Path: utzoo!utgpu!news-server.csri.toronto.edu!rpi!zaphod.mps.ohio-state.edu!pacific.mps.ohio-state.edu!linac!att!ucbvax!pasteur!NORVIG@Teak.Berkeley.EDU From: NORVIG@Teak.Berkeley.EDU (Peter Norvig) Newsgroups: comp.ai Subject: RE: HI-Q game Message-ID: <13008@pasteur.Berkeley.EDU> Date: 24 Apr 91 15:55:54 GMT Sender: news@pasteur.Berkeley.EDU Lines: 32 In-reply-to: <1991Apr24.055054.16724@cunixf.cc.columbia.edu> Paul Shannon asks: 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. This peg game is analyzed in detail in Elwyn Berlekamp and John Conway's "Winning Ways" (Academic Press, 1982, 2 vols.). In fact, if you are interested in ANY game of a mathematical nature, its a good idea to check "Winning Ways" before posting to the net. -Peter Norvig