2、2、4、10、28、79、235、720、2254、7146、22927、74137、241461、790838、2603210、8604861、28549166、95027832
Christian Sieversがn = 18の答えを投稿する前に、私は地面に賭けをするつもりです。これは、現在のコードと16GBのRAMでできる限りです。メモリ使用量を削減するために、速度を犠牲にする必要がありましたが、さらにそれを行う必要があります。いくつかのアイデアがあります...
このスニペットは、最初のコメントのSVGです。
<svg xmlns="http://www.w3.org/2000/svg" width="130" height="130">
  <path style="stroke:none; fill:#f22" d="M 72,72 l -14.235,53.1259 -53.1259,-14.235 14.235,-53.1259 z" />  <!-- "Anticlockwise" square -->
  <path style="stroke:none; fill:#44f" d="M 72,72 l 53.1259,-14.235 -14.235,-53.1259 -53.1259,14.235 z" />  <!-- "Clockwise" square -->
  <path style="stroke:none; fill:#4f4" d="M 72,72 l 38.89,38.89 14.235,-53.1259 z" />  <!-- "NE" triangle -->
  <path style="stroke:none; fill:#ff4" d="M 72,72 l 38.89,38.89 -53.1259,14.235 z" />  <!-- "SW" triangle -->
  <path style="stroke:none; fill:#4ff" d="M 72,72 m -53.1259,-14.235 l 38.89,-38.89 -53.1259,-14.235 z" />  <!-- "NW" triangle -->
  <path style="stroke:#000; fill:none" d="M 72,72 m 38.89,38.89 l 14.235,-53.1259 -14.235,-53.1259 -53.1259,14.235 -53.1259,-14.235 14.235,53.1259 -14.235,53.1259 53.1259,14.235 53.1259,-14.235" />
</svg>
 
 
コードはC#です。Linuxで.Net Core 2.2.6を使用して実行しました。
#define SUPERLIGHT
using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
namespace Sandbox
{
    // /codegolf/187763/counting-generalized-polyominoes
    // Count polyominos on the snub square tiling.
    // We index the tiles using the following basic element, which tiles like a square:
    /*
        <?xml version="1.0" standalone="no"?>
        <!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN" "http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd">
        <svg xmlns="http://www.w3.org/2000/svg" width="130" height="130">
            <path style="stroke:none; fill:#f22" d="M 72,72 l -14.235,53.1259 -53.1259,-14.235 14.235,-53.1259 z" />  <!-- "Anticlockwise" square -->
            <path style="stroke:none; fill:#44f" d="M 72,72 l 53.1259,-14.235 -14.235,-53.1259 -53.1259,14.235 z" />  <!-- "Clockwise" square -->
            <path style="stroke:none; fill:#4f4" d="M 72,72 l 38.89,38.89 14.235,-53.1259 z" />  <!-- "NE" triangle -->
            <path style="stroke:none; fill:#ff4" d="M 72,72 l 38.89,38.89 -53.1259,14.235 z" />  <!-- "SW" triangle -->
            <path style="stroke:none; fill:#4ff" d="M 72,72 m -53.1259,-14.235 l 38.89,-38.89 -53.1259,-14.235 z" />  <!-- "NW" triangle -->
            <!-- There's a "SE" triangle, but it's unfilled -->
            <path style="stroke:#000; fill:none" d="M 72,72 m 38.89,38.89 l 14.235,-53.1259 -14.235,-53.1259 -53.1259,14.235 -53.1259,-14.235 14.235,53.1259 -14.235,53.1259 53.1259,14.235 53.1259,-14.235" />
        </svg>
    */
    // In terms of symmetries, we have rotation by 90 degrees and reflection, possibly with glide.
    // We obviously want a canonical representation.
    //   Reflection interchanges "anticlockwise" and "clockwise" squares, so we shall require at least as many anticlockwise as clockwise.
    //   Rotation anticlockwise by 90 maps NE -> NW -> SW -> SE -> NE. We rotate to get a standard necklace.
