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This commit is contained in:
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75d51143e1
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1 changed files with 199 additions and 231 deletions
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@ -4,50 +4,50 @@ import { Badge } from "@/components/ui/badge";
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import { Card, CardContent, CardHeader, CardTitle, CardDescription } from "@/components/ui/card";
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import { Shield, Target, RotateCcw, Info } from "lucide-react";
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// Hexagonal grid F₃(12, 10) - 12 columns × 10 rows
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// Following the "brick wall" offset pattern for hexagonal grids
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const COLS = 12;
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const ROWS = 10;
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// Extended good rectangle: 10 columns × 12 rows (following Fig. 10)
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// The border consists of:
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// - Columns 0 and 9 (left and right edges)
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// - Rows 0, 1 (top two rows) and rows 10, 11 (bottom two rows)
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// This forms the double-layer border cycle C
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const COLS = 10;
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const ROWS = 12;
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type Position = { x: number; y: number };
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// Position utilities
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const posKey = (p: Position): string => `${p.x},${p.y}`;
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const parseKey = (key: string): Position => {
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const [x, y] = key.split(",").map(Number);
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return { x, y };
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};
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// Check if position is valid
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const isValidPos = (x: number, y: number): boolean => {
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return x >= 0 && x < COLS && y >= 0 && y < ROWS;
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};
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// Hexagonal grid adjacency (brick pattern)
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// Even rows: neighbors at (-1,0), (1,0), (-1,-1), (0,-1), (-1,1), (0,1)
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// Odd rows: neighbors at (-1,0), (1,0), (0,-1), (1,-1), (0,1), (1,1)
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// Hexagonal grid adjacency (brick/offset pattern as in Fig. 10)
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// Even rows: neighbors at relative positions
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// Odd rows: offset by 0.5 to the right visually
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const getHexNeighbors = (x: number, y: number): Position[] => {
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const neighbors: Position[] = [];
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// Horizontal neighbors (same for all rows)
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// Left and right (same for all rows)
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if (isValidPos(x - 1, y)) neighbors.push({ x: x - 1, y });
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if (isValidPos(x + 1, y)) neighbors.push({ x: x + 1, y });
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// Diagonal neighbors depend on row parity (brick pattern)
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const isEvenRow = y % 2 === 0;
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if (isEvenRow) {
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// Even row: upper-left, upper-right at x-1 and x
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// Even row: upper neighbors at x-1 and x
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if (isValidPos(x - 1, y - 1)) neighbors.push({ x: x - 1, y: y - 1 });
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if (isValidPos(x, y - 1)) neighbors.push({ x: x, y: y - 1 });
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// Lower neighbors
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// Lower neighbors at x-1 and x
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if (isValidPos(x - 1, y + 1)) neighbors.push({ x: x - 1, y: y + 1 });
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if (isValidPos(x, y + 1)) neighbors.push({ x: x, y: y + 1 });
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} else {
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// Odd row: upper-left, upper-right at x and x+1
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// Odd row: upper neighbors at x and x+1
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if (isValidPos(x, y - 1)) neighbors.push({ x: x, y: y - 1 });
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if (isValidPos(x + 1, y - 1)) neighbors.push({ x: x + 1, y: y - 1 });
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// Lower neighbors
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// Lower neighbors at x and x+1
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if (isValidPos(x, y + 1)) neighbors.push({ x: x, y: y + 1 });
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if (isValidPos(x + 1, y + 1)) neighbors.push({ x: x + 1, y: y + 1 });
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}
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@ -55,54 +55,51 @@ const getHexNeighbors = (x: number, y: number): Position[] => {
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return neighbors;
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};
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// Following Figure 10: the border is a DOUBLE LAYER forming cycle C
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// Outer border: x=0, x=COLS-1, y=0, y=ROWS-1
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// Inner border: x=1, x=COLS-2, y=1, y=ROWS-2 (but only the perimeter)
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// Border definition from Fig. 10:
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// The border of the extended good rectangle consists of:
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// - x = 0 or x = COLS-1 (left/right columns)
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// - y = 0 or y = 1 (top two rows)
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// - y = ROWS-2 or y = ROWS-1 (bottom two rows)
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const isBorder = (x: number, y: number): boolean => {
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// Outer layer
