The Sam Loyd 15-Puzzle
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Color Blocks
Vol-3Issue-6 2017 IJARIIE-ISSN(O)-2395-4396 COLOR BLOCKS Varun Reddy1, Nikhil Gabbeta2, Sagar Naidu3, Arun Reddy4 1 Btech, Computer Science and Engineering, SRM University, Tamilnadu, India 2 Btech, Computer Science and Engineering, SRM University, Tamilnadu, India 3 Btech, Computer Science and Engineering, SRM University, Tamilnadu, India 4 Btech, Computer Science and Engineering, SRM University, Tamilnadu, India ABSTRACT Smart Puzzle app is a classic sliding puzzle game based on Fifteen Puzzle. It allows you to choose among three levels of complexity which are: 3x3 (8- puzzle), 4x4 (15-puzzle), and 5x5 (24-puzzle).In addition to standard square boards with numbers, user can choose a board with a picture painted on it. There are three stock pictures installed with the puzzle, and user can add his/her own pictures by pressing Menu button when the picture selection page is displayed. The picture user select will be split into equal tiles. Once you select the picture, the solved puzzle is displayed for 3 seconds. Then it is randomly shuffled, and user have to move the tiles to their initial locations. When user solve the puzzle, the app will display that picture again along with the number of moves you have made. To change the puzzle's settings during the game, press Menu button. Note that when user change any settings, the game starts over. When user switch apps or exit during the game, your puzzle is stored and resumed next time user run Smart puzzle. Keyword:-Smart Puzzle; Color Blocks; 1.intoduction 1.1 Overview The COLOR BLOCKS is a sliding puzzle that consists of a frame of numbered square tiles in random order with one tile missing. -
Variations of the 15 Puzzle
VARIATIONS OF THE 15 PUZZLE A thesis submitted to the Kent State University Honors College in partial fulfillment of the requirements for University Honors by Lisa Rose Hendrixson May, 2011 Thesis written by Lisa Rose Hendrixson Approved by , Advisor , Chair, Department of Mathematics Accepted by , Dean, Honors College ii TABLE OF CONTENTS LIST OF FIGURES. .iv ACKNOWLEDGEMENTS . v CHAPTERS I INTRODUCTION . 1 II THE HISTORY OF THE 15 PUZZLE . 3 III MATHEMATICS AND THE 15 PUZZLE . 6 IV VARIATIONS OF THE 15 PUZZLE . 14 V CONCLUSION . 22 BIBLIOGRAPHY . 23 iii LIST OF FIGURES • Figure 1.The 15 Puzzle . 2 • Figure 2.Pictoral representation of the above permutation. 8 • Figure 3.The permutation multiplied by the transposition (7; 8) ..................9 • Figure 4.Two odd length cycles inside the 15 Puzzle . 10 • Figure 5.The two cycles, put together. 11 • Figure 6.Permutting 3 blocks cyclically. 12 • Figure 7.Bipartite graph of the 15 Puzzle. 13 • Figure 8.Starting position for the first variation. 15 • Figure 9.Creating a single transposition inside the variation. 16 • Figure 10.Showing the switch of the blank spaces. 16 • Figure 11.Puzzle with a fixed block. 17 • Figure 12.Bipartite graph of a puzzle wth a glued-down block. 21 iv ACKNOWLEDGEMENTS I would like to thank Dr. Donald White for all his help and support during the process of writing this thesis. Without his dedication, it would not have been possible. Also, I would like to thank Dr. Mark Lewis, Dr. Elizabeth Mann, and Dr. Sara Newman for their willingness to serve on my defense committee and for all of their helpful comments and support along the way. -
Pebble Motion on Graphs with Rotations: Efficient Feasibility Tests
1 Pebble Motion on Graphs with Rotations: Efficient Feasibility Tests and Planning Algorithms Jingjin Yu, Daniela Rus Abstract We study the problem of planning paths for p distinguishable pebbles (robots) residing on the vertices of an n-vertex connected graph with p ≤ n. A pebble may move from a vertex to an adjacent one in a time step provided that it does not collide with other pebbles. When p = n, the only collision free moves are synchronous rotations of pebbles on disjoint cycles of the graph. We show that the feasibility of such problems is intrinsically determined by the diameter of a (unique) permutation group induced by the underlying graph. Roughly speaking, the diameter of a group G is the minimum length of the generator product required to reach an arbitrary element of G from the identity element. Through bounding the diameter of this associated permutation group, which assumes a maximum value of O(n2), we establish a linear time algorithm for