I'm sick and tired of having unfinished puzzle code lying around on
[sgt/puzzles] / unfinished / pearl.c
diff --git a/unfinished/pearl.c b/unfinished/pearl.c
new file mode 100644 (file)
index 0000000..0ef6247
--- /dev/null
@@ -0,0 +1,1401 @@
+/*
+ * pearl.c: Nikoli's `Masyu' puzzle. Currently this is a blank
+ * puzzle file with nothing but a test solver-generator.
+ */
+
+/*
+ * TODO:
+ * 
+ *  - The generation method appears to be fundamentally flawed. I
+ *    think generating a random loop and then choosing a clue set
+ *    is simply not a viable approach, because on a test run of
+ *    10,000 attempts, it generated _six_ viable puzzles. All the
+ *    rest of the randomly generated loops failed to be soluble
+ *    even given a maximal clue set. Also, the vast majority of the
+ *    clues were white circles (straight clues); black circles
+ *    (corners) seem very uncommon.
+ *     + So what can we do? One possible approach would be to
+ *      adjust the random loop generation so that it created loops
+ *      which were in some heuristic sense more likely to be
+ *      viable Masyu puzzles. Certainly a good start on that would
+ *      be to arrange that black clues actually _came up_ slightly
+ *      more often, but I have no idea whether that would be
+ *      sufficient.
+ *     + A second option would be to throw the entire mechanism out
+ *      and instead write a different generator from scratch which
+ *      evolves the solution along with the puzzle: place a few
+ *      clues, nail down a bit of the loop, place another clue,
+ *      nail down some more, etc. It's unclear whether this can
+ *      sensibly be done, though.
+ * 
+ *  - Puzzle playing UI and everything else apart from the
+ *    generator...
+ */
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <assert.h>
+#include <ctype.h>
+#include <math.h>
+
+#include "puzzles.h"
+
+#define NOCLUE 0
+#define CORNER 1
+#define STRAIGHT 2
+
+#define R 1
+#define U 2
+#define L 4
+#define D 8
+
+#define DX(d) ( ((d)==R) - ((d)==L) )
+#define DY(d) ( ((d)==D) - ((d)==U) )
+
+#define F(d) (((d << 2) | (d >> 2)) & 0xF)
+#define C(d) (((d << 3) | (d >> 1)) & 0xF)
+#define A(d) (((d << 1) | (d >> 3)) & 0xF)
+
+#define LR (L | R)
+#define RL (R | L)
+#define UD (U | D)
+#define DU (D | U)
+#define LU (L | U)
+#define UL (U | L)
+#define LD (L | D)
+#define DL (D | L)
+#define RU (R | U)
+#define UR (U | R)
+#define RD (R | D)
+#define DR (D | R)
+#define BLANK 0
+#define UNKNOWN 15
+
+#define bLR (1 << LR)
+#define bRL (1 << RL)
+#define bUD (1 << UD)
+#define bDU (1 << DU)
+#define bLU (1 << LU)
+#define bUL (1 << UL)
+#define bLD (1 << LD)
+#define bDL (1 << DL)
+#define bRU (1 << RU)
+#define bUR (1 << UR)
+#define bRD (1 << RD)
+#define bDR (1 << DR)
+#define bBLANK (1 << BLANK)
+
+enum {
+    COL_BACKGROUND,
+    NCOLOURS
+};
+
+struct game_params {
+    int FIXME;
+};
+
+struct game_state {
+    int FIXME;
+};
+
+static game_params *default_params(void)
+{
+    game_params *ret = snew(game_params);
+
+    ret->FIXME = 0;
+
+    return ret;
+}
+
+static int game_fetch_preset(int i, char **name, game_params **params)
+{
+    return FALSE;
+}
+
+static void free_params(game_params *params)
+{
+    sfree(params);
+}
+
+static game_params *dup_params(game_params *params)
+{
+    game_params *ret = snew(game_params);
+    *ret = *params;                   /* structure copy */
+    return ret;
+}
+
+static void decode_params(game_params *params, char const *string)
+{
+}
+
+static char *encode_params(game_params *params, int full)
+{
+    return dupstr("FIXME");
+}
+
+static config_item *game_configure(game_params *params)
+{
+    return NULL;
+}
+
+static game_params *custom_params(config_item *cfg)
+{
+    return NULL;
+}
+
+static char *validate_params(game_params *params, int full)
+{
+    return NULL;
+}
+
+/* ----------------------------------------------------------------------
+ * Solver.
+ */
+
+int pearl_solve(int w, int h, char *clues, char *result)
+{
+    int W = 2*w+1, H = 2*h+1;
+    short *workspace;
+    int *dsf, *dsfsize;
+    int x, y, b, d;
+    int ret = -1;
+
+    /*
+     * workspace[(2*y+1)*W+(2*x+1)] indicates the possible nature
+     * of the square (x,y), as a logical OR of bitfields.
+     * 
+     * workspace[(2*y)*W+(2*x+1)], for x odd and y even, indicates
+     * whether the horizontal edge between (x,y) and (x+1,y) is
+     * connected (1), disconnected (2) or unknown (3).
+     * 
+     * workspace[(2*y+1)*W+(2*x)], indicates the same about the
+     * vertical edge between (x,y) and (x,y+1).
+     * 
+     * Initially, every square is considered capable of being in
+     * any of the seven possible states (two straights, four
+     * corners and empty), except those corresponding to clue
+     * squares which are more restricted.
+     * 
+     * Initially, all edges are unknown, except the ones around the
+     * grid border which are known to be disconnected.
