Games: Rubik's Cube and the Sliding-Tile Puzzle

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Authors: Jonathan Schaeffer
Cited by: 0

Abstract

The trade-off between search and knowledge is illustrated using two popular puzzles: Rubik’s Cube and the sliding-tile puzzle. Given a puzzle position that you want to solve (Start), you need to manipulate it to reach the solution (Goal). This can be done using search alone, but the number of possible scenarios to consider might be enormous. Instead, we usually enhance the search with knowledge. A little knowledge can reduce the search required, often by an enormous amount. This chapter shows two ways in which human reason can be used to create a piece of knowledge to improve the search. A famous formula in AI is this: F = G + H. F is the minimum number of moves needed to solve the puzzle, G is how far along the solution path we are already, and H is our knowledge (heuristic) that says at least how far we have yet to go to reach a solution. We can use F to logically eliminate (large) parts of the search.

Fields of Study & Subjects

AI-based Problem Solving and Planning Artificial Intelligence in Games Constraint Satisfaction and Optimization

Publication details

Journal / source
Chapman & Hall/CRC eBooks
Pages
134–144
Publication date
3 March 2026
Language
EN
Document type
Book chapter