|
MatheMUSEments
It's Not You, It's the Puzzle
By Ivars Peterson
Muse, March 2003, p. 21.
Have you ever been stuck in a waiting room with nothing but
your boredom and a Rush Hour puzzle? You know, the plastic tray
of colorful cars and trucks that are stuck in a traffic jam. The
goal is to clear a path for a car to the only exit on the grid.
Chances are you tried the puzzle. Chances are so did the person
before you. And the person after you. Rush Hour looks easy, but
it is hard. We're not just saying that because we couldn't solve
it. We have mathematical proof.
Japanese puzzle designer Nob Yoshigahara invented Rush Hour in
the late 1970s. For the U.S. edition of the game, Nob and his
team developed several sets of puzzles that offer challenges
rated from beginner to expert. For some initial arrangements of
blocks, it takes only a few moves to free the designated car. In
the most challenging cases, it can take as many as 50 moves to
free it.
Mathematicians and computer scientists are interested in
sliding-block puzzles like Rush Hour because they resemble real-world
motion-planning problems. In some parking lots, for example,
attendants cram cars together as tightly as possible. When a
patron shows up to retrieve his or her car, the attendant must
figure out which other vehicles to move to get the required one
out as quickly as possible. (In Japan, Rush Hour is called Tokyo
Parking Lot.) Engineers face a similar problem when they have to
program a robot to shift bulky crates in a crowded obstacle-strewn
maze.
By having computers solve the puzzle, researchers showed Rush
Hour really is tough. It takes computers a surprisingly long time
to find the best possible solution to a Rush Hour setup. And the
more vehicles and the larger the grid, the longer it takes.
Analysis puts Rush Hour on the same level of difficulty as such
demanding games as Othello, although below that of Chess or Go.
So don't feel bad about being stumped. And consider this: Your
parents had it worse. They had to wrestle with the fiendish
"14-15" puzzle. You know the one. It consists of 15
tiles numbered from 1 to 15 in a square tray large enough to hold
16 tiles. Tiles 14 and 15 start out switched, and the player has
to restore all the tiles to numerical order. No one could solve
it, and mathematicians soon proved it could not be solved!
Doubtless many trusting young minds were warped for life by the
experience of trying.
|
Puzzle Archive
Submit your own
puzzle E-mail your puzzle to puzzles@snkids.com
Other interesting stuff
GameZone
MatheMUSEments
Puzzle team
|