Approximately Optimal Search on a Higher-dimensional Sliding Puzzle
Not on the map. Why?
Abstract (arXiv)
Higher-dimensional sliding puzzles are constructed on the vertices of a d-dimensional hypercube, where 2d-l vertices are distinctly coloured. Rings with the same colours are initially set randomly on the vertices of the hypercube. The goal of the puzzle is to move each of the 2d-l rings to pre-defined target vertices on the cube. In this setting, the k-rule constraint represents a generalisation of edge collision for the movement of colours between vertices, allowing movement only when a hypercube face of dimension k containing a ring is completely free of other rings. Starting from an initial configuration, what is the minimum number of moves needed to make ring colours match the vertex colours? An algorithm that provides us with such a number is called God's algorithm. When such an algorithm exists, it does not have a polynomial time complexity, at least in the case of the 15-puzzle corresponding to k=1 in the cubical puzzle. This paper presents a comprehensive computational study of different scenarios of the higher-dimensional puzzle. A benchmark of three computational techniques, an exact algorithm (the A* search) and two approximately optimal search techniques (an evolutionary algorithm (EA) and reinforcement learning (RL)) is presented in this work. The experiments show that all three methods can successfully solve the puzzle of dimension three for different face dimensions and across various difficulty levels. When the dimension increases, the A* search fails, and RL and EA methods can still provide a generally acceptable solution, i.e. a distribution of a number of moves with a median value of less than 30. Overall, the EA method consistently requires less computational time, while failing in most cases to minimise the number of moves for the puzzle dimensions d=4 and d=5.
Key facts. No citing papers in the map yet (data through 7 Oct 2026). Builds on 9 of its 40 references that are in the map. First posted on arXiv 2 Dec 2024.
Builds on
9 of 40 references.
References · 9
- 2016Neural Combinatorial Optimization with Reinforcement Learningcited by 600
- 2017Learning Combinatorial Optimization Algorithms over Graphscited by 557
- 2018Reinforcement Learning for Solving the Vehicle Routing Problemcited by 327
- 2020Reinforcement Learning for Combinatorial Optimization: A Surveycited by 235
- 2018Combinatorial Optimization with Graph Convolutional Networks and Guided Tree Searchcited by 182
- 2019Exploratory Combinatorial Optimization with Reinforcement Learningcited by 82
- 2021Attend2Pack: Bin Packing through Deep Reinforcement Learning with Attentioncited by 11
- 2023Reinforcement Learning-assisted Evolutionary Algorithm: A Survey and Research Opportunitiescited by 8
- 2017Discrete configuration spaces of squares and hexagonscited by 1
Built on by
Not cited yet.