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if (x === 0 || x === COLS - 1 || y === 0 || y === ROWS - 1) return true;
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// Inner layer (second ring)
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if (x === 1 || x === COLS - 2 || y === 1 || y === ROWS - 2) return true;
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if (x === 0 || x === COLS - 1) return true;
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if (y === 0 || y === 1 || y === ROWS - 2 || y === ROWS - 1) return true;
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return false;
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};
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// Interior positions (inside the double border)
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// Interior: vertices not on the border
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const isInterior = (x: number, y: number): boolean => {
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return x > 1 && x < COLS - 2 && y > 1 && y < ROWS - 2;
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return x > 0 && x < COLS - 1 && y > 1 && y < ROWS - 2;
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};
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// Get the border layer (0 = outer, 1 = inner)
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const getBorderLayer = (x: number, y: number): number => {
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if (x === 0 || x === COLS - 1 || y === 0 || y === ROWS - 1) return 0;
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if (x === 1 || x === COLS - 2 || y === 1 || y === ROWS - 2) return 1;
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return -1;
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};
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// Get all border vertices in order (forming cycle C)
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// Get ordered border cycle C (clockwise around the rectangle)
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// This matches the structure in Fig. 10 where the green paths run along the border
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const getBorderCycle = (): Position[] => {
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const border: Position[] = [];
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const cycle: Position[] = [];
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// Outer ring clockwise: top -> right -> bottom -> left
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for (let x = 0; x < COLS; x++) border.push({ x, y: 0 });
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for (let y = 1; y < ROWS; y++) border.push({ x: COLS - 1, y });
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for (let x = COLS - 2; x >= 0; x--) border.push({ x, y: ROWS - 1 });
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for (let y = ROWS - 2; y >= 1; y--) border.push({ x: 0, y });
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// Top edge (y=0, left to right)
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for (let x = 0; x < COLS; x++) cycle.push({ x, y: 0 });
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// Right edge (x=COLS-1, top to bottom, skip first)
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for (let y = 1; y < ROWS; y++) cycle.push({ x: COLS - 1, y });
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// Bottom edge (y=ROWS-1, right to left, skip first)
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for (let x = COLS - 2; x >= 0; x--) cycle.push({ x, y: ROWS - 1 });
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// Left edge (x=0, bottom to top, skip first and last)
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for (let y = ROWS - 2; y > 0; y--) cycle.push({ x: 0, y });
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// Inner ring clockwise
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for (let x = 1; x < COLS - 1; x++) border.push({ x, y: 1 });
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for (let y = 2; y < ROWS - 1; y++) border.push({ x: COLS - 2, y });
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for (let x = COLS - 3; x >= 1; x--) border.push({ x, y: ROWS - 2 });
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for (let y = ROWS - 3; y >= 2; y--) border.push({ x: 1, y });
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// Second layer (y=1 and y=ROWS-2)
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for (let x = 1; x < COLS - 1; x++) cycle.push({ x, y: 1 });
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for (let x = 1; x < COLS - 1; x++) cycle.push({ x, y: ROWS - 2 });
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return border;
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return cycle;
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};
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// Generate initial guard placement following the paper's U₃ configuration
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// ALL border vertices are guarded (double layer), plus interior guards in dominating pattern
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// Initial guard placement following U₃ from the paper:
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// 1. ALL border vertices are guarded (both layers)
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// 2. Interior guards placed according to S₃ pattern (eternal dominating set of T₃)
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// From the proof: interior pattern uses density ~7/15
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const generateInitialGuards = (): Set<string> => {
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const guards = new Set<string>();
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// All border vertices are guarded (both layers - forming double protection)
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// All border vertices are guarded (forming the protected cycle C)
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for (let x = 0; x < COLS; x++) {
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for (let y = 0; y < ROWS; y++) {
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if (isBorder(x, y)) {
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@ -111,13 +108,14 @@ const generateInitialGuards = (): Set<string> => {
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}
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}
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// Interior guards following the U₃ eternal dominating set pattern
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// Interior is 8x6 grid (from x=2 to x=9, y=2 to y=7)
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// Place guards to ensure domination at density ~7/15
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for (let x = 2; x < COLS - 2; x++) {
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// Interior guards following the S₃ pattern from Theorem 6
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// The pattern: (0,0) ∈ S, and if (x,y) ∈ S then (x+2,y+2), (x+3,y-1), etc.
