A few weeks ago I came across a logic puzzle handed out as a holiday challenge. I didn’t solve it by hand but instead turned to Haskell for some help. As it proved to be a fun exercise I decided to pass it on and invited some friends to contribute with solutions in a language of their choice. I here present the given puzzle along with the set of submissions received.
The problem
There are two types of mice, left leaning (<
) and right leaning (>
).
Six mice are initially arranged on seven slots in the following configuration:
[>,>,>,_,<,<,<]
The empty slot is indicated by _
and the task is to move all
mice on the left to the right and all mice on the right to the
left, as in:
[<,<,<,_,>,>,>]
The rules are simple:
- A right leaning mouse (
>
) can only move to the right. - A left leaning mouse (
<
) can only move to the left. - A mouse can either move one step forward (left/right) to fill an empty slot or jump over any other mouse (left or right leaning) to occupy an empty slot.
From the initial configuration:
[>,>,>,_,<,<,<]
the following set of moves are therefore allowed:
[>,>,_,>,<,<,<] - Move right leaning mouse one step forward.
[>,>,>,<,_,<,<] - Move left leaning mouse one step forward.
[>,_,>,>,<,<,<] - Jump over one mouse from the left.
[>,>,>,<,<,_,<] - Jump over one mouse from the right.
Is it possible to perform a sequence of moves to solve the task and can you write a short program to prove it?
The solutions
First out, an OCaml program written by Anton T:
type place = L | R | E
let search state moves final =
let rec loop state trace =
if final state then Some (state :: trace)
else loops (moves state) (state :: trace)
and loops states trace =
match states with
| [] -> None
| x :: xs ->
match loop x trace with
| Some r -> Some r
| None -> loops xs trace in
loop state []
let init = [R; R; R; E; L; L; L]
let final = function [L; L; L; E; R; R; R] -> true | _ -> false
let anywhere s f =
let rec loop acc s =
match f s, s with
| Some r, _ -> Some (List.rev acc @ r)
| None, x :: xs -> loop (x :: acc) xs
| _ -> None in
loop [] s
let move_r s = anywhere s (function R :: E :: x -> Some (E :: R :: x) | _ -> None)
let move_l s = anywhere s ( function E :: L :: x -> Some (L :: E :: x) | _ -> None)
let jump_r s = anywhere s (function R :: x :: E :: y -> Some (E :: x :: R :: y) | _ -> None)
let jump_l s = anywhere s (function E :: x :: L :: y -> Some (L :: x :: E :: y) | _ -> None)
let all_moves = [move_r; move_l; jump_r; jump_l]
let list_of_opt = function None -> [] | Some x -> [x]
let choose f xs = List.concat (List.map (fun x -> list_of_opt (f x)) xs)
let moves s = choose (fun m -> m s) all_moves
let solution = search init moves final
Perhaps most interesting here is the anywhere
function which abstracts
the recursive pattern and allows for non-recursive definitions of rules.
