Rename hint.txt and hint.text to README.md
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# Most devolving
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Philip Blakely
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Cambridge, UK
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<pmblakely@gmail.com>
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## Judges' comments:
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### To build:
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make blakely
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### To run:
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# Zoom out and make your terminal window 53 or more lines deep
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./blakely < blakely.c | head -300
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### Try:
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./blakely < 3.dat | head -100
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./blakely - < 3.dat | head -40
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./blakely < evolve_to_3.dat | head -55
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./blakely < t0_3.dat
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### Selected Judges Remarks:
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This program plays Life, computes Pi to 16 digits
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if given its own source as input, and allows to check if your garden
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is a [Garden of Eden](http://en.wikipedia.org/wiki/Garden_of_Eden_%28cellular_automaton%29), all in one source.
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If you have enough time to spare, put the plan of your garden in a text file,
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and run:
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./blakely - < garden.txt
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## Author's comments:
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Remarks
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-------
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This program uses a well-known algorithm in order to display pi to
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fifteen decimal places. The source-layout itself demonstrates the importance of
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using the correct amount of whitespace in code and the clear superiority of spaces over tabs.
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In order to see the main feature of the code, type:
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./blakely < blakely.c
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and wait for about four seconds before using Ctrl-C (or whatever) to end the program. The
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results are best viewed in a terminal window at least 60 characters
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high and wide. Alternatively, redirect the output to a separate file
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(killing when necessary).
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Overview
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--------
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The program emulates John Conway's ceullular automaton known as "The
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Game of Life", using standard input as a starting grid. The layout of
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the source-code is such that it evolves to a digital representation of
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the first 15 decimal places of pi after 4 time steps. This was setup
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using the other feature of the program which can be demonstrated as follows:
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./blakely - < 3.dat
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The program will first display the grid given in 3.dat, and then three
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more grids (taking a few minutes to display the last). Waiting for any more grids will
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take a substantial amount of time. The final grid has been put into
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evolve\_to\_3.dat, and if you type
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./blakely < evolve_to_3.dat
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then the 3 will reappear after three time steps.
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As should now be clear, this use of program will attempt to evolve a given setup backwards in
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time according to the Life rules. The resulting grid is clearly not
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necessarily unique. The program will evolve backwards given *any* single
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command line option.
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When evolving forwards, the code can only be stopped by killing the
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program. In the reverse direction, the code can either be killed, or
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will stop if it is unable to find a grid that will evolve to the
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current layout correctly. This can be seen with the sample grid
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t0_3.dat, which evolves backwards by only two time-steps.
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Input file format
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-----------
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The input files must encode a square grid, where a space is a dead
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cell, and any other character (except a newline) is a living cell. Each line must be the same
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length, and end with a single newline character \n (ASCII 10), including the last line. When
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designing grids, it may help to type full-stops in place of spaces,
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and do a global replace afterwards. Any deviation from this format will
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cause errors in the output.
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Limitations
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-----------
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This is only an approximation to the original Life, as it takes place
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on a finite grid, with borders that are automatically killed off
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before each time step. However, when evolving backwards, the resulting
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grids will not cause any cells on the boundaries to come alive.
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As the display is performed before killing off the borders, some
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boundary cells may sometimes appear to be alive, but not be treated as
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such for the following time-step, although any living cells on the
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right border will never be displayed.
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The maximum grid size is currently 99 by 99 (exceeding this will cause a
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seg-fault), but changing the two 9802s to MAX\_SIZE*MAX\_SIZE+1 will
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solve this, although some reformatting of the
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code may have to be done to allow larger numbers.
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Compiler warnings/assumptions
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-----------------------------
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When compiled with the -Wall -pedantic -ansi options of gcc, some
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warnings suggesting extra parentheses occur (not necessary for anyone
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fully conversant with operator precedence). There is one unused
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variable, v, but unnamed function parameters are not permitted in ANSI
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C, so naming it is necessary, and gcc no longer warns about its
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existence, although earlier versions did.
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Since the program calculates ASCII character values for display, an
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ASCII based system is required to run it. Also, as mentioned above,
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any system that uses anything other than a plain '\n' to end a line will cause
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problems when reading in files.