+     */
+    workspace = snewn(W*H, short);
+    for (x = 0; x < W*H; x++)
+       workspace[x] = 0;
+    /* Square states */
+    for (y = 0; y < h; y++)
+       for (x = 0; x < w; x++)
+           switch (clues[y*w+x]) {
+             case CORNER:
+               workspace[(2*y+1)*W+(2*x+1)] = bLU|bLD|bRU|bRD;
+               break;
+             case STRAIGHT:
+               workspace[(2*y+1)*W+(2*x+1)] = bLR|bUD;
+               break;
+             default:
+               workspace[(2*y+1)*W+(2*x+1)] = bLR|bUD|bLU|bLD|bRU|bRD|bBLANK;
+               break;
+           }
+    /* Horizontal edges */
+    for (y = 0; y <= h; y++)
+       for (x = 0; x < w; x++)
+           workspace[(2*y)*W+(2*x+1)] = (y==0 || y==h ? 2 : 3);
+    /* Vertical edges */
+    for (y = 0; y < h; y++)
+       for (x = 0; x <= w; x++)
+           workspace[(2*y+1)*W+(2*x)] = (x==0 || x==w ? 2 : 3);
+
+    /*
+     * We maintain a dsf of connected squares, together with a
+     * count of the size of each equivalence class.
+     */
+    dsf = snewn(w*h, int);
+    dsfsize = snewn(w*h, int);
+
+    /*
+     * Now repeatedly try to find something we can do.
+     */
+    while (1) {
+
+#ifdef SOLVER_DIAGNOSTICS
+       for (y = 0; y < H; y++) {
+           for (x = 0; x < W; x++)
+               printf("%*x", (x&1) ? 5 : 2, workspace[y*W+x]);
+           printf("\n");
+       }
+#endif
+
+       int done_something = FALSE;
+
+       /*
+        * Go through the square state words, and discard any
+        * square state which is inconsistent with known facts
+        * about the edges around the square.
+        */
+       for (y = 0; y < h; y++)
+           for (x = 0; x < w; x++) {
+               for (b = 0; b < 0xD; b++)
+                   if (workspace[(2*y+1)*W+(2*x+1)] & (1<<b)) {
+                       /*
+                        * If any edge of this square is known to
+                        * be connected when state b would require
+                        * it disconnected, or vice versa, discard
+                        * the state.
+                        */
+                       for (d = 1; d <= 8; d += d) {
+                           int ex = 2*x+1 + DX(d), ey = 2*y+1 + DY(d);
+                           if (workspace[ey*W+ex] ==
+                               ((b & d) ? 2 : 1)) {
+                               workspace[(2*y+1)*W+(2*x+1)] &= ~(1<<b);
+#ifdef SOLVER_DIAGNOSTICS
+                               printf("edge (%d,%d)-(%d,%d) rules out state"
+                                      " %d for square (%d,%d)\n",
+                                      ex/2, ey/2, (ex+1)/2, (ey+1)/2,
+                                      b, x, y);
+#endif
+                               done_something = TRUE;
+                               break;
+                           }
+                       }
+                   }
+
+               /*
+                * Consistency check: each square must have at
+                * least one state left!
+                */
+               if (!workspace[(2*y+1)*W+(2*x+1)]) {
+#ifdef SOLVER_DIAGNOSTICS
+                   printf("edge check at (%d,%d): inconsistency\n", x, y);
+                   ret = 0;
+                   goto cleanup;
+#endif
+               }
+           }
+
+       /*
+        * Now go through the states array again, and nail down any
+        * unknown edge if one of its neighbouring squares makes it
+        * known.
+        */
+       for (y = 0; y < h; y++)
+           for (x = 0; x < w; x++) {
+               int edgeor = 0, edgeand = 15;
+
+               for (b = 0; b < 0xD; b++)
+                   if (workspace[(2*y+1)*W+(2*x+1)] & (1<<b)) {
+                       edgeor |= b;
+                       edgeand &= b;
+                   }
+
+               /*
+                * Now any bit clear in edgeor marks a disconnected
+                * edge, and any bit set in edgeand marks a
+                * connected edge.
+                */
+
+               /* First check consistency: neither bit is both! */
+               if (edgeand & ~edgeor) {
+#ifdef SOLVER_DIAGNOSTICS
+                   printf("square check at (%d,%d): inconsistency\n", x, y);
+                   ret = 0;
+                   goto cleanup;
+#endif
+               }
+
+               for (d = 1; d <= 8; d += d) {
+                   int ex = 2*x+1 + DX(d), ey = 2*y+1 + DY(d);
+
+                   if (!(edgeor & d) && workspace[ey*W+ex] == 3) {
+                       workspace[ey*W+ex] = 2;
+                       done_something = TRUE;
+#ifdef SOLVER_DIAGNOSTICS
+                       printf("possible states of square (%d,%d) force edge"
+                              " (%d,%d)-(%d,%d) to be disconnected\n",
+                              x, y, ex/2, ey/2, (ex+1)/2, (ey+1)/2);
+#endif
+                   } else if ((edgeand & d) && workspace[ey*W+ex] == 3) {
+                       workspace[ey*W+ex] = 1;
+                       done_something = TRUE;
+#ifdef SOLVER_DIAGNOSTICS
+                       printf("possible states of square (%d,%d) force edge"
+                              " (%d,%d)-(%d,%d) to be connected\n",
+                              x, y, ex/2, ey/2, (ex+1)/2, (ey+1)/2);
+#endif
+                   }
+               }
+           }
+
+       if (done_something)
+           continue;
+
+       /*
+        * Now for longer-range clue-based deductions (using the
+        * rules that a corner clue must connect to two straight
+        * squares, and a straight clue must connect to at least
+        * one corner square).