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// Simplified: place guards to create a dominating set in the interior
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// Using the pattern from Fig. 10 where interior guards are at specific positions
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for (let x = 1; x < COLS - 1; x++) {
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for (let y = 2; y < ROWS - 2; y++) {
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// Pattern based on Figure 10 interior placement
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// Creates a dominating set where every interior vertex is within distance 1 of a guard
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// Pattern based on the hexagonal tiling domination
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// Every vertex needs to be within distance 1 of a guard
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if ((x + 2 * y) % 4 === 0) {
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guards.add(posKey({ x, y }));
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}
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@ -127,11 +125,10 @@ const generateInitialGuards = (): Set<string> => {
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return guards;
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};
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// Check if a vertex is dominated
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// Check if vertex is dominated
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const isDominated = (x: number, y: number, guards: Set<string>): boolean => {
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if (guards.has(posKey({ x, y }))) return true;
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const neighbors = getHexNeighbors(x, y);
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return neighbors.some(p => guards.has(posKey(p)));
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return getHexNeighbors(x, y).some(p => guards.has(posKey(p)));
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};
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// Check if all vertices are dominated
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@ -144,58 +141,43 @@ const isFullyDominated = (guards: Set<string>): boolean => {
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return true;
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};
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// Find a path along the border cycle between two positions
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const findBorderPath = (from: Position, to: Position, borderCycle: Position[]): Position[] => {
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const fromIdx = borderCycle.findIndex(p => p.x === from.x && p.y === from.y);
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const toIdx = borderCycle.findIndex(p => p.x === to.x && p.y === to.y);
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if (fromIdx === -1 || toIdx === -1) return [];
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const path: Position[] = [];
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const n = borderCycle.length;
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// Go clockwise
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let i = fromIdx;
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while (i !== toIdx) {
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path.push(borderCycle[i]);
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i = (i + 1) % n;
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}
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path.push(borderCycle[toIdx]);
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return path;
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// Find index in border cycle
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const findInCycle = (cycle: Position[], pos: Position): number => {
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return cycle.findIndex(p => p.x === pos.x && p.y === pos.y);
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};
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// Defense strategy from Figure 10 and page 23:
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// 1. Interior guards shift toward attack (one guard moves to v_t)
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// 2. This may push guards from interior to border (u₁→w₁, u₂→w₂)
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// 3. Guards shift from border to interior to fill gaps (w₃→u₃, w₄→u₄)
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// 4. Border guards shift along complementary paths P₁,₃ and P₂,₄ to restore configuration
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// Defense strategy from Fig. 10 and Claim 2:
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// 1. Consider the attack on v_t in the interior
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// 2. Interior guards shift toward attack (one moves to v_t)
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// 3. Exactly two guards move from interior to border: u₁→w₁, u₂→w₂
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// 4. Exactly two guards move from border to interior: w₃→u₃, w₄→u₄
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// 5. Border guards shift along complementary paths P₁,₃ and P₂,₄ to restore coverage