    //   Further ties must be broken lexicographically, after translating to give minimum X and Y of 0.
    class PPCG187763
    {
        internal static void Main()
        {
            SanityChecks();
            var polyominos = new HashSet<TileSet>();
            polyominos.Add(new TileSet(Enumerable.Repeat(new Tile { X = 0, Y = 0, Shape = TileShape.SE }, 1)));
            polyominos.Add(new TileSet(Enumerable.Repeat(new Tile { X = 0, Y = 0, Shape = TileShape.Anticlockwise }, 1)));
            Console.WriteLine($"1\t{polyominos.Count}");
            for (int tileCount = 2; tileCount < 60; tileCount++)
            {
                var sw = new Stopwatch();
                sw.Start();
                var nextPolyominos = new HashSet<TileSet>();
                // TODO This can be greatly optimised by tracking discarded insertion points
                foreach (var polyomino in polyominos)
                {
                    foreach (var neighbour in polyomino.SelectMany(tile => tile.Neighbours).Distinct())
                    {
                        if (!polyomino.Contains(neighbour)) nextPolyominos.Add(new TileSet(polyomino.Concat(Enumerable.Repeat(neighbour, 1))));
                    }
                }
                polyominos = nextPolyominos;
                Console.WriteLine($"{tileCount}\t{polyominos.Count}\t{sw.ElapsedMilliseconds}ms");
            }
        }
        private static void SanityChecks()
        {
            var cluster = new HashSet<Tile>();
            cluster.Add(new Tile { Shape = TileShape.Anticlockwise });
            for (int i = 0; i < 3; i++)
            {
                foreach (var tile in cluster.SelectMany(tile => tile.Neighbours).ToList()) cluster.Add(tile);
            }
            foreach (var tile in cluster)
            {
                foreach (var neighbour in tile.Neighbours)
                {
                    if (!neighbour.Neighbours.Contains(tile))
                    {
                        throw new Exception("Assertion failed: adjacency isn't symmetric");
                    }
                    if (!tile.Flip().Neighbours.Contains(neighbour.Flip()))
                    {
                        throw new Exception("Assertion failed: flip doesn't preserve adjacency");
                    }
                    if (!tile.Rot().Neighbours.Contains(neighbour.Rot()))
                    {
                        throw new Exception("Assertion failed: rot doesn't preserve adjacency");
                    }
                    if (!tile.Equals(tile.Rot().Rot().Rot().Rot()))
                    {
                        throw new Exception("Assertion failed: rot^4 should be identity");
                    }
                }
            }
        }
        struct Tile : IComparable<Tile>
        {
            public TileShape Shape { get; set; }
            public sbyte X { get; set; }
            public sbyte Y { get; set; }
            public IEnumerable<Tile> Neighbours
            {
                get
                {
                    switch (Shape)
                    {
                        case TileShape.Anticlockwise:
                            yield return new Tile { X = X, Y = Y, Shape = TileShape.SE };
                            yield return new Tile { X = X, Y = Y, Shape = TileShape.SW };
                            yield return new Tile { X = X, Y = (sbyte)(Y - 1), Shape = TileShape.NW };
                            yield return new Tile { X = (sbyte)(X - 1), Y = Y, Shape = TileShape.NE };
                            break;
                        case TileShape.Clockwise:
                            yield return new Tile { X = X, Y = Y, Shape = TileShape.SE };
                            yield return new Tile { X = X, Y = Y, Shape = TileShape.NE };
                            yield return new Tile { X = X, Y = (sbyte)(Y + 1), Shape = TileShape.SW };
                            yield return new Tile { X = (sbyte)(X + 1), Y = Y, Shape = TileShape.NW };
                            break;
                        case TileShape.NE:
                            yield return new Tile { X = X, Y = Y, Shape = TileShape.SW };
                            yield return new Tile { X = X, Y = Y, Shape = TileShape.Clockwise };
                            yield return new Tile { X = (sbyte)(X + 1), Y = Y, Shape = TileShape.Anticlockwise };
                            break;
                        case TileShape.NW:
                            yield return new Tile { X = X, Y = Y, Shape = TileShape.SE };
                            yield return new Tile { X = (sbyte)(X - 1), Y = Y, Shape = TileShape.Clockwise };
