Finding rectangles in a 2d block grid

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孤街浪徒
孤街浪徒 2020-12-03 07:54

Let\'s say I have a grid of blocks, 7x12. We use the colors \'*\',\'%\',\'@\' and an empty cell \'-\'.

1 2 3 4 5 6 7
- - - - - - -  1
- - - - - - -  2
% % -          


        
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  • 2020-12-03 08:31

    I had to solve a very similar problem for my first person shooter. I use that in input:
    [  ][  ][  ][  ][  ][  ][  ][  ]
    [  ][  ][  ][X][  ][  ][  ][  ]
    [  ][X][X][X][X][X][X][X]
    [  ][  ][X][X][X][X][  ][  ]
    [  ][X][X][X][X][  ][  ][  ]
    [  ][X][X][X][X][  ][  ][  ]
    [  ][  ][X][  ][  ][  ][  ][  ]
    [  ][  ][  ][  ][  ][  ][  ][  ]

    I get that in output:
    [  ][  ][  ][  ][  ][  ][  ][  ]
    [  ][  ][  ][A][  ][  ][  ][  ]
    [  ][B][G][G][G][F][E][E]
    [  ][  ][G][G][G][F][  ][  ]
    [  ][D][G][G][G][  ][  ][  ]
    [  ][D][G][G][G][  ][  ][  ]
    [  ][  ][C][  ][  ][  ][  ][  ]
    [  ][  ][  ][  ][  ][  ][  ][  ]

    This schema is better. The source code (under GNU General Public License version 2) is here, it is heavily commented. You may have to adapt it a bit to your needs like the one suggested by j_random_hacker.

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  • 2020-12-03 08:38

    Call the width and height of the input array W and H respectively.

    1. Run this clever O(WH) algorithm for determining the largest rectangle, but instead of tracking just the single largest rectangle, for each (x, y) location record in a W*H matrix the width and height of (one or all of) the largest rectangles whose top-left corner is (x, y), updating these values as you go.
    2. Loop through this matrix, adding each sufficiently-large rectangle in it to a max-heap ordered by area (width * height).
    3. Read entries out of this heap; they will be produced in decreasing area order. With every entry read whose top-left corner is (x, y) and which has width w and height h, mark each of the wh locations included in the rectangle as "used" in a WH bit array. When reading rectangles from the heap, we must discard any rectangles that contain "used" squares to avoid producing overlapping rectangles. It's sufficient to check just the four edges of each candidate rectangle against the "used" array, since the only other way that the candidate rectangle could overlap another rectangle would be if the latter rectangle was completely contained by it, which is impossible due to the fact that we are reading rectangles in decreasing area order.

    This approach is "greedy" insofar as it won't guarantee to choose the largest sequence of rectangles overall if there are multiple ways to carve a solid coloured region into maximal rectangles. (E.g. it might be that there are several rectangles whose top-left corner is at (10, 10) and which have an area of 16: 16x1, 8x2, 4x4, 2x8, 1x16. In this case one choice might produce bigger rectangles "downstream" but my algorithm doesn't guarantee to make that choice.) If necessary you could find this overall optimal series of rectangles using backtracking, though I suspect this could be very slow in the worst case.

    The maximum-rectangle algorithm I mention is designed for single-colour rectangles, but if you can't adapt it to your multi-colour problem you can simply run it once for each colour before starting step 2.

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  • 2020-12-03 08:41

    My own solution is to find the biggest rectangle, using the same algorithm as in @j_random_hacker answer, then split the remaining area into 4 regions, and recursively search for the biggest rectangle again in each of these regions.

    Link to C++ sources

    It will find less rectangles than the accepted answer, because I have found it difficult to adopt that algorithm to save each intermediary rectangle when searching for the biggest one. The algorithm skips all smaller rectangles, so we have to iterate through every point in our grid, to save every rectangle possible, then discard smaller ones, and this bumps the algorithm back to O(M³ ⋅ N³) complexity.

    We can split the remaining area in two ways, the algorithm will check both, and will use the option which covers the most area, so it will perform the recursive call twice - first time to calculate the area, second time to fill the output array.

        ****|***|***                ************
        ****|***|***                ************
        ****#####***                ----#####---
        ****#####***        vs      ****#####***
        ****#####***                ----#####---
        ****|***|***                ************
    

    We can leave only one choice of area split to make the algorithm run faster, because this area comparison does not provide much improvement to the amount of detected rectangles, to be honest.

    Edit: I just realized that recursively checking both splitting variants raises the algorithm to factorial complexity, to something like O(min(M,N)!). So I've disabled the second area split, which leaves the algorithm with complexity around O(M⋅N⋅log(M⋅N)).

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  • 2020-12-03 08:55

    Note: this operates under the assumption that you're trying to find the biggest k rectangles.

    We know we must, in the worst case, look at every node in the grid at least once. This means our best-case worst-cast is O(len*wid).

    Your brute-force is going to be O(len*len*wid*wid) with the naive approach of "Checking for rectangles at a point is O(len*wid), and you do that O(len*wid) times.

    It may be that you find this to not be the case, as each time you find a rectangle, you have potential to reduce the problem space. A brute force approach of "check each rectangle" I feel is going to be the best approach. There are things you can do to speed it up, though.

    Basic algorithm:

    for(x = 1 .. wid) {
        for(y = 1 .. len) {
            Rectangle rect = biggestRectOriginatingAt(x,y);
            // process this rectangle for being added
        }
    }
    
    • Keep track of the largest k rectangles. As you go along, you can search the perimeter of where an eligible rectangle could possibly be.

      Rectangle biggestRectOriginatingAt(x,y) {
          area = areaOf(smallestEligibleRectangle); // if we want the biggest k rect's, this
                                                    // returns the area of the kth biggest
                                                    // known rectangle thus far
      
          for(i = 1 .. area) {
              tempwid = i
              templen = area / i
      
              tempx = x + tempwid
              tempy = y + templen
      
              checkForRectangle(x,y,tempx,tempy); // does x,y --> tempx,tempy form a rectangle?
          }
      
      }
      

    This allows you to get big performance gains towards the end of your large searches (if it's a small search, you don't gain as much but you don't care because it's a small search!)

    This also doesn't work as well for more random distrobutions.

    • Another optimization is to use a paint-fill algorithm to find the largest consecutive areas. This is O(len*wid), which is a small cost. This will allow you to search the most likely areas for a large rectangle to be.

    Note that neither of these approaches reduce the worst case. But, they do reduce the real-world expected running time.

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