
Here's a simple example that arises in the KenKen problem.
Let's assume that instead of keeping for each cage the Operation and target
number we pre-compute all the combinations of values that will satisfy the
cage. For example, assume that in a 4x4 game, we have a cage that refers to
cells C1 and C2 and that the cage requires those two cells to produce a
value of 2 using division, Pre-computing the possibilities, we store [(1,
2), (2, 1), (2, 4), (4, 2)] in this cage.
The cage points to the two cells it constrains, and each cell points to the
cage that constrains it.
When a cell (say C1) gets a value of (say) 2, we want to change the cage to
be [(2, 1), (2, 4)]. But when that happens, it's necessary to change cell C2
to point to the new cage -- and of course since the cell was changed the
construct that held that cell has to be changed also.
It's a bit of a pain to write the code to do all that. This isn't to say
that the code will take that long to run or that it will use excessive
memory -- only that it feels like one is being forced to write code that one
shouldn't have to write.
*
-- Russ *
On Wed, Nov 24, 2010 at 3:11 PM, Russ Abbott
Thanks, I'm still struggling with it. But here is what it looks like now.
I'm working on a KenKen solver. One issue I'm having is that I'm not sure how many types to declare -- where by types I mean a "type X = ..." declaration. The more there are the better documented the code, but the more there are the harder it seems to be to remember what they all are. I've pasted the current version of my declarations below. By way of explanation, here's the representation strategy.
The puzzle board is called a Grid. It consists primarily of a Map CellRef Cells. I'm using a Map instead of an array (list of lists) as a way to avoid rebuilding the list of lists of cells when a Cell gets a value. A CellRef is (Int, Int) for row and column. A Cell contains its own CellRef along with a reference to the Cage that refers to it. It also has a place to put its actual value, an Int (called type CellValue). (In the current version a Cell has one value. In a subsequent version it will be more like a FiniteDomain variable with a Set of still possible values.)
A Grid also contains two other Maps. Each is of the type Map Int ValueSet. One of them represents the unused values for the rows; the other the unused values for the columns. A ValueSet is a Set of allowable values. If the puzzle is (size x size), its ValueSet will be Set.fromList [1 .. size].
The other main structure is the puzzle presentation, which is called a KenKen. It is a list of Cages, where a Cage is: a target value (what the operation on the cells has to come out to), an Op (the Operation to be performed), and a list of CellRef (which are (row, col) references to Cells).
When I give a Cell a value, I am forced to rebuild: the Map of row ValueSets, the Map of column ValueSets, the Map of Cells themselves, and the Grid that contains all these pieces. In this case, the pieces do change. (The cell changes since it gets a value; the candidates still left for the row and column also change since that value is no longer available.) But still it's a pain rebuilding it all.
So perhaps the first question is whether there is a cleaner and simpler way to represent all this.
type CellValueList = [CellValue]
type CellRef = (Int, Int)
type CellValue = Int
data Grid = Grid { rowCandidatesSets :: CandidatesSets , colCandidatesSets :: CandidatesSets , gridCells :: (Map CellRef Cell) }
type KenKen = [Cage]
type ValueSet = Set CellValue
type CandidatesSets = Map Int ValueSet
data Cell = Cell { cellRef :: CellRef , cage:: Cage , value:: CellValue } deriving (Eq, Show)
row cell = fst (cellRef cell) col cell = snd (cellRef cell)
data Cage = Cage {target :: CellValue , op :: Op , cageCells :: [CellRef] } deriving (Eq, Show)
data Op = Add | Subtract | Multiply | Divide deriving (Show, Eq)
* -- Russ *
On Wed, Nov 24, 2010 at 2:19 PM, matthew coolbeth
wrote:
May we see a code sample of what you're describing?
Generally, when you're writing haskell programs, you will not approach the problem in the same way that you would appoach it in a language with mutable objects.
If you can provide a reasonably simple example of a computing task that someone would want to perform, I'm sure someone will be able to show you how it would be best approached in haskell, and how you need not write too many lines of code, provided that you use the proper, idiomatic style.
OK. So putting a Map at Leaf nodes doesn't solve the problem. (Apparently I haven't been able to communicate what I see as the problem.)
The problem that I'm trying to get to is the need to write excessive code for something that would require a lot less code in an OO world. It's not a matter of execution time or space. It's a matter of the amount of code one is required to write. * -- Russ *
On Wed, Nov 24, 2010 at 1:52 PM, Daniel Fischer
wrote: On Wednesday 24 November 2010 22:12:37, Russ Abbott wrote:
Cool. I wasn't aware of that notation. It doesn't quite get to the issue though.
The problem I'm concerned about is the need to define y in the first place. If one is chasing through a data structure and finds a need to change something buried within it, it seems necessary to rebuild everything that includes the changed thing.
In general, values are immutable, so you can't "change something buried within it". You have to build a new value containing some of the old stuff and a new part. Building the new value usually consists mostly of copying a couple of pointers (plus building the new part of course), so isn't too expensive normally.
You can have mutable values in the IO or (ST s) monads, if you need
On 2010-11-24, Russ Abbott
wrote: them. That is, I can't change a component of somethingNew without creating y. The point is there's nothing about x that changed,
The thing with the changed component is not x anymore.
and there may be nothing about (var1 x) that changed, and there may be nothing about var11 . var1 $ x that changed, etc. Yet one is apparently forced to keep track of and reconstruct all those elements.
The compiler takes care of that.
Another example is to imagine a Tree in which the leaves contain "objects." If I want to change a property of one of those leaf
objects,
You can't in general, the thing with a different property is a
different
object.
I am forced to rebuild all the ancestor nodes of that leaf down to rebuilding the root.
Yes (well, not you, the compiler does it), except if your tree contains mutable objects (IORefs/STRefs for example).
One way to avoid that is for the leaves to refer to their objects through a Map. Then changing a leaf object requires only that the
value
associated with key represented by the leaf be (re-)inserted into the Map. The Tree itself need not change at all.
Oh, it will. If you change a Map, you get a new one, thus you get a new tree containing the new Map.
But that trick isn't always available. In the example we are talking about we can't make a Map where they keys are the instance variable names and the values are their values. That would seem to do the
job,
but since the values are of different types, we can't create such a Map.
So now what?
Well, what's the problem with the compiler copying some nodes? Normally, that doesn't cost very much performance, if it does in your case, we'd need to know more to suggest the best way to go.
* -- Russ *
-- mac