Solution Strategies, Transfer, and Computational Resources III:
Goal Recursion Strategy

   Basic Goal Recursion Strategy

     The basic recursion strategy for solving the Tower of Hanoi problem involves transferring the pyramid of disks covering the disk that is to be moved to the other peg, and then transferring that disk to the goal peg, and so on until the problem is solved.The figure below depicts the AND tree that results when this strategy is applied to the three disk problem. The top node depicts the problem of transferring all of the disks from the peg on the far left to the peg on the far right.

    This is decomposed into three subproblems shown at the next level of the AND tree. The first and third subproblems are not terminal subproblems and must each be further decomposed into subproblems. The seven state pairs outlined in yellow represent terminal subproblems and correspond to the seven transitions of the optimal solution to this problem.

 

 

     This solution can be implemented using a stack. The memory resource required for the three disk problem can easily be visualized using this AND tree. Initially only the top-level problem node is on the stack. The decomposition yields a stack with the problem node on the bottom and the three nodes of the decomposition ordered above it with the left-most node now at the top of the stack. Thus, the stack holds 4 subproblems at this point. The top element of the stack is further decomposed and one can think of the terminal nodes being ordered above the previous 4. However, these can each be executed and thus popped from the stack. Thus, the stack size is decreased to only two elements. At this point the final nonterminal subproblem is encountered. Its decomposition yields the final 3 terminal subproblems, and following their execution, this final subproblem is popped from the stack, and the initial problem is popped from the stack since the problem is solved.

     With only three disks the memory requirements are not large. You will probably find it fairly easy to simulate this recursive strategy for the three disks "in your head." But now try and to mentally simulate this recursive strategy for the five disk problem. Clearly the size of the stack increases with the number of disks involved in the problem. One way of thinking of it is to recognize for an N-disk problem, the stack can grow to a depth of n before a terminal subproblem is reached. Recall that a terminal subproblem is one where the move can be made and therefore the subproblem popped from the stack.

  A Perceptual Goal Recursion Strategy
     The figure below presents one version of a goal recursion strategy that uses a coupled "perceptual" system to limit the memory required to solve Tower of Hanoi problems. Notice that rules P3, P4, and P5 delete the contents of STM. Examination of the tests on the left hand sides of the rules shown below indicate that only the current GOAL and a STATE variable need to be retained for this strategy.

    As in the case of the Move Pattern strategy, this is achieved by invoking a perceptual production system which is capable of testing perceptual predicates relevant to current state of the Tower of Hanoi problem. Note that this production system can inform the controlling system if the problem is:

  • Solved
  • a subgoal is Done
  • a subgoal Can be Done
  • a subgoal Can't be Done

Clicking on the image below will bring up a window with the definition of the perceptual predicates.

 


Adapted from Simon, Herbert A. "The functional equivalence of problem solving skills." Cognitive Psychology, 1975, 7, 268-288.

    This production system would begin with rule P6 which would establish the top-level goal and bind the number of disks involved to n and bind the value of the peg to which they are to be moved to GOAL-PEG. Note that this formulation introduces the concept of a pyramid. In this context, a pyramid is a stack of 1 or more disks that satisfies the constraints of the Tower of Hanoi problem; i.e, no larger disk is above a smaller disk. Here again we have a concept crafted to this domain and method of solution.

     Rule P5 would be satisfied on the next cycle. This is the rule that invokes the perceptual system to determine the status of the goal. Note that the perceptual tests are not defined on a "pyramid" ... the predicate tested is whether a particular disk, k, can be moved from its current location P(k) to Peg A. Consequently the perceptual test will always return CAN'T unless the "pyramid" consists of a single disk.

    Next Rule P4 would be invoked and this rule deletes the current goal and replaces it with a goal which involves a pyramid which has one less disk and whose destination is the other peg. Eventually a pyramid k with disk k is generated where this disk is free, That is, T3 will return CAN. P3 will then be invoked on the next cycle and the goal will be deleted and the disk moved.

Note that P3 deletes the current goal and does not establish a new one. P6 is required to reset the overall goal. Clicking on the figure to the left opens a pop up window that provides a trace of this production system for the three disk problem.

     Note again the way in which the coupled conceptual perceptual system reduces the memory requirement. And, of course this solution method transfers to a Tower of Hanoi problem involving any number of disks and any pairing of source and destination disks. Simon develops another system based on a more sophisticated perceptual strategy that has even broader transfer to additional variants of the Tower of Hanoi problem. The interested reader is referred to the article.

     If you still retain some appetite for the Tower of Hanoi world we refer you to the next page where we will briefly introduce the N Disk and K peg "Tower of Hanoi" problem where K is greater than or equal to 3.

Solution Strategies, Transfer, and Computational Resources I

Solution Strategies, Transfer, and Computational Resources II:
Move Pattern Strategy

 Tower of Hanoi Topics

 © Charles F. Schmidt

Transfer to K Pegs and N Disks?