In this discussion we examine the famous Towers
of Hanoi puzzle from an OR/MS perspective, focusing on its educational
content. We show that this puzzle provides an excellent environment
for illustrating a number of fundamental OR/MS problem-solving
concepts in general and dynamic programming concepts in particular.
In addition to the popular 'min' version of the problem, we also
present an interesting but rather neglected 'max' version. On-line
interactive modules are included.
Introduction
The Towers of Hanoi is a classical puzzle. It is
regarded as a must in computer science subjects dealing with recursions.
It is normally cast as a legend concerning - among other things
- the end of the world. The good news is, however, that due to
the explosive nature of 2n we have a long way to go
. From an OR/MS point of view the puzzle is a combinatorial optimization
problem and it will be therefore treated as such in this discussion.
Here is a typical wordy description of the problem:
It is said that after creating the world God set
on Earth three rods made of diamond and 64 rings of gold. At
the creation they were threaded on one of the rods in order
of size, the largest at the bottom and the smallest at the top.
God also created a monastery close to the rods. The monks' task
in life is to transfer all the rings onto another rod. The only
operation permitted consists of moving a single ring from one
rod to another, in such a way that no ring is ever placed on
top of another smaller one. When the monks have finished their
task, according to the legend, the world will come to an end.
This popular description suggests that the puzzle
is of ancient Eastern origin. However, it seems that it was invented
only in 1883 by the French mathematician Edouard Lucas.
Some toy shops sell inexpensive (plastic, metal, or wooden) implementations
of the original diamond-gold version, typically with a small number
of rings (much smaller than the original 64). Here is picture
of a size 5 version of the puzzle.
Figure 1
In what follow we present an OR/MS anatomy of the
puzzle, including a detailed derivation of the functional equation
of dynamic programming for the optimal policy. It is then shown
that this popular recursive formulation can be simplified into
a non-recursive incremental policy with minimal (constant) memory
requirements. We also consider the (neglected) case where the
objective is to maximize the number of (acyclic) moves.
The main objective is to show that the puzzle is very rich educationally
and that it offers excellent material for OR/MS subjects.
Math Formulation
The wordy description of the problem is somewhat
ambiguous with regard to a very important aspect of the problem:
are the monks trying to prolong their task, or are they trying
to complete it as quickly as possible? However, the literature
is dominated by the 'min version' of the problem: the monks are
trying to complete the task as quickly as possible!
Therefore, we shall first consider the popular 'min version' and
then the 'max version' of the problem.
Also, we do not have the resources to play this game with diamond
rods and gold rings. We shall replace the rods with wooden platforms
and the rings with 3D trapezoidal plastic pieces. For ease of
identification, the pieces will be labelled 1,2,...,n. Let P denote
the set of all pieces, namely set P={1,2,3,...,n}. We shall refer
to the three platforms as Left, Right and Center, and assume (with
no loss of generality) that initially all the pieces are on Left
and they are to be moved to Right. And just for good measure we
shall regard the number of pieces as a parameter, call it n. This
is the picture then for a game of size n=5:
Figure 2
Two things are of interest to us, namely:
what is the minimum number of moves that will be required
to solve a problem of size n?
what is the optimal sequence of moves for a problem of size
n?
It turns out that the answers to these two related
questions can be obtained in a straight forward manner using standard
dynamic programming techniques (see Sniedovich (1992) ). However, before we do this let us consider
the following issue.
What is a proper Math translation of the wordy description of
the problem given above? As indicated in Sniedovich (2001) , games of this nature can be viewed as sequential
decision problems and be stated mathematically as follows:
Problem Q:
z* :=
min
x1,...,xk
k
(1)
s.t.
sk+1 = s
(2)
sj+1 = T(sj,xj) , j=1,2,...,k
(3)
xj in D(sj) , j=1,2,...,k
(4)
where
xj = decision made at stage j of the
process.
sj = state of the process at stage j. (s1
is given)
s = target state of the process
(given).
