Approximately Optimal Search on a Higher-dimensional Sliding Puzzle
Nono SC Merleau, Miguel O'Malley, \'Erika Rold\'an, Sayan Mukherjee

TL;DR
This paper investigates higher-dimensional sliding puzzles on hypercubes, comparing exact and approximate algorithms to find efficient solutions, especially as puzzle complexity increases with dimension.
Contribution
It provides a comprehensive computational comparison of A*, evolutionary algorithms, and reinforcement learning for solving complex higher-dimensional sliding puzzles.
Findings
All methods solve 3D puzzles successfully.
A* fails as dimension increases, RL and EA remain effective.
EA requires less computational time but less optimal for higher dimensions.
Abstract
Higher-dimensional sliding puzzles are constructed on the vertices of a -dimensional hypercube, where 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 rings to pre-defined target vertices on the cube. In this setting, the -rule constraint represents a generalisation of edge collision for the movement of colours between vertices, allowing movement only when a hypercube face of dimension 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…
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Taxonomy
TopicsArtificial Intelligence in Games · Guidance and Control Systems · Robotic Path Planning Algorithms
MethodsSparse Evolutionary Training