The next one is from Gyorgy F. who submitted the following Clojure code:
(ns joel-challenge.core
(:gen-class))
(def initial-position [:> :> :> :_ :< :< :<])
(def target-position [:< :< :< :_ :> :> :>])
(defn empty-in-position [position]
(first (keep-indexed (fn [idx slot]
(when (= slot :_)
idx))
position)))
(defn step-right [position]
(let [empty-slot (empty-in-position position)]
(when-let [left-slot (when (> empty-slot 0)
(position (- empty-slot 1)))]
(when (= :> left-slot)
(assoc position (- empty-slot 1) :_ empty-slot :>)))))
(defn step-left [position]
(let [empty-slot (empty-in-position position)]
(when-let [right-slot (when (> (count position) (+ empty-slot 1))
(position (+ empty-slot 1)))]
(when (= :< right-slot)
(assoc position (+ empty-slot 1) :_ empty-slot :<)))))
(defn jump-right [position]
(let [empty-slot (empty-in-position position)]
(when-let
[left-slot (when (> empty-slot 1)
(position (- empty-slot 2)))]
(when (= :> left-slot)
(assoc position (- empty-slot 2) :_ empty-slot :>)))))
(defn jump-left [position]
(let [empty-slot (empty-in-position position)]
(when-let
[right-slot (when (> (count position) (+ empty-slot 2))
(position (+ empty-slot 2)))]
(when (= :< right-slot)
(assoc position (+ empty-slot 2) :_ empty-slot :<)))))
(defn generate-moves [position]
(lazy-seq ((juxt step-left step-right jump-left jump-right) position)))
(defn generate-move-tree-node [position]
(when position
{:position position :children (generate-moves position)}))
(defn generate-move-tree [{:keys [:position :children]}]
(when-let [child-nodes (map generate-move-tree-node children)]
(let [results
(for [child child-nodes]
(generate-move-tree child))]
(when position
{:position position :children (remove nil? results)}))))
(defn solutions [init target]
(let [{:keys [:position :children]}
(-> init
generate-move-tree-node
generate-move-tree)]
(loop [{:keys [:path :node]} {:path [position] :node (first children)}
next-nodes (map
(fn [x] {:path [position] :node x})
(rest children))
results []]
(if-let [next-node (first (:children node))]
(let [new-path (conj path (:position node))
to-add (map (fn [x] {:path new-path :node x})
(rest (:children node)))
remaining (concat to-add next-nodes)]
(recur {:path new-path :node next-node} remaining results))
(if-let [next-node (first next-nodes)]
(if (= (:position node) target)
(recur next-node (rest next-nodes)
(into results [(conj path (:position node))]))
(recur next-node (rest next-nodes) results))
(if (= (:position node) target)
(into results [path])
results))))))
(defn print-solutions [init target]
(doseq [solution (solutions init target)]
(println "----------------------")
(doseq [row solution]
(println row))))
(defn -main
[& args]
(print-solutions initial-position target-position))
Here, a tree structure is built up where a node corresponds to a configuration (arrangement of mice) and its children to all states reachable by making one feasible move.
Over to Haskell, Niclas B. contributed with this program:
import Data.Maybe
data Mice = L | R deriving (Eq)
data Config = Config [Mice] [Mice] deriving (Eq)
instance Show Config where
show (Config ls rs) = (show (reverse ls)) ++ "_" ++ (show rs)
instance Show Mice where
show R = ">"
show L = "<"
showList cs = (\s -> concat (map (\m -> show m) cs))
possibleMoves1 (Config (R:ls) rs) = Just (Config ls (R:rs))
possibleMoves1 c = Nothing
possibleMoves2 (Config ls (L:rs)) = Just (Config (L:ls) rs)
possibleMoves2 _ = Nothing
possibleMoves3 (Config (l:R:ls) rs) = Just (Config ls (l:R:rs))
possibleMoves3 _ = Nothing
possibleMoves4 (Config ls (r:L:rs)) = Just (Config (r:L:ls) rs)
possibleMoves4 _ = Nothing
possibleMoves :: Config -> [Config]
possibleMoves c = catMaybes [possibleMoves1 c,
possibleMoves2 c,
possibleMoves3 c,
possibleMoves4 c]
goalConfig = Config [L,L,L] [R,R,R]
initConfig = Config [R,R,R] [L,L,L]
seqToGoal :: Config -> [[Config]] -> [[Config]]
seqToGoal c ms
| c == goalConfig = [c]:ms
| m == [] = []
| otherwise = (map (\p -> concat (seqToGoal p ([c]:ms))) m)
where
m = possibleMoves c
main :: IO()
main = mapM_ print sequence
where
sequence = reverse (firstSolution)
firstSolution = head (seqToGoal (initConfig) [])
What sticks out to me is how the configuration is represented by two lists
rather than one. This allows for concise rule definitions (possibleMoves
).
Note that the first list of a configuration is in reverse order.
