Eight
Time Limit: 1000MS Memory Limit: 65536K Total Submissions: 11425 Accepted: 5073 Special Judge Description
Input
You will receive a description of a configuration of the 8 puzzle. The description is just a list of the tiles in their initial positions, with the rows listed from top to bottom, and the tiles listed from left to right within a row, where the tiles are represented by numbers 1 to 8, plus 'x'. For example, this puzzle
1 2 3
x 4 6
7 5 8
is described by this list:
1 2 3 x 4 6 7 5 8Output
You will print to standard output either the word ``unsolvable'', if the puzzle has no solution, or a string consisting entirely of the letters 'r', 'l', 'u' and 'd' that describes a series of moves that produce a solution. The string should include no spaces and start at the beginning of the line.Sample Input
2 3 4 1 5 x 7 6 8Sample Output
ullddrurdllurdruldrSource
The 15-puzzle has been around for over 100 years; even if you don't know it by that name, you've seen it. It is constructed with 15 sliding tiles, each with a number from 1 to 15 on it, and all packed into a 4 by 4 frame with one tile missing. Let's call the missing tile 'x'; the object of the puzzle is to arrange the tiles so that they are ordered as:
1 2 3 4
5 6 7 8
9 10 11 12
13 14 15 x
where the only legal operation is to exchange 'x' with one of the tiles with which it shares an edge. As an example, the following sequence of moves solves a slightly scrambled puzzle:
1 2 3 4 1 2 3 4 1 2 3 4 1 2 3 4
5 6 7 8 5 6 7 8 5 6 7 8 5 6 7 8
9 x 10 12 9 10 x 12 9 10 11 12 9 10 11 12
13 14 11 15 13 14 11 15 13 14 x 15 13 14 15 x
r-> d-> r->
The letters in the previous row indicate which neighbor of the 'x' tile is swapped with the 'x' tile at each step; legal values are 'r','l','u' and 'd', for right, left, up, and down, respectively.
Not all puzzles can be solved; in 1870, a man named Sam Loyd was famous for distributing an unsolvable version of the puzzle, and
frustrating many people. In fact, all you have to do to make a regular puzzle into an unsolvable one is to swap two tiles (not counting the missing 'x' tile, of course).
In this problem, you will write a program for solving the less well-known 8-puzzle, composed of tiles on a three by three
arrangement.
#include<stdio.h>
#include<string.h>
int fac[]= {1,1,2,6,24,120,720,5040,40320}; //n!
int hash[500000];
int dir[]={-1,-3,1,3};
char a[15];
char ans[]="123456780";
char ansx[500000]={0};
bool move[][4] = {0,0,1,1, 1,0,1,1, 1,0,0,1, 0,1,1,1, 1,1,1,1, 1,1,0,1, 0,1,1,0, 1,1,1,0, 1,1,0,0};
struct ss
{
int pre;
int idx;
int step;
char x[15];
}t[500000];
int getkey(char *seq)
{
int i,j,cnt,key=0;
for(i=0; i<9; i++)
{
cnt=0;
for(j=0; j<i; j++)
if(seq[j]>seq[i]) cnt++;
key+=cnt*fac[i]; // cnt<=i
}
return key;
}
bool input()
{
char str[10];
int num=0;
for(int i=1; i<=9; i++)
{
if(scanf("%s",str)==EOF) return false;
if(str[0]=='x') a[num++]='0';
else a[num++]=str[0];
}
return true;
}
void GetDir(int h)
{
memset(ansx,0,sizeof(ansx));
int n=t[h].step;
for(int i=n;i>=1;i--)
{
if(t[h].idx==0)
ansx[i]='l';
else if(t[h].idx==1)
ansx[i]='u';
else if(t[h].idx==2)
ansx[i]='r';
else if(t[h].idx==3)
ansx[i]='d';
h=t[h].pre;
}
ansx[0]='1';
}
int main()
{
while(input())
{
memset(hash,0,sizeof(hash));
int head=0,end=1;
int key=getkey(a);
hash[key]=1;
t[0].pre=-1;
t[0].step=0;
strcpy(t[0].x,a);
int z,zz;
while(head<end)
{
if(strcmp(t[head].x,ans)==0) break;
for(int i=0; i<9; i++)
if(t[head].x[i]=='0')
{
z=i;
break;
}
for(int i=0; i<4; i++)
{
strcpy(a,t[head].x);
if(move[z][i]==0) continue;
int zz=z+dir[i];
char temp=a[z];
a[z]=a[zz];
a[zz]=temp;
int p=getkey(a);
if(hash[p]==0)
{
end++;
hash[p]=1;
t[end].idx=i;
t[end].pre=head;
t[end].step=t[head].step+1;
strcpy(t[end].x,a);
}
}
head++;
}
if(head>=end) printf("unsolvable/n");
else
{
GetDir(head);
printf("%s/n",ansx+1);
}
}
return 0;
}