Volume 19, No. 1, 2022

Solve the Problem of Chess Board in the Shape of the Letter L with Three different Patterns Using Artificial Intelligence & Algorithms


Israa Shakir Seger, Israa M. Hayder, Hussain A. Younis and Hameed Abdul-Kareem Younis

Abstract

In recent years, the chess game has begun to develop successful programming solutions. Computers were programmed to play chess in the middle of the twentieth century. Computer skills have become better and higher than the skills of chess players in the world, and from here this study has made it possible to find the optimal solution for the four square pieces in the form of a letter (L) without repetition and quick access to fill the sites and voids and to complete the entire area. It is our task to cover a (2n×2n) Chessboard with L-shaped tiles each tile is a (2×2) square with a (1×1) square removed from one corner. We are working to cover the Chessboard in such a way that there is a single 1×1 box left in the ‘corner’ of the Chessboard (by the 'corner' we mean one corner of the box should be uncovered). In this task, we will solve this problem with three approaches, the C programming approach, the second by dividing and conquering approach and the last by a greedy method approach. Three algorithms were used and a comparison was made between them, and the fastest method was achieved by a greedy method, with eight cases comparing one and four cases, respectively.


Pages: 83-95

DOI: 10.14704/WEB/V19I1/WEB19006

Keywords: Dynamic Programming Approach, Divide & conquer approach, Greedy Method Approach

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