D(sj) = set of feasible decisions when the process
is in state sj.
T = Transition function. That is, sj+1=T(sj,xj)
is the next state of the process given that the current state
is sj and the current decision is xj.
In words, the objective is to minimize the number of transitions
required to move from the initial state of the process (s1)
to the specified target state (s)
subject to the transition function (T) and the feasibility conditions
(imposed by D). Note that in this context the initial state of the
process is given. By definition then, z* is the optimal value of
k, namely the minimum number of transitions required to solve the
puzzle.
In the case of the Towers of Hanoi problem the state variable can
be defined as a triplet s=(L,C,R) where: L = set of pieces on Left,
C= set of pieces on Center and R = set of pieces on Right. If we
let E denote the empty set then the initial state is s=(P,E,E) and
the target state is s=(E,E,P), recalling that P represents the set of
all the pieces, namely P={1,2,...,n}.
Next, let us define the decision variable. Since the state variable
provides full information on how the pieces are distributed among
the platforms, and since the pieces are arranged in decreasing size
on each platform, a move (decision) can be described as a pair x=(a,b)
where a represents the platform from which the piece is taken and
b represents the platform to where the piece is moved. Thus, x=(a,b)
represents the decision "move a piece from platform a to platform
b". For example, x=(Right,Left) represents the decision "move a
piece from Right to Left".
In view of the restrictions on the manner in which pieces are arranged
on the platforms, it follows that x=(a,b) is feasible if and only
if either the smallest piece on platform a is smaller than the smallest
piece on platform b, or there are no pieces on platform b. Thus,
D(s) is the set of all feasible pairs x=(a,b) associated with state
s=(L,C,R). For example, consider the case where P={1,2,3,4,5}, L={5},
C={1,2,3,4}, R=E. Then for this case D(s)={(L,R),(C,R),(C,L)}. The
picture is then this:
Figure 3
In view of these definitions, the transition function
T operates as follows: T(s,x) is the new arrangement of pieces
on the platforms given that the current arrangement is s=(L,C,R)
and the decision x=(a,b) has been implemented (a piece was moved
from platform a to platform b). For example, for P={1,2,3,4,5},
L={5}, C={1,2,3,4}, R=E we have
In the usual DP manner we decompose the original
problem into related subproblems so that the solutions to the
subproblems could be used to construct the solution to the original
problem. In the context of the sequential decision problem (1)-(4),
the subproblems are represented by the states of the process.
The question is then: in the context of the Towers of Hanoi problem,
what states should be used in the construction of an optimal solution
to the original problem?
The answer is this: In order to move the largest piece from Left
to Right it is necessary to move the other n-1 pieces from Left
to Center. Given this, we can then move the largest piece to Right
and to complete the job we have to move the n-1 pieces from Center
to Right. The following pictures illustrate this observation in
the case where n=5.
Note that by construction, Problem Q is equivalent to Problem
Q(s*,s*) where s* is the initial
state of the original problem, namely s*=(P,E,E) and s*
is the target state of the original problem, namely s* = (E,E,P) . So in view of the discussion above it follows that
the optimal solution to Problem P will pass through state s'={{n},{1,2,...,n-1},E}
and then through state s"=(E,{1,2,...,n-1},{n}) on the way to
the target state s*= (E,E,P}.
This conclusion can be stated formally as follows:
f(s*,s*) =
M(s*,s') + 1 + M(s",s*)
(10)
where M(a,b) is the number of moves required by the optimal solution
to the original problem to move from state a to state b.
The following question then arises: how do we determine the values
of M(s*,s') and M(s",s*)?
