The 41-hole (40 peg) version of peg solitaire is
no where near as popular as the 15, 33, and 37 hole versions,
but it is interesting computer problem since peg solitaire
complexity approximately doubles for every peg that is added
to the game. A computer analysis of the 41-hole variation
requires 128 GB of RAM memory, and that is after efficient
storage of the data involved. The results of computer program
analysis for the 41-hole version including total possible
games for all possible initial positions, counts for all
possible win sequences, and sample wining game moves are given
here.
Game Rules
0
1 2 3
4 5 6 7 8
9 10 11 12 13 14 15
16 17 18 19 20 21 22 23 24
25 26 27 28 29 30 31
32 33 34 35 36
37 38 39
40
Initially, a player places 40 pegs in a board
that has 41 holes as per the above diagram. One hole will be
left open. (Player’s choice as to the specific hole.) A
possible initial board might look like:
P
O P P
P P P P P
P P P P P
P P
P P P
P P P P P P
P P P P P P P
P P P
P P
P P P
P
In the above diagram, the 40 pegs have been
placed in holes 0, 2 – 40 while hole “1” has been left open. A
move consists of selecting a peg (from any of the peg
positions), jumping either horizontally or vertically over
some other peg, and landing in an empty hole. The jumped over
peg is removed from the board.
In the above diagram there are 2 legal moves.
1) The peg at “3” can jump over the peg at “2” and land in
position “1”. The jumped over peg at “2” is removed.
or
2) The peg at “11” can jump over the peg at “5” and land in
position “1”. The jumped over peg at “5” is removed.
If we try the first of these possibilities the
board will look like the diagram below:
P
P O O
P P
P P P
P P P
P P P P
P P P
P P P P P P
P P P P P P P
P P P P P
P P P
P
For the next possible move, the peg at “12” (or the peg
at“13”) could jump up to the empty space at “2” (or “3”). The
object of the game is to make a total of 39 jumps which will
leave a single peg somewhere on the board. (Most trials will
run out of legal moves before obtaining a single peg
position.)
For example, if you start with the hole at position “1”
it is possible to leave a single peg at position “3” or at
position “18” after a total of 39 moves. In fact there are
300,957,589,551,875,598,436 game sequences that will leave a
single peg at position “3”. If you printed out a list of these
winning sequences using single space printing at 6 solutions
per inch (no top or bottom margins) , on continuous paper, the
list would be more than 3,300,000,000 times longer than the
average distance from the earth to the moon. Surely, there
shouldn’t be any trouble finding at least one of these
solutions. (Smirky grin)
O
O O P
O
O O O O
O O O O O
O O
O O O
O O O O O O
O O O O
O O O
O O O O O
O O O
O
The bad news is that there are more than
1,600,000 times as many possible game sequences that will not
produce the above winning position. (If you want to cheat,
scan down the page for an example of a winning sequence.)
Finding
any/all Possible Solutions
The game rules state that a
player has a choice of what hole should be left open at the
start of the game. Only 12 of the 41 possible initial
positions can lead to a winning game. The diagram below shows
what initial holes can lead to a winning game vs. those that
have no single peg solution.
L
W L W
L L W L L
W L L L L
L W
L L W L L L
W L L
W
L L L L L W
L
L W L L
W L W
L
If you start with the initial hole at any of the
“L” positions, it is impossible to win the game. The best that
could happen is that you are left with 2 pegs that are
separated (no legal move). If you start in any of the “W”
positions, it is possible to win. If you start with the
initial open hole at “1”, it is possible to end with a single
peg at position 3 or position 18. If you start with the
initial open hole at “6”, it is possible to end with a single
peg at either position 9, 15, or 34. There is no way to leave
a single peg at any initial start hole. (Use reflections and
or rotations to solve for the other “W” initial holes.)
Game Results
For the results below, we will examine what
happens if the initial hole is in positions 0, 1, 2, 4, 5, 6,
11, 12, and 20. Rotations and/or a reflection (mirror image)
can be used to obtain all other possible initial positions.
0
1 2 3
4 5 6 7 8
9 10 11 12 13 14 15
16 17 18 19 20 21 22 23 24
25 26 27 28 29 30 31
32 33 34 35 36
37 38 39
40
If the initial hole is at position “0”, there are
62,933,236,442,662,739,091,668,888 possible game sequences.
None of these will lead to a single peg solution.
If the initial hole is at position “1”, there are
486,807,777,048,720,709,128,907,245 possible game sequences. A
winning sequence will leave a single peg in position 3 or 18.
(There are no other single peg solutions.)
