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3. The famous puzzle-maker Kaniel the Dane invented a solitaire game played with two tokens on an n x n square grid. Some squares of
3. The famous puzzle-maker Kaniel the Dane invented a solitaire game played with two tokens on an n x n square grid. Some squares of the grid are marked as obstacles, and one grid square is marked as the target. In each turn, the player must move one of the tokens from its current position as far as possible upward, downward, right, or left, stopping just before the token hits (1) the edge of the board, (2) an obstacle square, or (3) the other token. The goal is to move either of the tokens onto the target square. An instance of Kaniel the Dane's puzzle that can be solved in six moves. Circles indicate initial token positions; black squares are obstacles; the center square is the target. For example, we can solve the puzzle shown above by moving the red token down until it hits the obstacle, then moving the green token left until it hits the red token, and then moving the red token left, down, right, and up. The red token stops at the target on the 6th move because the green token is just above the target square. Describe and analyze an algorithm to determine whether an instance of this puzzle is solvable. Your input consists of the integer n, a list of obstacle locations, the target location, and the initial locations of the tokens. The output of your algorithm is a single boolean: TRUE if the given puzzle is solvable and FALSE otherwise. [Hint: Construct and search a graph. What are the vertices? What are the edges? Is the graph directed or undirected? Do the vertices or edges have weights? How long does it take to construct the graph? What problem do you need to solve on this graph? What textbook algorithm can you use to solve that problem? (Don't regurgitate the textbook algorithm; just point to the textbook!) What is the running time of that algorithm as a function of n?] 3. The famous puzzle-maker Kaniel the Dane invented a solitaire game played with two tokens on an n x n square grid. Some squares of the grid are marked as obstacles, and one grid square is marked as the target. In each turn, the player must move one of the tokens from its current position as far as possible upward, downward, right, or left, stopping just before the token hits (1) the edge of the board, (2) an obstacle square, or (3) the other token. The goal is to move either of the tokens onto the target square. An instance of Kaniel the Dane's puzzle that can be solved in six moves. Circles indicate initial token positions; black squares are obstacles; the center square is the target. For example, we can solve the puzzle shown above by moving the red token down until it hits the obstacle, then moving the green token left until it hits the red token, and then moving the red token left, down, right, and up. The red token stops at the target on the 6th move because the green token is just above the target square. Describe and analyze an algorithm to determine whether an instance of this puzzle is solvable. Your input consists of the integer n, a list of obstacle locations, the target location, and the initial locations of the tokens. The output of your algorithm is a single boolean: TRUE if the given puzzle is solvable and FALSE otherwise. [Hint: Construct and search a graph. What are the vertices? What are the edges? Is the graph directed or undirected? Do the vertices or edges have weights? How long does it take to construct the graph? What problem do you need to solve on this graph? What textbook algorithm can you use to solve that problem? (Don't regurgitate the textbook algorithm; just point to the textbook!) What is the running time of that algorithm as a function of n?]
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