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|    Message 654 of 1,954    |
|    Maximilian Wilson to All    |
|    Re: Block puzzle problem and searching    |
|    10 Mar 05 01:51:08    |
      XPost: comp.ai.games       From: wilson.max@gmail.com              Bhavesh,              That works okay for a puzzle this small (9^4 tries max?) but what if       it's 4x4 or 5x5? Instead of strictly breadth-first search, why not       branch-and-bound? Especially if he's doing this for practice at larger       things.              Key idea: instead of ordering the proposed solutions by # of moves made       to get to this point, order by h = number of moves up to this point +       g^ = estimated number of moves to finish puzzle, where g is an       estimator function of g = optimal number of moves to finish puzzle from       this position, chosen such that g >= g^. (g^ is an optimistic       estimate.) In this case, a simple estimator function is sum(# of places       each tile is removed from its "correct" position). IIRC, this will       produce the same answer as Bhavesh's algorithm but will arrive at the       answer faster.              Keywords: branch-and-bound, dynamic programming.              Max Wilson              [ comp.ai is moderated. To submit, just post and be patient, or if ]       [ that fails mail your article to |
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