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 Forum index » Diversions » Perplex City Puzzle Cards » PXC: Purple Puzzle Cards
#173-purple-circle set-the 14-15 puzzle
Moderators: AnthraX101, bagsbee, BrianEnigma, cassandra, Giskard, lhall, Mikeyj, myf, poozle, RobMagus, xnbomb
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rhysara
Greenhorn

Joined: 06 Apr 2006
Posts: 4
Location: massachusetts

Ok, I admit it. This card drives me nuts. The reason no doubt is that for the first week or so I was working under the assumption that the only thing that mattered was that the 14 and 15 be in the correct locations and that the blank be in the top left corner.

Almost half of my incorrect solves stem from this misconception. (And let me assure you that I can solve the problem that way in remarkably few moves).

Needless to say by the time I finally clued in, I was so annoyed about the whole thing that I wanted nothing to do with it. In an attempt to make me feel better about the whole thing (and get me to solve the stupid thing), one of my close friends made me a spiffy little web based program to solve (and better yet record and display) my solutions to the problem.

Since I imagine I'm not the only one who would like to solve this card and be done with it. I thought I would post a link to the webpage/program he wrote for me. Hope this helps!

Again, this is all web based, no need to download anything!

http://outpost.lothar.com/173.rpy

Instructions: Everything is done through the URL, so to "undo" you just hit the browser's Back button. If you're part-way through a solution and want to remember where you were so you can try something else, just bookmark it.

It even has a high-score feature (although its only tracking a personal
best, there isn't anything to compare your shortest path against other
people's).

PostPosted: Sun May 14, 2006 1:07 am
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e_nygma
Decorated

Joined: 17 May 2006
Posts: 247
Location: Maryland, US

While bouncing around trying to find a suggested way to solve this puzzle (and then later on throwing up my hands and using what cronogenesis did (thanks!)), I came across the following:

http://www.elversonpuzzle.com/The-15-Puzzle-Book.html
http://www.chaichart.com/phpwebsite/topics.php?op=viewtopic&topic=5

According to Jerry Slocum, a "world-renown (sic) mechanical puzzle collector, historian, and writer" (quote from second link), Sam Loyd had nothing to do with inventing the puzzle or publicizing it.

More ironically, he told of his research (before the book was published) during his acceptance speech while accepting the Association of Game & Puzzle Collectors (AGPC) award for "an individual who, as an entrepreneur, has been responsible for the promotion of mechanical puzzles through their design, development, or manufacture."

Spoiler (Rollover to View):
The honor is called the Sam Loyd Award.

The award was given on April 1, 2006.

(before people start nagging about it being an April Fool's joke, note that the article mention the award being given out is dated May 3rd ... yes that could be faked, but that's an awful lot of work for something that silly)


PostPosted: Fri May 26, 2006 12:37 am
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almagest
Boot

Joined: 11 Jul 2006
Posts: 45
Location: London

"how the hoax lasted more than a century"

I find that unbelievable, since it is trivial to prove that it is impossible (any maths freshman should be able to do it - it is just an easy parity argument).

But maybe there are none so deaf as those that do not want to hear!

PostPosted: Sat Jul 15, 2006 4:54 pm
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almagest
Boot

Joined: 11 Jul 2006
Posts: 45
Location: London

Coming back to the puzzle, does anyone have any ideas on proving 44 optimal?

I can see that one can probably write a program that searches some huge number of possibilities and finds a shortest solution that way.

But that sounds like a lot of hard work, and I would be sceptical of anyone else's program (without spending a lot of time looking at the source code).

Each move changes the position of just one digit by one orthogonal position. Counting up we need at least 24 such changes. One can up that a bit because you have to move 14 (for example) to get 15 into the right position. But I cannot get anywhere near 44.

Has anyone any better ideas?

PostPosted: Sat Jul 15, 2006 4:59 pm
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mcdon2401
Boot

Joined: 25 Aug 2006
Posts: 14
Location: Scotland

simonfr wrote:
I'm a bit confused by the instructions. (This is also my first post here, so I apologise if the use of spoiler space is inappropriate)

"What is the shortest way to move the tiles in order to get the vacant square from the bottom right to the top left corner and to swap the 14 and 15 tiles?"

Spoiler (Rollover to View):

Does this mean that the rest of the tiles have to be in order? I infer that from some of the posts here, but the card doesn't mention that requirement - could the rest of the numbers be in any position as long as the blank is in the top left, 15 is in 14's original position, and vice versa?


I got the same layout of card as you. (minus the requirement to get 14 and 15 in place) Needless to say, I was annoyed when I typed in the card code, and got an immediate failure Sad

Sorted now though. Thanks Cronogenesis.

PostPosted: Tue Sep 12, 2006 7:57 pm
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marion
Kilroy

Joined: 14 Sep 2006
Posts: 1

thankee

Rolling Eyes Rolling Eyes Rolling Eyes

PostPosted: Sun Sep 17, 2006 12:40 pm
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clahey
Guest


IDA*
Iterative Deepening A* Search

almagest wrote:
Coming back to the puzzle, does anyone have any ideas on proving 44 optimal?

I can see that one can probably write a program that searches some huge number of possibilities and finds a shortest solution that way.

But that sounds like a lot of hard work, and I would be sceptical of anyone else's program (without spending a lot of time looking at the source code).

Each move changes the position of just one digit by one orthogonal position. Counting up we need at least 24 such changes. One can up that a bit because you have to move 14 (for example) to get 15 into the right position. But I cannot get anywhere near 44.

Has anyone any better ideas?


Fortunately, the computer program isn't all that complicated. (Mine is about 115 lines of python.) What you do is something called an iterative deepening A* search.

How we do this is to come up with something called a heuristic. In this case, the heuristic is the quickly calculable minimum number of moves of a particular state. You actually describe the heuristic I used in your post above in calculating the minimum number of moves as 24. That's something called the "manhattan distance"

Next we search the tree of possible solutions. However, we only search for solutions that have some maximum total move count, we'll call n.

We can prune many tree branches by checking if the number of moves so far + the heuristic > n. In a standard A* search, you keep the list of positions that you've discovered around and always expand the one with the smallest moves + heuristic value, but this takes up a huge amount of memory. So instead, we start by assuming that the answer will be fewer than n moves. We just expand all the children of a node in turn (and all their children recursively) and then once we know there's no solution of n moves moves below that node, we stop. If a node has moves so far + heuristic > n, we know that no children of that node will have a solution in n moves or less, so we can ignore that node and its children to save time. Once we've expanded a node, we can forget about it and go on to the next node.

If we find a solution, then we find it, but if we search the entire tree and find nothing, we know there's no solution of n moves or less.

Now, to find the shortest solution, we start with n = 1 and increase it one by one until we find a solution. That solution will be of the shortest possible length.

In fact, we can save a fair bit of time here. Since we know that the open space needs to move 6 places and its position has parity with the number of moves, we know that all solutions are of an even length and can thus start at n = 2 and increase it two by two.

We can also skip all n < 24 since we know that the minimum length of the puzzle is 24 (actually, this won't speed things up much since for all n <24> n.)

Unfortunately, "manhattan distance" is not accurate enough to quickly solve the puzzle. Using someones hint of the first dozen or so moves, my program was able to solve the rest of the puzzle, but starting from scratch was just too slow. There's a solver of the standard 14-15 puzzle (you rearrange the pieces as you like and it solves it) and that uses something called "walking distance" The description of walking distance is in Japanese, so I don't yet understand it, but as soon as I do, I'll a) update my program and b) post again.

PostPosted: Fri Sep 29, 2006 5:01 pm
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