.

One other thing is that etrat puzzles tend to have hundreds and thousands of solutions at even moderate sizes. So even when a puzzle has a unique solution it likely has an obscene number of "almost solutions" that look very very plausible until one last part just doesn't connect. And lookups till you find a contradiction tend to be very long.

gordonwoodhull commented 1 year ago

Interesting that etrat has so many solutions!

Yes I get stuck on “almost” solutions, even with the 10x10 non-wrap. There will be one extra piece or two closed components. I have no idea how to fix it so I start over or give up.

I think you’re right that P3 should be like cubes only irregular, with 3-7 tiles meeting at a corner.

gereleth commented 1 year ago

I tried out the cubes code today and I think the transforms logic is currently a bit wasteful. On every click we compose a transform matrix, then invert it too... That's running a lot of the same computations again and again because we only have three distinct cube faces and so three distinct transforms. It should be enough to compute them only once!

I think a better way to go about this would be to do

TOP_FACE = new TransformedPolygonTile(SQUARE, transform_top)
RIGHT_FACE = new TransformedPolygonTile(SQUARE, transform_right)
LEFT_FACE = new TransformedPolygonTile(SQUARE, transform_left)

polygonAt(index) {
  return [RIGHT_FACE, TOP_FACE, LEFT_FACE][index%3]
}

The TransformedPolygonTile computes transformation matrix, its inverse, and the transform style string in its constructor. And then it does pretty much the same stuff as regular polygon tiles taking care of its own coordinate conversions where necessary. Then the cubegrid logic can look pretty much the same as other grids with this.polygonAt(index).doStuff...and forget that its polygons are weird =).

I would also remove the translate part of the transform and just give each rhombus its own center coordinates instead. This just seems easier to reason about. Not that it's easy! I tried to implement something along these lines but got bogged down trying to understand transform computations.

Can you think of any problems with this approach? I don't really know how many distinct transforms a P3 grid would have. Is there a sane number of them or infinite variety? =)

gordonwoodhull commented 1 year ago

I agree the transform should only be computed once per tile “type”, and I like this TransformedPolygonTile idea. (I think you mentioned it before but I didn’t understand until now.)

Also transforms should not be computed or used for the grids that do not use this feature. I think I can revert those changes and only keep a few small changes to the grid interface.

As for removing the translate… Maybe? I have often wondered whether it is a good idea to have three tiles per grid position. It was the easiest way to reuse HexaGrid but it’s pretty messy.

For P3, I think each tile will need its own transform. There are only two shapes, so the skew and scale will be the same for many tiles, but I doubt it’s worth it to count all the possible rotations of those two shapes. (I’ll check though.)

Each tile’s transform and inverse could be computed once. These are 4x4 matrices so it’s not a lot of memory.

gereleth commented 1 year ago

Based on my coloring experiment there are 5 kite thick types and 5 dart thin types in P3, so 10 distinct transforms in total.

P3 tiles colored by type and orientation

Rhomb offsets should be easy to do, I'd precompute OFFSETS = [{dx, dy}, ...] for three rhomb types - deltas from hexagon center to rhomb center. And then in which_tile_at and getVisibleTiles add an offset to hexagon center based on rhomb index. I think it makes sense to keep the grid responsible for tile position and the polygon responsible for tile shape.

gordonwoodhull commented 1 year ago

Surprising! I guess that's because it's all multiples of 36⁰.

gordonwoodhull commented 1 year ago
Screen Shot 2023-05-26 at 7 17 36 AM

Okay, I think the cube grid is ready for review.

gordonwoodhull commented 1 year ago

Next step for me is to implement the P3 tiling itself. I think I’ll use the substitution / drill-down method detailed here:

https://www.chiark.greenend.org.uk/~sgtatham/quasiblog/aperiodic-tilings/

I’m more familiar with D3 for SVG, so I’ll probably implement the geometric algorithm standalone, and come back to the tiles in a couple weeks when I have a generator for coordinate and rotation data.

gordonwoodhull commented 1 year ago

I have a demo of producing an approximate number of P3 tiles which intersect a polygon.

That Tatham paper says how to keep track of adjacency, and I've implemented coordinates for the Robinson triangles. (You can see them by adding ?coord - not sure if these are correct yet.) Tatham describes a simple recursive algorithm to find neighbors using the coordinates, and that will give us coalescing of the triangles into rhombuses and tile adjacency.

