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Jun 26, 2017 at 17:51 comment added Dave In fact, looking again, it's not a knight pattern with minor changes, but a wrapping pattern where each tree is offset (1,2) from the previous. Once you have a pattern, you can permute rows and columns to make less structured solutions, just as long as it doesn't leave trees adjacent.
Jun 26, 2017 at 17:47 comment added Dave @isaacg Well from the illustrated example, it seems the original grids were made by placing trees first (in a knight pattern with minor changes in that example, but I guess any pattern with 2 trees per row & column would work) then fitting regions around them so that each region contains 2 trees. Seems like that should be a simple enough method for a human to follow for arbitrarily large grids.
Jun 26, 2017 at 9:41 comment added isaacg We're in a pickle, maybe you can help. Can you think of any way to generate nontrivial larger puzzle instances?
Jun 25, 2017 at 11:52 history edited Dave CC BY-SA 3.0
Add multithreading
Jun 25, 2017 at 10:16 history edited Dave CC BY-SA 3.0
Add current official timing, and update to slightly faster version
Jun 24, 2017 at 23:24 comment added isaacg Official timing: 5ms for 12x12. If anyone else gets close, we'll need bigger test cases.
Jun 24, 2017 at 16:15 history edited Dave CC BY-SA 3.0
Add O3 flag for speed boost, and optimise code slightly
Jun 24, 2017 at 15:42 history answered Dave CC BY-SA 3.0