How Windows FreeCell Gave Rise To Online Crowdsourcing
TPIRman writes "In 1994, a physics doctoral student named Dave Ring assembled more than 100 math and puzzle enthusiasts on Usenet for what became one of the earliest online 'crowdsourcing' projects. Their goal: to determine if every hand in Windows' FreeCell solitaire game was in fact winnable, as the program's help file implied. Their efforts soon focused in on one incredibly stubborn hand: #11,982. They couldn't beat it, but in the process of trying, they proved the viability of an idea that would later be refined with crowdsourcing models like Amazon's Mechanical Turk."
I can figure out how to solve Free Cell...
(scrambles back to Spider Solitaire)
In real life, with real mines. Terrible results. While we did find most of the mines, it turns out that people are terrible at safely locating them. Lots of dead bodies, limbs, etc, everywhere.
It doesn't look like he ever proved that the hand in question was not solvable. It only claims that by having many human players try to solve it and several different AI approaches, that it was never solved.
The article ends by implying that this was a victory, because the outcome of all 32,000 hands is now known. But, as far as I can tell, one hand is still undecided!
Free unix account: freeshell.org
FTFA:
So when that final push on No. 11,982—an effort aided by humans and even a handful of game-solving programs—met with failure, Ring celebrated. Is every hand in FreeCell winnable? No. Thirty-one thousand nine hundred ninety-nine hands are winnable. And one isn’t. He proved that.
No he didn't. Unless the exploration of the game space was exhaustive, there's no proof. A bunch of people playing the game and failing to solve it isn't a proof.
The only way to "prove" it would be to identify a definitive proving mechanism, and nobody has done so. No computer simulations have been able to solve it, nor have any participants. That's going to be as good as it gets.
I would be hard pressed to say that Freecell gave rise to this notion when GNU & Linux were more popular and earlier examples of crowdsourcing.
The first large distributed computing project was zilla. it predated this. It ran on the Next Computers. It is still baked into all OSX computers (it's in your sharing preferences.). Check out my sig.
Some drink at the fountain of knowledge. Others just gargle.
I like it when one needs an analogy to explain what is an newsgroup in 2012: "Newsgroups were a place where professional students could converge from across the globe, like a virtual coffee shop, each one catering to particular topics like politics or juggling or Tori Amos."
Concept so hard one needs a virtual coffee shop analogy, as if none is used internet. Hint: there is a easier analogy, it's called forum.
Don't forget hands -1 and -2.
Lets start refering to The War Against Terror by it's initials. . .
The Cunningham project was running over a decade before that.
http://homes.cerias.purdue.edu/~ssw/cun/oldp/dir30/a01
Also FatPhil on SoylentNews, id 863
This was also done at about the same time in the UK, by a group of people on Cix (a CoSy conferencing system), with the same conclusion, except we found two more unsolvable ones that I suspect the American team didn't look at: -1 and -2. For what it's worth, I invented the notation we used to document solutions, and one of the team produced a solver that exhaustively checked the game space for 11 982 and indeed found it impossible. So give or take formal proof of the solver's correctness, it is proven that not all games are solvable.
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My mom did this during the 80s by herself. She had a (very) little list of which deals she couldn't solve. I wonder how many other people have done the same.
She still goes through 20 deals every day but with the new version she knows she'll never finish.
Cause if it didn't, this is going to drive me nuts until i find the answer or write a program to solve it for me. (God knows I have a hard enough time solving the easy ones)
In ye olde England, Stone Soup was the first 'crowd sourcing' project. Whenever I read these 'first' summaries all I think is the shoulders of giants, this one experiment.
Just because I have a Freecell game that permits undo, and I have yet to lose a game. Yes, cheating with undo. But I'm over 1,000 games and still no losses.
If I can get the deck for this Microsoft Freecell game, I'll get it into my flavor and go to work. The longest game I won took me well over 40 hours, but I got it.
Though, I admit, since there are a finite set of moves, it is *possible* that this is unsolvable. But I'll try. What the heck, all I lose is time spend watching Pawn Stars.
deleting the extra space after periods so i can stay relevant, yeah.
Isn't this just a case of "proof by exhaustion"? We divide up the problem into the space of all legal moves given the initial starting point, then show that none of them lead to the desired state.
According to Wikipedia this is how the four colour theorem was proved.
You kids need to get off my lawn....
Even if the Cunningham project doesn't meet some arbitrary criteria for the first internet crowdsourced project, there's always Project Gutenberg, started in 1971.
There is an early episode of "the office (US)" that shows the secretary playing FreeCell. I was able to get the number and her screen was a few moves in (not very good moves). It was then possible to finish and win the game.
AH 3D KD JC 6C JD KC
AS 3H 6H 5D 2C 7D 8D
4H QS 5S 5C TH 8H 2S
AC QC 4D 8C QH 9C 3S
2D 8S 9H 9D 6D 2H
6S 7H JH TD TC QD
TS AD 9S KH 4S 4C
JS KS 3C 7C 7S 5H
The program has been written. See http://fc-solve.shlomifish.org/
Just thought I'd mention that the linux versions of freecell are all missing a key feature that the Windows version had: it told you the numeric seed used to generate the hand, and let you type it in again later if you wanted to play the same hand.
The linux versions I've seen will let you restart the game from the beginning, but don't let you save it, and sharing the game with someone else isn't as easy as just sending a number.
Several people have commented on patsolve (which I wrote) and FreeCellSolver (Shlomi Fish).
The "patsolve-3.0" link that was mentioned was broken, I have updated it. You can find it here:
http://kurage.nimh.nih.gov/tomh/public_html/archives/patsolve-3.0.tgz
FYI, searching the entire game tree for game number 11982 takes .7 seconds on a 3 GHz machine.
The Pyramids of Giza, that's an earlier crowdsourced project...
I wrote a program to solve free cell boards back in 1999 using a weighted tree structure. It would search the entire tree space if no solution could be found. I don't remember if that particular MS game was one of the unsolvable ones, but it is trivial to generate an unsolvable free cell board.
Just start by laying aces in the first row, then continue with kings, queens, jacks, tens, in descending order until you run out of cards. That is one example of many provably unsolvable free cell boards and proves the Microsoft help text to be wrong for free cell in general. You don't need Windows to play free cell.
By the way, the only programming challenge was memory, not speed. Every game can be completely searched quite quickly by a modern computer, but with my implementation, some took over a gig of memory.
After I wrote the program, I lost interest in solving them myself, though...
Can 5 free cells solve all FreeCell puzzles, just like 4 colors covers all maps?
http://www.youtube.com/watch?v=pIrvpn3k9A4
reminded me of this guy playing PacMan for real.
I listen to both RIAA and non-RIAA stuff if I like the music, tangential business/politics nonwithstanding.