+        */
+       for (y = 0; y < h; y++)
+           for (x = 0; x < w; x++)
+               switch (clues[y*w+x]) {
+                 case CORNER:
+                   for (d = 1; d <= 8; d += d) {
+                       int ex = 2*x+1 + DX(d), ey = 2*y+1 + DY(d);
+                       int fx = ex + DX(d), fy = ey + DY(d);
+                       int type = d | F(d);
+
+                       if (workspace[ey*W+ex] == 1) {
+                           /*
+                            * If a corner clue is connected on any
+                            * edge, then we can immediately nail
+                            * down the square beyond that edge as
+                            * being a straight in the appropriate
+                            * direction.
+                            */
+                           if (workspace[fy*W+fx] != (1<<type)) {
+                               workspace[fy*W+fx] = (1<<type);
+                               done_something = TRUE;
+#ifdef SOLVER_DIAGNOSTICS
+                               printf("corner clue at (%d,%d) forces square "
+                                      "(%d,%d) into state %d\n", x, y,
+                                      fx/2, fy/2, type);
+#endif
+                               
+                           }
+                       } else if (workspace[ey*W+ex] == 3) {
+                           /*
+                            * Conversely, if a corner clue is
+                            * separated by an unknown edge from a
+                            * square which _cannot_ be a straight
+                            * in the appropriate direction, we can
+                            * mark that edge as disconnected.
+                            */
+                           if (!(workspace[fy*W+fx] & (1<<type))) {
+                               workspace[ey*W+ex] = 2;
+                               done_something = TRUE;
+#ifdef SOLVER_DIAGNOSTICS
+                               printf("corner clue at (%d,%d), plus square "
+                                      "(%d,%d) not being state %d, "
+                                      "disconnects edge (%d,%d)-(%d,%d)\n",
+                                      x, y, fx/2, fy/2, type,
+                                      ex/2, ey/2, (ex+1)/2, (ey+1)/2);
+#endif
+
+                           }
+                       }
+                   }
+
+
+                   break;
+                 case STRAIGHT:
+                   /*
+                    * If a straight clue is between two squares
+                    * neither of which is capable of being a
+                    * corner connected to it, then the straight
+                    * clue cannot point in that direction.
+                    */
+                   for (d = 1; d <= 2; d += d) {
+                       int fx = 2*x+1 + 2*DX(d), fy = 2*y+1 + 2*DY(d);
+                       int gx = 2*x+1 - 2*DX(d), gy = 2*y+1 - 2*DY(d);
+                       int type = d | F(d);
+
+                       if (!(workspace[(2*y+1)*W+(2*x+1)] & (1<<type)))
+                           continue;
+
+                       if (!(workspace[fy*W+fx] & ((1<<(F(d)|A(d))) |
+                                                   (1<<(F(d)|C(d))))) &&
+                           !(workspace[gy*W+gx] & ((1<<(  d |A(d))) |
+                                                   (1<<(  d |C(d)))))) {
+                           workspace[(2*y+1)*W+(2*x+1)] &= ~(1<<type);
+                           done_something = TRUE;
+#ifdef SOLVER_DIAGNOSTICS
+                           printf("straight clue at (%d,%d) cannot corner at "
+                                  "(%d,%d) or (%d,%d) so is not state %d\n",
+                                  x, y, fx/2, fy/2, gx/2, gy/2, type);
+#endif
+                       }
+                                                   
+                   }
+
+                   /*
+                    * If a straight clue with known direction is
+                    * connected on one side to a known straight,
+                    * then on the other side it must be a corner.
+                    */
+                   for (d = 1; d <= 8; d += d) {
+                       int fx = 2*x+1 + 2*DX(d), fy = 2*y+1 + 2*DY(d);
+                       int gx = 2*x+1 - 2*DX(d), gy = 2*y+1 - 2*DY(d);
+                       int type = d | F(d);
+
+                       if (workspace[(2*y+1)*W+(2*x+1)] != (1<<type))
+                           continue;
+
+                       if (!(workspace[fy*W+fx] &~ (bLR|bUD)) &&
+                           (workspace[gy*W+gx] &~ (bLU|bLD|bRU|bRD))) {
+                           workspace[gy*W+gx] &= (bLU|bLD|bRU|bRD);
+                           done_something = TRUE;
+#ifdef SOLVER_DIAGNOSTICS
+                           printf("straight clue at (%d,%d) connecting to "
+                                  "straight at (%d,%d) makes (%d,%d) a "
+                                  "corner\n", x, y, fx/2, fy/2, gx/2, gy/2);
+#endif
+                       }
+                                                   
+                   }
+                   break;
+               }
+
+       if (done_something)
+           continue;
+
+       /*
+        * Now detect shortcut loops.
+        */
+
+       {
+           int nonblanks, loopclass;
+
+           dsf_init(dsf, w*h);
+           for (x = 0; x < w*h; x++)
+               dsfsize[x] = 1;
+
+           /*
+            * First go through the edge entries and update the dsf
+            * of which squares are connected to which others. We
+            * also track the number of squares in each equivalence
+            * class, and count the overall number of
+            * known-non-blank squares.
+            *
+            * In the process of doing this, we must notice if a
+            * loop has already been formed. If it has, we blank
+            * out any square which isn't part of that loop
+            * (failing a consistency check if any such square does
+            * not have BLANK as one of its remaining options) and
+            * exit the deduction loop with success.
+            */
+           nonblanks = 0;
+           loopclass = -1;
+           for (y = 1; y < H-1; y++)
+               for (x = 1; x < W-1; x++)
+                   if ((y ^ x) & 1) {
+                       /*
+                        * (x,y) are the workspace coordinates of
+                        * an edge field. Compute the normal-space
+                        * coordinates of the squares it connects.
