Each move can reduce at most four squares distance by 1.
On 20 Apr 2012 14:19, "ZuoZhong" <[email protected]> wrote:

> oh i forgotten about A*...
> is there a reason why heuristic should be a quarter?
>
> On Friday, April 20, 2012 9:16:19 PM UTC+8, Luke wrote:
>>
>> A* algorithm using quarter of the sum of distances as a heuristic?
>> On 20 Apr 2012 13:44, "ZuoZhong" <[email protected]> wrote:
>>
>>> im not an expert... but this is what i think might be possible...
>>> basically compute the manhattan distance of each piece from its current
>>> location to its final location
>>>
>>> say for
>>> 1 5 2
>>> 4 6 3
>>>
>>> so it will be
>>> 0 1 1
>>> 0 1 1
>>>
>>> rest of the codes deals with manhattan distance only.
>>> find the 2x2 matrix with the largest sum, try rotate clock and anti
>>> wise, compute the result of both and check which results in a smaller sum
>>> than before and take that step.
>>> repeat till end where all is 0.
>>>
>>> this is a straight forward way... i believe there is be a much better
>>> way doing it
>>>
>>>
>>>
>>> On Friday, April 20, 2012 7:35:54 PM UTC+8, Registered user wrote:
>>>>
>>>> can anyone give some idea or hint how should i approach this problem.
>>>> how should i procceed... cant get what logic should i apply . Plz
>>>> Help.....
>>>>
>>>> thnks in advance..
>>>>
>>>> Problem:
>>>>
>>>> Recently, with the release of the ultimate computing device bytePad, a
>>>> platform game with the simple name "Rotation Puzzle" immediately
>>>> became a phenomenon among Bytelandians. The game is extremely simple,
>>>> yet quite additive. Here's the rule:
>>>> Given a MxN rectangular grid in which each cell contains a unique
>>>> number from 1 to MxN. In each step, the player can pick any 2x2
>>>> subgrid and perform a rotation (whether clockwise or
>>>> counterclockwise).
>>>> The task is to transform from the initial grid to the final
>>>> configuration, using as few steps as possible.
>>>> The final configuration is the configuration
>>>> 1        2        ...        n
>>>> n+1        n+2        ...     ****   2n
>>>> ...        ...        ...     ****   ...
>>>> (m-1)n+1        (m-1)n+2      ****  ...        mn
>>>> You may have guessed why this game is addictive: it requires a
>>>> tremendous visualization skill!
>>>> Input
>>>>
>>>> The first line contains a number T (about 5000), which is the number
>>>> of test cases. Each test case has the following form.
>>>> The first line contains two numbers M and N (2 <= M, N <= 34).
>>>> The next M lines contains the description of the grid.
>>>> Each test case's input is separated by a blank line.
>>>> It is guaranteed that each input data has a solution.
>>>> Output
>>>>
>>>> For each test case, output the result in the following format.
>>>> The first line contains a number K, the number of steps you need to
>>>> solve the puzzle. K must not exceed 10000.
>>>> Each line of the next K lines contain three numbers c, i, j (c=0 or
>>>> c=1, 1<=I < M, 1 <= J < N). (i,j) is the top-left coordinate of the
>>>> 2x2 square that is need to be rotated. c=1 if the rotation if
>>>> clockwise and c=0 if the rotation is counter-clockwise.
>>>> Prints a blank link after each test case's output.
>>>> Scoring
>>>>
>>>> Given m and n, we pick a random positive integer K* and starting from
>>>> the final configuration, we perform a random operation K* times to
>>>> generate the test case. For each test case, your score is K*/K+1.
>>>> Example
>>>>
>>>> Input:
>>>> 2
>>>>
>>>> 2 3
>>>> 1 5 2
>>>> 4 6 3
>>>>
>>>> 2 3
>>>> 5 6 2
>>>> 1 4 3
>>>>
>>>> Output:
>>>> 1
>>>> 0 1 2
>>>>
>>>> 2
>>>> 1 1 1
>>>> 0 1 2
>>>>
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