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001 | 189 | ||
003 | UA-KpCNTU | ||
005 | 20250516144139.0 | ||
008 | 250123b un ||||| |||| 00| | eng d | ||
040 | _cЦНТУ | ||
041 | _aeng | ||
245 |
_aAnalysis of the Methods for Solving Game Puzzles such as «Flip-Flop» _h[Text] _c / Yu. Parkhomenko, M. Parkhomenko, L. Rybakova, A. Bokiy |
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_aЦентральноукраїнський науковий вісник. Технічні науки. _bВип. 2(33). |
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_aКропивницький : _bЦНТУ, _c2019 |
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300 | _aС. 190-201. | ||
500 | _aThere is a variety of popular puzzles having a goal of reducing an arbitrary binary matrix to either all “0” or “1” matrix. In this paper we study methods for solving “Flip-Flop” like puzzles of dimensions 3x3, 3x4, 4x4 applying tools of logical analysis of situations, combinatorics and discrete mathematics. We found that applying the method of sequential analysis of each combination that works well for 3x3 matrices is cumbersome and inefficient for matrices of 4x4 and higher dimensionalities. Therefore, we discovered and analyzed algorithms named trait selection method, stream method and snake method which work better. We concluded that in order to find an optimized solution it is helpful to check if each current combination matches one of the pre-final ones, or to swap «0»s with «1»s and vise versa. | ||
653 | _asnake method | ||
653 | _acomputer puzzle games | ||
653 | _alogical situation analysis | ||
700 | _aParkhomenko, Yu. | ||
700 | _aParkhomenko, М. | ||
700 | _aRybakova, L. | ||
700 | _aBokiy, A. | ||
773 | 0 |
_bНауковий вісник заснований у 1997 _dКропивницький ЦНТУ 2019 _tЦентральноукраїнський науковий вісник. Технічні науки. Вип. 2/33 _w198 _x2664-262X |
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_uhttps://dspace.kntu.kr.ua/handle/123456789/9330 _yРепозитарій Центральноукраїнського національного технічного університету |
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_2udc _cIR _n0 |
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_c189 _d189 |