At that point the only challenge to Penrose pipes is the neighbours and opposites problem we talked about before. Your solution of the grid returning the opposite when returning a neighbour sounded good and I may give that a try in a couple of weeks.

gordonwoodhull commented 1 year ago

I shouldn't jinx myself by talking as if I know what all the problems are. "Patching" the border will also be tricky.

Take this example:

Screenshot_20230604_134942_Firefox~4

We will prune any half-tiles when we coalesce triangles into rhombuses, but here that will cause such a jagged upper-left corner once the half-blue is removed that we should either drop the red or add in the other half-blue. Same in the upper-right corner.

gordonwoodhull commented 1 year ago

Implemented Tatham’s neighboring triangles in the demo above. Only a few more steps before I can integrate p3 tiles into hexapipes.

gordonwoodhull commented 1 year ago

It now finds the rhombuses and their neighbors, and it repeatedly culls any tiles which only have one neighbor. The ending shape can be quite different from the original polygon.

pentagon-penrose-neighbors

It might be nicer to fill gaps around the border, but I haven't gotten that working, so it's hidden. I think the cull strategy works well enough to try this in hexapipes, maybe next week.

The pattern of which tiles are neighbors is quite interesting, can't wait to try this out!

gordonwoodhull commented 1 year ago

I had to debug the categorization of the ten rhombuses from coordinates, so I recreated your coloring experiment from the generated tile coordinates, binning the rhombuses by their tile-relative coordinates. (in the demo with ?base)

image

These numbers/colors are arbitrary - next to choose a consistent numbering.

UPDATE: would prefer counter-clockwise, but this works now

image
gereleth commented 1 year ago

What does it mean when some rhombs are white and without numbers? This usually happens when the area highlighted in the triangle on top is very small.

image

I like how the grid is different every time but I just realized we'll also need some way to save and restore the generated grid in addition to puzzle instance and the player's progress.

gordonwoodhull commented 1 year ago

Thanks, that's a bug. I had set the precision to 11 digits but it doesn't work when the polygon radius is really small. It seems to be okay at 10.

There isn't any reason to use such high precision, I just wanted to be sure that rhombs generated with trig are the same as rhombs generated by triangle decomposition.

Technically the algorithm is deterministic and we could regenerate the same grid from the polygon shape, center and radius. You can see this by clicking the "fix" link. But it's probably safer to save the grid, which consists per tile of location, base rhombus [^1], tatham coordinates and optionally neighbours.

I can figure out how to add this, or any suggestions are welcome.

[^1]: Which polygon out of 5 rotations and two shapes. I haven't found a good name for this. "Face" was nice for cubes but doesn't make sense here. "Base" is ok.

gordonwoodhull commented 1 year ago

Implementing P3Grid was easy with the new AbstractGrid. Still much debugging to do, and grid storage, but I think we might see something next week or the week after.

I've been calling it P3 because there are other Penrose tilings and in theory you could play with e.g. kite & dart tiles, but what do you think? Is it better just to call it Penrose everywhere?

gereleth commented 1 year ago

This is so exciting! I think darts and kites will not work with pipes because the shapes are not symmetric. So calling it penrose should be fine I guess?

I got them to display at least, they look so drunk :joy: 5x5 penrose example puzzle My clicks do nothing for some reason but I scribble-solved it to verify that the generator did something sensible)) image

Grid construction is currently non-deterministic, right? There is a problem that the generator component and the page create grids independently and they end up different, not even the number of tiles matches. I temporarily switched to using a generator directly on custom puzzle page to get to this result. Here's a patch with my changes if it helps.

debug_penrose.patch.txt

gordonwoodhull commented 1 year ago

Wow you got it to work!! Amazing how quickly this fit together - I did some research but basically started the hexapipes integration 24h ago. Less than 200 lines woot.

It looks completely daft with the false perspective. I think we might need to try pipe arms at arbitrary angles instead of skew, but maybe we should keep this for the psychedelic (or as you say “drunk”) effect.

Yes I was “puzzled” why I was seeing different counts & figured it was because I hadn’t dealt with persistence. I didn’t realize there were two grid instances. It’s deterministic but it chooses a random polygon to start, we’ll have to decide what state to copy.

