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15-puzzle
The 15 puzzle (also called Gem Puzzle, Boss Puzzle, Game of Fifteen, Mystic Square and many others) is a sliding puzzle having 15 square tiles numbered 1–15 in a frame that is 4 tiles high and 4 tiles wide, leaving one unoccupied tile position. Tiles in the same row or column of the open position can be moved by sliding them horizontally or vertically, respectively. The goal of the puzzle is to place the tiles in numerical order. Named for the number of tiles in the frame, the 15 puzzle may also be called a 16 puzzle, alluding to its total tile capacity. Similar names are used for different sized variants of the 15 puzzle, such as the 8 puzzle that has 8 tiles in a 3×3 frame. The ''n'' puzzle is a classical problem for modelling algorithms involving heuristics. Commonly used heuristics for this problem include counting the number of misplaced tiles and finding the sum of the taxicab distances between each block and its position in the goal configuration. Note that both are '' ...
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15-puzzle Magical
The 15 puzzle (also called Gem Puzzle, Boss Puzzle, Game of Fifteen, Mystic Square and many others) is a sliding puzzle having 15 square tiles numbered 1–15 in a frame that is 4 tiles high and 4 tiles wide, leaving one unoccupied tile position. Tiles in the same row or column of the open position can be moved by sliding them horizontally or vertically, respectively. The goal of the puzzle is to place the tiles in numerical order. Named for the number of tiles in the frame, the 15 puzzle may also be called a 16 puzzle, alluding to its total tile capacity. Similar names are used for different sized variants of the 15 puzzle, such as the 8 puzzle that has 8 tiles in a 3×3 frame. The ''n'' puzzle is a classical problem for modelling algorithms involving heuristics. Commonly used heuristics for this problem include counting the number of misplaced tiles and finding the sum of the taxicab distances between each block and its position in the goal configuration. Note that both are '' ...
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Sliding Puzzle
A sliding puzzle, sliding block puzzle, or sliding tile puzzle is a combination puzzle that challenges a player to slide (frequently flat) pieces along certain routes (usually on a board) to establish a certain end-configuration. The pieces to be moved may consist of simple shapes, or they may be imprinted with colours, patterns, sections of a larger picture (like a jigsaw puzzle), numbers, or letters. Sliding puzzles are essentially two-dimensional in nature, even if the sliding is facilitated by mechanically interlinked pieces (like partially encaged marbles) or three-dimensional tokens. In manufactured wood and plastic products, the linking and encaging is often achieved in combination, through mortise-and-tenon key channels along the edges of the pieces. In at least one vintage case of the popular Chinese cognate game Huarong Road, a wire screen prevents lifting of the pieces, which remain loose. As the illustration shows, some sliding puzzles are mechanical puzzles. Howev ...
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Groupoid
In mathematics, especially in category theory and homotopy theory, a groupoid (less often Brandt groupoid or virtual group) generalises the notion of group in several equivalent ways. A groupoid can be seen as a: *''Group'' with a partial function replacing the binary operation; *''Category'' in which every morphism is invertible. A category of this sort can be viewed as augmented with a unary operation on the morphisms, called ''inverse'' by analogy with group theory. A groupoid where there is only one object is a usual group. In the presence of dependent typing, a category in general can be viewed as a typed monoid, and similarly, a groupoid can be viewed as simply a typed group. The morphisms take one from one object to another, and form a dependent family of types, thus morphisms might be typed g:A \rightarrow B, h:B \rightarrow C, say. Composition is then a total function: \circ : (B \rightarrow C) \rightarrow (A \rightarrow B) \rightarrow A \rightarrow C , so that h \circ ...
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Alternating Group
In mathematics, an alternating group is the group of even permutations of a finite set. The alternating group on a set of elements is called the alternating group of degree , or the alternating group on letters and denoted by or Basic properties For , the group A''n'' is the commutator subgroup of the symmetric group S''n'' with index 2 and has therefore ''n''!/2 elements. It is the kernel of the signature group homomorphism explained under symmetric group. The group A''n'' is abelian if and only if and simple if and only if or . A5 is the smallest non-abelian simple group, having order 60, and the smallest non-solvable group. The group A4 has the Klein four-group V as a proper normal subgroup, namely the identity and the double transpositions , that is the kernel of the surjection of A4 onto . We have the exact sequence . In Galois theory, this map, or rather the corresponding map , corresponds to associating the Lagrange resolvent cubic to a quartic, which allow ...
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God's Number
God's algorithm is a notion originating in discussions of ways to solve the Rubik's Cube puzzle, but which can also be applied to other combinatorial puzzles and mathematical games. It refers to any algorithm which produces a solution having the fewest possible moves. The allusion to the Deity is based on an assumption that only an omniscient being would know an optimal step from any given configuration. Scope Definition The notion applies to puzzles that can assume a finite number of "configurations", with a relatively small, well-defined arsenal of "moves" that may be applicable to configurations and then lead to a new configuration. Solving the puzzle means to reach a designated "final configuration", a singular configuration, or one of a collection of configurations. To solve the puzzle a sequence of moves is applied, starting from some arbitrary initial configuration. Solution An algorithm can be considered to solve such a puzzle if it takes as input an arbitrary initial ...
