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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 '' admissible''. That is, they never overestimate the number of moves left, which ensures optimality for certain search algorithms such as A*.


Mathematics


Solvability

used a
parity Parity may refer to: * Parity (computing) ** Parity bit in computing, sets the parity of data for the purpose of error detection ** Parity flag in computing, indicates if the number of set bits is odd or even in the binary representation of the r ...
argument to show that half of the starting positions for the ''n'' puzzle are impossible to resolve, no matter how many moves are made. This is done by considering a function of the tile configuration that is
invariant Invariant and invariance may refer to: Computer science * Invariant (computer science), an expression whose value doesn't change during program execution ** Loop invariant, a property of a program loop that is true before (and after) each iteratio ...
under any valid move, and then using this to partition the space of all possible labeled states into two
equivalence class In mathematics, when the elements of some set S have a notion of equivalence (formalized as an equivalence relation), then one may naturally split the set S into equivalence classes. These equivalence classes are constructed so that elements a ...
es of reachable and unreachable states. The invariant is the parity of the permutation of all 16 squares plus the parity of the taxicab distance (number of rows plus number of columns) of the empty square from the lower right corner. This is an invariant because each move changes both the parity of the permutation and the parity of the taxicab distance. In particular, if the empty square is in the lower right corner then the puzzle is solvable if and only if the permutation of the remaining pieces is even. also showed that the converse holds on boards of size ''m''×''n'' provided ''m'' and ''n'' are both at least 2: all even permutations ''are'' solvable. This is straightforward but a little messy to prove by induction on ''m'' and ''n'' starting with ''m''=''n''=2. gave another proof, based on defining
equivalence class In mathematics, when the elements of some set S have a notion of equivalence (formalized as an equivalence relation), then one may naturally split the set S into equivalence classes. These equivalence classes are constructed so that elements a ...
es via a hamiltonian path. studied the generalization of the 15 puzzle to arbitrary finite graphs, the original problem being the case of a 4×4 grid graph. The problem has some degenerate cases where the answer is either trivial or a simple combination of the answers to the same problem on some subgraphs. Namely, for paths and polygons, the puzzle has no freedom; if the graph is disconnected, only the connected component of the vertex with the "empty space" is relevant; and if there is an
articulation vertex In graph theory, a biconnected component (sometimes known as a 2-connected component) is a maximal biconnected subgraph. Any connected graph decomposes into a tree of biconnected components called the block-cut tree of the graph. The block ...
the problem reduces to the same puzzle on each of the biconnected components of that vertex. Excluding these cases, Wilson showed that other than one exceptional graph on 7 vertices, it is possible to obtain all permutations unless the graph is
bipartite Bipartite may refer to: * 2 (number) * Bipartite (theology), a philosophical term describing the human duality of body and soul * Bipartite graph, in mathematics, a graph in which the vertices are partitioned into two sets and every edge has an en ...
, in which case exactly the even permutations can be obtained. The exceptional graph is a regular hexagon with one diagonal and a vertex at the center added; only of its permutations can be attained. For larger versions of the ''n'' puzzle, finding a solution is easy, but the problem of finding the ''shortest'' solution is
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 pr ...
. It is also NP-hard to
approximate An approximation is anything that is intentionally similar but not exactly equal to something else. Etymology and usage The word ''approximation'' is derived from Latin ''approximatus'', from ''proximus'' meaning ''very near'' and the prefix ' ...
the fewest slides within an additive constant, but there is a polynomial-time constant-factor approximation. For the 15 puzzle, lengths of optimal solutions range from 0 to 80 single-tile moves (there are 17 configurations requiring 80 moves) or 43 multi-tile moves;"The Fifteen Puzzle can be solved in 43 "moves""
Domain of the Cube Forum
the 8 puzzle always can be solved in no more than 31 single-tile moves or 24 multi-tile moves (integer sequenc
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. The multi-tile metric counts subsequent moves of the empty tile in the same direction as one. The number of possible positions of the 24 puzzle is ≈ which is too many to calculate God's number. In 2011, lower bounds of 152 single-tile moves or 41 multi-tile moves had been established, as well as upper bounds of 208 single-tile moves or 109 multi-tile moves. In 2016, the upper bound was improved to 205 single-tile moves. The transformations of the fifteen puzzle form a groupoid (not a group, as not all moves can be composed); this groupoid acts on configurations.


Group theory

Because the combinations of the 15 puzzle can be generated by 3-cycles, it can be proved that the 15 puzzle can be represented by the alternating group A_. In fact, any 2 k - 1 sliding puzzle with square tiles of equal size can be represented by A_.


