No.

solitaire 0 10 14

i.e., positions 0 10 and 14 empty.

On Tue, Jun 6, 2017 at 9:18 AM, Raul Miller <[email protected]> wrote:

> I'm not sure I understand your opening comment here.
>
> Specifically:
>
>    solitaire 0
> 14 13 12
> 11 12 13
>  3  7 12
> 10  6  3
> 13 12 11
>  9  8  7
>  1  3  6
>  5  4  3
> 11  7  4
>  6  3  1
>  0  2  5
>  5  4  3
>  3  1  0
>    solitaire 10
> 14  9  5
>  2  5  9
> 12  8  5
>  9  5  2
> 10 11 12
> 13 12 11
>  1  4  8
> 11  7  4
>  6  3  1
>  2  4  7
>  8  7  6
>  0  1  3
>  3  6 10
>    solitaire 14
>  0  1  3
>  6  3  1
> 12  7  3
> 14 13 12
>  9  8  7
>  2  5  9
>  1  3  6
>  6  7  8
>  9  8  7
> 11 12 13
>  4  7 11
> 10 11 12
> 12 13 14
>
> (This is with a non-shuffling implementation of search.)
>
> If you're not getting this, it might be worth looking at where your
> intermediate results start conflicting with the ones I've shown here?
>
> Thanks,
>
> --
> Raul
>
>
> On Tue, Jun 6, 2017 at 8:53 AM, Michael Rice <[email protected]> wrote:
> > For a starting state of positions 0 10 and 14 empty, I can hear my AMD
> > FX-8320's fan crank up for about 10 second before returning "No
> Solution."
> >
> > The base example for my peg solitaire endeavors was from "Prolog By
> > Example" by Coelho & Cotta, pg. 132.
> >
> > Here's a nice presentation of representing the problem with Clojure. Just
> > click on Chapter 5 and scroll down to "Peg Thing." In Clojure, maps are
> > like Lisp's hash-tables, associative data structures.
> >
> > http://www.braveclojure.com/functional-programming/
> >
> >
> > On Tue, Jun 6, 2017 at 6:11 AM, 'Mike Day' via Programming <
> > [email protected]> wrote:
> >
> >> My point being,  if Michael Rice is exploring how to solve peg
> solitaire,
> >> it's often useful to work on small(er) problems, before perhaps getting
> >> stuck in a long loop,  or seeing the memory climb and one's pc seize up
> >> and need rebooting.
> >>
> >> But he'll know all this stuff anyway!
> >>
> >> BTW, re Raul's useful thoughts on union matters, same thread, earlier
> post.
> >> I've just noticed that the intersection I posted,  ix = [-.-. ,  is,
> >> perhaps, "lazy";
> >> better might be ~.@([-.-.),  but neither is appropriate for bit-vector
> >> comparisons!
> >>
> >> Cheers,
> >> Mike
> >>
> >>
> >> On 06/06/2017 10:28, Raul Miller wrote:
> >>
> >>> On Tue, Jun 6, 2017 at 4:09 AM, 'Mike Day' via Programming
> >>> <[email protected]> wrote:
> >>>
> >>>> if I were developing a solver for solitaire,  I'd include a variable
> as a
> >>>> parameter for
> >>>>
> >>>> the size of problem,  eg the number of rows,  1 2 3 etc,  or the
> >>>> ravel-size,
> >>>> eg 1 3 6 etc.
> >>>>
> >>> You had not specified that previously, but note that implementing this
> >>> is a simple change.
> >>>
> >>> For example:
> >>>
> >>> flip=: [ ~: i.@#@[ e. ]
> >>>
> >>> solitaire=:3 :0
> >>>    5 solitaire y
> >>> :
> >>>    path=. (y flip~ 1#~ 0 0.5 0.5 p. x) search i.0 3
> >>>    if. #path do. path else. 'No solution' end.
> >>> )
> >>>
> >>> That said, the 'No solution' cases require a time-consuming exhaustive
> >>> search, and in the few tests I did with sizes other than 5, I was
> >>> hitting no solution cases. It's time consuming because each
> >>> permutation of moves that leads to a final board state gets tested.
> >>>
> >>> Still, I hope this helps,
> >>>
> >>>
> >>
> >> ---
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> >> https://www.avast.com/antivirus
> >>
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