etrominoes are tiles made of four 1x1 squares. There are five types of tetrominoes shown elow:
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- Suppose that you are given an n × n checkerboard and a checker. You must move the checker from the bottom edge of the board to the top edge of the board according to the following rule. At each step you may move the checker to one of three squares: 1. the square immediately above 2. the square that is one up and one to the left (but only if the checker if not already in the leftmost column) 3. the square that is one up and one to the right (but only if the checker is not already in the rightmost column). 1 Each time you move from square x to square y, you receive p(x, y) dollars. You are given p(x, y) for all pairs (x, y) for which a move from x to y is legal. Do not assume that p(x, y) is positive. design a recursive backtracking algorithm that determines the maximum amount of money you can recieve, when moving a checker frmo somewhere on the bottom row to somewhere on the top row. your algorithm is free to pick any squrre along the bottom row as a starting point and any square along…Correct answer will be upvoted else Multiple Downvoted. Don't submit random answer. Computer science. Sasha likes exploring diverse mathematical articles, for instance, wizardry squares. However, Sasha comprehends that enchanted squares have as of now been examined by many individuals, so he sees no feeling of concentrating on them further. All things considered, he designed his own kind of square — a superb square. A square of size n×n is called prime if the accompanying three conditions are held all the while: all numbers on the square are non-negative integers not surpassing 105; there are no indivisible numbers in the square; amounts of integers in each line and every segment are indivisible numbers. Sasha has an integer n. He requests you to view as any great square from size n×n. Sasha is certain beyond a shadow of a doubt such squares exist, so help him! Input The principal line contains a solitary integer t (1≤t≤10) — the number of experiments. Every one…Can you help me with this code I only need help with two of the parts. I have attached my code in the photo. question 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.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. 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.tasks: In the TilePuzzle class, write a method…
- Player A and player B invented a game in which a person who sorts playing cards is a winner. The cards with red color should come before those with black color, and cards with small numbers should come before those with big numbers. The cards with images should be in this order: Jack, Queen and King. The game allows player to start by small number of cards, then increase step by step, e.g, 2,3,4, ....n. Design an efficient algorithm that helps a player A to win the game by sorting n number of cards faster than player B. Note that n number of cards which is very large can be obtained by repeating cards with the same number and same color, e.g, card 3 with color red can be repeated m times while mCan you help me with this code because I am struggling. The Lights Out puzzle consists of an m x n grid of lights, each of which has two states: on and off. The goal of the puzzle is to turn all the lights off, with the caveat that whenever a light is toggled, its neighbors above, below, to the left, and to the right will be toggled as well. If a light along the edge of the board is toggled, then fewer than four other lights will be affected, as the missing neighbors will beignored. In this section, you will investigate the behavior of Lights Out puzzles of various sizes by implementing a LightsOutPuzzle class. Once you have completed the problems in this section, you can test your code in an interactive setting using the provided GUI. See the end of the section for more details. Task: A natural representation for this puzzle is a two-dimensional list of Boolean values, where True corresponds to the on state and False corresponds to the off state. In the LightsOutPuzzle class, write an…Jack, a 7-year-old child, is playing with 7 sticks with lengths 1,2,…,7, which can be connected together. He is trying to use some of them to create a polygon. Harry, his father, is looking, and since he is a developer, he quickly comes up with a problem based on this game: There are N sticks lengths 1,2,3,…,N. You should choose a non-empty subset of these sticks and create a polygon by connecting their endpoints together. Now you have to develop a C++ program that prints how many such subsets of sticks that we you choose. Since this number could be large, you can compute it modulo 10^9+5. Input: 2 4 8 Output: 2 178
- Computer Science There is an n × n grid of squares. Each square is either special, or has a positive integer costassigned to it. No square on the border of the grid is special.A set of squares S is said to be good if it does not contain any special squares and, starting fromany special square, you cannot reach a square on the border of the grid by performing up, down,left and right moves without entering a cell belonging to S. 5 3 4 9 4 X 3 6 1 9 X 4 1 2 3 5 - Design an algorithm which receives an arbitrary n × n grid, runs in time poly-nomial in n and determines a good set of squares with minimum total cost.Mr. Naughty loves to play with balls. So, his friend, Mr. Nice, gave him n balls to play the game. Each ball has exactly two numbers (more number and number below). In one move Mr. Naughty can rotate any ball that its bottom is now rising. Mr. Nice knows a small amount of this movements that can make at least half of the balls show the same number at the top. So, in order to win Mr Nice's game, Mr. Naughty has to earn a small amount of it it goes. It is not always possible to make such movements that satisfy what is provided in this case Mr. Naughty should see that it is "Impossible" to make such movements. Help Mr. Naughty win the game using C programming language. Input 3 3 100 100 3 54 Output 1A hungry mouse wants to eat all four fruits in a maze such as the one below, in as few moves as possible.. At each turn the mouse can move any number of squares in one of the directions up, down, left or right, but it is not allowed to enter (or jump over) any walls (i.e., the black squares). Thus, the mouse moves just like a rook in chess. To eat a fruit, the mouse has to stop at that square. Assume that the maze has 4 fruits, and the size of b xh squares. 1. Give a suitable representatión of the states in this searching problem. 2. How many possible actions can the mouse perform at each move? (1.e., what is the branching factor?)
- A ? Jhinuk and her grandma have a special bond, they love playing puzzle games together. One day, grandma came up with a new game for Jhinuk to play. She found some old wooden blocks and put them together in a 3xN grid. Problem A A Game with Grandma To make the game more fun, grandma made up some imaginary rules: two players take turns picking a 2x2 section of the grid to color, with the rule that each cell can only be colored once. The player who can no longer pick a 2x2 section to color loses the game. The game sounded easy to Jhinuk, but there was a catch. Some of the blocks were cracked and couldn't be painted! Jhinuk and her grandma are both smart and play well, so they will never make a wrong move if there is a way to win. Can you write a code to figure out who will win given the starting state of the board? Grandma always lets Jhinuk go first 'cause she loves her so much. To help you write the code, she has provided you with some sample boards. 000 000 000 4 0000 0000 0000 5…Can you help me with this code because this is a little difficult for me:question that i need help with:The Lights Out puzzle consists of an m x n grid of lights, each of which has two states: on and off. The goal of the puzzle is to turn all the lights off, with the caveat that whenever a light is toggled, its neighbors above, below, to the left, and to the right will be toggled as well. If a light along the edge of the board is toggled, then fewer than four other lights will be affected, as the missing neighbors will beignored. In this section, you will investigate the behavior of Lights Out puzzles of various sizes by implementing a LightsOutPuzzle class task: A natural representation for this puzzle is a two-dimensional list of Boolean values, where True corresponds to the on state and False corresponds to the off state. In the LightsOutPuzzle class, write an initialization method __init__(self, board) that stores an input board of this form for future use. Also write a method…Can you help me with this code because i am struggling and I don't know what to do with this part: he 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,…