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Obfuscations
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------------
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Given the finely-tuned layout required to evolve into pi, this is one of the
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main obfuscations used in the code. However, running the code through the
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preprocessor, expanding the defines, and applying GNU's indent, although
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making the location of functions and statements clear, by no means makes the
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code entirely clear. Note that expanding out the #defines does not take the
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program over the character limit. The main reason for these is to do with the
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layout, since there are few places that keywords or tokens of over 2
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characters can be fitted, and requiring the first few lines to be #includes
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would cause similar problems.
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Other obfuscations used are:
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- Use of the classic 2[a] syntax to access the third element of the
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array a
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- Nested ternary operators, combined with shortcut evaluation being
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required for correct operation
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- Use of the comma operator to embed operations inside one another
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- Calculation of ASCII codes
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- Needlessly recursive functions
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- Use of bitwise-operations.
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- Storing a variable whose value could easily be found from another
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- Use of gotos to emulate a for loop
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Algorithm
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---------
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The forwards evolution of the grid is straightforward.
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The reverse evolution is done using a brute-force method. As far as I
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know, a brute-force method is the only viable automatic approach for
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general grids, although more intelligent algorithms would be possible
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given more space.
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The program starts with an empty "trial" grid and, starting from the
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top-left, tries all possibilities for the neighbours of the current
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cell that will cause the cell to evolve to the required state. It then
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proceeds to the right and down. Thus, it only ever needs to look at
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the cells below and to the right when testing. However, the already
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defined cells above and/or to the left of the cell may mean that there
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are no possibilities that will give the correct state, in which case
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the code backtracks and tries other possibilities on previous
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cells. The program knows it has a valid grid if it gets to the last
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cell. If it cannot find a valid grid, the program exits.
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Since this uses brute-force, it can be very slow. (In fact, the
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various obfuscations have, at least for the gcc compiler,
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caused a substantial slowdown.)
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Program layout
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--------------
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The "calculation" of pi was chosen purely because algorithms to find
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pi are numerous, but the Game of Life is rarely (if ever?) used for
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this purpose. Also, separate digits made determining the layout somewhat easier.
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Deriving the layout was the most complicated part of the program. As is clear from
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the final layout featuring pi, the grid was divided into sixteen squares,
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and layouts that would evolve to each of the nine digits required were
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found. (This used the three-by-five digit-layout embedded in, at first, a
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nine-by-nine grid, then in larger grids, until fifteen-by-fifteen was
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reached.) The fifteen-by-fifteen grids give enough blank cells around
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them that the digits will not collide when evolving.
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However, this did not allow for sufficient characters to fit the code
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into. Therefore it was necessary to add some regions that would quickly die off
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without expanding to collide with the digits' evolution.
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Groups of cells such as singletons, pairs, and larger groups like
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* * * * * * * * * *
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*****************
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* * * * * * * * * *
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were useful in this regard.
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Other problems were given by keywords which need to be all in one
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string, keywords requiring space after them, and
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multi-character tokens. Some of these problems were dealt with by
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using the #defines and #includes given in the build-script, as there
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was no way to have sufficient separate lines in the code to do this
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without causing many difficulties. Some rejigging of the grid's layout
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as the code was fitted into its format was also done, resorting to
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trial-and-improvement in some cases. Occasional use of constructs such
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as f -= -3 was made as f += 3 could not be fitted into the required format.
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The fact that the borders would be killed off immediately was also helpful.
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It should be noted that evolving a full 60-by-60 grid backwards using
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this code would probably take us at least up to the heat-death of the
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universe.
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The command ./blakely - < blakely.c is therefore *not* recommended.
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--------------------------------------------------------------------------------
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<!--
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(c) Copyright 1984-2012, [Leo Broukhis, Simon Cooper, Landon Curt Noll][judges] - All rights reserved
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This work is licensed under a [Creative Commons Attribution-ShareAlike 3.0 Unported License][cc].
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[judges]: http://www.ioccc.org/judges.html
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[cc]: http://creativecommons.org/licenses/by-sa/3.0/
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-->
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