Sebastian O. first submitted a hand crafted solution but then also brought some C# to the table:
using System;
using System.Collections.Generic;
using System.Linq;
namespace ChristmasLeaning
{
internal class Program
{
private enum SlotState
{
BLANK,
LEFT_LEANING,
RIGHT_LEANING
}
private static void ValidateConfiguration(List<SlotState> configuration)
{
if (configuration == null)
throw new ArgumentNullException(nameof(configuration));
if (configuration.Count != 7)
throw new Exception();
if (configuration.Count(s => s == SlotState.BLANK) != 1)
throw new Exception();
if (configuration.Count(s => s == SlotState.RIGHT_LEANING) != 3)
throw new Exception();
if (configuration.Count(s => s == SlotState.LEFT_LEANING) != 3)
throw new Exception();
}
private static bool IsFinalConfiguration(List<SlotState> configuration)
{
var isFinalState =
configuration.Count == 7
&& configuration[0] == SlotState.LEFT_LEANING
&& configuration[1] == SlotState.LEFT_LEANING
&& configuration[2] == SlotState.LEFT_LEANING
&& configuration[3] == SlotState.BLANK
&& configuration[4] == SlotState.RIGHT_LEANING
&& configuration[5] == SlotState.RIGHT_LEANING
&& configuration[6] == SlotState.RIGHT_LEANING;
return isFinalState;
}
// Returns a list of possible new configurations given a configuration.
private static List<List<SlotState>> GetPossibleConfigurations(List<SlotState> configuration)
{
var possibleConfigurations = new List<List<SlotState>>();
var blankPosition = configuration.FindIndex(s => s == SlotState.BLANK);
var newConfiguration = SwapSlotStateIfPosition2Match(configuration, blankPosition, blankPosition - 2, SlotState.RIGHT_LEANING);
if (newConfiguration != null)
possibleConfigurations.Add(newConfiguration);
newConfiguration = SwapSlotStateIfPosition2Match(configuration, blankPosition, blankPosition - 1, SlotState.RIGHT_LEANING);
if (newConfiguration != null)
possibleConfigurations.Add(newConfiguration);
newConfiguration = SwapSlotStateIfPosition2Match(configuration, blankPosition, blankPosition + 1, SlotState.LEFT_LEANING);
if (newConfiguration != null)
possibleConfigurations.Add(newConfiguration);
newConfiguration = SwapSlotStateIfPosition2Match(configuration, blankPosition, blankPosition + 2, SlotState.LEFT_LEANING);
if (newConfiguration != null)
possibleConfigurations.Add(newConfiguration);
return possibleConfigurations;
}
private static List<SlotState> SwapSlotStateIfPosition2Match(List<SlotState> state, int position1, int position2, SlotState matchingSlotState)
{
if (position2 >= 0 && position2 < state.Count && state[position2] == matchingSlotState)
{
var newConfiguration = new List<SlotState>(state);
newConfiguration[position1] = matchingSlotState;
newConfiguration[position2] = SlotState.BLANK;
return newConfiguration;
}
return null;
}
private static List<List<List<SlotState>>> Move(List<List<SlotState>> currentSequence)
{
var currentConfiguration = currentSequence.Last();
ValidateConfiguration(currentConfiguration);
if (IsFinalConfiguration(currentConfiguration))
{
return new List<List<List<SlotState>>>
{
new List<List<SlotState>>(currentSequence)
};
}
var possibleConfigurations = GetPossibleConfigurations(currentConfiguration);
if (!possibleConfigurations.Any())
return new List<List<List<SlotState>>>
{
new List<List<SlotState>>(currentSequence)
};
var newSequences = possibleConfigurations.Select(nextConfiguration => new List<List<SlotState>>(currentSequence) {nextConfiguration});
var allMoves = new List<List<List<SlotState>>>();
foreach (var sequence in newSequences)
{
var moves = Move(sequence);
allMoves.AddRange(moves);
}
return allMoves;
}
private static char SlotStateToChar(SlotState slotState)
{
if (slotState == SlotState.BLANK)
return '_';
if (slotState == SlotState.LEFT_LEANING)
return '<';
if (slotState == SlotState.RIGHT_LEANING)
return '>';
throw new Exception();
}
private static void PrintConfiguration(List<SlotState> configuration)
{
var s = string.Concat(configuration.Select(SlotStateToChar));
Console.WriteLine(s);
}
private static void PrintSequence(List<List<SlotState>> sequence)
{
foreach (var configuration in sequence)
{
PrintConfiguration(configuration);
}
}
static void Main(string[] args)
{
Console.WriteLine("The leaning mice");
var initialConfiguration = new List<SlotState>
{
SlotState.RIGHT_LEANING,
SlotState.RIGHT_LEANING,
SlotState.RIGHT_LEANING,
SlotState.BLANK,
SlotState.LEFT_LEANING,
SlotState.LEFT_LEANING,
SlotState.LEFT_LEANING
};
var startSequence = new List<List<SlotState>>(new List<List<SlotState>> { initialConfiguration });
try
{
var sequences = Move(startSequence);
var successfulSequences = sequences.Where(sequence => IsFinalConfiguration(sequence.Last())).ToList();
foreach (var sequence in successfulSequences)
{
Console.WriteLine("Successful sequence!");
PrintSequence(sequence);
Console.WriteLine();
}
Console.WriteLine("Done!");
}
catch (Exception e)
{
Console.WriteLine("Exception!");
}
Console.ReadLine();
}
}
}
What’s notable here (besides the number of lines :)) is how well it reads. It is utilizing the position of the empty slot for defining the set of feasible moves without traversing the configuration list.
