GolfScript, 82 ( 108 97 caracteres - 15 bonus)
~),1/{{:F$0=),{F\+}/}%}@(*(0*\{1${1$\{\(@<},=},{1$\{\(@>},+(-!},:Y!{.,/+0}*;}/;Y{.-1=.@?)' '@)n}/
Como no conocía ninguna heurística, esta solución realiza una búsqueda exhaustiva en el espacio de la solución. Puede probar el código en línea . Aunque la implementación es muy eficiente, el espacio de búsqueda crece muy rápido al aumentar la entrada.
Ejemplos:
> 5 3
4 3
> 5 4
3 3
> 6 6
2 2
Como se mencionó anteriormente, la implementación no se basa en la recursividad, sino que visita cada nodo del espacio de búsqueda solo una vez. A continuación puede encontrar una versión anotada del código que describe los bloques de construcción con más detalle.
La representación de una sola placa de tamaño w * h viene dada por una lista de números w en el rango de 0 a h . Cada número da la cantidad de piezas en la columna correspondiente. Por lo tanto, una configuración válida es una lista donde los números no aumentan de principio a fin (con cualquier movimiento, se asegura de que todas las columnas a la derecha sean tan altas como la elegida).
~ # Evaluate the input (stack is now w h)
# BUILDING THE COMPLETE STATE SPACE
# Iteratively builds the states starting with 1xh board, then 2xh board, ...
),1/ # Generate the array [[0] [1] ... [h]] which is the space for 1xh
{ # This loop is now ran w-1 times and each run adds all states for the
# board with one additional column
{ # The {}/] block simply runs for each of the existing states
:F$0= # Take the smallest entry (which has to be the last one)
), # For the last column all values 0..x are possible
{F\+}/ # Append each of these values to the smaller state
}%
}@(*
# The order ensures that the less occupied boards are first in the list.
# Thus each game runs from the end of the list (where [h h ... h] is) to
# the start (where [0 0 ... 0] is located).
# RUN THROUGH THE SEARCH SPACE
# The search algorithm therefore starts with the empty board and works through all
# possible states by simply looping over this list. It builds a list of those states
# which are known as non-winning states, i.e. those states where a player should
# aim to end after the move
( # Skips the empty board (which is a winning configuration)
0*\ # and makes an empty list out of it (which will be the list of
# known non-winning states (initially empty))
{ # Loop over all possible states
1$ # Copy of the list of non-winning states
{ # Filter those which are not reachable from the current state,
# because at least one column has more pieces that the current
# board has
1$\{\(@<},=
},
{ # Filter those which are not reachable from the current state,
# because no valid move exists
1$\{\(@>},+ # Filter those columns which are different between start and
# end state
(-! # If those columns are all of same height it is possible to move
},
:Y # Assign the result (list of all non-winning states which are
# reachable from the current configuration within one move)
# to variable Y
!{ # If Y is non-empty this one is a winning move, otherwise
# add it to the list
.,/+
0 # Push dummy value
}*;
}/
; # Discard the list (interesting data was saved to variable Y)
# OUTPUT LOOP
# Since the states were ordered the last one was the starting state. The list of
# non-winning states were saved to variable Y each time, thus the winning moves
# from the initial configuration is contained in this variable.
Y{ # For each item in Y
.-1=.@?) # Get the index (1-based) of the first non-h value
' ' # Append a space
@) # Get the non-h value itself (plus one)
n # Append a newline
}/