This was a fun exercise to write a solver for an NxN sliding block puzzle. This is also known as a 16-puzzle.
A board consists of NxN spaces, with numbers 1 to (N^2-1). In a 4x4 puzzle, this tiles are numbered 1-15. One space is empty, and is used to shuffle the tiles around the board.
The goal of this exercise is to write a solving algorithm to solve the NxN puzzle.
- A locked spot/row/column is ineligible to be visited by the empty spot.
- I think of a board as a grid, from (0,0) in the top left to (N,N) at the lower right.
- Moves are in relation to the empty spot. For instance, moving up would move the tile above the empty spot down.
- This does not find the shortest set of moves, but trades this for a reasonable complexity against large puzzles (e.g., 10x10)
The Algorithm - high-level:
- Starting in the top left corner of the board (0,0)
- Solve the row
- Solve the column
- Advance diagonally to the next corner (1,1) repeat steps 2-4 until there are only 3 left in the bottom square.
- Crunch Last Square: Solve last 3 tiles: until solved, or too many attempts are made, move empty space clockwise: left,up,right,down
- Optimize: Remove every no-op move pairs: (up,down), (down,up), (left,right), (right,left)
To solve a row:
- For each number except the last two in the row, move the target value into its spot and lock it
- Move the last value in this row to the bottom right spot in the board
- Stage the second to last value in the last spot in the row and lock it.
- Stage the last value beneath the second to last value and lock it
- Unlock both values
- Sweep both values into place via the second-to last spot (moves: right,down). Lock the row.
(The column algorithm is the same, except rotated vertically)
To move a target value from it’s current location to a particular spot (x,y):
- Find the location of the value on the board
- Find the path between its location and the target location (x,y) as a set of nodes with moves (e.g,
- Execute that set of moves against the target value (e.g.,
upmeans “move the empty space above the value, then move down”)
High-Level Algorithm to move a target value
val to (x,y).
moveVal(val, moveName) essentially moves a target value in a particular direction. It locks the spot to avoid passing over it.
Take note of the
DELTA_MAP which knows where the empty space should be to execute an operation. For instance, to move something up, the empty space has to be ABOVE the target value, then MOVE DOWN.
Goto is implemented as finding the path between two spots, and moving there.
Note: This is different from
moveValToSpot because it is an operation on the empty space itself.
Even Yet Deeper: To find a path between two spots (x1,y1) to (x2,y2):
This is a recursive algorithm for finding the path between two spots. The result is a list of anonymous objects that each have a functional reference to the move operation against the empty space.
This algorithm is used for two purposes: moving a target value from A to B, and also moving the empty space around the board (to accomplish the former).
To find path from (x1,y1) to (x2,y2), while avoiding obstacles:
- If already at the target spot, return the current path (YAY!)
- Otherwise, find all eligible next spots that from (x1,y1) that have NOT been visited before and SORT this list by distance to the TARGET spot (closest first)
- For each move, put this move in a copy of the ‘current path’, and try to calculate the path from this node to the TARGET (x2,y2).
- If path is found, return the path (YAY!)
- If path is null, then remove entry from the list and try next value in list.
Algorithm in groovy:
Distance calculation (Remember from Algebra?):
Eligible values next to (x,y) (I thought this was cool):
Is legal location is defined as “on the board” AND “not locked” (It’s strucutred this way for readability…but I could be talked out of it)