opti to start from high deepness
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@@ -465,8 +465,9 @@ bool game_solve(game g) {
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if (total_move_played == -2)
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return false;
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uint nb_blank_cases = total_number_of_blank_cases(g);
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// else try brutforce with deepness going from 1 to the total number of blank cases on the game
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for (uint deep = 1; deep < nb_blank_cases; deep++) {
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uint deep = min(game_nb_rows(g), game_nb_cols(g)) > nb_blank_cases ? 1 : min(game_nb_rows(g), game_nb_cols(g));
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// else try brutforce with deepness going from ^ to the total number of blank cases on the game
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for (; deep < nb_blank_cases; deep++) {
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total_move_played += move_played;
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uint alreadyDone[nb_blank_cases * 2];
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if (aux_game_solve(g, deep, &move_played, alreadyDone, 0, nb_blank_cases * 2, false, NULL, NULL, NULL)) {
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@@ -501,8 +502,9 @@ uint game_nb_solutions(cgame g) {
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}
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uint nb_blank_cases = total_number_of_blank_cases(copy_g);
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uint alreadyDone[nb_blank_cases * 2];
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// else try brutforce with deepness going from 1 to the total number of blank cases on the game
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for (uint deep = min(game_nb_rows(copy_g), game_nb_cols(copy_g)); deep < nb_blank_cases; deep++) {
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uint deep = min(game_nb_rows(copy_g), game_nb_cols(copy_g)) > nb_blank_cases ? 1 : min(game_nb_rows(copy_g), game_nb_cols(copy_g));
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// else try brutforce with deepness going from ^ to the total number of blank cases on the game
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for (; deep < nb_blank_cases && nb_solutions == 0; deep++) {
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aux_game_solve(copy_g, deep, &move_played, alreadyDone, 0, nb_blank_cases * 2, true, &nb_solutions, &t_games, &size);
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}
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for (uint i = 0; i < nb_solutions; i++) {
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