00:00:00.003 More Correct algorithm (bit-vector new version)
#=Stable (i.e. already pressed)
B=Bombs(stable too)
+=Unstable
+++++++++++######B++++++++++++
++++++++++#######B++++++++++++
++++++++++###+###BB+++++++++++
+++++++++#########B#++++++++++
+++++++++###B####+##++++++++++
+++++++++#########B#++++++++++
+++++++++###B########+++++++++
+++++++++###B########+++++++++
+++++++++###B###+B###+++++++++
+++++++++########B###+++++++++
++++++++++++#########+++++++++
++++++++++++#B#B###+++++++++++
+++++++++++++######+++++++++++
++++++++++++++++###+++++++++++
++++++++++++++++###+++++++++++
++++++++++++++++++++++++++++++
@=Contour - ?=Checkable
^^^^^^^^^@@?^^^^^B^^^^^^^^^^^^
^^^^^^^^^@?????^^B^^^^^^^^^^^^
^^^^^^^^@@?^?@?^^BB@@^^^^^^^^^
^^^^^^^^@??^???^??B?@^^^^^^^^^
^^^^^^^^@?^^B^^^?@??@^^^^^^^^^
^^^^^^^^@?^^^^^^??B?@@^^^^^^^^
^^^^^^^^@?^^B^^^^^^??@^^^^^^^^
^^^^^^^^@?^^B^^???^^?@^^^^^^^^
^^^^^^^^@?^^B^^?@B^^?@^^^^^^^^
^^^^^^^^@????^^??B^^?@^^^^^^^^
^^^^^^^^@@@@?^^^^^???@^^^^^^^^
^^^^^^^^^^^@?B^B^^?@@@^^^^^^^^
^^^^^^^^^^^@@????^?@^^^^^^^^^^
^^^^^^^^^^^^@@@@?^?@^^^^^^^^^^
^^^^^^^^^^^^^^^@???@^^^^^^^^^^
^^^^^^^^^^^^^^^@@@@@^^^^^^^^^^
Working values: * = Bomb - . = Unstable tile
...........aaaaaa*............
..........aaaaaaa*............
..........aaa.aaa**...........
.........aaaaaaaaa*a..........
.........aaa*aaaa.aa..........
.........aaaaaaaaa*a..........
.........aaa*aaaaaaaa.........
.........aaa*aaaaaaaa.........
.........aaa*aaa.*aaa.........
.........aaaaaaaa*aaa.........
............aaaaaaaaa.........
............a*a*aaa...........
.............aaaaaa...........
................aaa...........
................aaa...........
..............................
Logging board
==========Q1....2F============
==========21111.3F============
==========1.1Q1.2FF===========
=========211221.24F3==========
=========1.1F1..1Q32==========
=========1.222..12F1==========
=========2.2F2...1111=========
=========2.3F3.1221.2=========
=========2.2F2.1QF2.2=========
=========22321.13F2.1=========
===========Q212121211=========
============2F2F1.1Q==========
=============2211.2===========
================1.2===========
================212===========
==============================
Legenda:
'=' (344) => Tile still not pressed
'F' ( 14) => Flag
'Q' (  6) => Question Mark
'4' (  1) => 4
'3' (  7) => 3
'2' ( 40) => 2
'1' ( 39) => 1
'.' ( 29) => 0
Total number of tiles = 480
Isle number = 0
Isle seeds number 1
(11, 0) -> Creating Isle around
Now searching for isles without contour tiles
All isles have contour tiles: good
Trying to solve 4 isles