+                        */
+                       int ax = (x-1)/2, ay = (y-1)/2, ac = ay*w+ax;
+                       int bx = x/2, by = y/2, bc = by*w+bx;
+
+                       /*
+                        * If the edge is connected, do the dsf
+                        * thing.
+                        */
+                       if (workspace[y*W+x] == 1) {
+                           int ae, be;
+
+                           ae = dsf_canonify(dsf, ac);
+                           be = dsf_canonify(dsf, bc);
+
+                           if (ae == be) {
+                               /*
+                                * We have a loop!
+                                */
+                               if (loopclass != -1) {
+                                   /*
+                                    * In fact, we have two
+                                    * separate loops, which is
+                                    * doom.
+                                    */
+#ifdef SOLVER_DIAGNOSTICS
+                                   printf("two loops found in grid!\n");
+#endif
+                                   ret = 0;
+                                   goto cleanup;
+                               }
+                               loopclass = ae;
+                           } else {
+                               /*
+                                * Merge the two equivalence
+                                * classes.
+                                */
+                               int size = dsfsize[ae] + dsfsize[be];
+                               dsf_merge(dsf, ac, bc);
+                               ae = dsf_canonify(dsf, ac);
+                               dsfsize[ae] = size;
+                           }
+                       }
+                   } else if ((y & x) & 1) {
+                       /*
+                        * (x,y) are the workspace coordinates of a
+                        * square field. If the square is
+                        * definitely not blank, count it.
+                        */
+                       if (!(workspace[y*W+x] & bBLANK))
+                           nonblanks++;
+                   }
+
+           /*
+            * If we discovered an existing loop above, we must now
+            * blank every square not part of it, and exit the main
+            * deduction loop.
+            */
+           if (loopclass != -1) {
+#ifdef SOLVER_DIAGNOSTICS
+               printf("loop found in grid!\n");
+#endif
+               for (y = 0; y < h; y++)
+                   for (x = 0; x < w; x++)
+                       if (dsf_canonify(dsf, y*w+x) != loopclass) {
+                           if (workspace[(y*2+1)*W+(x*2+1)] & bBLANK) {
+                               workspace[(y*2+1)*W+(x*2+1)] = bBLANK;
+                           } else {
+                               /*
+                                * This square is not part of the
+                                * loop, but is known non-blank. We
+                                * have goofed.
+                                */
+#ifdef SOLVER_DIAGNOSTICS
+                               printf("non-blank square (%d,%d) found outside"
+                                      " loop!\n", x, y);
+#endif
+                               ret = 0;
+                               goto cleanup;
+                           }
+                       }
+               /*
+                * And we're done.
+                */
+               ret = 1;
+               break;
+           }
+
+           /*
+            * Now go through the workspace again and mark any edge
+            * which would cause a shortcut loop (i.e. would
+            * connect together two squares in the same equivalence
+            * class, and that equivalence class does not contain
+            * _all_ the known-non-blank squares currently in the
+            * grid) as disconnected. Also, mark any _square state_
+            * which would cause a shortcut loop as disconnected.
+            */
+           for (y = 1; y < H-1; y++)
+               for (x = 1; x < W-1; x++)
+                   if ((y ^ x) & 1) {
+                       /*
+                        * (x,y) are the workspace coordinates of
+                        * an edge field. Compute the normal-space
+                        * coordinates of the squares it connects.
+                        */
+                       int ax = (x-1)/2, ay = (y-1)/2, ac = ay*w+ax;
+                       int bx = x/2, by = y/2, bc = by*w+bx;
+
+                       /*
+                        * If the edge is currently unknown, and
+                        * sits between two squares in the same
+                        * equivalence class, and the size of that
+                        * class is less than nonblanks, then
+                        * connecting this edge would be a shortcut
+                        * loop and so we must not do so.
+                        */
+                       if (workspace[y*W+x] == 3) {
+                           int ae, be;
+
+                           ae = dsf_canonify(dsf, ac);
+                           be = dsf_canonify(dsf, bc);
+
+                           if (ae == be) {
+                               /*
+                                * We have a loop. Is it a shortcut?
+                                */
+                               if (dsfsize[ae] < nonblanks) {
+                                   /*
+                                    * Yes! Mark this edge disconnected.
+                                    */
+                                   workspace[y*W+x] = 2;
+                                   done_something = TRUE;
+#ifdef SOLVER_DIAGNOSTICS
+                                   printf("edge (%d,%d)-(%d,%d) would create"
+                                          " a shortcut loop, hence must be"
+                                          " disconnected\n", x/2, y/2,
+                                          (x+1)/2, (y+1)/2);
+#endif
+                               }
+                           }
+                       }
+                   } else if ((y & x) & 1) {
+                       /*
+                        * (x,y) are the workspace coordinates of a
+                        * square field. Go through its possible
+                        * (non-blank) states and see if any gives
+                        * rise to a shortcut loop.
+                        * 
+                        * This is slightly fiddly, because we have
+                        * to check whether this square is already
+                        * part of the same equivalence class as
+                        * the things it's joining.
+                        */
+                       int ae = dsf_canonify(dsf, (y/2)*w+(x/2));
+
+                       for (b = 2; b < 0xD; b++)
+                           if (workspace[y*W+x] & (1<<b)) {
+                               /*
+                                * Find the equivalence classes of
+                                * the two squares this one would
+                                * connect if it were in this
+                                * state.
+                                */
+                               int e = -1;
+
+                               for (d = 1; d <= 8; d += d) if (b & d) {
+                                   int xx = x/2 + DX(d), yy = y/2 + DY(d);
+                                   int ee = dsf_canonify(dsf, yy*w+xx);
+
+                                   if (e == -1)
+                                       ee = e;
+                                   else if (e != ee)
+                                       e = -2;
+                               }
+
+                               if (e >= 0) {
+                                   /*
+                                    * This square state would form
+                                    * a loop on equivalence class
+                                    * e. Measure the size of that
+                                    * loop, and see if it's a
+                                    * shortcut.