Next up is Daniel W. with some FSharp:
module MarchingMice
open System
// L leans left, R leans right
type Mouse = L | R
type HoleDirection = Leftwards | Rightwards
let miceToString (leftQueue, rightQueue) =
sprintf "%A _ %A" (List.rev leftQueue) rightQueue
let display turn mice =
printfn "Turn %d: %s" turn (miceToString mice)
/// Unsolvable problems will cause an infinite loop
/// (e.g. when there is a left-leaning mouse on the right side
/// of two consecutive right-leaning mice)
let rec marchMice turn direction mice =
// -- Helpers
let all mouse = List.forall (fun m -> m = mouse)
let newTurn direction mice =
display turn mice
Console.ReadLine() |> ignore
marchMice (turn+1) direction micej
// -- Next step
match (direction, mice) with
// Completed?
| (_, (xs, ys)) when (all L xs) && (all R ys) ->
printfn "Completed!"
mice
| (Leftwards, (L::R::xs, ys)) -> newTurn Leftwards (xs, L::R::ys)
| (Leftwards, (R::xs, ys)) -> newTurn Rightwards (xs, R::ys)
| (Leftwards, _) -> marchMice turn Rightwards mice
| (Rightwards, (xs, R::L::ys)) -> newTurn Rightwards (R::L::xs, ys)
| (Rightwards, (xs, L::ys)) -> newTurn Leftwards (L::xs, ys)
| (Rightwards, _) -> marchMice turn Leftwards mice
let startLineUp = (R::R::R::[], L::L::L::[])
// Example of solvable when starting rightwards, but not leftwards
//let startLineUp = (R::L::[], R::L::[])
[<EntryPoint>]
let main argv =
display 0 startLineUp
Console.ReadLine() |> ignore
marchMice 1 Rightwards startLineUp |> ignore
Console.ReadLine() |> ignore
0 // return an integer exit code
Daniel also appearantly managed to solve the problem without turning to computers and the program is codifying a strategy rather than searching and backtracking for solutions.
Oszkar J. then submitted the follwoing version in JavaScript:
const init = ['>', '>', '>', '_', '<', '<', '<']
const goal = ['<', '<', '<', '_', '>', '>', '>']
const score = state => state.map((s, i) => s === goal[i] ? 1 : 0).reduce((acc, s) => acc + s, 0)
const nexts = state =>
state.reduce((acc, c, i, arr) => {
if (c === '>' && arr[i + 1] === '_') {
let a = arr.slice()
a[i + 1] = c
a[i] = '_'
acc.push(a)
}
if (c === '>' && arr[i + 2] === '_') {
let a = arr.slice()
a[i + 2] = c
a[i] = '_'
acc.push(a)
}
if (c === '<' && arr[i - 1] === '_') {
let a = arr.slice()
a[i - 1] = c
a[i] = '_'
acc.push(a)
}
if (c === '<' && arr[i - 2] === '_') {
let a = arr.slice()
a[i - 2] = c
a[i] = '_'
acc.push(a)
}
return acc
}, [])
const search = (state, depth = 50) => {
const nextStates = nexts(state)
if (nextStates.length === 0 || depth <= 0) {
return { score: score(state), state: [state] }
} else {
return nextStates
.map(s => search(s, depth - 1))
.reduce((max, result, i, arr) => {
result.state.push(state)
return max.score < result.score ? result : max
}, { score: -Infinity })
}
}
Note the clever way of accumulating the neighbouring states by folding over
a configuration array in the nexts
function. Also striking how seemingly
functional JavaScript has become, particularly with the addition of const
and =>
keywords (these were both new to me).
