From cube-lovers-errors@oolong.camellia.org Mon Jun 2 13:10:30 1997 Return-Path: cube-lovers-errors@oolong.camellia.org Received: from oolong.camellia.org (localhost [127.0.0.1]) by oolong.camellia.org (8.6.12/8.6.12) with SMTP id NAA03412; Mon, 2 Jun 1997 13:10:30 -0400 Precedence: bulk Errors-To: cube-lovers-errors@oolong.camellia.org From: SCHMIDTG@iccgcc.cle.ab.com Date: Sun, 1 Jun 1997 22:39:43 -0400 (EDT) To: cube-lovers@ai.mit.edu Message-Id: <970601223943.2140c63e@iccgcc.cle.ab.com> Subject: Re: A* versus IDA* Jerry Bryan wrote: >On Sat, 31 May 1997 SCHMIDTG@iccgcc.cle.ab.com wrote: > >> As an aside, I've applied IDA* (augmented with hashing for >> duplicate node detection) to solve all but a few hundred of the 32000 >> instances of Microsoft's "FreeCell" puzzle game that comes packaged >> with Win95 and NT. >> > >Interesting. I once upon a time found some notes on the Web that >indicated that all but one of the prepackaged instances of FreeCell had >been solved by hand (by humans). I gather that many people worked on the >project in a parallel processing mode. Only one of the games was said to >be unsolvable, and this was claimed to have been proven by computer >search. The unsolvable instance is FreeCell game #11982. And you are correct to point out that a computer program has proven the unsolvability of this particular instance. It is a curious fact that only one of the 32000 instances turned out to be unsolvable. [...some discussion of Baker's game deleted...] >Nevertheless, my program demonstrated that the game can be won about 60% >of the time. I am sure that your IDA* FreeCell program, were it to be >adapted to Baker's Game, would be vastly more effective than my rather >primitive program was. Would you have any interest in investigating >Baker's Game with your program.? I am familiar with Baker's game and as you mentioned, it is harder to win at than FreeCell. It would be fairly simple to adapt my program to Baker's game and it would be interesting to compare performance. As I mentioned, my program uses a sort of "hash cache" for duplicate node checking (as the search space for FreeCell is a graph, not a tree). There is a flaw in this mechanism as some false hits can occur and effectively over prune the search tree. I believe that was why I was unable to solve approximately 300 of the 32000 instances. I don't know if that flaw would be amplified in Baker's game where there are fewer paths to a solution as compared to FreeCell. Unfortunately, eliminating this behavior would require a complete overhaul of the duplicate node checking mechanism as opposed to a simple "quick fix". At any rate, I'm willing to make this program available to interested parties (BTW, its written in C++). I would prefer to upload it to an FTP site if possible. Is anyone aware of an FTP site available for use by cube-lovers? -- Greg