+                                    */
+                                   int loopsize = dsfsize[e];
+                                   if (e != ae)
+                                       loopsize++;/* add the square itself */
+                                   if (loopsize < nonblanks) {
+                                       /*
+                                        * It is! Mark this square
+                                        * state invalid.
+                                        */
+                                       workspace[y*W+x] &= ~(1<<b);
+                                       done_something = TRUE;
+#ifdef SOLVER_DIAGNOSTICS
+                                       printf("square (%d,%d) would create a "
+                                              "shortcut loop in state %d, "
+                                              "hence cannot be\n",
+                                              x/2, y/2, b);
+#endif
+                                   }
+                               }
+                           }
+                   }
+       }
+
+       if (done_something)
+           continue;
+
+       /*
+        * If we reach here, there is nothing left we can do.
+        * Return 2 for ambiguous puzzle.
+        */
+       ret = 2;
+       goto cleanup;
+    }
+
+    /*
+     * If we reach _here_, it's by `break' out of the main loop,
+     * which means we've successfully achieved a solution. This
+     * means that we expect every square to be nailed down to
+     * exactly one possibility. Transcribe those possibilities into
+     * the result array.
+     */
+    for (y = 0; y < h; y++)
+       for (x = 0; x < w; x++) {
+           for (b = 0; b < 0xD; b++)
+               if (workspace[(2*y+1)*W+(2*x+1)] == (1<<b)) {
+                   result[y*w+x] = b;
+                   break;
+               }
+           assert(b < 0xD);           /* we should have had a break by now */
+       }
+
+    cleanup:
+    sfree(dsfsize);
+    sfree(dsf);
+    sfree(workspace);
+    assert(ret >= 0);
+    return ret;
+}
+
+/* ----------------------------------------------------------------------
+ * Loop generator.
+ */
+
+void pearl_loopgen(int w, int h, char *grid, random_state *rs)
+{
+    int *options, *mindist, *maxdist, *list;
+    int x, y, d, total, n, area, limit;
+
+    /*
+     * We're eventually going to have to return a w-by-h array
+     * containing line segment data. However, it's more convenient
+     * while actually generating the loop to consider the problem
+     * as a (w-1) by (h-1) array in which some squares are `inside'
+     * and some `outside'.
+     * 
+     * I'm going to use the top left corner of my return array in
+     * the latter manner until the end of the function.
+     */
+
+    /*
+     * To begin with, all squares are outside (0), except for one
+     * randomly selected one which is inside (1).
+     */
+    memset(grid, 0, w*h);
+    x = random_upto(rs, w-1);
+    y = random_upto(rs, h-1);
+    grid[y*w+x] = 1;
+
+    /*
+     * I'm also going to need an array to store the possible
+     * options for the next extension of the grid.
+     */
+    options = snewn(w*h, int);
+    for (x = 0; x < w*h; x++)
+       options[x] = 0;
+
+    /*
+     * And some arrays and a list for breadth-first searching.
+     */
+    mindist = snewn(w*h, int);
+    maxdist = snewn(w*h, int);
+    list = snewn(w*h, int);
+
+    /*
+     * Now we repeatedly scan the grid for feasible squares into
+     * which we can extend our loop, pick one, and do it.
+     */
+    area = 1;
+
+    while (1) {
+#ifdef LOOPGEN_DIAGNOSTICS
+       for (y = 0; y < h; y++) {
+           for (x = 0; x < w; x++)
+               printf("%d", grid[y*w+x]);
+           printf("\n");
+       }
+       printf("\n");
+#endif
+
+       /*
+        * Our primary aim in growing this loop is to make it
+        * reasonably _dense_ in the target rectangle. That is, we
+        * want the maximum over all squares of the minimum
+        * distance from that square to the loop to be small.
+        * 
+        * Therefore, we start with a breadth-first search of the
+        * grid to find those minimum distances.
+        */
+       {
+           int head = 0, tail = 0;
+           int i;
+
+           for (i = 0; i < w*h; i++) {
+               mindist[i] = -1;
+               if (grid[i]) {
+                   mindist[i] = 0;
+                   list[tail++] = i;
+               }
+           }
+
+           while (head < tail) {
+               i = list[head++];
+               y = i / w;
+               x = i % w;
+               for (d = 1; d <= 8; d += d) {
+                   int xx = x + DX(d), yy = y + DY(d);
+                   if (xx >= 0 && xx < w && yy >= 0 && yy < h &&
+                       mindist[yy*w+xx] < 0) {
+                       mindist[yy*w+xx] = mindist[i] + 1;
+                       list[tail++] = yy*w+xx;
+                   }
+               }
+           }
+
+           /*
+            * Having done the BFS, we now backtrack along its path
+            * to determine the most distant square that each
+            * square is on the shortest path to. This tells us
+            * which of the loop extension candidates (all of which
+            * are squares marked 1) is most desirable to extend
+            * into in terms of minimising the maximum distance
+            * from any empty square to the nearest loop square.
+            */
+           for (head = tail; head-- > 0 ;) {
+               int max;
+
+               i = list[head];
+               y = i / w;
+               x = i % w;
+
+               max = mindist[i];
+
+               for (d = 1; d <= 8; d += d) {
+                   int xx = x + DX(d), yy = y + DY(d);
+                   if (xx >= 0 && xx < w && yy >= 0 && yy < h &&
+                       mindist[yy*w+xx] > mindist[i] &&
+                       maxdist[yy*w+xx] > max) {
+                       max = maxdist[yy*w+xx];
+                   }
+               }
+
+               maxdist[i] = max;
+           }
+       }
+
+       /*
+        * A square is a viable candidate for extension of our loop
+        * if and only if the following conditions are all met:
+        *  - It is currently labelled 0.
