Newsgroups: comp.ai Path: utzoo!utgpu!news-server.csri.toronto.edu!rpi!zaphod.mps.ohio-state.edu!sol.ctr.columbia.edu!cunixf.cc.columbia.edu!cunixb.cc.columbia.edu!pss4 From: pss4@cunixb.cc.columbia.edu (Paul S Shannon) Subject: HI-Q game Message-ID: <1991Apr24.055054.16724@cunixf.cc.columbia.edu> Sender: usenet@cunixf.cc.columbia.edu (The Network News) Nntp-Posting-Host: cunixb.cc.columbia.edu Reply-To: pss4@cunixb.cc.columbia.edu (Paul S Shannon) Organization: Columbia University Date: Wed, 24 Apr 1991 05:50:54 GMT I've recently been introduced to a game I believe is distributed by Mattel as "HI-Q". It consists of a cross-shaped board made of holes in which pegs can be placed: X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X Initially, all the holes are filled but the center one. Moves are made by jumping a peg over another horizontally or vertically, not diagonally, and removing the peg jumped over (like checkers). The object is to end up with one peg in the center. I've written a program to "randomly" move around pieces in the hope that it would pop out the solution, but after 1000 games the game never got below 3 pegs left over--this doesn't seem to be the way to go. I was wondering if there might be some learning procedure that would lead to successively better end states, till the game was finally solved. thanks, joseph jons (guest on paul shannon's account). ---------------------------------------------------------------- If you happen to fall off the Sears Tower, go limp, so people will think you're a dummy and they'll try to catch you, because, hey, free dummy.