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  1. May 18, 2011 · 34. Rush Hour. if you're not familiar with it, the game consists of a collection of cars of varying sizes, set either horizontally or vertically, on a NxM grid that has a single exit. Each car can move forward/backward in the directions it's set in, as long as another car is not blocking it. You can never change the direction of a car.

  2. Dec 28, 2011 · Then you have the so called "informed search" such as best-first search, greedy search, a*, hill climbing or simulated annealing. In short, for the best-first search, you use an evaluation function for each node as an estimate of “desirability". The goal of the greedy search is to expand the node which brings you closer to goal.

  3. Sep 4, 2013 · Generate a random board, that has the red car in the winning position. Build the graph of all reachable positions. Select a position that has the largest distance from every winning position. The number of reachable positions is not that big (probably always below 100k), so (2) and (3) are feasible.

  4. Feb 3, 2014 · Hello stackoverflow users, I am attempting to implement a breadth first search on the classic rush hour game. However, I am having a problem with the queue. Before I add something to the queue, I printed out what each board looks like:

  5. Mar 19, 2013 · There are two methods. Method 1: Each node is an entire board (you'd make it an object, of course). Method 2: Each node is a move. To see the state of the board at a node, you must start with the initial board and go through the tree to get to the node you are checking since all you have are moves. One takes more memory.

  6. Jun 22, 2018 · I'm trying to understand the upper bound complexity for a Rush Hour game puzzle. I'm dealing with a 9x9 board, with 22 vehicles, including trucks (3 grids long) and cars (2 grids long). By my logic, given the fact that a car can move 8 times over a 9x9 board in one direction, the calculation would be 8^22, which results in 7.34e+19.

  7. Aug 22, 2012 · I need to solve a Rush Hour puzzle of size no larger than 8 X 8 tiles. As I have stated in title I want to use A*, as a heuristic for it I was going to use : number of cars blocking the red car's ( the one that needs to be taken out ) path should decrease or stay the same. I have read the BFS solution for Rush hour.

  8. I'm using Breadth First Search to solve a rush hour game. It works fine, but it takes really long on difficult boards. I am using a taboo list to avoid states I already discovered, to avoid insane memory usage and improve the run time. I think this taboo list is the main cause of the long run time.

  9. Feb 29, 2016 · I'm working on a Rush-Hour game. I'm building a gui to show solutions i'v found. I built a table that holds the current state. Now i want to update the board to next state. How can i refresh the GU...

  10. Feb 15, 2011 · The algorithm given above implements iterative deepening depth first search, which is a modified version of depth first search, but it's modified in a way that causes it to search all moves of depth 8 before any moves of depth 9, etc. It is optimal, like breadth first search, but only uses linear memory, like depth first.