Thanks for your temporary workaround. So cool!!!

I think I know how I messed up click detection, maybe I can get it running later today.

gordonwoodhull commented 1 year ago

I applied your workaround and used the correct coordinates, and it is almost playable, however it has a serious bug which makes it very difficult to complete.

image

It's live here.

I have run out of time for this week. If you want to work on it, you are welcome, otherwise I'll continue on Friday.

Although the puzzle is solvable, the display rotation is wrong. Side 1 of a rhombus could be in one of two places, green outline in the penrose-fill-polygon demo:

Screen Shot 2023-07-15 at 8 25 57 PM Screen Shot 2023-07-15 at 8 26 15 PM

This suggests that there needs to be an offset on the original rotation based on the generated data.

But in playing with it, it seems that some tiles off by 90º as well. I wouldn't be surprised if angles are reversed somewhere, since I didn't try to account for increasing y up or down, always the bane of trig on the web.

I don't know. There are probably multiple bugs.

I solved a tiny one:

image

There is much to clean up. Among other things, penrose-fill-polygon will be a proper npm module so as not to add direct dependencies for the half-dozen d3 functions it uses.

Edge marks don't work.

gereleth commented 1 year ago

I tried to understand what's going wrong with connections coloring by annotating tiles with index_base and clicking around. In the pic below there are two tiles with base 0, they both report the fat red dot as direction 1 and they both say that their neighbour in this direction is tile 6. Obviously one is correct and the other one is turned 180 deg. So the transformed polygon for tile 5 should have directions [4,8,1,2] instead of [1,2,4,8] I guess. I couldn't find what makes these two tiles different.

Selection_025

I overlaid my solution to one puzzle (in green) with solver solution (in half-transparent yellow) and we clearly agree on some tiles but disagree by 180 or 90 deg on others. I'm afraid it's up to you to figure out which rotation offsets to use on which tiles...

Screenshot from 2023-07-16 11-09-33

gordonwoodhull commented 1 year ago

Thanks! Neat diagram and good analysis.

The orientation comes from the way tiles are generated - as triangles are split this introduces rotation. I couldn't find any pattern to it either, but I thought it made sense to use that side numbering, since neighborhood falls out of it.

I'll figure it out next week. Day job is pretty demanding, so unfortunately I can't completely wear myself out over the weekend.

gereleth commented 1 year ago

I couldn't let it go :sweat_smile: and made a hack for rotation offsets. It works like this:

This approach is kinda like using a walking stick to check the way forward. I'd much rather see the offsets generated along with the rest of the grid but at least the puzzle is solvable now with consistent connections coloring! See it here: https://hexapipes-git-p3-gereleth.vercel.app/custom

image

We'll definitely need a better implementation for which_tile_at because it's currently linear in the number of tiles and will be too slow in larger puzzles.

Generating a new puzzle hangs the tab pretty often, I haven't investigated why this happens. Edgemarks don't work.

gordonwoodhull commented 1 year ago

Wow! It's just as weird as I hoped it would be. Thanks for getting it working!

Not terribly difficult - I was able to solve a "15x15" with proofs and assistant. I only paused to think once or twice, and didn't have to look for any patterns.

A "haunted" feel to it, because of sudden corners and distorted space.

Can't wait to fix all this stuff next week. Great fun!

gordonwoodhull commented 1 year ago

Working on a "23x23" now.

Screenshot_20230716_170028_Firefox

Thoughts:

gereleth commented 1 year ago

Edgemarks should be working now.

Since there are no consistent opposites I used 4 edgemark directions. To avoid state duplication the mark gets actually recorded on the tile with min index. This means edgemark data amount in saved progress will be doubled compared to other puzzles. Maybe that's acceptable :woman_shrugging:

Connection marks are finnicky on weird angles, wall marks are ok).

I also removed rotation offsets but used the same logic to create arrays with neighbour indices for each tile with neighbours in the correct order.

image

gordonwoodhull commented 1 year ago

Wow, cool!

So neat how the edge marks work just as you would expect, even at those topsy-turvy angles.

My conclusion was that there should be consistent opposite sides but just not in the same order for the two shapes.

