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Peg solitaire pegs left
Peg solitaire pegs left









peg solitaire pegs left

You move a peg over another peg given there is an empty hole on the opposite side. Now, you may wonder how that is possible? There are certain rules and valid moves to follow. The goal is to end up with one single peg at the very center of the board. The board consists of 33 holes and 32 pegs. You can already guess that it is different from other games as it does not involve cards. You play on a special peg solitaire board.

#Peg solitaire pegs left how to#

So today, I will discuss how to play Peg Solitaire, and how to get better at it. Often times, new players have difficulty getting into it. It is simple but also very addictive and challenging. It is a really unique solitaire game as it stands out from the rest of the versions in that it doesn’t use a pack of playing cards. One of the most popular solitaire games is Peg Solitaire. They are all easy to learn, very entertaining, and fairly challenging. You can play them by yourself all day and never get bored. But what makes them stand out from others games is their simplicity. MakeMove(board, (*cit).first, (*cit).Solitaire games are really fun. If (!depth) return ((1ULL << 27) & board) įor (vecjumps::const_iterator cit = jumps.begin() cit != jumps.end() Solutions, moves, (double)(clock() - start) / CLOCKS_PER_SEC)

peg solitaire pegs left

Through a xor-instruction, a jump from 11 to 27 includes 19ī ^= 1ULL << from | 1ULL << (from + to) / 2 | 1ULL << to If (ml & (1ULL << i)) jumps.push_back(std::make_pair(i, i - 2)) If (mr & (1ULL << i)) jumps.push_back(std::make_pair(i, i + 2)) board by 16 right/left -> moving all pegs up/down. Find the possible jumps through bit-shift operations.

peg solitaire pegs left

To try the hole-version: Swap Commented and Uncommented parts Int solutions = 0 // Number of solutions found so farĬonst ui64 bitboard = 0x001c1c7f7f7f1c1c // 1ULL Hole Ui64 moves = 0 // Number of moves made so far Typedef std::vector > vecjumps // first=from, second=to To keep it compact I have removed the lesser important parts (printing the board, generating the initial bitboard. You can try the algorithm with following C++ program. Question: Why is there such a giant (not solvable / immediately solved) difference on how to search the board for jumps? Why is it better to check the pegs instead of checking the holes for possible jumps?

  • Analyzing pegs: Runtime 10 seconds, 2940 solutions.
  • Analyzing holes: Runtime 23 hours no solution.
  • Trying the jumps in the order they are found. Right (each peg is checked if there are possible jumps). Jumps), the paper-algorithm searches the board for pegs from top left to bottom Left to bottom right (each hole is checked if there are possible While my algorithm searches the board for holes from top The main difference between the algorithms is the way they find

    peg solitaire pegs left

    I tried the c-program from the paperĪnd the first solution was found immediately after the program started. "Depth-first search solves peg solitaire". Even after 23 hours, theĪlgorithm didn't find any solution. Should be possible to solve the game since "modern computers can easily examineĪll game positions in a reasonable time". I am trying to solve Peg Solitaire with a depth-first search algorithm – it











    Peg solitaire pegs left