                            yield return new Tile { X = X, Y = (sbyte)(Y + 1), Shape = TileShape.Anticlockwise };
                            break;
                        case TileShape.SE:
                            yield return new Tile { X = X, Y = Y, Shape = TileShape.NW };
                            yield return new Tile { X = X, Y = Y, Shape = TileShape.Clockwise };
                            yield return new Tile { X = X, Y = Y, Shape = TileShape.Anticlockwise };
                            break;
                        case TileShape.SW:
                            yield return new Tile { X = X, Y = Y, Shape = TileShape.NE };
                            yield return new Tile { X = X, Y = (sbyte)(Y - 1), Shape = TileShape.Clockwise };
                            yield return new Tile { X = X, Y = Y, Shape = TileShape.Anticlockwise };
                            break;
                        default:
                            throw new NotSupportedException();
                    }
                }
            }
            public Tile Flip()
            {
                // We'll flip vertically.
                switch (Shape)
                {
                    case TileShape.Anticlockwise:
                        return new Tile { Shape = TileShape.Clockwise, X = X, Y = (sbyte)-Y };
                    case TileShape.Clockwise:
                        return new Tile { Shape = TileShape.Anticlockwise, X = (sbyte)(X + 1), Y = (sbyte)-Y };
                    case TileShape.NE: // G
                        return new Tile { Shape = TileShape.SE, X = (sbyte)(X + 1), Y = (sbyte)-Y };
                    case TileShape.NW: // Cy
                        return new Tile { Shape = TileShape.SW, X = X, Y = (sbyte)-Y };
                    case TileShape.SE: // W
                        return new Tile { Shape = TileShape.NE, X = X, Y = (sbyte)-Y };
                    case TileShape.SW: // Y
                        return new Tile { Shape = TileShape.NW, X = (sbyte)(X + 1), Y = (sbyte)-Y };
                    default:
                        throw new NotSupportedException();
                }
            }
            public Tile Rot()
            {
                // Anti-clockwise rotation: (x, y) = (-y, x)
                // But there will be offsets to account for the positions within the cell
                switch (Shape)
                {
                    case TileShape.Anticlockwise:
                        return new Tile { Shape = TileShape.Anticlockwise, X = (sbyte)-Y, Y = X };
                    case TileShape.Clockwise:
                        return new Tile { Shape = TileShape.Clockwise, X = (sbyte)(-Y - 1), Y = X };
                    case TileShape.NE:
                        return new Tile { Shape = TileShape.NW, X = (sbyte)-Y, Y = X };
                    case TileShape.NW:
                        return new Tile { Shape = TileShape.SW, X = (sbyte)(-Y - 1), Y = X };
                    case TileShape.SE:
                        return new Tile { Shape = TileShape.NE, X = (sbyte)(-Y - 1), Y = X };
                    case TileShape.SW:
                        return new Tile { Shape = TileShape.SE, X = (sbyte)-Y, Y = X };
                    default:
                        throw new NotSupportedException();
                }
            }
            public override int GetHashCode() => (X << 17) + (Y << 3) + (int)Shape;
            public bool Equals(Tile tile) => X == tile.X && Y == tile.Y && Shape == tile.Shape;
            public override bool Equals(object obj) => obj is Tile tile && Equals(tile);
            public int CompareTo(Tile other)
            {
                if (X != other.X) return X.CompareTo(other.X);
                if (Y != other.Y) return Y.CompareTo(other.Y);
                return Shape.CompareTo(other.Shape);
            }
            public override string ToString() => $"({X},{Y},{Shape})";
        }
        enum TileShape : byte
        {
            Anticlockwise,
            Clockwise,
            NE,
            SW,
            NW,
            SE
        }
        class TileSet : IReadOnlyCollection<Tile>
        {
            public TileSet(IEnumerable<Tile> tiles)
            {
                // Canonicalise
                var ordered = _Canonicalise(new HashSet<Tile>(tiles));
                int h = 1;
                foreach (var tile in ordered) h = h * 37 + tile.GetHashCode();
                _HashCode = h;
                #if SUPERLIGHT
                // Since we normalise to have minimum X and Y of 0, we can use unsigned coordinates.