That's what is shown in this diagram, which illustrates how rhombs are allowed to fit together:

232239234-ba6ff9d5-a2cd-4a13-b71e-346fad459113

I don't think there's any harm to doing it the way you describe. That's a tiny amount of space and calculation.

Maybe it will become more clear if we get the original sides 0-3 mapped correctly to 1, 2, 4, 8 without the "walking stick" and offsets/maps. But probably not. 🤪

gereleth commented 1 year ago

I tried to paint these jigsaw-like marks on the edges of one puzzle. Here's what I found out:

So if we could somehow find this magic directions assignment and use 20 base polygons then we'd have consistent opposites and no need for edgemark hacks. Can we track these jigsaw edge types during grid construction?..

Polygons can use arbitrary directions - like [1,2,8,4] or [8,4,2,1]. But which to use where is the real question here.

image

gordonwoodhull commented 1 year ago

Nice. I see what you are saying - yes it is 20 polygons if you consider the 180° turns.

The jigsaw edge types should be inherent to the way the triangles / rhombuses are generated. It’s all based on Tatham’s combinatorial coordinates. (Links in the readme.)

When producing the rhombuses from triangles, side 0 of the two triangles is pasted together. For the narrow rhombus, one triangle will be C and one D. For the thick rhombus, one triangle will be X and one will be Y - and the paste-edge is the long diagonal instead of the short.

Then I use the triangle sides in order X1, X2, Y1, Y2. Or C1, C2, D1, D2.

But I haven’t checked how this corresponds to the jigsaw edges in Wikipedia. I’m pretty sure there is a consistent mapping, but I simply haven’t looked.

The long-diagonal paste vs short-diagonal paste may explain a 90-degree turn. I.e. if the triangle-paste line is horizontal then the skinny rhombus will point up-down instead of left-right.

Hope this helps… gotta run for now. Thinking I may take Friday off to try to knock this out. I’m getting pulled into some demanding projects at work and I’m not sure if I’ll be able to spend weekends on this going forward. 😔

gereleth commented 1 year ago

I looked into why the puzzle page hangs sometimes and the reason is likely that the grid creates detached tiles like this:

image

Disjoint grids have not come up before so the generator has no protections against them)). This looks like something best avoided during grid construction.

gordonwoodhull commented 1 year ago

Aha, makes sense. I’m glad there is a simple answer to that. I’ve been playing quite a bit but I can’t get the page back when it hangs like that on my tablet.

Yes the generator absolutely should not allow disjoint tiles to get through. Wish it didn’t produce any tiles of degree 1 either…

gordonwoodhull commented 1 year ago

I have implemented persistence of the grid, and the regular sizes work.

The generator produces the grid and sends it back. Then grid gets put alongside tiles in local storage, both in instance and progress.

This only happens if the grid supports getState() and initialize() - I implemented this in a non-typesafe way but I'm happy to revisit this.

There is one inefficiency - P3Grid still calculates a Penrose tiling when it is constructed. It would be better to call initialize() after createGrid but there are 8 places createGrid is called, so I held off on that.

As for the slowness of which_tile_at, I did some measurements, and it only gets into milliseconds once there are hundreds of tiles. With "100x100" which is implemented as "minimum of 10000" and producing 18000-24000 tiles, I was seeing which_tile_at take as much as 3-4 milliseconds.

This is fine for interactive on-click use, but it becomes a problem when multiplied by the walking stick poking around every tile. Might look at that next.

gereleth commented 1 year ago

Nice, I played some already. Even got some quasi-wrap experience by starting a large puzzle from the middle)).

Then grid gets put alongside tiles in local storage, both in instance and progress.

I don't get why it needs to be in progress, seems to me it should live in instance only. I haven't looked at the code yet but I'll review how createGrid should work with different-every-time grids.


Detached tiles strike again and my streak is dead. It was only six games long :smiling_face_with_tear:. At least the tab didn't hang).

I also saw an example where two thin rhombs were detached from the rest of the grid. So we can't even use "tile with no neighbours" logic to detect this situation. I thought of declaring these tiles empty if the generator can't reach them. But sometimes the generator will choose to start from a detached tile and then the whole grid ends up empty. This is exactly what happened in the previous detached example. Tricky stuff)).

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