1. Shlomi Fish
  2. patsolve-shlomif


patsolve-shlomif / patsolve /

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Solve patience games -- by Dr. Tom <tomh@po.crl.go.jp>

Patsolve is a hybrid DFS/BFS/prioritized-queue search in which moves are
weighted using a set of parameters according to which game mode you choose.

There are two basic modes, the default "best solution" and "speed mode".
Speed mode (obtained with the -S flag) is fast but produces highly
non-optimal solutions.  It is mostly useful for answering the question "is
there a solution?".  In the default (non -S) mode, solutions are optimized
to be as short as possible, moving single cards at a time (not stacks).

This version does a kind of round-robin prioritized queue, so low priority
positions still get some attention (they sometimes lead to better
solutions).  Thus it is not guaranteed to find the optimal solution, but it
will find much better solutions than the -S mode.

In either mode, Patsolve can play Seahaven or Freecell, with different
numbers of work and temp piles.  The default is Freecell with 8 work piles
and 4 temp cells (the default can be changed, see the Makefile).

The result is left in the file "win" if the game is solvable.

Usage: patsolve [-s|f] [-k|a] [-w<n>] [-t<n>] [-E] [-S] [-q|v] [layout]
-s Seahaven (same suit), -f Freecell (red/black)
-k only Kings start a pile, -a any card starts a pile
-w<n> number of work piles, -t<n> number of free cells
-E don't exit after one solution; continue looking for better ones
-S speed mode; find a solution quickly, rather than a good solution
-q quiet, -v verbose
-s implies -aw10 -t4, -f implies -aw8 -t4

A layout file looks like this (the famous unsolvable Freecell game #11982):

AS 3H 6H 5D 2C 7D 8D
4H QS 5S 5C TH 8H 2S
AC QC 4D 8C QH 9C 3S
2D 8S 9H 9D 6D 2H
JS KS 3C 7C 7S 5H

The work piles go from left to right, bottom card to visible card.  Thus the
AH is buried, and the KC is available for movement.

If there is one more line in the layout file than the number of work piles,
those cards are pre-loaded into the temp cells, so for example a Seahaven
game with 10 piles looks like this:

4d 5c 4s 6h tc
td as ks 7h 8d
qs 7c jc 4h kc
jd 5s 8s 7d 9h
6d ah qd 2h 2d
8h ts th kd 4c
ad 9d 6c qh js
2c 3c jh 9s 8c
ac 6s 7s 3h 5d
kh 9c qc 3s 2s
5h 3d

The 5H and 3D are loaded into two of the four temp cells (either upper or
lower case may be used).  A further line gets loaded into the home cells.

Patches to Xpat2 1.04 and Patience-1.9 are included that dump hands
in useful formats (you also need convert_layout for Patience-1.9).

In -E mode the program will continue until it runs out of memory.

Additional undocumented flags:
-M<meg> controls the amount of memory used, default 50 meg.
-X, -Y set weights for moves, see Parameters.
-P pick a non-default parameter set, see Parameters and param.h.
-c<n> another parameter, BFS/DFS cutoff
-N<start> <end> range solving mode

e.g., "patsolve -fS -M20 -N0 1000" plays the first 1000 games using the
MS Freecell numbering in speed mode with a 20 meg limit.

Dr. Tom
July 4, 1998
Tsukuba, Japan
Updated November 23, 2000
Kobe, Japan
Updated February 27, 2002
Kobe, Japan