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const defendAttack = (guards: Set<string>, attack: Position): {
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newGuards: Set<string>;
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movements: Array<{ from: Position; to: Position; type: 'interior' | 'border' | 'path' }>
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} | null => {
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const attackKey = posKey(attack);
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// If attack is on a guard, already defended
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// Already guarded - no defense needed
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if (guards.has(attackKey)) {
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return { newGuards: guards, movements: [] };
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}
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// Find adjacent guards that can move to defend
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// Find adjacent guards
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const neighbors = getHexNeighbors(attack.x, attack.y);
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const adjacentGuards = neighbors.filter(p => guards.has(posKey(p)));
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if (adjacentGuards.length === 0) {
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return null;
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return null; // Cannot defend - no adjacent guard
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}
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const newGuards = new Set(guards);
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const movements: Array<{ from: Position; to: Position; type: 'interior' | 'border' | 'path' }> = [];
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const borderCycle = getBorderCycle();
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// Strategy: prefer interior guards to move to attack position (as per Figure 10)
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// This simulates the "internal shift toward attack"
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// Step 1: Find an interior guard to move to the attack (prefer interior, then border)
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let defender: Position | null = null;
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// Prefer interior guards (as in Fig. 10, interior shifts toward attack)
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for (const g of adjacentGuards) {
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if (isInterior(g.x, g.y)) {
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defender = g;
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@ -203,15 +185,7 @@ const defendAttack = (guards: Set<string>, attack: Position): {
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}
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}
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// If no interior guard adjacent, use inner border guard, then outer border
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if (!defender) {
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for (const g of adjacentGuards) {
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if (getBorderLayer(g.x, g.y) === 1) {
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defender = g;
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break;
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}
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}
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}
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// If no interior guard, use a border guard
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if (!defender) {
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defender = adjacentGuards[0];
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}
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@ -221,68 +195,79 @@ const defendAttack = (guards: Set<string>, attack: Position): {
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newGuards.add(attackKey);
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movements.push({ from: defender, to: attack, type: 'interior' });
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// Now we need to restore the configuration:
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// If an interior guard moved, we need to shift guards along the border to fill the gap
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// Following Figure 10: find complementary paths to shift guards
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// Step 2: If defender was from interior, the interior pattern needs restoration
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// Following Fig. 10: shifts may push a guard to border, and border guards fill gaps
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if (isInterior(defender.x, defender.y) || getBorderLayer(defender.x, defender.y) === 1) {
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// Find undominated interior vertices and fill from border
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for (let x = 2; x < COLS - 2; x++) {
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if (isInterior(defender.x, defender.y)) {
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// The defender left a gap in the interior domination pattern