                // And since we're looking at connected graphs of on the order of 20 items, 6 bits per coordinate is plenty.
                _Items = ordered.Select(tile => (short)((tile.X << 9) + (tile.Y << 3) + (int)tile.Shape)).ToArray();
                #else
                _Items = new HashSet<Tile>(ordered);
                #endif
            }
            private IReadOnlyList<Tile> _Canonicalise(ISet<Tile> tiles)
            {
                int ac = tiles.Count(tile => tile.Shape == TileShape.Anticlockwise);
                int c = tiles.Count(tile => tile.Shape == TileShape.Clockwise);
                if (ac < c) return _CanonicaliseRot(tiles);
                if (ac > c) return _CanonicaliseRot(tiles.Select(tile => tile.Flip()));
                return _Min(_CanonicaliseRot(tiles), _CanonicaliseRot(tiles.Select(tile => tile.Flip())));
            }
            private IReadOnlyList<Tile> _Min(IReadOnlyList<Tile> tiles1, IReadOnlyList<Tile> tiles2)
            {
                for (int i = 0; i < tiles1.Count; i++)
                {
                    int cmp = tiles1[i].CompareTo(tiles2[i]);
                    if (cmp < 0) return tiles1;
                    if (cmp > 0) return tiles2;
                }
                return tiles1;
            }
            private IReadOnlyList<Tile> _CanonicaliseRot(IEnumerable<Tile> tiles)
            {
                //   Rotation anticlockwise by 90 maps NE -> NW -> SW -> SE -> NE. We rotate to get one of these necklaces (in rank order, not exact values):
                //     Necklaces:
                //     SE NE NW SW
                //     0  0  0  0    ** Four positions to consider
                //     1  0  0  0
                //     1  0  1  0    ** Two positions to consider
                //     1  1  0  0
                //     1  1  1  0
                //     2  0  0  1
                //     2  0  1  0
                //     2  0  1  1
                //     2  1  0  0
                //     2  1  0  1
                //     2  1  1  0
                //     2  1  2  0
                //     2  2  0  1
                //     2  2  1  0
                //     3  0  1  2
                //     3  0  2  1
                //     3  1  0  2
                //     3  1  2  0
                //     3  2  0  1
                //     3  2  1  0
                int se = tiles.Count(tile => tile.Shape == TileShape.SE);
                int ne = tiles.Count(tile => tile.Shape == TileShape.NE);
                int nw = tiles.Count(tile => tile.Shape == TileShape.NW);
                int sw = tiles.Count(tile => tile.Shape == TileShape.SW);
                var sorted = new int[] { se, ne, nw, sw }.Distinct().OrderBy(x => x);
                var index = 1000 * sorted.IndexOf(se) + 100 * sorted.IndexOf(ne) + 10 * sorted.IndexOf(nw) + sorted.IndexOf(sw);
                switch (index)
                {
                    case 0:
                        // All four positions need to be considered
                        var best = _Translate(tiles);
                        best = _Min(best, _Translate(tiles.Select(tile => tile.Rot())));
                        best = _Min(best, _Translate(tiles.Select(tile => tile.Rot().Rot())));
                        best = _Min(best, _Translate(tiles.Select(tile => tile.Rot().Rot().Rot())));
                        return best;
                    case 101:
                        // Two options need to be considered;
                        return _Min(_Translate(tiles.Select(tile => tile.Rot())), _Translate(tiles.Select(tile => tile.Rot().Rot().Rot())));
                    case 1010:
                        // Two options need to be considered;
                        return _Min(_Translate(tiles), _Translate(tiles.Select(tile => tile.Rot().Rot())));
                    case 1000:
                    case 1100:
                    case 1110:
                    case 2001:
                    case 2010:
                    case 2011:
                    case 2100:
                    case 2101:
                    case 2110:
                    case 2120:
                    case 2201:
                    case 2210:
                    case 3012:
                    case 3021:
                    case 3102:
                    case 3120:
                    case 3201:
                    case 3210:
                        // Already in the canonical rotation.