Since our objective is to minimize the total number
of moves, and since the tasks represented by M(s*,s') and M(s",s*)
are independent of each other (there are no loops), it follows
that M(s*,s') is equal to the minimum number of transitions required
to move from state s* to state s'. Similarly M(s",s*) is equal to the minimum number of transitions required to move
from s" to s* ). So in view
of the definition of Problem P(s,s) it follows that
This property of the optimal solution of the original
problem is a common manifestation of Bellman's Principle of Optimality.
In this context it implies that any subpath of the optimal solution
is optimal with respect to its end-points, that is its own initial
and final states (Sniedovich [1992] ).
This is the DP functional equation for the minimum
number of transitions required to complete the puzzle. We can
write down a similar functional equation for the optimal decisions
but it is more convenient to do this in the context of the much
more attractive formulation that we consider in the next section.
A close examination of the DP model used in the
preceding sections reveals that many of the subproblems are equivalent
in the sense that their f(s,s) values are identical and their optimal decisions are similar.
In particular, the minimum number of transitions required to move
m pieces from platform a to platform b, assuming that all the
pieces on the other platform are greater than all those placed
on these two platforms, depends only on m.
Let then F(m) denote the minimum number of transitions required
to move m pieces from one platform to another given that all the
remaining pieces are larger than those being transferred. Then
it would follow from (12)-(13) that
This result is consistent with the output of Module
1 provided below: for n=5 we have F(5) = 25-1 =
31.
Similarly, as far as the optimal decisions are concerned, what
really matters is how many pieces are being moved from where to
where. Thus, let X(m,a,b) be the optimal sequence of decisions
for moving the top m pieces from platform a to platform b, assuming
that these pieces are all smaller than all the other pieces placed
on the three platforms. Then clearly,
where c denote the platform which is neither a
nor b and x , y denotes the sequence obtained
by concatenating sequence x and sequence y, eg for x=(1,2,4) and
y=(6,5,3) we have x , y = (1,2,4,6,5,3).
In words, the optimal sequence of decisions for moving m pieces
from platform a to platform b is the concatenation of three sequences:
optimal sequence of decisions for moving the top n-1 pieces
from platform a to platform c
moving the piece that was left on platform a to platform b
moving the m-1 pieces that were placed temporarily on platform
c to platform b.
This fact can be deduced directly from the discussion
in Decomposition.
Since X(1,a,b) is trivial, namely it is simply "move one piece
from platform a to platform b", Corollary 2 can be easily implemented
(recursively) for small values of m. For example, for m=3 we have
X(3,a,b) = X(2,a,c) , X(1,a,b) , X(2,c,b)
(17)
Applying Corollary 2 to the terms involving m=2
we obtain
For the benefit of readers who are not familiar with
this puzzle we provide below an eToy version of the game based
on (19) so that they can observe the behaviour of the optimal
solution.
Module 1
Since X(m,a,c) is easily obtained from X(m,e,d) by a simple substitution,
it is only necessary to compute X(n,?,?) for one pair of platforms.
The optimal solutions for all other combinations of platforms for
the given value of m can be easily derived from this pair by simple
substitution. For example, observe that X(2,c,b) can be obtained
from X(2,a,c) by the following substitution: a -> c ; b -> a ; c
->b. This means that the functional equation can be solved iteratively
(bottom-up) rather than recursively (top-down). That is, such a
procedure will start by computing say X(1,L,C) and then X(2,L,C)
and then X(3,L,C) and so on up to X(n-1,L,C). Whenever X(m,a,b)
is needed for other combinations of platforms, the respective X(m,L,R)
sequences will be transformed accordingly to yield the desired sequence.
Figure 5
It should be pointed, however, that while this could be an improvement
on the strictly recursive procedure, the main difficulty still remains:
to solve a problem of size m+1 it is necessary to store an optimal
sequence of decisions for a problem of size m, and this sequence
is of length 2m. Even for moderate values of m this will
be prohibitively demanding as far as memory is concerned. In particular,
in relation to the original version of the problem,
263 = 9223372036854776000
is a very large number. Indeed, your current computer does not have
enough memory to cope with this requirement and it is doubtful that
you will ever own a computer capable of storing the sequence of
optimal solutions for a problem of size n=64.
It would be nice if we could develop an iterative
incremental solution procedure for this problem such that
to determine the next optimal decision it is not necessary to
know the entire sequence of previous decisions. Rather, it will
be sufficient to know, say just the content of each platform and
which piece was moved last.
The following observations regarding the structure of the optimal
policy are derived directly from the fact that according to the
rules of the game the smallest piece is always the top piece on
one of the platforms and that there are only three platforms:
Lemma 1: The next piece to be moved is the smallest
eligible piece, where "an eligible piece" means a piece satisfying
the following conditions: (i) it is not the piece that was moved
in the last transition (ii) it is the smallest piece on its
platform. Hence, there are at most two eligible pieces.
Lemma 2: The rule implied by Lemma 1 means that if
the smallest eligible piece is not the smallest piece (the piece
labelled 1) then there is no choice in the destination of the
piece: the piece must be moved to the third platform (the one
that does not contain the smallest piece). For example, if the
top pieces on the three platforms are 1, 5 and 4 and piece 1
was moved in the last transition, then we now have to move piece
4 on top of piece 5.
Lemma 2 implies that there is a simple iterative rule for moving
the next piece if this piece is not the smallest piece. Thus, all
that needs to be determined is how to move the smallest piece.
It turns out that this is not difficult to do.
In fact, the rule for this can be observed, by inspection, from
the decision tree of the recursive solution, or even from the
recursive formula of the optimal rule, namely from (16), recalling that X(m,a,b) denotes the optimal solution to a
problem involving m pieces which are to be moved from platform
a to platform b. This rule can be summarized as follows:
Lemma 3:
The first move generated by X(m,a,b) is "move a piece from platform
a to platform b" if m is odd, and it is "move a piece from platform
a to platform c" if m is even. For example, the first move of
X(3001,Left,Right) is "move a piece from Left to Right", and
the first move of X(60456,Left,Right) is "move a piece from
Left to Center".
Lemma 4:
The moves generated by X(m,a,b) have the following properties:
The odd pieces move in accordance with the pattern (a,b,c,a,b,c,a
....) if m is odd; if m is even they follow the pattern
(a,c,b,a,c,b,a,...).
The even pieces follow the opposite direction: they move
in accordance with the pattern (a,c,b,a,c,b,a,...) when
m is odd and the pattern (a,b,c,a,b,c,a ....) when m is
even. For example, X(3097,L,R) generates moves such that
the odd pieces follow the pattern (L,R,C,L,R,C,L,...) and
the even pieces follow the pattern (L,C,R,L,C,R,L,...).
Note that there are two basic patterns: one for
cases where m and n have the same parity and one for cases where
m and n have different parity. Thus it is useful to introduce
the following:
Definition: Patterns.
The Match Pattern for moving pieces from platform a to platform
b is (a,b,c,a,b,c,....) and the MisMatch pattern is (a,c,b,a,c,b,...).
So here is Lemma 4 expressed in terms of the two
basic patterns.
Lemma 5:
The moves generated by X(m,a,b) have the following property:
Each piece moves (throughout the game) either in accordance
with the Match Pattern or in accordance with the MisMatch Pattern,
depending on whether the piece has the same parity as m.
The optimal policy has many other interesting properties.
For example:
Lemma 6: In a game of size n the optimal policy moves
the m-th smallest piece for the first time in transition number
2m-1 and altogether this piece is moved exactly 2(n-m)
times. In particular, the smallest piece is moved exactly 2(n-1)
times, that is every second transition moves the smallest piece.
Thus, the total number of moves generated by the
optimal policy for a game of size n is equal to
Recall that it is not necessary to have an explicit
rule to determine how pieces other than the smallest piece should
be moved. If you have to move a piece other than the smallest
one you basically do not have a choice. That is, immediately after
you move the smallest piece, you must move the second smallest
top piece and you have no choice as to where it should be moved:
it must be moved to the platform whose top piece is the largest.
For example, suppose that you are in the middle
of the game, trying to move 5 pieces from Left to Right and you
observe the following arrangement:
Figure 6
What should be your next move?
There are two possibilities, depending on which piece was moved
last: if the smallest piece was moved last, then you have no choice:
the only thing you can do is move the 2nd smallest top piece (piece
number 2) to Right. If the smallest piece is eligible, then (according
to the Match Pattern) you move it to Left.
Thus, as far as on-line games are concerned, this recipe can deal
with puzzles of any size. The limiting factor is the player's
time!
In view of the role that the smallest piece plays in this analysis,
the reader may wish to observe on-line the path of this piece
using Module 1.
Towers of Hanoi Recipe
How to move n pieces from platform a to
platform b
(using the spare platform c)
If n is odd set Pattern = (a,b,c,a,b,c,...),
otherwise set Pattern = (a,c,b,a,c,b,...).
For k=1,2,...,2n-1 Do:
If k
is odd, move the smallest piece according
to Pattern.
If k
is even, move the second smallest top piece.
End Do
The memory requirements of this recipe are minimal: only four very
small pieces of information are needed:
Three static details:
The pattern to be used (Match or MisMatch), the 'origin' platform
and the 'target' platform.
Dynamic details:
Either the iteration number or the content of the three platforms
(this is uniquely determined by the content of any two platform).
The dynamic details, in particular the information
about the content of the three platforms, is consistent with the
structure of the state variable of the dynamic programming model
(5)-(9).
You can use the following interactive module to experiment with
the above recipe.
Instructions
Problem Size
Use a small (<10) size if you want to use the 'report' button to generate
a report of the entire sequence of optimal decisions (there
are 2^n-1 such decisions). You can use larger size values
to generate individual decisions via the 'iterate', 'next'
and 'previous' buttons.
>9
Use this option in the Problem Size menu if you want to use the 'report'
button for problems of size greater than 9. Once you use the
'report' button with this option you will be allowed to try
to generate reports for problems of any size listed in the
Problem Size menu (and in all likelihood run out of memory!).
Use this button to terminate the operation
triggered by the 'report' button if it takes too long .
Terse
Full
Generates the optimal sequence of moves for the problem. Use only for
small problems (<9), otherwise your browser will run out
of memory, especially if you select the 'Full' option.
Generates the optimal decision for the
iteration specified by the # field. Can handle large problems
(say of size 1-40) depending on your browser's ability to
deal with very large integers.
#
Use this field to specify the iteration number you are interested in.
You can use the 'cut and paste' tool of your browser to fill
in this field.
Displays the record of all the iterations
generated by the 'next' and 'previous' buttons since the last
click on the 'iterate' button.
Range
The range of feasible values of the entry specified in the # field,
namely {1,2,...,2n-1}, where n is the problem's
size.
Generates the next optimal decision relative
to the iteration specified by the # field.
Generates the previous optimal decision
relative to the iteration specified by the # field.
Module 2
More details on this game and its history can be
found in Roth (1974) and Hayes (1977).
Needless to say, the game is irresistible for animators and this
is reflected in the many interactive modules for this game available
on the web (see Yahoo's directory of Math Problems, Puzzles and Games). Such
modules also feature in the OR/MS oriented tutOR and tutORial web sites and IFORS
On-line Encyclopedia (IOE).
One natural generalization of the conventional
Towers of Hanoi game is the Reve's Puzzle (see Rohl (1986),
Lu (1989)) introduced by England's greatest puzzlist H.E. Dudeney
in 1907. In this puzzle there are four stools rather than three
pegs and the pieces are not golden rings but rather blocks of
cheese!
Needless to say, there are also so called "multipeg" Towers of
Hanoi games, namely games where the number of pegs can be larger
than 4 (see Boardman et al(1986) and Lu
(1990)).
Students are often puzzled that the DP functional
equations (14) and (16) do not include the beloved 'min' operator.
After all, aren't we supposed to minimize the number of moves?
If so, how come that this is not reflected explicitly in the DP
functional equation?
For this reason it is pedagogically useful to consider the following
very natural (but very neglected!) version of the Tower of Hanoi
problem: What happens if we try to maximize rather then minimize the number of moves? After
all, to delay the end of the world, the monks might have decided
to adopt the 'max' rather then the 'min' policy!
In any case, it turns out that this version of the Tower of Hanoi
problem is more challenging then the conventional one. More importantly,
this unorthodox version of the problem is instrumental in explaining
the DP formulation of the conventional problem and provides a
distinct OR/MS flavour to the problem as a whole.
Of course, this version of the problem is of no interest if cycles
are allowed, for in this case the number of moves is unbounded.
The challenge is then to find an acyclic optimal policy. In the
sequel we shall refer to this version of the problem as the 'max
version' and assume that no cycles are allowed.
We now show that the optimal solution to the 'max version' consists
of 3n - 1 moves and present a O(3n) time
and constant memory algorithm for generating this solution. But
before we do this, let us investigate where the missing 'min'
is hiding in the DP functional equations for the conventional
('min') version of the problem, namely in (14) and (16).
Unlike most DP functional equations that appear in the OR/MS literature
for optimization problems, here there are no explicit decision
variables, hence nothing to minimize explicitly. The minimization
is nevertheless very much behind the scene. More specifically,
it plays a major role in two places:
Definitions of F(1) and X(1,.,.,).
The reason why we assume in (14) that F(1)=1 is that the optimal
('min') solution for a problem of size m=1 is to move the piece
from the origin directly to the destination. Hence, it is clear
that X(1,a,b)="move a piece from a to b".
Elimination of obviously non-optimal decisions.
We implicitly ignore - and rightly so - the possibility of using
policies according to which the first time the largest piece
is moved, it is moved to the spare platform.
In short, the 'min' is hiding in the logic used
in Figure 4 to justify the structure of
F(m) and X(m,ab,b) given in (14) and (16), respectively: obviously-non-optimal
policies were eliminated on the fly implicitly. As we shall see
shortly, in the context of the 'max version' of the problem, things
are not so obvious and therefore this issue must be discussed
explicitly.
With this in mind let Y(m,a,b) denote the policy defined as follows:
Here is a sample of G(m) values and the respective
F(m) values:
Table 2
To show that Y(m,a,b) is indeed an optimal policy for the 'max
version' consider the following question: when the largest piece
(m) is moved for the first time, where should it moved to? Should
it be moved to platform c or to platform b? Under Y it is moved
to c, so to show that Y is optimal it is necessary to show that
Y is at least as good as any policy Z according to which the first
time the largest piece (m) is moved in line with Z(m,a,b) it is
moved to platform b.
Observe then that because there are three platforms, it is impossible
to move the largest piece more than twice without creating a cycle.
This means that the optimal policy should move the largest piece
first to the spare platform (c).
The following table depicts the states generate by an attempt
to move the largest piece to the destination (b) in its first
move. It shows that a deadlock occurs after 7 transitions.
Iteration No.
Origin (a)
Spare (c)
Destination (b)
Explanation
0
{1,...,m}
{}
{}
Initial state
1
{m}
{1,...,m-1}
{}
Intermediate state required to reach
the assumed state.
2
{}
{1,...,m-1}
{m}
Assumed state.
3
{1,...,m-1}
{}
{m}
We have to go this way to avoid a clash
with the state observed at Iteration 1.
4
{1,...,m-1}
{m}
{}
We have to go this way to avoid a clash
with the previous state.
5
{}
{m}
{1,...,m-1}
We have to go this way to avoid a clash
with the previous state.
6
{m}
{}
{1,...,m-1}
We have to go this way to avoid a clash
with the previous state.
7
{m}
{1,...,m-1}
{}
We have to go this way to avoid a clash
with the previous state.
Table 3
Hence
Theorem 5
Policy Ydefined by (21) generates
the maximum number of feasible moves (without cycles) for the
'max version' of the problem. Therefore, G(m) := 3m
- 1 is the maximum number of feasible moves (without cycles) for
the 'max version' of a problem of size m.
Proof. In view of the above, any optimal policy must first
move the largest piece to the spare platform and then to the destination.
In preparation for each such move the remaining m-1 pieces are
moved to the appropriate platform. Each such move is independent
of the other moves, hence such moves are uniquely defined by the
(relative) origin and destination platforms and the number of
pieces moved (m-1). This is precisely how Y is defined.
To confirm this result observe that there are 3n ways
in which n distinct pieces can be placed on 3 platforms (ignoring
the non-cycling constraint). Hence, 3n - 1 is an obvious
upper bound on the number of feasible moves in the 'max version'
of the problem. Since the policy Y defined above achieves this
number, it must be an optimal policy. Observe that the implication
of this is that the non-cycling constraint is not an obstacle
for generating all the 3n possible configurations.
It can be shown that policy Y has the following characteristics:
In accordance with Y(m,a,b), the smallest piece follows the
pattern (a,c,b,c,a,c,b,c,...).
In accordance with Y(m,a,b), the k-th smallest piece (k<=m)
moves exactly 2x3m-k times. In particular, the smallest
piece moves exactly 2x3m-1 times and the largest
piece (m) moves exactly twice.
Note that according to this, G(m) should be equal
to
Because the pattern used by the smallest piece under Y is so simple,
it is straight forward to generate the sequence of decisions induced
by Y in an iterative non-recursive manner with a constant (very
small) memory requirement. The time requirement is 3m-1
simply because there are that many moves. This means that - with
plenty of patience on your part - it is possible to solve large
'max version' instances of the problem.
You are encouraged to use the following interactive module to
experiment with the two versions of the problem. For obvious reasons,
reports are not provided for large problems. Adjust the "Delay"
parameter to your computer's speed so that you can clearly see
the patterns discussed above.
Module 3
In short, the optimal solution to the 'max version'
of the problem is capable of generating all the 3n
possible configurations of pieces on the platforms and this is
achieved by a simple pattern of moves. Although here - as in the
case of the 'min version' of the problem - the DP functional equation
does not have an explict 'opt' operator, there is an obvious need
to address the question of optimality explicitly.
The Towers of Hanoi game contains educationally
rich OR/MS material. It has been extensively used for many years
in introductory computer science textbooks. OR/MS lecturers engaged
in teaching subjects dealing with problems modelling/solving tools
should consider the inclusion of this game in their courseware.
This discussion is part of the author's effort Sniedovich (2002)
to encourge OR/MS lecturers to incorporate OR/MS games in their
lectures.
Boardman, J.T., Garrett,
C., and Robson, G.C.A. (1986), "A Recursive Algorithm for the
Optimal Solution of a Complex Allocation Problem using a Dynamic
Programming Formulation," The Computer Journal, Vol. 29,
No. 2, 182-186.
Brassard , G. and Bratley,
P. (1988) , Algorithmics: Theory and Practice, Prentice-Hall,
Englewood-Cliff, NJ, USA.
Hayes, P.J. (1977), "A note
on the Towers of Hanoi Problem," The Computer Journal,
Vol 20, No. 3, 282-285.
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To reference this paper, please use:
Sniedovich, M. (2002), "OR/MS
Games: 2. Tower of Hanoi." INFORMS Transactions
on Education, Vol. 3, No. 1,
http://ite.informs.org/Vol3No1/Sniedovich/