I just stumbled upon a strange (and very annoying game) that I wanted to solve programmatically. It reminds a bit of Rubik's cube, but 2 dimensional. I'm struggling a bit on how to approach this...
There is a 9x9 square with some circles placed into the inner squares. For instance, one get's the following picture:
A B C D E F G H I
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9 | | | O | | | O | | | | J
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8 | | | O | | O | | O | | | K
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7 | | | | O | | | O | O | | L
-------------------------------------
6 | | | O | | | | O | | | M
-------------------------------------
5 | | | O | | | | | | | N
-------------------------------------
4 | | | | O | | O | O | | | O
-------------------------------------
3 | | | | | O | | O | | | P
-------------------------------------
2 | | | | O | | | | | | Q
-------------------------------------
1 | | | O | | | | | | | R
-------------------------------------
0 Z Y X W V U T S
One can use the numbers and letters arround the square to shift entire "rows" or "columns" to either left/right or up/down. Circles that would leave the game area to the right would reappear on the left and vise-versa, same accounts for top/bottom.
The goal is to rearrange the circles to a given pattern with a maximum amount of moves. For instance, one should rearrange the circles in the above picture to reflect the below picture in maximum 17 moves:
A B C D E F G H I
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9 | | | | | | | | | | J
-------------------------------------
8 | | | O | O | O | O | O | | | K
-------------------------------------
7 | | | O | | | | O | | | L
-------------------------------------
6 | | | O | | | | O | | | M
-------------------------------------
5 | | | O | | | | O | | | N
-------------------------------------
4 | | | O | | | | O | | | O
-------------------------------------
3 | | | O | O | O | O | O | | | P
-------------------------------------
2 | | | | | | | | | | Q
-------------------------------------
1 | | | | | | | | | | R
-------------------------------------
0 Z Y X W V U T S
I would like to feed the starting and the end position of the circles to a program that delivers the shortest path possible. I'm struggling a bit to find an approach that doesn't just try all possible moves until a given maximum number of moves is reached.
Also it doesn't seem to be that easy to modify the approach that's being used to solve a Rubik's cube for instance...
Well, I thought it was a very interesting problem, and maybe somebody here has an illuminating idea.
UPDATE: Just trying all the possible moves doesn't really seem realistic after a first try. There are just too many permutations. I think this could be really hard to solve...if possible at all.