                        return _Translate(tiles);
                    case    1:
                    case 1001:
                    case 1101:
                    case   12:
                    case  102:
                    case  112:
                    case 1002:
                    case 1012:
                    case 1102:
                    case 1202:
                    case 2012:
                    case 2102:
                    case  123:
                    case  213:
                    case 1023:
                    case 1203:
                    case 2013:
                    case 2103:
                        // Needs one rotation.
                        return _Translate(tiles.Select(tile => tile.Rot()));
                    case   10:
                    case   11:
                    case 1011:
                    case  120:
                    case 1020:
                    case 1120:
                    case   21:
                    case  121:
                    case 1021:
                    case 2021:
                    case  122:
                    case 1022:
                    case 1230:
                    case 2130:
                    case  231:
                    case 2031:
                    case  132:
                    case 1032:
                        // Needs two rotations.
                        return _Translate(tiles.Select(tile => tile.Rot().Rot()));
                    case  100:
                    case  110:
                    case  111:
                    case 1200:
                    case  201:
                    case 1201:
                    case  210:
                    case 1210:
                    case  211:
                    case  212:
                    case 1220:
                    case  221:
                    case 2301:
                    case 1302:
                    case 2310:
                    case  312:
                    case 1320:
                    case  321:
                        // Needs three rotations.
                        return _Translate(tiles.Select(tile => tile.Rot().Rot().Rot()));
                    default:
                        throw new NotSupportedException("Case analysis failed");
                }
            }
            private IReadOnlyList<Tile> _Translate(IEnumerable<Tile> tiles)
            {
                int minX = tiles.Min(tile => tile.X);
                int minY = tiles.Min(tile => tile.Y);
                return tiles.
                    Select(tile => new Tile { Shape = tile.Shape, X = (sbyte)(tile.X - minX), Y = (sbyte)(tile.Y - minY) }).
                    OrderBy(tile => tile).
                    ToList();
            }
            #if SUPERLIGHT
            private readonly short[] _Items;
            public int Count => _Items.Length;
            public IEnumerator<Tile> GetEnumerator()
            {
                foreach (var encoded in _Items)
                {
                    yield return new Tile { X = (sbyte)((encoded >> 9) & 0x3f), Y = (sbyte)((encoded >> 3) & 0x3f), Shape = (TileShape)(encoded & 0x7) };
                }
            }
            #else
            private readonly ISet<Tile> _Items;
            public int Count => _Items.Count;
            public IEnumerator<Tile> GetEnumerator() => _Items.GetEnumerator();
            public bool Contains(Tile tile) => _Items.Contains(tile);
            #endif
            IEnumerator IEnumerable.GetEnumerator() => GetEnumerator();
            private readonly int _HashCode;
            public override int GetHashCode() => _HashCode;
            public bool Equals(TileSet tileset) => tileset != null && tileset.Count == Count && tileset._HashCode == _HashCode && _Items.SequenceEqual(tileset._Items);
            public override bool Equals(object obj) => obj is TileSet tileset && Equals(tileset);
        }
    }
    static class Extensions
    {
        internal static int IndexOf<T>(this IEnumerable<T> elts, T elt)
            where T : IEquatable<T>
        {
            int idx = 0;
            foreach (var item in elts)
            {
                if (item.Equals(elt)) return idx;
                idx++;
            }
            return -1;
        }
    }
}