The number of possible winning sequences for
each, and a sample solution for each are shown below.
Total Possible
Games: 486,807,777,048,720,709,128,907,245
Final peg at
“3”:
300,957,589,551,875,598,436 ways to win
Final peg at
“18”:
432,196,735,777,422,403,975 ways to win
No solutions for any other final peg position.
<- Initial hole at “1” ->
Move
Last Peg
Last Peg
Number
at
3
at 18
-------------------------------------
1 3
to 1 3
to 1
2 12
to 2 12
to 2
3 0
to 6 0
to 6
4 10 to
12 10 to 12
5 12
to 2 1
to 11
6 4
to 6 7
to 5
7 2 to
12 12 to 10
8 8
to 6 9
to 11
9 21
to 7 21
to 7
10 15 to
13 8
to 6
11 7
to 21 5
to 7
12 26 to
10 15 to 13
13 9
to 11 7 to
21
14 12 to
10 26 to 10
15 16 to
18 10 to 12
16 10 to
26 16 to 18
17 30 to
14 28 to 26
18 24 to
22 12 to 28
19 28 to
30 25 to 27
20 26 to
28 30 to 14
21 31 to
29 24 to 22
22 14 to
30 28 to 30
23 37 to
27 31 to 29
24 28 to
26 14 to 30
25 25 to
27 30 to 28
26 19 to
33 39 to 29
27 30 to
28 33 to 35
28 39 to
29 19 to 33
29 33 to
35 32 to 34
30 36 to
34 35 to 33
31 21 to
35 21 to 35
32 35 to
33 36 to 34
33 40 to
34 33 to 35
34 28 to
38 40 to 34
35 32 to
34 35 to 33
36 38
to 28 37 to 27
37 28
to 12 28 to 26
38 12
to 2 26 to
10
39 1
to 3 4 to
18
It should be remembered that
the above solution sequences are a result of computer
searches. Search algorithms have a defined search sequence.
For the above solutions, the search sequence for each
move/round will favor moves that use low numbered pegs.
If the initial hole is at position “2”, there are
487,195,565,098,594,440,432,285,556 possible game sequences.
None of these will lead to a single peg solution.
If the initial hole is at position “4”, there are
533,228,978,299,382,247,075,241,858 possible game sequences.
None of these will lead to a single peg solution.
If the initial hole is at position “5”, there are
767,645,130,872,338,358,597,209,194 possible game sequences.
None of these will lead to a single peg solution.
If the initial hole is at position “6”, there are
1,077,593,175,825,139,048,472,127,936 possible game sequences.
A winning sequence will leave a single peg in position 9, 15,
or 34. (There are no other single peg solutions.)
The number of possible winning sequences for
each, and a sample solution for each are shown below.
Total Possible Games:
1,077,593,175,825,139,048,472,127,936
Final peg at
“9”:
432,196,735,777,422,403,975 ways to win
Final peg at
“15”:
432,196,735,777,422,403,975 ways to win
Final peg at
“34”:
2,212,487,273,101,839,099,948 ways to win
No solutions for any other final peg position.
<--------- Initial hole at “6” --------->
Move
Last
Peg
Last
Peg
Last
Peg
Number
at
9
at
15
at 34
-----------------------------------------------------
1 0
to 6 0
to 6 0
to 6
2 12
to 2 12
to 2 12
to 2
3 4
to 6 8
to 6 4
to 6
4 2 to
12 2 to
12 2 to 12
5 19
to 5 21
to 7 19
to 5
6 1 to
11 3 to
13 1 to 11
7 17 to
19 19 to
21 21 to 19
8 19
to 5 5
to 19 7 to
21
9 9 to
11 9 to
11 15 to 13
10 5
to 19 19 to
5 19 to 5
11 32 to
18 1 to
11 9 to 11
12 19 to
17 12 to
10 5 to 19
13 16 to
18 14 to
12 21 to 7
14 21 to
19 17 to
19 3 to 13
15 7
to 21 4 to
18 12 to 14
16 15 to
13 19 to
17 23 to 21
17 21
to 7 16 to
18 8 to 22
18 3
to 13 26 to
10 21 to 23
19 12 to 14
28 to
26 24 to 22
20 23 to
21 25 to
27 26 to 10
21 8
to 22 30 to
14 16 to 18
22 21 to
23 15 to
13 10 to 26
23 24 to
22 12 to
14 30 to 14
24 30 to
14 24 to
22 28 to 30
25 28 to
30 14 to
30 26 to 28
26 36 to
22 30 to
28 31 to 29
27 14 to
30 28 to
26 28 to 30
28 31 to
29 32 to
18 36 to 22
29 35 to
21 10 to
26 14 to 30
30 33 to
35 37 to
27 37 to 27
31 19 to 33
26 to
28 35 to 33
32 37 to
27 35 to
33 40 to 34
33 39 to
29 40 to
34 33 to 35
34 21 to
35 33 to
35 39 to 29
35 40 to
34 39 to
29 30 to 28
36 35
to 33 28 to
30 28 to 26
37 33
to 19 36 to
22 25 to 27
38 19
to 17 21 to
23 19 to 33
39 25
to 9 31 to
15 32 to 34
In the above solutions, note that an alternate
last 3 moves for the single peg at 15 will leave the last peg
at 34.