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// Find undominated interior vertices and fill from adjacent border guards
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for (let x = 1; x < COLS - 1; x++) {
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for (let y = 2; y < ROWS - 2; y++) {
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if (!isDominated(x, y, newGuards)) {
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// Find adjacent border guard to move in
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// Find an adjacent border guard to move in (w₃→u₃ style)
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const nbs = getHexNeighbors(x, y);
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const borderNb = nbs.find(n =>
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isBorder(n.x, n.y) && newGuards.has(posKey(n))
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);
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const borderGuard = nbs.find(n => isBorder(n.x, n.y) && newGuards.has(posKey(n)));
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if (borderNb) {
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// Move border guard to interior (w₃→u₃ or w₄→u₄)
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newGuards.delete(posKey(borderNb));
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if (borderGuard) {
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newGuards.delete(posKey(borderGuard));
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newGuards.add(posKey({ x, y }));
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movements.push({ from: borderNb, to: { x, y }, type: 'border' });
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movements.push({ from: borderGuard, to: { x, y }, type: 'border' });
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// Now shift guards along border path to fill the gap at borderNb
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// Find another border guard to shift toward borderNb
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const borderNbNeighbors = getHexNeighbors(borderNb.x, borderNb.y);
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const borderShifter = borderNbNeighbors.find(n =>
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isBorder(n.x, n.y) && newGuards.has(posKey(n)) &&
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// Now the border has a gap at borderGuard position
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// Shift along the border cycle to fill it (complementary path)
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const borderNbs = getHexNeighbors(borderGuard.x, borderGuard.y);
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const shifter = borderNbs.find(n =>
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isBorder(n.x, n.y) &&
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newGuards.has(posKey(n)) &&
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!movements.some(m => m.from.x === n.x && m.from.y === n.y)
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);
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if (borderShifter) {
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// Shift along complementary path
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newGuards.delete(posKey(borderShifter));
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newGuards.add(posKey(borderNb));
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movements.push({ from: borderShifter, to: borderNb, type: 'path' });
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if (shifter) {
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newGuards.delete(posKey(shifter));
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newGuards.add(posKey(borderGuard));
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movements.push({ from: shifter, to: borderGuard, type: 'path' });
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}
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}
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}
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}
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}
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}
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// Ensure border remains fully covered by shifting along paths
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// Step 3: Ensure all border positions remain guarded (shift along paths)
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// This implements the complementary path shifting from Fig. 10
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const borderCycle = getBorderCycle();
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let changed = true;
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let iterations = 0;
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while (changed && iterations < 20) {
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changed = false;
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iterations++;
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for (const pos of borderCycle) {
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if (!newGuards.has(posKey(pos))) {
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if (isBorder(pos.x, pos.y) && !newGuards.has(posKey(pos))) {
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// Find adjacent border guard to shift