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Mathematical Induction
Mathematical induction is a method for proving that a statement ''P''(''n'') is true for every natural number ''n'', that is, that the infinitely many cases ''P''(0), ''P''(1), ''P''(2), ''P''(3), ...  all hold. Informal metaphors help to explain this technique, such as falling dominoes or climbing a ladder: A proof by induction consists of two cases. The first, the base case, proves the statement for ''n'' = 0 without assuming any knowledge of other cases. The second case, the induction step, proves that ''if'' the statement holds for any given case ''n'' = ''k'', ''then'' it must also hold for the next case ''n'' = ''k'' + 1. These two steps establish that the statement holds for every natural number ''n''. The base case does not necessarily begin with ''n'' = 0, but often with ''n'' = 1, and possibly with any fixed natural number ''n'' = ''N'', establishing the truth of the statement for all natu ...
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Inversion (discrete Mathematics)
In computer science and discrete mathematics, an inversion in a sequence is a pair of elements that are out of their natural order. Definitions Inversion Let \pi be a permutation. There is an inversion of \pi between i and j if i \pi(j). The inversion is indicated by an ordered pair containing either the places (i, j) or the elements \bigl(\pi(i), \pi(j)\bigr). The inversion set is the set of all inversions. A permutation's inversion set using place-based notation is the same as the inverse permutation's inversion set using element-based notation with the two components of each ordered pair exchanged. Likewise, a permutation's inversion set using element-based notation is the same as the inverse permutation's inversion set using place-based notation with the two components of each ordered pair exchanged. Inversions are usually defined for permutations, but may also be defined for sequences:Let S be a sequence (or multiset permutation). If i S(j), either the pair ...
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Permutation
In mathematics, a permutation of a set is, loosely speaking, an arrangement of its members into a sequence or linear order, or if the set is already ordered, a rearrangement of its elements. The word "permutation" also refers to the act or process of changing the linear order of an ordered set. Permutations differ from combinations, which are selections of some members of a set regardless of order. For example, written as tuples, there are six permutations of the set , namely (1, 2, 3), (1, 3, 2), (2, 1, 3), (2, 3, 1), (3, 1, 2), and (3, 2, 1). These are all the possible orderings of this three-element set. Anagrams of words whose letters are different are also permutations: the letters are already ordered in the original word, and the anagram is a reordering of the letters. The study of permutations of finite sets is an important topic in the fields of combinatorics and group theory. Permutations are used in almost every branch of mathematics, and in many other fields of scie ...
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Group Action (mathematics)
In mathematics, a group action on a space is a group homomorphism of a given group into the group of transformations of the space. Similarly, a group action on a mathematical structure is a group homomorphism of a group into the automorphism group of the structure. It is said that the group ''acts'' on the space or structure. If a group acts on a structure, it will usually also act on objects built from that structure. For example, the group of Euclidean isometries acts on Euclidean space and also on the figures drawn in it. For example, it acts on the set of all triangles. Similarly, the group of symmetries of a polyhedron acts on the vertices, the edges, and the faces of the polyhedron. A group action on a vector space is called a representation of the group. In the case of a finite-dimensional vector space, it allows one to identify many groups with subgroups of , the group of the invertible matrices of dimension over a field . The symmetric group acts on any set wit ...
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Approximation Algorithm
In computer science and operations research, approximation algorithms are efficient algorithms that find approximate solutions to optimization problems (in particular NP-hard problems) with provable guarantees on the distance of the returned solution to the optimal one. Approximation algorithms naturally arise in the field of theoretical computer science as a consequence of the widely believed P ≠ NP conjecture. Under this conjecture, a wide class of optimization problems cannot be solved exactly in polynomial time. The field of approximation algorithms, therefore, tries to understand how closely it is possible to approximate optimal solutions to such problems in polynomial time. In an overwhelming majority of the cases, the guarantee of such algorithms is a multiplicative one expressed as an approximation ratio or approximation factor i.e., the optimal solution is always guaranteed to be within a (predetermined) multiplicative factor of the returned solution. However, there are ...
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NP-hard
In computational complexity theory, NP-hardness ( non-deterministic polynomial-time hardness) is the defining property of a class of problems that are informally "at least as hard as the hardest problems in NP". A simple example of an NP-hard problem is the subset sum problem. A more precise specification is: a problem ''H'' is NP-hard when every problem ''L'' in NP can be reduced in polynomial time to ''H''; that is, assuming a solution for ''H'' takes 1 unit time, ''H''s solution can be used to solve ''L'' in polynomial time. As a consequence, finding a polynomial time algorithm to solve any NP-hard problem would give polynomial time algorithms for all the problems in NP. As it is suspected that P≠NP, it is unlikely that such an algorithm exists. It is suspected that there are no polynomial-time algorithms for NP-hard problems, but that has not been proven. Moreover, the class P, in which all problems can be solved in polynomial time, is contained in the NP class. Defi ...
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