If the initial hole is at position “11”, there
are 1,709,645,137,625,890,434,697,658,372 possible game
sequences. None of these will lead to a single peg solution.
If the initial hole is at position “12”, there
are 979,317,477,406,419,751,349,922,520 possible game
sequences. None of these will lead to a single peg solution.
If the initial hole is at position “20”, there
are 1,948,782,260,394,377,761,729,142,224 possible game
sequences. None of these will lead to a single peg solution.
Total
Positions/Total Games
The theoretical maximum number of positions that
could be encountered in any arbitrary game is limited by 2
41
= 2,199,023,255,552. A hole can be in any of 2 states
(occupied or not occupied) and there are 41 holes.
In practice, most of these potential positions
can not be reached in any game. The following table gives the
number of possible positions that could possibly be seen given
the initial empty hole.
Initial
Total
Possible
Total Possible
Hole
at:
Positions
Games
0
13,975,565,325
62,933,236,442,662,739,091,668,888
1
23,055,659,092
486,807,777,048,720,709,128,907,245
2
17,762,974,938
487,195,565,098,594,440,432,285,556
4
21,897,781,775
533,228,978,299,382,247,075,241,858
5
20,181,660,511
767,645,130,872,338,358,597,209,194
6
26,521,227,887
1,077,593,175,825,139,048,472,127,936
11
28,351,107,848
1,709,645,137,625,890,434,697,658,372
12
21,562,385,456
979,317,477,406,419,751,349,922,520
20
25,210,747,608
1,948,782,260,394,377,761,729,142,224
For any initial hole, a detailed depth first
search would have to keep interim data for each of the
possible positions that might occur. (Each position is a
“node” in the “search tree”) As seen above, this varies from
13 to 29 billion per initial hole. Interim data would include
pattern recognition ability, number of games/wins, etc. in the
subtree below the particular tree node, etc. A complete
tabulation would require well in excess of 128 GB of computer
RAM.
Shortest (Worst) Possible
Game
If you start with the empty hole at “0”, “1”, or
“12” (or any of the rotational and/or mirror reflections of
these positions), it is possible to hit a “dead end” (no more
moves) in just 10 moves.
If you start with the hole at “0”, there are 448
move sequences that hit a dead end after 10 moves. Here's one
of these sequences:
Move
Number
Move
---------------------
1 6
to 0
2 20
to 6
3 10 to 12
4 13 to 11
5 15 to 13
6 34 to 20
7 26 to 28
8 29 to 27
9 31 to 29
10 40 to
34
Which produces the
following pattern:
P
P O P
P P
P P P
P O
P O P O O
P P
P P P P P P P
P O
P O P O O
P P
P P P
P O P
O
If you start with the hole at “1”, there are 32
move sequences that hit a dead end after 10 moves. Here's one
of these sequences:
Move
Number
Move
---------------------
1 11
to 1
2 27 to 11
3 17 to 19
4 20 to 18
5 22 to 20
6 7
to 21
7 24 to 22
8 29 to 13
9 37 to 27
10 39 to
29
Which produces the following pattern:
P
P P P
P O
P O P
P P
P P P P P
P O
P O P O P O O
P P
P P P P P
P O
P O P
O P O
P
If you start with the hole at “12”, there are 512
move sequences that hit a dead end after 10 moves. Here's one
of these sequences:
Move
Number
Move
---------------------
1 2
to 12
2 20
to 6
3 10 to 12
4 13 to 11
5 15 to 13
6 34 to 20
7 26 to 28
8 29 to 27
9 31 to 29
10 40 to
34
Which produces the
following pattern:
P
P O P
P P P P P
P O P O P O O
P P P P P P P
P P
P O P O P O O
P P P P P
P O P
O
The Computer
Algorithms
All of the above results were obtained by
exhaustive computer searches. There are two main algorithms
involved – breadth first search and depth first search. Each
has its own advantages and disadvantages.
