I am struggling with this problem because I don't understand how to do this. I don't know how to create this code. This is python. question that I need help with: Can you please help me with this code because I am struggling how to solve this code. can you please help me with this but here is the question: Question and the task that I need help with: the Eight Puzzle consists of a 3 x 3 board of sliding tiles with a single empty space. For each configuration, the only possible moves are to swap the empty tile with one of its neighboring tiles. The goal state for the puzzle consists of tiles 1-3 in the top row, tiles 4-6 in the middle row, and tiles 7 and 8 in the bottom row, with the empty space in the lower-right corner. In this section, you will develop two solvers for a generalized version of the Eight Puzzle, in which the board can have any number of rows and columns. We have suggested an approach similar to the one used to create a Lights Out solver in Homework 2, and indeed, you may find that this pattern can be abstracted to cover a wide range of puzzles. If you wish to use the provided GUI for testing, described in more detail at the end of the section, then your implementation must adhere to the recommended interface. However, this is not required, and no penalty will imposed for using a different approach. A natural representation for this puzzle is a two-dimensional list of integer values between 0 and r · c -1 (inclusive), where r and c are the number of rows and columns in the board, respectively. In this problem, we will adhere to the convention that the 0-tile represents the empty space. task: In the TilePuzzle class, write an initialization method __init__(self, board) that stores an input board of this form described above for future use. You additionally may wish to store the dimensions of the board as separate internal variables, as well as the location of the empty tile. write a method get_board(self) that returns the internal representation of the board stored during initialization. >>> p = TilePuzzle([[1, 2], [3, 0]]) >>> p.get_board() [[1, 2], [3, 0]] >>> p = TilePuzzle([[0, 1], [3, 2]]) >>> p.get_board() [[0, 1], [3, 2]] Write a top-level function create_tile_puzzle(rows, cols) that returns a new TilePuzzle of the specified dimensions, initialized to the starting configuration. Tiles 1 through r · c - 1 should be arranged starting from the top-left corner in row-major order, and tile 0 should be located in the lower-right corner. >>> p = create_tile_puzzle(3, 3) >>> p.get_board() [[1, 2, 3], [4, 5, 6], [7, 8, 0]] >>> p = create_tile_puzzle(2, 4) >>> p.get_board() [[1, 2, 3, 4], [5, 6, 7, 0]]  write a method perform_move(self, direction) that attempts to swap the empty tile with its neighbor in the indicated direction, where valid inputs are limited to the strings "up" , "down" , "left" , and "right" . If the given direction is invalid, or if the move cannot be performed, then no changes to the puzzle should be made. The method should return a Boolean value indicating whether the move was successful. >>> p = create_tile_puzzle(3, 3) >>> p.perform_move("up") True >>> p.get_board() [[1, 2, 3], [4, 5, 0], [7, 8, 6]] >>> p = create_tile_puzzle(3, 3) >>> p.perform_move("down") False >>> p.get_board() [[1, 2, 3], [4, 5, 6], [7, 8, 0]]  write a method scramble(self, num_moves) which scrambles the puzzle by calling perform_move(self, direction) the indicated number of times, each time with a random direction. This method of scrambling guarantees that the resulting configuration will be solvable, which may not be true if the tiles are randomly permuted. Hint: The random module contains a function random.choice(seq) which returns a random element from its input sequence. In the TilePuzzle class, write a method is_solved(self) that returns whether the board is in its starting configuration. >>> p = TilePuzzle([[1, 2], [3, 0]]) >>> p.is_solved() True >>> p = TilePuzzle([[0, 1], [3, 2]]) >>> p.is_solved() False write a method copy(self) that returns a new TilePuzzle object initialized with a deep copy of the current board. Changes made to the original puzzle should not be reflected in the copy, and vice versa. >>> p = create_tile_puzzle(3, 3) >>> p2 = p.copy() >>> p.get_board() == p2.get_board() True >>> p = create_tile_puzzle(3, 3) >>> p2 = p.copy() >>> p.perform_move("left") >>> p.get_board() == p2.get_board() False

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ISBN:9780078022159
Author:Abraham Silberschatz Professor, Henry F. Korth, S. Sudarshan
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I am struggling with this problem because I don't understand how to do this. I don't know how to create this code. This is python.

question that I need help with:

Can you please help me with this code because I am struggling how to solve this code. can you please help me with this but here is the question:

Question and the task that I need help with:

the Eight Puzzle consists of a 3 x 3 board of sliding tiles with a single empty space. For each configuration, the only possible moves are to swap the empty tile with one of its neighboring tiles. The goal state for the puzzle consists of tiles 1-3 in the top row, tiles 4-6 in the middle row, and tiles 7 and 8 in the bottom row, with the empty space in the lower-right corner.