deciding the feasibility of such problems and an O(n3) algorithm for planning complete paths. I. INTRODUCTION In Sam Loyd’s 15-puzzle Loyd (1959), a player arranges square blocks labeled 1-15, scrambled arXiv:1205.5263v4 [cs.DS] 31 Jul 2014 on a 4 × 4 board, to achieve a shuffled row major ordering of the blocks using one empty swap cell (see, e.g., Fig. 1). Generalizing the grid-based board to an arbitrary connected graph over n vertices, the 15-puzzle becomes the problem of pebble motion on graphs (PMG). Here, up to n−1 uniquely labeled pebbles on the vertices of the graph must be moved to some desired goal config- uration, using unoccupied (empty) vertices as swap spaces.1 Since the initial work by Kornhauser Jingjin Yu and Daniela Rus are the Computer Science and Artificial Intelligence Lab at the Massachusetts Institute of Technology. -
Permutation Puzzles: a Mathematical Perspective Lecture Notes
Permutation Puzzles: A Mathematical Perspective 15 Puzzle, Oval Track, Rubik’s Cube and Other Mathematical Toys Lecture Notes Jamie Mulholland Department of Mathematics Simon Fraser University c Draft date May 7, 2012 Contents Contents i Preface ix Greek Alphabet xi 1 Permutation Puzzles 1 1.1 Introduction . .1 1.2 A Collection of Puzzles . .2 1.2.1 A basic game, let’s call it Swap ................................2 1.2.2 The 15-Puzzle . .4 1.2.3 The Oval Track Puzzle (or TopSpinTM)............................5 1.2.4 Hungarian Rings . .7 1.2.5 Rubik’s Cube . .8 1.3 Which brings us to the Definition of a Permutation Puzzle . 12 1.4 Exercises . 12 2 A Bit of Set Theory 15 2.1 Introduction . 15 2.2 Sets and Subsets . 15 2.3 Laws of Set Theory . 16 2.4 Examples Using Sage . 17 2.5 Exercises . 19 3 Permutations 21 3.1 Permutation: Preliminary Definition . 21 3.2 Permutation: Mathematical Definition . 23 3.2.1 Functions . 23 3.2.2 Permutations . 24 3.3 Composing Permutations . 26 i ii CONTENTS 3.4 Associativity of Permutation Composition . 28 3.5 Inverses of Permutations . 29 3.5.1 Inverse of a Product . 31 3.5.2 Cancellation Property . 32 3.6 The Symmetric Group Sn ........................................ 33 3.7 Rules for Exponents . 33 3.8 Order of a Permutation . 34 3.9 Exercises . 35 4 Permutations: Cycle Notation 37 4.1 Permutations: Cycle Notation . 37 4.2 Products of Permutations: Revisited . 39 4.3 Properties of Cycle Form . 40 4.4 Order of a Permutation: Revisited . -
Permutation Puzzles: a Mathematical Perspective Lecture Notes
Permutation Puzzles: A Mathematical Perspective 15 Puzzle, Oval Track, Rubik’s Cube and Other Mathematical Toys Lecture Notes Jamie Mulholland Department of Mathematics Simon Fraser University c Draft date June 30, 2016 Contents Contents i Preface vii Greek Alphabet ix 1 Permutation Puzzles 1 1.1 Introduction . .1 1.2 A Collection of Puzzles . .2 1.3 Which brings us to the Definition of a Permutation Puzzle . 10 1.4 Exercises . 12 2 A Bit of Set Theory 15 2.1 Introduction . 15 2.2 Sets and Subsets . 15 2.3 Laws of Set Theory . 16 2.4 Examples Using SageMath . 18 2.5 Exercises . 19 3 Permutations 21 3.1 Permutation: Preliminary Definition . 21 3.2 Permutation: Mathematical Definition . 23 3.3 Composing Permutations . 26 3.4 Associativity of Permutation Composition . 28 3.5 Inverses of Permutations . 29 3.6 The Symmetric Group Sn ........................................ 33 3.7 Rules for Exponents . 33 3.8 Order of a Permutation . 35 3.9 Exercises . 36 i ii CONTENTS 4 Permutations: Cycle Notation 39 4.1 Permutations: Cycle Notation . 39 4.2 Products of Permutations: Revisited . 41 4.3 Properties of Cycle Form . 42 4.4 Order of a Permutation: Revisited . 43 4.5 Inverse of a Permutation: Revisited . 44 4.6 Summary of Permutations . 46 4.7 Working with Permutations in SageMath . 46 4.8 Exercises . 47 5 From Puzzles To Permutations 51 5.1 Introduction . 51 5.2 Swap ................................................... 52 5.3 15-Puzzle . 54 5.4 Oval Track Puzzle . 55 5.5 Hungarian Rings . 58 5.6 Rubik’s Cube . -
15 Puzzle Reduced