A depth first search is similar to the classic “mouse
in a maze”. In a simple maze, if you keep your right
hand on the right wall (and continue to do so at all corners,
intersections, etc.), and if the maze has only one entrance;
you will eventually make a complete tour of the maze. A
left hand rule will also work. A “simple” maze is a “tree”
where there is exactly one path between any two points in the
maze.
If the maze is complex (has multiple paths between any
two points – which allows the mouse to go in circles), if you
drop “cookie crumbs” along your path, and if you backtrack
whenever your search encounters some of the “cookie crumbs”;
then either the right or left hand rule will again generate a
complete maze tour. (The cookie crumbs are used as a
memory/history system that says: "Been here before, done that,
don't have to do it again.)
A complete maze tour will find all solutions to
the 41-hole peg problem. A simple maze tour (as described
above) takes a minimal amount of computer memory. The bad news
is that it takes a long time.
For the 41-hole peg problem, we noted earlier
that the “smallest” number of potential games exist if you
start at position “0”. If your depth first search could
process the 62,933,236,442,662,739,091,668,888 possible game
sequences at the rate of 1,000,000,000 per second, then it
would take nearly 2 billion years to discover that there are
no solutions if the initial hole is at position “0”. If the
initial hole were at “20”, it would take more than 30 times as
long to discover that “20” doesn’t have any solutions either.
The execution time for a depth first search can
be significantly shortened (for a “complex” maze) if the
computer program keeps track of “positions” as the search
progresses. (For the 41-hole peg game, a “position” is any
pattern of occupied vs. not occupied holes).
Whenever the search encounters a pattern that has
been seen before, the computer program can simply use the
prior known results that were previously discovered starting
at that position. The subtree search below the position (the
“node”) does not have to be searched again. This produces a
huge saving in search time. The trade-off is that you need a
method for quickly finding your prior result. You also need
lots of RAM as there are billions of these prior patterns.
The second type of computer search is “breadth
first”. In a “breadth first” search, instead of sending a
single mouse into the maze, you send an army of mice. For the
41-hole peg game the required army was over 5,000,000,000
mice. (Which also translates into a lot of RAM for the
computer program.)
Initially, you send the army of mice into the
maze entrance. Then everyone takes one step forward. The
search consists of “one step at a time” sequences.
Whenever there is an intersection in the maze, part of the
army takes one branch while the rest of the army takes the
other branch. Over a sequence of steps, the army will
subdivide into smaller and smaller platoons. Any time a
platoon (or single mouse) reaches a dead end, that particular
platoon (or single mouse) is instantly transported to some
other location where more mice are needed.
The above approach will explore the whole maze in
a relatively short period of time. For the 39 jumps in a game,
it means “one step at a time” is repeated 39 times. As
mentioned above, it requires a lot of computer RAM for the
“breadth” of the army. In this particular case, the computer
program required nearly 128GB of RAM. The good news is that
this approach is significantly faster and needs less RAM than
the depth first with history. The bad news is that even though
total solutions are counted, a breadth first search doesn't
remember how a solution was found. Thus it cannot output a
single solution path. If you want to count positions that lead
to a solution, or output the actual solution moves; you need
depth first.
We can trace the progress of a breadth first
search by using the initial hole at position “2” example.
Initially, there is only one position – there is a hole at
position “2”. For the first “one step at a time”, we try all
100 potential moves that can be made on the board. Only one of
these 100 can be used for “move 1” which leads to just one
possible board position.
For “move 2”, we try all possible 100 moves on
the single board position that resulted from move 1. This
produces 6 possible board configurations after 2 moves.
For “move 3”, we try all possible 100 moves on
each of the above 6 possible board configurations. This
produces 32 possible board configurations.
The process continues for the 39 potential moves.
In the middle of the game the process produces billions of
possible board positions. As the process approaches the end of
the game, the number of possible board configurations begins
to decrease. At each step of the way, the computer program
cumulates the number of ways to get to each board
configuration. At the end of 39 moves, all that is left are
the single peg solutions (if any).
For the history and solution analysis of various Peg Solitaire
games, please see George Bell's web page at:
http://www.gibell.net/pegsolitaire/index.html
Also please see:
http://www.durangobill.com/Peg37.html
for 37-hole peg solitaire analysis
http://www.durangobill.com/Peg33.html
for 33-hole peg solitaire analysis
and
http://www.durangobill.com/PegSolitaire.html
for 15-hole peg solitaire analysis
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