  *** New isle ***
Smarter algo
Action number per level
 0) -> 16
 1) -> 0
 2) -> 4
 3) -> 12
 4) -> 0
 5) -> 4
 6) -> 4
 7) -> 4
 8) -> 0
 9) -> 2
10) -> 2
11) -> 6
12) -> 0
13) -> 2
14) -> 2
15) -> 2
16) -> 14
17) -> 8
18) -> 8
19) -> 16
20) -> 20
21) -> 0
22) -> 24
23) -> 240
24) -> 3456
25) -> 0
26) -> 0
27) -> 448
28) -> 448
29) -> 448
30) -> 3136
31) -> 2816
32) -> 3840
33) -> 0
34) -> 0
35) -> 1280
36) -> 0
37) -> 0
38) -> 0
39) -> 0
40) -> 0
41) -> 0
42) -> 0
43) -> 0
44) -> 0
45) -> 0
Probability Keeper
Number of elements = 46
Total Cfg Num = 16262
Good Cfg Num = 4
Contour elems have been a bomb for
 0) 4
 1) 0
 2) 0
 3) 4
 4) 2
 5) 2
 6) 0
 7) 2
 8) 2
 9) 0
10) 0
11) 0
12) 0
13) 0
14) 4
15) 4
16) 0
17) 2
18) 2
19) 4
20) 2
21) 2
22) 4
23) 4
24) 4
25) 0
26) 0
27) 0
28) 0
29) 0
30) 0
31) 0
32) 4
33) 4
34) 0
35) 4
36) 0
37) 0
38) 4
39) 0
40) 4
41) 0
42) 0
43) 0
44) 0
45) 0
Contour tile number = 46
10,  0) -> 	Contour: Idx: 0 (Prob: 100%)
 9,  0) -> 	Contour: Idx: 1 (Prob: 0%)
 9,  1) -> 	Contour: Idx: 2 (Prob: 0%)
 9,  2) -> 	Contour: Idx: 3 (Prob: 100%)
 8,  2) -> 	Contour: Idx: 4 (Prob: 50%)
 8,  3) -> 	Contour: Idx: 5 (Prob: 50%)
 8,  4) -> 	Contour: Idx: 6 (Prob: 0%)
19,  2) -> 	Contour: Idx: 7 (Prob: 50%)
20,  2) -> 	Contour: Idx: 8 (Prob: 50%)
20,  3) -> 	Contour: Idx: 9 (Prob: 0%)
20,  4) -> 	Contour: Idx: 10 (Prob: 0%)
20,  5) -> 	Contour: Idx: 11 (Prob: 0%)
21,  5) -> 	Contour: Idx: 12 (Prob: 0%)
21,  6) -> 	Contour: Idx: 13 (Prob: 0%)
21,  7) -> 	Contour: Idx: 14 (Prob: 100%)
21,  8) -> 	Contour: Idx: 15 (Prob: 100%)
21,  9) -> 	Contour: Idx: 16 (Prob: 0%)
 8,  5) -> 	Contour: Idx: 17 (Prob: 50%)
 8,  6) -> 	Contour: Idx: 18 (Prob: 50%)
 8,  7) -> 	Contour: Idx: 19 (Prob: 100%)
 8,  8) -> 	Contour: Idx: 20 (Prob: 50%)
 8,  9) -> 	Contour: Idx: 21 (Prob: 50%)
10, 10) -> 	Contour: Idx: 22 (Prob: 100%)
11, 10) -> 	Contour: Idx: 23 (Prob: 100%)
19, 11) -> 	Contour: Idx: 24 (Prob: 100%)
11, 11) -> 	Contour: Idx: 25 (Prob: 0%)
11, 12) -> 	Contour: Idx: 26 (Prob: 0%)
12, 12) -> 	Contour: Idx: 27 (Prob: 0%)
13, 13) -> 	Contour: Idx: 28 (Prob: 0%)
14, 13) -> 	Contour: Idx: 29 (Prob: 0%)
15, 13) -> 	Contour: Idx: 30 (Prob: 0%)
19, 12) -> 	Contour: Idx: 31 (Prob: 0%)
19, 13) -> 	Contour: Idx: 32 (Prob: 100%)
15, 14) -> 	Contour: Idx: 33 (Prob: 100%)
15, 15) -> 	Contour: Idx: 34 (Prob: 0%)
16, 15) -> 	Contour: Idx: 35 (Prob: 100%)
17, 15) -> 	Contour: Idx: 36 (Prob: 0%)
18, 15) -> 	Contour: Idx: 37 (Prob: 0%)
19, 14) -> 	Contour: Idx: 38 (Prob: 100%)
19, 15) -> 	Contour: Idx: 39 (Prob: 0%)
12, 13) -> 	Contour: Idx: 40 (Prob: 100%)
 9, 10) -> 	Contour: Idx: 41 (Prob: 0%)
 8, 10) -> 	Contour: Idx: 42 (Prob: 0%)
20, 11) -> 	Contour: Idx: 43 (Prob: 0%)
21, 10) -> 	Contour: Idx: 44 (Prob: 0%)
21, 11) -> 	Contour: Idx: 45 (Prob: 0%)

  *** New isle ***
Smarter algo
Action number per level
 0) -> 2
Probability Keeper
Number of elements = 1
Total Cfg Num = 2
Good Cfg Num = 1
Contour elems have been a bomb for
 0) 1
Contour tile number = 1
13,  2) -> 	Contour: Idx: 0 (Prob: 100%)

  *** New isle ***
Smarter algo
Action number per level
 0) -> 2
Probability Keeper
Number of elements = 1
Total Cfg Num = 2
Good Cfg Num = 1
Contour elems have been a bomb for
 0) 1
Contour tile number = 1
17,  4) -> 	Contour: Idx: 0 (Prob: 100%)

  *** New isle ***
Smarter algo
Action number per level
 0) -> 2
Probability Keeper
Number of elements = 1
Total Cfg Num = 2
Good Cfg Num = 1
Contour elems have been a bomb for
 0) 1
Contour tile number = 1
16,  8) -> 	Contour: Idx: 0 (Prob: 100%)
00:00:00.114 Attempt ended