+        *  - At least one of its four orthogonal neighbours is
+        *    labelled 1.
+        *  - If you consider its eight orthogonal and diagonal
+        *    neighbours to form a ring, that ring contains at most
+        *    one contiguous run of 1s. (It must also contain at
+        *    _least_ one, of course, but that's already guaranteed
+        *    by the previous condition so there's no need to test
+        *    it separately.)
+        */
+       total = 0;
+       for (y = 0; y < h-1; y++)
+           for (x = 0; x < w-1; x++) {
+               int ring[8];
+               int rx, neighbours, runs, dist;
+
+               dist = maxdist[y*w+x];
+               options[y*w+x] = 0;
+
+               if (grid[y*w+x])
+                   continue;          /* it isn't labelled 0 */
+
+               neighbours = 0;
+               for (rx = 0, d = 1; d <= 8; rx += 2, d += d) {
+                   int x2 = x + DX(d), y2 = y + DY(d);
+                   int x3 = x2 + DX(A(d)), y3 = y2 + DY(A(d));
+                   int g2 = (x2 >= 0 && x2 < w && y2 >= 0 && y2 < h ?
+                             grid[y2*w+x2] : 0);
+                   int g3 = (x3 >= 0 && x3 < w && y3 >= 0 && y3 < h ?
+                             grid[y3*w+x3] : 0);
+                   ring[rx] = g2;
+                   ring[rx+1] = g3;
+                   if (g2)
+                       neighbours++;
+               }
+
+               if (!neighbours)
+                   continue;          /* it doesn't have a 1 neighbour */
+
+               runs = 0;
+               for (rx = 0; rx < 8; rx++)
+                   if (ring[rx] && !ring[(rx+1) & 7])
+                       runs++;
+
+               if (runs > 1)
+                   continue;          /* too many runs of 1s */
+
+               /*
+                * Now we know this square is a viable extension
+                * candidate. Mark it.
+                * 
+                * FIXME: probabilistic prioritisation based on
+                * perimeter perturbation? (Wow, must keep that
+                * phrase.)
+                */
+               options[y*w+x] = dist * (4-neighbours) * (4-neighbours);
+               total += options[y*w+x];
+           }
+
+       if (!total)
+           break;                     /* nowhere to go! */
+
+       /*
+        * Now pick a random one of the viable extension squares,
+        * and extend into it.
+        */
+       n = random_upto(rs, total);
+       for (y = 0; y < h-1; y++)
+           for (x = 0; x < w-1; x++) {
+               assert(n >= 0);
+               if (options[y*w+x] > n)
+                   goto found;        /* two-level break */
+               n -= options[y*w+x];
+           }
+       assert(!"We shouldn't ever get here");
+       found:
+       grid[y*w+x] = 1;
+       area++;
+
+       /*
+        * We terminate the loop when around 7/12 of the grid area
+        * is full, but we also require that the loop has reached
+        * all four edges.
+        */
+       limit = random_upto(rs, (w-1)*(h-1)) + 13*(w-1)*(h-1);
+       if (24 * area > limit) {
+           int l = FALSE, r = FALSE, u = FALSE, d = FALSE;
+           for (x = 0; x < w; x++) {
+               if (grid[0*w+x])
+                   u = TRUE;
+               if (grid[(h-2)*w+x])
+                   d = TRUE;
+           }
+           for (y = 0; y < h; y++) {
+               if (grid[y*w+0])
+                   l = TRUE;
+               if (grid[y*w+(w-2)])
+                   r = TRUE;
+           }
+           if (l && r && u && d)
+               break;
+       }
+    }
+
+    sfree(list);
+    sfree(maxdist);
+    sfree(mindist);
+    sfree(options);
+
+#ifdef LOOPGEN_DIAGNOSTICS
+    printf("final loop:\n");
+    for (y = 0; y < h; y++) {
+       for (x = 0; x < w; x++)
+           printf("%d", grid[y*w+x]);
+       printf("\n");
+    }
+    printf("\n");
+#endif
+
+    /*
+     * Now convert this array of 0s and 1s into an array of path
+     * components.
+     */
+    for (y = h; y-- > 0 ;) {
+       for (x = w; x-- > 0 ;) {
+           /*
+            * Examine the four grid squares of which (x,y) are in
+            * the bottom right, to determine the output for this
+            * square.
