From cube-lovers-errors@oolong.camellia.org Tue Jun 3 22:32:12 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 WAA02617; Tue, 3 Jun 1997 22:32:11 -0400 Precedence: bulk Errors-To: cube-lovers-errors@oolong.camellia.org Date: Tue, 3 Jun 1997 12:57:16 -0700 (PDT) From: Don Woods Message-Id: <199706031957.MAA14492@madrigal.clari.net> To: cube-lovers@ai.mit.edu Subject: Re: FreeCell Cc: ad@dcs.st-and.ac.uk > Could someone describe the FreeCell puzzle for us non-windows people? This is perhaps getting a bit off-topic for cube-lovers, since FreeCell is a card game, but it can also be thought of as a puzzle in which you are to unscramble a randomised bunch of cards, so maybe it's not so far off-topic at that. Anyway, since you asked: Shuffle a standard 52-card deck and deal them out to form 8 columns of cards; 4 columns of 7 and 4 columns of 6. All the cards are face up, and you should spread the columns (while keeping the cards overlapping within each column) so you can see all the cards. Above the columns are 8 initially-empty spaces. 4 of these are reserved for collecting the 4 suits in order: the object of the game is to move Ace-deuce-3-4-...-queen-king of each suit onto these spaces. The other 4 are "free cells": each free cell can be used to hold any SINGLE card. You move only one card at a time. The only cards you can move are the last card of a column (i.e., cards that don't have other cards on top of them) or a card in a free cell. A card can move to (1) an empty free cell, (2) an empty column (i.e., a column where you've moved out all of the cards), or (3) a column whose last card is the opposite color and one rank higher than the card being moved (i.e., you can place a red 6 on a black 7, etc.). A card can also be moved to the suit-collecting piles if it's the next card needed in that suit, i.e., an Ace to empty suit spot, a deuce onto the Ace of the same suit, etc. The Windows version of the game lets you specify a number and then generates a deck based on that number, so you can get the same initial layout by giving the same number again. Thus it offers only a small fraction of the possible layouts. I wasn't part of the effort that solved the Windows layouts, but I did write a program to solve FreeCell layouts and fed it a million random layouts, and it solved all but 14. So I don't find it surprising that all but 1 of the 32000 Windows layouts is solvable. There are several other puzzle-type solitaire card games with a similar theme. E.g., Seahaven Towers uses 10 columns instead of 8, and two of the free cells start with cards in them (each column has 5 cards). In Seahaven Towers, moves onto a column must be matching suit instead of opposite color, i.e., 6 of clubs onto 7 of clubs. Also, only a King can be moved into an empty column. Thus the moves in Seahaven Towers are much more restricted; my program for that game runs a lot faster. About 90% of Seahaven Towers layouts can be solved. -- Don. ------------------------------------------------------------------------------- -- -- Don Woods (don@clari.net) ClariNet provides on-line news. -- http://www.clari.net/~don I provide personal opinions. --