ahhhhh... cool... i learnt something too

On Friday, April 20, 2012 9:25:38 PM UTC+8, Luke wrote:
>
> 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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