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	<title>Comments on: Rubik&#8217;s Cube Cracked</title>
	<atom:link href="http://blog.drscottfranklin.net/2007/08/11/rubiks-cube-cracked/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.drscottfranklin.net/2007/08/11/rubiks-cube-cracked/</link>
	<description>Ramblings of a Christian Mathematician and Bioinformaticist</description>
	<pubDate>Wed, 07 Jan 2009 16:34:39 +0000</pubDate>
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		<title>By: Donna</title>
		<link>http://blog.drscottfranklin.net/2007/08/11/rubiks-cube-cracked/comment-page-1/#comment-44447</link>
		<dc:creator>Donna</dc:creator>
		<pubDate>Mon, 20 Aug 2007 20:45:49 +0000</pubDate>
		<guid isPermaLink="false">http://blog.drscottfranklin.net/2007/08/11/rubiks-cube-cracked/#comment-44447</guid>
		<description>You know, Scott, I remember when I was smarter than you (simply becase I am older)... now I read your blog and say... um, huh? :)</description>
		<content:encoded><![CDATA[<p>You know, Scott, I remember when I was smarter than you (simply becase I am older)&#8230; now I read your blog and say&#8230; um, huh? <img src='http://blog.drscottfranklin.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Stephen Uitti</title>
		<link>http://blog.drscottfranklin.net/2007/08/11/rubiks-cube-cracked/comment-page-1/#comment-44167</link>
		<dc:creator>Stephen Uitti</dc:creator>
		<pubDate>Fri, 17 Aug 2007 16:19:06 +0000</pubDate>
		<guid isPermaLink="false">http://blog.drscottfranklin.net/2007/08/11/rubiks-cube-cracked/#comment-44167</guid>
		<description>I've written computer game solver programs for other perfect information games.  8 queens, a solitair card game, etc.  One can often tell the computer how to reduce the cominations that need to be checked.  The 8 queens problem can be solved by checking all 8^8'th positions (16,777,216), which used to be a big deal.  But there are ways to eliminate huge parts of the problem, and all solutions can be generated in under a millisecond.

Sometimes there are ways to stochastically eliminate likely dead ends and find very good solutions quickly.  So, this one solitar card game i've worked on typically has something like 4^70 (10^42) possible solutions, but a computer checking less than 10^9 solutions can get one of the optimal solutions at least 999 out of 1000 times, taking a few minutes at most.

The big deal recently, has been the solving of checkers, creating an unbeatable opponent.  All moves are book moves. I remember hearing about the project in the late 80's.  It's been 30 years.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve written computer game solver programs for other perfect information games.  8 queens, a solitair card game, etc.  One can often tell the computer how to reduce the cominations that need to be checked.  The 8 queens problem can be solved by checking all 8^8&#8242;th positions (16,777,216), which used to be a big deal.  But there are ways to eliminate huge parts of the problem, and all solutions can be generated in under a millisecond.</p>
<p>Sometimes there are ways to stochastically eliminate likely dead ends and find very good solutions quickly.  So, this one solitar card game i&#8217;ve worked on typically has something like 4^70 (10^42) possible solutions, but a computer checking less than 10^9 solutions can get one of the optimal solutions at least 999 out of 1000 times, taking a few minutes at most.</p>
<p>The big deal recently, has been the solving of checkers, creating an unbeatable opponent.  All moves are book moves. I remember hearing about the project in the late 80&#8217;s.  It&#8217;s been 30 years.</p>
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