In this section, you will develop two solvers for a generalized version of the Eight Puzzle, in which the board can have any number of rows and columns. We have suggested an approach similar to the one used to create a Lights Out solver in Homework 2, and indeed, you may find that this pattern can be abstracted to cover a wide range of puzzles. If you wish to use the provided GUI for testing, described in more detail at the end of the section, then your implementation must adhere to the recommended interface. However, this is not required, and no penalty will imposed for using a different approach.

A natural representation for this puzzle is a two-dimensional list of integer values between 0 and r · c -1 (inclusive), where r and c are the number of rows and columns in the board, respectively. In this problem, we will adhere to the convention that the 0-tile represents the empty space.

task:
In the TilePuzzle class, write an initialization method __init__(self, board) that stores an input board of this form described above for future use. You additionally may wish to store the dimensions of the board as separate internal variables, as well as the location of the empty tile.

write a method get_board(self) that returns the internal representation of the board stored during initialization.

>>> p = TilePuzzle([[1, 2], [3, 0]])
>>> p.get_board()
[[1, 2], [3, 0]]

>>> p = TilePuzzle([[0, 1], [3, 2]])
>>> p.get_board()
[[0, 1], [3, 2]]

Write a top-level function create_tile_puzzle(rows, cols) that returns a new TilePuzzle of the specified dimensions, initialized to the starting configuration. Tiles 1 through r · c - 1 should be arranged starting from the top-left corner in row-major order, and tile 0 should be located in the lower-right corner.

>>> p = create_tile_puzzle(3, 3)
>>> p.get_board()
[[1, 2, 3], [4, 5, 6], [7, 8, 0]]

>>> p = create_tile_puzzle(2, 4)
>>> p.get_board()
[[1, 2, 3, 4], [5, 6, 7, 0]]

 write a method perform_move(self, direction) that attempts to swap the empty tile with its neighbor in the indicated direction, where valid inputs are limited to the strings "up" , "down" , "left" , and "right" . If the given direction is invalid, or if the move cannot be performed, then no changes to the puzzle should be made. The method should return a Boolean value indicating whether the move was successful.

>>> p = create_tile_puzzle(3, 3)
>>> p.perform_move("up")
True
>>> p.get_board()
[[1, 2, 3], [4, 5, 0], [7, 8, 6]]

>>> p = create_tile_puzzle(3, 3)
>>> p.perform_move("down")
False
>>> p.get_board()
[[1, 2, 3], [4, 5, 6], [7, 8, 0]]

 write a method scramble(self, num_moves) which scrambles the puzzle by calling perform_move(self, direction) the indicated number of times, each time with a random direction. This method of scrambling guarantees that the resulting configuration will be solvable, which may not be true if the tiles are randomly permuted. Hint: The random module contains a function random.choice(seq) which returns a random element from its input sequence.

In the TilePuzzle class, write a method is_solved(self) that returns whether the board is in its starting configuration.

>>> p = TilePuzzle([[1, 2], [3, 0]])
>>> p.is_solved()
True

>>> p = TilePuzzle([[0, 1], [3, 2]])
>>> p.is_solved()
False

write a method copy(self) that returns a new TilePuzzle object initialized with a deep copy of the current board. Changes made to the original puzzle should not be reflected in the copy, and vice versa.

>>> p = create_tile_puzzle(3, 3)
>>> p2 = p.copy()
>>> p.get_board() == p2.get_board()
True

>>> p = create_tile_puzzle(3, 3)
>>> p2 = p.copy()
>>> p.perform_move("left")
>>> p.get_board() == p2.get_board()
False

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