+            */
+           int ul = (x > 0 && y > 0 ? grid[(y-1)*w+(x-1)] : 0);
+           int ur = (y > 0 ? grid[(y-1)*w+x] : 0);
+           int dl = (x > 0 ? grid[y*w+(x-1)] : 0);
+           int dr = grid[y*w+x];
+           int type = 0;
+
+           if (ul != ur) type |= U;
+           if (dl != dr) type |= D;
+           if (ul != dl) type |= L;
+           if (ur != dr) type |= R;
+
+           assert((bLR|bUD|bLU|bLD|bRU|bRD|bBLANK) & (1 << type));
+
+           grid[y*w+x] = type;
+
+       }
+    }
+
+#if defined LOOPGEN_DIAGNOSTICS && !defined GENERATION_DIAGNOSTICS
+    printf("as returned:\n");
+    for (y = 0; y < h; y++) {
+       for (x = 0; x < w; x++) {
+           int type = grid[y*w+x];
+           char s[5], *p = s;
+           if (type & L) *p++ = 'L';
+           if (type & R) *p++ = 'R';
+           if (type & U) *p++ = 'U';
+           if (type & D) *p++ = 'D';
+           *p = '\0';
+           printf("%3s", s);
+       }
+       printf("\n");
+    }
+    printf("\n");
+#endif
+}
+
+static char *new_game_desc(game_params *params, random_state *rs,
+                          char **aux, int interactive)
+{
+    char *grid, *clues;
+    int *clueorder;
+    int w = 10, h = 10;
+    int x, y, d, ret, i;
+
+#if 0
+    clues = snewn(7*7, char);
+    memcpy(clues,
+          "\0\1\0\0\2\0\0"
+          "\0\0\0\2\0\0\0"
+          "\0\0\0\2\0\0\1"
+          "\2\0\0\2\0\0\0"
+          "\2\0\0\0\0\0\1"
+          "\0\0\1\0\0\2\0"
+          "\0\0\2\0\0\0\0", 7*7);
+    grid = snewn(7*7, char);
+    printf("%d\n", pearl_solve(7, 7, clues, grid));
+#elif 0
+    clues = snewn(10*10, char);
+    memcpy(clues,
+          "\0\0\2\0\2\0\0\0\0\0"
+          "\0\0\0\0\2\0\0\0\1\0"
+          "\0\0\1\0\1\0\2\0\0\0"
+          "\0\0\0\2\0\0\2\0\0\0"
+          "\1\0\0\0\0\2\0\0\0\2"
+          "\0\0\2\0\0\0\0\2\0\0"
+          "\0\0\1\0\0\0\2\0\0\0"
+          "\2\0\0\0\1\0\0\0\0\2"
+          "\0\0\0\0\0\0\2\2\0\0"
+          "\0\0\1\0\0\0\0\0\0\1", 10*10);
+    grid = snewn(10*10, char);
+    printf("%d\n", pearl_solve(10, 10, clues, grid));
+#elif 0
+    clues = snewn(10*10, char);
+    memcpy(clues,
+          "\0\0\0\0\0\0\1\0\0\0"
+          "\0\1\0\1\2\0\0\0\0\2"
+          "\0\0\0\0\0\0\0\0\0\1"
+          "\2\0\0\1\2\2\1\0\0\0"
+          "\1\0\0\0\0\0\0\1\0\0"
+          "\0\0\2\0\0\0\0\0\0\2"
+          "\0\0\0\2\1\2\1\0\0\2"
+          "\2\0\0\0\0\0\0\0\0\0"
+          "\2\0\0\0\0\1\1\0\2\0"
+          "\0\0\0\2\0\0\0\0\0\0", 10*10);
+    grid = snewn(10*10, char);
+    printf("%d\n", pearl_solve(10, 10, clues, grid));
+#endif
+
+    grid = snewn(w*h, char);
+    clues = snewn(w*h, char);
+    clueorder = snewn(w*h, int);
+
+    while (1) {
+       pearl_loopgen(w, h, grid, rs);
+
+#ifdef GENERATION_DIAGNOSTICS
+       printf("grid array:\n");
+       for (y = 0; y < h; y++) {
+           for (x = 0; x < w; x++) {
+               int type = grid[y*w+x];
+               char s[5], *p = s;
+               if (type & L) *p++ = 'L';
+               if (type & R) *p++ = 'R';
+               if (type & U) *p++ = 'U';
+               if (type & D) *p++ = 'D';
+               *p = '\0';
+               printf("%2s ", s);
+           }
+           printf("\n");
+       }
+       printf("\n");
+#endif
+
+       /*
+        * Set up the maximal clue array.
+        */
+       for (y = 0; y < h; y++)
+           for (x = 0; x < w; x++) {
+               int type = grid[y*w+x];
+
+               clues[y*w+x] = NOCLUE;
+
+               if ((bLR|bUD) & (1 << type)) {
+                   /*
+                    * This is a straight; see if it's a viable
+                    * candidate for a straight clue. It qualifies if
+                    * at least one of the squares it connects to is a
+                    * corner.
+                    */
+                   for (d = 1; d <= 8; d += d) if (type & d) {
+                       int xx = x + DX(d), yy = y + DY(d);
+                       assert(xx >= 0 && xx < w && yy >= 0 && yy < h);
+                       if ((bLU|bLD|bRU|bRD) & (1 << grid[yy*w+xx]))
+                           break;
+                   }
+                   if (d <= 8)        /* we found one */
+                       clues[y*w+x] = STRAIGHT;
+               } else if ((bLU|bLD|bRU|bRD) & (1 << type)) {
+                   /*
+                    * This is a corner; see if it's a viable candidate
+                    * for a corner clue. It qualifies if all the
+                    * squares it connects to are straights.
+                    */
+                   for (d = 1; d <= 8; d += d) if (type & d) {
+                       int xx = x + DX(d), yy = y + DY(d);
+                       assert(xx >= 0 && xx < w && yy >= 0 && yy < h);
+                       if (!((bLR|bUD) & (1 << grid[yy*w+xx])))
+                           break;
+                   }
+                   if (d > 8)         /* we didn't find a counterexample */
+                       clues[y*w+x] = CORNER;
+               }
+           }
+
+#ifdef GENERATION_DIAGNOSTICS
+       printf("clue array:\n");
+       for (y = 0; y < h; y++) {
+           for (x = 0; x < w; x++) {
+               printf("%c", " *O"[(unsigned char)clues[y*w+x]]);
+           }
+           printf("\n");
+       }
+       printf("\n");
+#endif
+
+       /*
+        * See if we can solve the puzzle just like this.
+        */
+       ret = pearl_solve(w, h, clues, grid);
+       assert(ret > 0);               /* shouldn't be inconsistent! */
+       if (ret != 1)
+           continue;                  /* go round and try again */
+
+       /*
+        * Now shuffle the grid points and gradually remove the
+        * clues to find a minimal set which still leaves the
+        * puzzle soluble.