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const nbs = getHexNeighbors(pos.x, pos.y);
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const shifter = nbs.find(n =>
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isBorder(n.x, n.y) && newGuards.has(posKey(n)) &&
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!movements.some(m => m.to.x === n.x && m.to.y === n.y && m.type === 'path')
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isBorder(n.x, n.y) &&
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newGuards.has(posKey(n)) &&
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!movements.some(m => m.to.x === n.x && m.to.y === n.y)
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);
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if (shifter) {
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// Check if shifter has another border neighbor that can cover its old spot
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// Check if shifter can be safely moved (has backup)
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const shifterNbs = getHexNeighbors(shifter.x, shifter.y);
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const backfill = shifterNbs.find(n =>
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isBorder(n.x, n.y) && newGuards.has(posKey(n)) &&
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const hasBackup = shifterNbs.some(n =>
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isBorder(n.x, n.y) &&
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newGuards.has(posKey(n)) &&
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(n.x !== pos.x || n.y !== pos.y)
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);
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if (backfill) {
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if (hasBackup) {
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newGuards.delete(posKey(shifter));
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newGuards.add(posKey(pos));
|
||||
movements.push({ from: shifter, to: pos, type: 'path' });
|
||||
changed = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -295,7 +280,7 @@ const defendAttack = (guards: Set<string>, attack: Position): {
|
|||
const EternalDominationGame: React.FC = () => {
|
||||
const [guards, setGuards] = useState<Set<string>>(generateInitialGuards);
|
||||
const [attackHistory, setAttackHistory] = useState<Position[]>([]);
|
||||
const [message, setMessage] = useState<string>("Click any cell to attack. Guards will shift to defend.");
|
||||
const [message, setMessage] = useState<string>("Click any unguarded cell to attack.");
|
||||
const [moveCount, setMoveCount] = useState(0);
|
||||
const [showInfo, setShowInfo] = useState(false);
|
||||
const [lastMovements, setLastMovements] = useState<Array<{ from: Position; to: Position; type: string }>>([]);
|
||||
|
|
@ -304,7 +289,7 @@ const EternalDominationGame: React.FC = () => {
|
|||
const attack: Position = { x, y };
|
||||
|
||||
if (guards.has(posKey(attack))) {
|
||||
setMessage("Cannot attack a guarded position. Choose an unguarded cell.");
|
||||
setMessage("Cannot attack a guarded position.");
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
@ -317,23 +302,20 @@ const EternalDominationGame: React.FC = () => {
|
|||
setMoveCount(prev => prev + 1);
|
||||
|
||||
if (isFullyDominated(result.newGuards)) {
|
||||
const moveDesc = result.movements.length > 1
|
||||
? `${result.movements.length} guards shifted`
|
||||
: "1 guard moved";
|
||||
setMessage(`Attack defended! ${moveDesc}. All vertices remain dominated. (Move ${moveCount + 1})`);
|
||||
setMessage(`Attack defended! ${result.movements.length} guard${result.movements.length !== 1 ? 's' : ''} moved.`);
|
||||
} else {
|
||||
setMessage("Defense failed! Some vertices are not dominated.");
|
||||
setMessage("Defense incomplete - some vertices undominated!");
|
||||
}
|
||||
} else {
|
||||
setMessage("Cannot defend this attack - no adjacent guards!");
|
||||
setMessage("Cannot defend - no adjacent guards!");
|
||||
}
|
||||
}, [guards, moveCount]);
|
||||
}, [guards]);
|
||||
|
||||
const handleReset = useCallback(() => {
|
||||
setGuards(generateInitialGuards());
|
||||
setAttackHistory([]);
|
||||
setLastMovements([]);
|
||||
setMessage("Click any cell to attack. Guards will shift to defend.");
|
||||
setMessage("Click any unguarded cell to attack.");
|
||||
setMoveCount(0);
|
||||
}, []);
|
||||
|
||||
|
|
@ -344,10 +326,10 @@ const EternalDominationGame: React.FC = () => {
|
|||
}).length;
|
||||
const borderGuards = guardCount - interiorGuards;
|
||||
|
||||
// Hexagonal cell dimensions
|
||||
const cellWidth = 40;
|
||||
const cellHeight = 36;
|
||||
const rowOffset = cellWidth / 2;
|
||||
// Cell dimensions for rendering
|
||||
const cellW = 44;
|
||||
const cellH = 40;
|
||||
const offset = cellW / 2;
|
||||
|
||||
return (
|
||||
<div className="space-y-6">
|
||||
|
|
@ -355,24 +337,24 @@ const EternalDominationGame: React.FC = () => {
|
|||
<CardHeader>
|
||||
<CardTitle className="flex items-center gap-2">
|
||||
<Shield className="w-5 h-5" />
|
||||
Eternal Domination on a Hexagonal Grid
|
||||
Eternal Domination (Figure 10)
|
||||
</CardTitle>
|
||||
<CardDescription>
|
||||
12×10 hexagonal grid with double-layer border defense (Figure 10)
|
||||
10×12 extended good rectangle with double-layer border
|
||||
</CardDescription>
|
||||
</CardHeader>
|
||||
<CardContent className="space-y-4">