Tamas K. further added on to diversity by submitting the these lines of R:
require(rlist)
start <- c("R","R","R","E","L","L","L")
end <- c("L","L","L","E","R","R","R")
moves <- function(input) {
list <- unlist(input)
e <- which(list=='E')
if (e-1>0 && list[e-1]=="R") {node1 <- replace(list,c(e-1,e),list[c(e,e-1)])} else {node1 <- list}
if (e-2>0 && list[e-2]=="R") {node2 <- replace(list,c(e-2,e),list[c(e,e-2)])} else {node2 <- list}
if (e+1<=length(list) && list[e+1]=="L") {node3 <- replace(list,c(e+1,e),list[c(e,e+1)])} else {node3 <- list}
if (e+2<=length(list) && list[e+2]=="L") {node4 <- replace(list,c(e+2,e),list[c(e,e+2)])} else {node4 <- list}
return(list(node1,node2,node3,node4))
}
step <- function(input) {
input <- unique(list.flatten(input))
rslt <- lapply(input,moves)
return(rslt)
}
find <- function(input){
if (length(list.search(input,all(.==unlist(end))))>0) return(list.search(input,all(.==unlist(end))))
else return(find(step(input)))
}
find(step(moves(start)))
Another very concise program! Similar to Sebastian’s approach in how it’s
using the position of the empty slot in the moves
function. The program does
not preserve the configuration states however.
Finally, here’s the (Haskell) code I ended up writing myself:
import qualified Data.Maybe as M
data Slot = R | L | E deriving Eq
type State = [Slot]
instance Show Slot where
show R = ">"
show L = "<"
show E = "_"
moveRight :: State -> [State]
moveRight [] = []
moveRight (R : E : sts) = [E : R : sts]
moveRight (R : L : E : sts) = [E : L : R : sts]
moveRight (R : R : E : sts) = [E : R : R : sts, R : E : R : sts]
moveRight (st : sts) = [st : sts' | sts' <- moveRight sts]
moveLeft :: State -> [State]
moveLeft = map invert . moveRight . invert
where
invert = reverse . map flipDir
flipDir R = L
flipDir L = R
flipDir E = E
moves :: State -> [State]
moves st = moveLeft st ++ moveRight st
solutions :: State -> Maybe [State]
solutions st
| st == [L, L, L, E, R, R, R] =
Just [st]
| otherwise =
M.listToMaybe [ st : sts | Just sts <- map solutions $ moves st]
main :: IO ()
main = do
case solutions [R,R,R,E,L,L,L] of
Nothing -> putStrLn "No solutions"
Just ss -> mapM_ print ss
Conclusion
The exercise is relatively straight forward and can be tackled by a backtracking algorithm exploring the full configuration space. Most submissions from above are implementations of this algorithm. The variety stems from how a configuration is represented and the encoding of feasible moves.
As for the actual solution to the puzzle itself, here’s a sequence of moves leading up to the final configuration:
[>,>,>,_,<,<,<]
[>,>,>,<,_,<,<]
[>,>,_,<,>,<,<]
[>,_,>,<,>,<,<]
[>,<,>,_,>,<,<]
[>,<,>,<,>,_,<]
[>,<,>,<,>,<,_]
[>,<,>,<,_,<,>]
[>,<,_,<,>,<,>]
[_,<,>,<,>,<,>]
[<,_,>,<,>,<,>]
[<,<,>,_,>,<,>]
[<,<,>,<,>,_,>]
[<,<,>,<,_,>,>]
[<,<,_,<,>,>,>]
[<,<,<,_,>,>,>]
Thanks to everyone who participated!