+        */
+       for (i = 0; i < w*h; i++)
+           clueorder[i] = i;
+       shuffle(clueorder, w*h, sizeof(*clueorder), rs);
+       for (i = 0; i < w*h; i++) {
+           int clue;
+
+           y = clueorder[i] / w;
+           x = clueorder[i] % w;
+
+           if (clues[y*w+x] == 0)
+               continue;
+
+           clue = clues[y*w+x];
+           clues[y*w+x] = 0;          /* try removing this clue */
+
+           ret = pearl_solve(w, h, clues, grid);
+           assert(ret > 0);
+           if (ret != 1)
+               clues[y*w+x] = clue;   /* oops, put it back again */
+       }
+
+#ifdef FINISHED_PUZZLE
+       printf("clue array:\n");
+       for (y = 0; y < h; y++) {
+           for (x = 0; x < w; x++) {
+               printf("%c", " *O"[(unsigned char)clues[y*w+x]]);
+           }
+           printf("\n");
+       }
+       printf("\n");
+#endif
+
+       break;                         /* got it */
+    }
+
+    sfree(grid);
+    sfree(clues);
+    sfree(clueorder);
+
+    return dupstr("FIXME");
+}
+
+static char *validate_desc(game_params *params, char *desc)
+{
+    return NULL;
+}
+
+static game_state *new_game(midend *me, game_params *params, char *desc)
+{
+    game_state *state = snew(game_state);
+
+    state->FIXME = 0;
+
+    return state;
+}
+
+static game_state *dup_game(game_state *state)
+{
+    game_state *ret = snew(game_state);
+
+    ret->FIXME = state->FIXME;
+
+    return ret;
+}
+
+static void free_game(game_state *state)
+{
+    sfree(state);
+}
+
+static char *solve_game(game_state *state, game_state *currstate,
+                       char *aux, char **error)
+{
+    return NULL;
+}
+
+static char *game_text_format(game_state *state)
+{
+    return NULL;
+}
+
+static game_ui *new_ui(game_state *state)
+{
+    return NULL;
+}
+
+static void free_ui(game_ui *ui)
+{
+}
+
+static char *encode_ui(game_ui *ui)
+{
+    return NULL;
+}
+
+static void decode_ui(game_ui *ui, char *encoding)
+{
+}
+
+static void game_changed_state(game_ui *ui, game_state *oldstate,
+                               game_state *newstate)
+{
+}
+
+struct game_drawstate {
+    int tilesize;
+    int FIXME;
+};
+
+static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
+                           int x, int y, int button)
+{
+    return NULL;
+}
+
+static game_state *execute_move(game_state *state, char *move)
+{
+    return NULL;
+}
+
+/* ----------------------------------------------------------------------
+ * Drawing routines.
+ */
+
+static void game_compute_size(game_params *params, int tilesize,
+                             int *x, int *y)
+{
+    *x = *y = 10 * tilesize;          /* FIXME */
+}
+
+static void game_set_size(drawing *dr, game_drawstate *ds,
+                         game_params *params, int tilesize)
+{
+    ds->tilesize = tilesize;
+}
+
+static float *game_colours(frontend *fe, int *ncolours)
+{
+    float *ret = snewn(3 * NCOLOURS, float);
+
+    frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
+
+    *ncolours = NCOLOURS;
+    return ret;
+}
+
+static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
+{
+    struct game_drawstate *ds = snew(struct game_drawstate);
+
+    ds->tilesize = 0;
+    ds->FIXME = 0;
+
+    return ds;
+}
+
+static void game_free_drawstate(drawing *dr, game_drawstate *ds)
+{
+    sfree(ds);
+}
+
+static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
+                       game_state *state, int dir, game_ui *ui,
+                       float animtime, float flashtime)
+{
+    /*
+     * The initial contents of the window are not guaranteed and
+     * can vary with front ends. To be on the safe side, all games
+     * should start by drawing a big background-colour rectangle
+     * covering the whole window.
+     */
+    draw_rect(dr, 0, 0, 10*ds->tilesize, 10*ds->tilesize, COL_BACKGROUND);
+}
+
+static float game_anim_length(game_state *oldstate, game_state *newstate,
+                             int dir, game_ui *ui)
+{
+    return 0.0F;
+}
+
+static float game_flash_length(game_state *oldstate, game_state *newstate,
+                              int dir, game_ui *ui)
+{
+    return 0.0F;
+}
+
+static int game_timing_state(game_state *state, game_ui *ui)
+{
+    return TRUE;
+}
+
+static void game_print_size(game_params *params, float *x, float *y)
+{
+}
+
+static void game_print(drawing *dr, game_state *state, int tilesize)
+{
+}
+
+#ifdef COMBINED
+#define thegame pearl
+#endif
+
+const struct game thegame = {
+    "Pearl", NULL,
+    default_params,
+    game_fetch_preset,
+    decode_params,
+    encode_params,
+    free_params,
+    dup_params,
+    FALSE, game_configure, custom_params,
+    validate_params,
+    new_game_desc,
+    validate_desc,
+    new_game,
+    dup_game,
+    free_game,
+    FALSE, solve_game,
+    FALSE, game_text_format,
+    new_ui,
+    free_ui,
+    encode_ui,
+    decode_ui,
+    game_changed_state,
+    interpret_move,
+    execute_move,
+    20 /* FIXME */, game_compute_size, game_set_size,
+    game_colours,
+    game_new_drawstate,
+    game_free_drawstate,
+    game_redraw,
+    game_anim_length,
+    game_flash_length,
+    FALSE, FALSE, game_print_size, game_print,
+    FALSE,                            /* wants_statusbar */
+    FALSE, game_timing_state,
+    0,                                /* flags */
+};