|
||||
<div className="flex flex-wrap gap-2 items-center justify-between">
|
||||
<div className="flex gap-2">
|
||||
<div className="flex gap-2 flex-wrap">
|
||||
<Badge variant="outline">Guards: {guardCount}</Badge>
|
||||
<Badge variant="secondary" className="bg-cyan-500/20 text-cyan-700 dark:text-cyan-300">Border: {borderGuards}</Badge>
|
||||
<Badge variant="secondary" className="bg-red-500/20 text-red-700 dark:text-red-300">Interior: {interiorGuards}</Badge>
|
||||
<Badge className="bg-cyan-600/80">Border: {borderGuards}</Badge>
|
||||
<Badge className="bg-red-600/80">Interior: {interiorGuards}</Badge>
|
||||
<Badge variant="outline">Attacks: {moveCount}</Badge>
|
||||
</div>
|
||||
<div className="flex gap-2">
|
||||
<Button variant="outline" size="sm" onClick={() => setShowInfo(!showInfo)}>
|
||||
<Info className="w-4 h-4 mr-1" />
|
||||
{showInfo ? "Hide" : "Show"} Info
|
||||
Info
|
||||
</Button>
|
||||
<Button variant="outline" size="sm" onClick={handleReset}>
|
||||
<RotateCcw className="w-4 h-4 mr-1" />
|
||||
|
|
@ -383,9 +365,8 @@ const EternalDominationGame: React.FC = () => {
|
|||
|
||||
{showInfo && (
|
||||
<div className="p-4 bg-muted rounded-lg text-sm space-y-2">
|
||||
<p><strong>m-Eternal Domination (Figure 10):</strong> The border forms a double-layer cycle C with guards on every vertex. Interior guards follow U₃ configuration.</p>
|
||||
<p><strong>Defense Strategy:</strong> When attacked, interior guards shift toward attack. Guards may move from interior→border or border→interior. Complementary paths (green in Figure 10) shift border guards to restore the configuration.</p>
|
||||
<p><strong>Goal:</strong> Try to find an attack sequence that leaves some vertex undominated!</p>
|
||||
<p><strong>Figure 10 Setup:</strong> The border forms cycle C with guards on all vertices (columns 0/9 and rows 0/1/10/11). Interior guards follow U₃ pattern.</p>
|
||||
<p><strong>Defense (Claim 2):</strong> Interior guards shift toward attack. Two guards move interior→border (u₁→w₁, u₂→w₂), two move border→interior (w₃→u₃, w₄→u₄). Complementary paths P₁,₃ and P₂,₄ (green) shift border guards.</p>
|
||||
</div>
|
||||
)}
|
||||
|
||||
|
|
@ -394,90 +375,82 @@ const EternalDominationGame: React.FC = () => {
|
|||
{message}
|
||||
</div>
|
||||
|
||||
{/* Hexagonal Grid */}
|
||||
{/* Grid rendering */}
|
||||
<div className="flex justify-center overflow-x-auto pb-4">
|
||||
<div
|
||||
className="relative"
|
||||
style={{
|
||||
width: COLS * cellWidth + rowOffset + 20,
|
||||
height: ROWS * cellHeight + 20
|
||||
width: COLS * cellW + offset + 20,
|
||||
height: ROWS * cellH + 20
|
||||
}}
|
||||
>
|
||||
{/* Draw edges */}
|
||||
{/* Edges */}
|
||||
<svg
|
||||
className="absolute inset-0 pointer-events-none"
|
||||
width={COLS * cellWidth + rowOffset + 20}
|
||||
height={ROWS * cellHeight + 20}
|
||||
width={COLS * cellW + offset + 20}
|
||||
height={ROWS * cellH + 20}
|
||||
>
|
||||
{Array.from({ length: ROWS }, (_, y) =>
|
||||
Array.from({ length: COLS }, (_, x) => {
|
||||
const offset = y % 2 === 1 ? rowOffset : 0;
|
||||
const cx = x * cellWidth + cellWidth / 2 + offset + 10;
|
||||
const cy = y * cellHeight + cellHeight / 2 + 10;
|
||||
const rowOffset = y % 2 === 1 ? offset : 0;
|
||||
const cx = x * cellW + cellW / 2 + rowOffset + 10;
|
||||
const cy = y * cellH + cellH / 2 + 10;
|
||||
|
||||
return getHexNeighbors(x, y)
|
||||
.filter(n => n.x > x || (n.x === x && n.y > y))
|
||||
.map((neighbor, i) => {
|
||||
const nOffset = neighbor.y % 2 === 1 ? rowOffset : 0;
|
||||
const ncx = neighbor.x * cellWidth + cellWidth / 2 + nOffset + 10;
|
||||
const ncy = neighbor.y * cellHeight + cellHeight / 2 + 10;
|
||||
.map((nb, i) => {
|
||||
const nbOffset = nb.y % 2 === 1 ? offset : 0;
|
||||
const ncx = nb.x * cellW + cellW / 2 + nbOffset + 10;
|
||||
const ncy = nb.y * cellH + cellH / 2 + 10;
|
||||
|
||||
// Color border edges green (complementary paths)
|
||||
const isBorderEdge = isBorder(x, y) && isBorder(neighbor.x, neighbor.y);
|
||||
// Green edges for border cycle (complementary paths)
|
||||
const isBorderEdge = isBorder(x, y) && isBorder(nb.x, nb.y);
|
||||
|
||||
return (
|
||||
<line
|
||||
key={`${x}-${y}-${i}`}
|
||||
x1={cx}
|
||||
y1={cy}
|
||||
x2={ncx}
|
||||
y2={ncy}
|
||||
x1={cx} y1={cy} x2={ncx} y2={ncy}
|
||||
stroke={isBorderEdge ? "#22c55e" : "currentColor"}
|
||||
strokeOpacity={isBorderEdge ? 0.6 : 0.2}
|
||||
strokeWidth={isBorderEdge ? 2 : 1}
|
||||
strokeOpacity={isBorderEdge ? 0.7 : 0.15}
|
||||
strokeWidth={isBorderEdge ? 2.5 : 1}
|
||||
/>
|
||||
);
|
||||
});
|
||||
})
|
||||
)}
|
||||
|
||||
{/* Draw movement arrows for last defense */}
|
||||
{/* Movement arrows */}
|
||||
{lastMovements.map((move, i) => {
|
||||
const fromOffset = move.from.y % 2 === 1 ? rowOffset : 0;
|
||||
const toOffset = move.to.y % 2 === 1 ? rowOffset : 0;
|
||||
const x1 = move.from.x * cellWidth + cellWidth / 2 + fromOffset + 10;
|
||||
const y1 = move.from.y * cellHeight + cellHeight / 2 + 10;
|
||||
const x2 = move.to.x * cellWidth + cellWidth / 2 + toOffset + 10;
|
||||
const y2 = move.to.y * cellHeight + cellHeight / 2 + 10;
|
||||
const fromOff = move.from.y % 2 === 1 ? offset : 0;
|
||||
const toOff = move.to.y % 2 === 1 ? offset : 0;
|
||||
const x1 = move.from.x * cellW + cellW / 2 + fromOff + 10;
|
||||
const y1 = move.from.y * cellH + cellH / 2 + 10;
|
||||
const x2 = move.to.x * cellW + cellW / 2 + toOff + 10;
|
||||
const y2 = move.to.y * cellH + cellH / 2 + 10;