Alternate proof

In an alternate view of the problem, we can consider the invariant to be the sum of the parity of the number of inversions in the current order of the 15 numbered pieces and the parity of the difference in the row number of the empty square from the row number of the last row. (Let's call it row distance from the last row.) This is an invariant because each column move, when we move a piece within the same column, changes both the parity of the number of inversions (by changing the number of inversions by ±1, ±3) and the parity of the row distance from the last row (changing row distance by ±1); and each row move, when we move a piece within the same row, does not change either of the two parities. Now if we look at the solved state of the puzzle, this sum is even. Hence it is easy to prove by induction that any state of the puzzle for which the above sum is odd cannot be solvable. In particular, if the empty square is in the lower right corner (even anywhere in the last row) then the puzzle is solvable if and only if the number of inversions of the numbered pieces is even.


History

The puzzle was "invented" by Noyes Palmer Chapman, a postmaster in Canastota, New York, who is said to have shown friends, as early as 1874, a precursor puzzle consisting of 16 numbered blocks that were to be put together in rows of four, each summing to 34 (see
magic square In recreational mathematics, a square array of numbers, usually positive integers, is called a magic square if the sums of the numbers in each row, each column, and both main diagonals are the same. The 'order' of the magic square is the number ...
). Copies of the improved Fifteen Puzzle made their way to
Syracuse, New York Syracuse ( ) is a City (New York), city in and the county seat of Onondaga County, New York, Onondaga County, New York, United States. It is the fifth-most populous city in the state of New York following New York City, Buffalo, New York, Buffa ...
, by way of Noyes' son, Frank, and from there, via sundry connections, to Watch Hill, Rhode Island, and finally to Hartford (Connecticut), where students in the American School for the Deaf started manufacturing the puzzle and, by December 1879, selling them both locally and in
Boston Boston (), officially the City of Boston, is the capital city, state capital and List of municipalities in Massachusetts, most populous city of the Commonwealth (U.S. state), Commonwealth of Massachusetts, as well as the cultural and financ ...
, Massachusetts. Shown one of these, Matthias Rice, who ran a fancy woodworking business in Boston, started manufacturing the puzzle sometime in December 1879 and convinced a "Yankee Notions" fancy goods dealer to sell them under the name of "Gem Puzzle". In late January 1880, Charles Pevey, a dentist in Worcester, Massachusetts, garnered some attention by offering a cash reward for a solution to the Fifteen Puzzle. The game became a craze in the U.S. in 1880. Noyes Chapman had applied for a patent on his "Block Solitaire Puzzle" on February 21, 1880. However, that patent was rejected, likely because it was not sufficiently different from the August 20, 1878 "Puzzle-Blocks" patent (US 207124) granted to Ernest U. Kinsey.''The 15 Puzzle'', by Jerry Slocum & Dic Sonneveld, 2006.


Sam Loyd

Sam Loyd claimed from 1891 until his death in 1911 that he had invented the puzzle. However, Loyd had nothing to do with the invention or initial popularity of the puzzle, and in any case, the craze was in 1880, not the early 1870s. Loyd's first article about the puzzle was published in 1886, and it was not until 1891 that he first claimed to be the inventor. Some later interest was fuelled by Loyd's offer of a $1,000 prize to anyone who could provide a solution for achieving a particular combination specified by Loyd, namely reversing the 14 and 15, which Loyd called the 14-15 puzzle. This is impossible, as had been shown over a decade earlier by , because it requires a transformation from an even to an odd permutation.


Miscellaneous

The Minus Cube, manufactured in the USSR, is a 3D puzzle with similar operations to the 15 puzzle.
Chess world champion The World Chess Championship is played to determine the world champion in chess. The current world champion is Magnus Carlsen of Norway, who has held the title since 2013. The first event recognized as a world championship was the 1886 match ...
Bobby Fischer was an expert at solving the 15-Puzzle. He had been timed to be able to solve it within 25 seconds; Fischer demonstrated this on November 8, 1972, on '' The Tonight Show Starring Johnny Carson''.Adam Spencer, ''Adam Spencer's Big Book of Numbers: Everything you wanted to know about the numbers 1 to 100'', p. 58, Brio Books, 2014 .


See also

* Combination puzzles * Jeu de taquin, an operation on skew Young tableaux similar to the moves of the 15 puzzle * Klotski * Mechanical puzzles *
Pebble motion problems The pebble motion problems, or pebble motion on graphs, are a set of related problems in graph theory dealing with the movement of multiple objects ("pebbles") from vertex to vertex in a graph with a constraint on the number of pebbles that can occ ...
*
Rubik's Cube The Rubik's Cube is a Three-dimensional space, 3-D combination puzzle originally invented in 1974 by Hungarians, Hungarian sculptor and professor of architecture Ernő Rubik. Originally called the Magic Cube, the puzzle was licensed by Rubik t ...
*
Three cups problem The three cups problem, also known as the three cup challenge and other variants, is a mathematical puzzle that, in its most common form, cannot be solved. In the