The 15 Puzzle As pictured below the 15 Puzzle has 15 numbered wooden tiles in a 4x4 box, with one empty space in the bottom right corner. The object was to rearrange the 15 pieces in any order and then use the empty space to slide the tiles back into the original numerical order. When the puzzle appeared around the year 1870 it created as big a craze as the Rubik's Cube did a hundred years later. In later versions it was called the GEM puzzle Joseph Eitel!Page 1 of 29!amagicclassroom.com The FAD of the 1870’s Sliding puzzles started with a bang in the late1800’s. The Fifteen Puzzle started in the United States around 1870 and it spread quickly. Owing to the uncountable number of devoted players it had conquered, it became a plague. In a matter of months after its introduction, people all over the world were engrossed in trying to solve what came to be known as the 15 Puzzle. It can be argued that the 15 Puzzle had the greatest impact on American and European society in 1880 of any mechanical puzzle the world has ever known. Factories could not keep up with the demand for the 15 Puzzle. In offices an shops bosses were horrified by their employees being completely absorbed by the game during office hours. Owners of entertainment establishments were quick to latch onto the rage and organized large contests. The game had even made its way into solemn halls of the German Reichstag. “I can still visualize quite clearly the grey haired people in the Reichstag intent on a square small box in their hands,” recalls the mathematician Sigmund Gunter who was a deputy during puzzle epidemic. -
Multi-Color Pebble Motion on Graphs
Multi-color Pebble Motion on Graphs Gilad Goraly∗ Refael Hassiny November 17, 2008 Abstract We consider a graph with n vertices, and p < n pebbles of m colors. A pebble move consists of transferring a pebble from its current host vertex to an adjacent unoccupied vertex. The problem is to move the pebbles to a given new color arrangement. We study the feasibility version of the problem - does a given instance have a solution? We use an algorithm of [6] for the problem where each pebble has a distinct color to give a linear time algorithm for the feasibility decision problem on a general graph. 1 Introduction We consider the following pebble motion problem, which we call the m colors pebble motion problem (m-pm). Let G be a graph with n vertices and p < n pebbles of m colors. Each vertex is either colored in one of the colors, or not colored. Each vertex can host at most one pebble. A pebble move consists of transferring a pebble from its current host vertex to an adjacent unoccupied vertex. The problem is to move the pebbles to a prespecified new arrangement. We also consider a more general version. In this version, which we call t-m-pm, some of the vertices are transshipment vertices which cannot host pebbles. A pebble can move from a neighbor of a transshipment vertex to another unoccupied neighbor, but without stopping at the transshipment vertex. A transshipment vertex with its neighbors are equivalent (in respect to the pebble movement possibilities) to a clique consisting of the neighbors of the transshipment vertex. -
Solving the 15-Puzzle Game Using Local Value-Iteration
Solving the 15-Puzzle Game Using Local Value-Iteration Bastian Bischoff1, Duy Nguyen-Tuong1, Heiner Markert1, and Alois Knoll2 1 Robert Bosch GmbH, Corporate Research, Robert-Bosch-Str. 2, 71701 Schwieberdingen, Germany 2 TU Munich, Robotics and Embedded Systems, Boltzmannstr. 3, 85748 Garching at Munich, Germany Abstract. The 15-puzzle is a well-known game which has a long history stretching back in the 1870's. The goal of the game is to arrange a shuffled set of 15 numbered tiles in ascending order, by sliding tiles into the one vacant space on a 4 × 4 grid. In this paper, we study how Reinforcement Learning can be employed to solve the 15-puzzle problem. Mathemati- cally, this problem can be described as a Markov Decision Process with the states being puzzle configurations. This leads to a large state space with approximately 1013 elements. In order to deal with this large state space, we present a local variation of the Value-Iteration approach ap- propriate to solve the 15-puzzle starting from arbitrary configurations. Furthermore, we provide a theoretical analysis of the proposed strategy for solving the 15-puzzle problem. The feasibility of the approach and the plausibility of the analysis are additionally shown by simulation results. 1 Introduction The 15-puzzle is a sliding puzzle invented by Samuel Loyd in 1870's [4]. In this game, 15 tiles are arranged on a 4 × 4 grid with one vacant space. The tiles are numbered from 1 to 15. Figure 1 left shows a possible configuration of the puzzle. The state of the puzzle can be changed by sliding one of the numbered tiles { adjacent to the vacant space { into the vacant space.