|
||||
|
||||
const color = move.type === 'path' ? '#22c55e' : move.type === 'border' ? '#06b6d4' : '#ef4444';
|
||||
|
||||
return (
|
||||
<g key={`move-${i}`}>
|
||||
<line
|
||||
x1={x1}
|
||||
y1={y1}
|
||||
x2={x2}
|
||||
y2={y2}
|
||||
key={`mv-${i}`}
|
||||
x1={x1} y1={y1} x2={x2} y2={y2}
|
||||
stroke={color}
|
||||
strokeWidth={3}
|
||||
strokeOpacity={0.8}
|
||||
markerEnd="url(#arrowhead)"
|
||||
strokeOpacity={0.85}
|
||||
markerEnd={`url(#arrow-${move.type})`}
|
||||
/>
|
||||
</g>
|
||||
);
|
||||
})}
|
||||
|
||||
<defs>
|
||||
<marker
|
||||
id="arrowhead"
|
||||
markerWidth="10"
|
||||
markerHeight="7"
|
||||
refX="9"
|
||||
refY="3.5"
|
||||
orient="auto"
|
||||
>
|
||||
<polygon points="0 0, 10 3.5, 0 7" fill="#ef4444" />
|
||||
<marker id="arrow-interior" markerWidth="8" markerHeight="6" refX="7" refY="3" orient="auto">
|
||||
<polygon points="0 0, 8 3, 0 6" fill="#ef4444" />
|
||||
</marker>
|
||||
<marker id="arrow-border" markerWidth="8" markerHeight="6" refX="7" refY="3" orient="auto">
|
||||
<polygon points="0 0, 8 3, 0 6" fill="#06b6d4" />
|
||||
</marker>
|
||||
<marker id="arrow-path" markerWidth="8" markerHeight="6" refX="7" refY="3" orient="auto">
|
||||
<polygon points="0 0, 8 3, 0 6" fill="#22c55e" />
|
||||
</marker>
|
||||
</defs>
|
||||
</svg>
|
||||
|
|
@ -485,39 +458,32 @@ const EternalDominationGame: React.FC = () => {
|
|||
{/* Cells */}
|
||||
{Array.from({ length: ROWS }, (_, y) =>
|
||||
Array.from({ length: COLS }, (_, x) => {
|
||||
const offset = y % 2 === 1 ? rowOffset : 0;
|
||||
const rowOffset = y % 2 === 1 ? offset : 0;
|
||||
const hasGuard = guards.has(posKey({ x, y }));
|
||||
const onBorder = isBorder(x, y);
|
||||
const borderLayer = getBorderLayer(x, y);
|
||||
const dominated = isDominated(x, y, guards);
|
||||
|
||||
let bgClass = "bg-muted hover:bg-muted/80";
|
||||
let bgClass = "bg-muted/60 hover:bg-muted";
|
||||
if (hasGuard) {
|
||||
if (onBorder) {
|
||||
// Cyan for border guards (both layers)
|
||||
bgClass = borderLayer === 0
|
||||
? "bg-cyan-500/50 border-cyan-600"
|
||||
: "bg-cyan-400/40 border-cyan-500";
|
||||
} else {
|
||||
// Red/accent for interior guards
|
||||
bgClass = "bg-red-500/50 border-red-600";
|
||||
}
|
||||
bgClass = onBorder
|
||||
? "bg-cyan-500/60 border-cyan-600"
|
||||
: "bg-red-500/60 border-red-600";
|
||||
} else if (!dominated) {
|
||||
bgClass = "bg-destructive/50 border-destructive";
|
||||
bgClass = "bg-destructive/60 border-destructive";
|
||||
}
|
||||
|
||||
return (
|
||||
<div
|
||||
key={`${x}-${y}`}
|
||||
className={`absolute w-8 h-8 rounded-full border-2 flex items-center justify-center text-sm cursor-pointer transition-all hover:scale-110 ${bgClass}`}
|
||||
className={`absolute w-9 h-9 rounded-full border-2 flex items-center justify-center text-sm cursor-pointer transition-colors ${bgClass}`}
|
||||
style={{
|
||||
left: x * cellWidth + offset + 10 + (cellWidth - 32) / 2,
|
||||
top: y * cellHeight + 10 + (cellHeight - 32) / 2,
|
||||
left: x * cellW + rowOffset + 10 + (cellW - 36) / 2,
|
||||
top: y * cellH + 10 + (cellH - 36) / 2,
|
||||
}}
|
||||
onClick={() => handleCellClick(x, y)}
|
||||
title={`(${x}, ${y}) - ${hasGuard ? (onBorder ? "Border Guard" : "Interior Guard") : dominated ? "Dominated" : "Undominated!"}`}
|
||||
title={`(${x},${y}) ${hasGuard ? (onBorder ? "Border" : "Interior") : dominated ? "" : "UNDOMINATED"}`}
|
||||
>
|
||||
{hasGuard ? "🛡️" : ""}
|
||||
{hasGuard && <Shield className="w-4 h-4" />}
|
||||
</div>
|
||||
);
|
||||
})
|
||||
|
|
@ -528,30 +494,32 @@ const EternalDominationGame: React.FC = () => {
|
|||
{/* Legend */}
|
||||
<div className="flex flex-wrap gap-4 text-sm">
|
||||
<div className="flex items-center gap-2">
|
||||
<div className="w-6 h-6 bg-cyan-500/50 border-2 border-cyan-600 rounded-full flex items-center justify-center text-xs">🛡️</div>
|
||||
<span>Border Guard (double layer)</span>
|
||||
<div className="w-6 h-6 bg-cyan-500/60 border-2 border-cyan-600 rounded-full flex items-center justify-center">
|
||||
<Shield className="w-3 h-3" />
|
||||
</div>
|
||||
<span>Border guard</span>
|
||||
</div>
|
||||
<div className="flex items-center gap-2">
|
||||
<div className="w-6 h-6 bg-red-500/50 border-2 border-red-600 rounded-full flex items-center justify-center text-xs">🛡️</div>
|
||||
<span>Interior Guard</span>
|
||||
<div className="w-6 h-6 bg-red-500/60 border-2 border-red-600 rounded-full flex items-center justify-center">
|
||||
<Shield className="w-3 h-3" />
|
||||
</div>
|
||||
<span>Interior guard</span>
|
||||
</div>
|
||||
<div className="flex items-center gap-2">
|
||||
<div className="w-3 h-0.5 bg-green-500"></div>
|
||||
<span>Complementary paths (border cycle)</span>
|
||||
<div className="w-4 h-0.5 bg-green-500"></div>
|
||||
<span>Complementary paths (P₁,₃ / P₂,₄)</span>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
{attackHistory.length > 0 && (
|
||||
<div className="text-sm">
|
||||
<p className="text-muted-foreground mb-1">Recent attacks:</p>
|
||||
<div className="flex flex-wrap gap-1">
|
||||
{attackHistory.slice(-10).map((pos, i) => (
|
||||
<Badge key={i} variant="outline" className="text-xs">
|
||||
<span className="text-muted-foreground">Attacks: </span>
|
||||
{attackHistory.slice(-8).map((pos, i) => (
|
||||
<Badge key={i} variant="outline" className="text-xs mx-0.5">
|
||||
({pos.x},{pos.y})
|
||||
</Badge>
|
||||
))}
|
||||
</div>
|
||||
</div>
|
||||
)}
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue