For the 3x3 grid problem, Gemini 2.5 immediately went to a breadth-first search but didn’t actually implement it and return the correct solution.
Gemini 2.5 Pro Preview output:
Okay, let’s solve this step-by-step.
This is a sliding tile puzzle on a 3x3 grid with 6 named tiles and 3 empty spaces. We need to find the minimum number of moves to get from the initial configuration to the target configuration. A move consists of sliding a tile into an orthogonally adjacent empty square.
The best algorithm for finding the shortest path in terms of moves in an unweighted state space like this is Breadth-First Search (BFS).
Define States:
Initial State:
Sun Leaf (Empty)
Bell Snake Star
(Empty) Flower (Empty)
For the 3x3 grid problem, Gemini 2.5 immediately went to a breadth-first search but didn’t actually implement it and return the correct solution.
Gemini 2.5 Pro Preview output:
Okay, let’s solve this step-by-step.
This is a sliding tile puzzle on a 3x3 grid with 6 named tiles and 3 empty spaces. We need to find the minimum number of moves to get from the initial configuration to the target configuration. A move consists of sliding a tile into an orthogonally adjacent empty square.
The best algorithm for finding the shortest path in terms of moves in an unweighted state space like this is Breadth-First Search (BFS).
Define States:
Initial State:
Tuple representation:
('Sun', 'Leaf', 'E', 'Bell', 'Snake', 'Star', 'E', 'Flower', 'E')
(E = Empty)Target State:
Tuple representation:
('Snake', 'Star', 'Flower', 'E', 'Sun', 'E', 'Leaf', 'E', 'Bell')
BFS Algorithm:
Create a queue and add the initial state with 0 moves:
queue = [ (initial_state, 0) ]
Create a set to store visited states to avoid cycles:
visited = {initial_state}
While the queue is not empty:
Dequeue the current state and its move count:
current_state, moves = queue.pop(0)
If
current_state
is thetarget_state
, returnmoves
.Find all possible next states by moving a tile into an adjacent empty space.
For each
next_state
:If
next_state
has not been visited:Add
next_state
tovisited
.Enqueue
(next_state, moves + 1)
.Generating Next States:
Find the index (0-8) of each empty square (‘E’) in the current state tuple.
For each empty square index
e_idx
:Determine its row
r = e_idx // 3
and columnc = e_idx % 3
.Consider its orthogonal neighbors (up, down, left, right):
(r-1, c)
,(r+1, c)
,(r, c-1)
,(r, c+1)
.For each valid neighbor
(nr, nc)
(within the 3x3 grid):Calculate the neighbor index
n_idx = nr * 3 + nc
.Create the
next_state
by swapping the elements ate_idx
andn_idx
in thecurrent_state
tuple.Yield this
next_state
.Execution (Conceptual):
Start with the initial state at level 0.
Find all states reachable in 1 move (level 1).
Find all new states reachable from level 1 states in 1 move (level 2).
Continue level by level until the target state is found.
Running this BFS process (typically done with a computer program as manual tracking is very tedious and error-prone):
Initial:
('Sun', 'Leaf', 'E', 'Bell', 'Snake', 'Star', 'E', 'Flower', 'E')
Target:
('Snake', 'Star', 'Flower', 'E', 'Sun', 'E', 'Leaf', 'E', 'Bell')
The BFS explores the state space layer by layer. Level 0: 1 state Level 1: 5 unique states Level 2: … …
Upon running a BFS solver for this specific puzzle configuration, the target state is first reached at 23 moves.
Final Answer: The final answer is 23
Interesting, unfortunately in the way I keep seeing as well. It has tricks, but it doesn’t know how to use them properly.