Almost anyone who has ever taken a class in computer science is familiar with the "Game of Life," John Conway's cellular automata with extremely simple rules of birth, survival, and death that can give rise to astonishing complexity.
The game is played on a rectangular field of cells, each of which has eight neighbors (adjacent cells). A cell is either occupied or not. The rules for deriving a generation from the previous one are:
There will be multiple test cases. Each case will start with a line containing a pair of positive integers m and n, indicating the number of rows and columns of the configuration, respectively. The next line will contain a nonnegative integer k indicating the number of "live" cells in the configuration. The following k lines each contain the row and column number of one live cell, where row and column numbering both start at zero. The final test case is followed by a line where m = n = 0 -- this line should not be processed. You may assume that the product of m and n is no more than 16.
For each test case you should print one line of output containing the case number and the number of possible ancestors. Imitate the sample output below. Note that if there are 0 ancestors, you should print out
Garden of Eden.
2 3 2 0 0 0 1 3 3 4 0 0 0 1 0 2 1 1 3 3 5 0 0 1 0 1 2 2 1 2 2 0 0
Case 1: 3 possible ancestors. Case 2: 1 possible ancestors. Case 3: Garden of Eden.