lojix/search/src/main/com/thesett/aima/search/examples/eightpuzzle/EightPuzzleState.java
public static boolean isSolvable(EightPuzzleState state)
    {
        // Take a copy of the puzzle to check. This is done because this puzzle will be updated in-place and the
        // original is to be preserved.
        EightPuzzleState checkState;

        try
        {
            checkState = (EightPuzzleState) state.clone();
        }
        catch (CloneNotSupportedException e)
        {
            throw new IllegalStateException("Puzzle state could not be cloned.", e);
        }

        // Create the goal state to check against when swapping tiles into position.
        EightPuzzleState goalState = getGoalState();

        // Count the number of illegal swaps needed to put the puzzle in order.
        int illegalSwaps = 0;

        // Loop over the whole board, left to right, to to bottom
        for (int j = 0; j < 3; j++)
        {
            for (int i = 0; i < 3; i++)
            {
                // Find out from the goal state what tile should be at this position.
                char t = goalState.getTileAt(i, j);

                // Swap the tile into its goal position keeping count of the total number of illegal swaps.
                illegalSwaps += checkState.swapTileToLocationCountingIllegal(t, i, j);
            }
        }

        // Check if the number of illegal swaps is even in which case the puzzle is solvable, or odd in which case it
        // is not solvable.
        return (illegalSwaps % 2) == 0;
    }
public static boolean isSolvable(EightPuzzleState state)
    {
        // Take a copy of the puzzle to check. This is done because this puzzle will be updated in-place and the
        // original is to be preserved.
        EightPuzzleState checkState;

        try
        {
            checkState = (EightPuzzleState) state.clone();
        }
        catch (CloneNotSupportedException e)
        {
            throw new IllegalStateException("Puzzle state could not be cloned.", e);
        }

        // Create the goal state to check against when swapping tiles into position.
        EightPuzzleState goalState = getGoalState();

        // Count the number of illegal swaps needed to put the puzzle in order.
        int illegalSwaps = 0;

        // Loop over the whole board, left to right, to to bottom
        for (int j = 0; j < 3; j++)
        {
            for (int i = 0; i < 3; i++)
            {
                // Find out from the goal state what tile should be at this position.
                char t = goalState.getTileAt(i, j);

                // Swap the tile into its goal position keeping count of the total number of illegal swaps.
                illegalSwaps += checkState.swapTileToLocationCountingIllegal(t, i, j);
            }
        }

        // Check if the number of illegal swaps is even in which case the puzzle is solvable, or odd in which case it
        // is not solvable.
        return (illegalSwaps % 2) == 0;
    }
public static boolean isSolvable ( EightPuzzleState state ) { // Take a copy of the puzzle to check. This is done because this puzzle will be updated in-place and the // original is to be preserved. EightPuzzleState checkState ; try { checkState = ( EightPuzzleState ) state . clone ( ) ; } catch ( CloneNotSupportedException e ) { throw new IllegalStateException ( "Puzzle state could not be cloned." , e ) ; } // Create the goal state to check against when swapping tiles into position. EightPuzzleState goalState = getGoalState ( ) ; // Count the number of illegal swaps needed to put the puzzle in order. int illegalSwaps = 0 ; // Loop over the whole board, left to right, to to bottom for ( int j = 0 ; j < 3 ; j ++ ) { for ( int i = 0 ; i < 3 ; i ++ ) { // Find out from the goal state what tile should be at this position. char t = goalState . getTileAt ( i , j ) ; // Swap the tile into its goal position keeping count of the total number of illegal swaps. illegalSwaps += checkState . swapTileToLocationCountingIllegal ( t , i , j ) ; } } // Check if the number of illegal swaps is even in which case the puzzle is solvable, or odd in which case it // is not solvable. return ( illegalSwaps % 2 ) == 0 ; }
To check for solvability the empty tile is moved to its goal position and then the number of swaps needed to put
the other tiles in position is counted. For an odd number of rows on a square puzzle there must be an even number
of swaps, for an even number of rows an odd number of swaps.

@param  state A puzzle state to test for solvability.

@return True if the puzzle is solvable, false if it is not.
To check for solvability the empty tile is moved to its goal position and then the number of swaps needed to put the other tiles in position is counted . For an odd number of rows on a square puzzle there must be an even number of swaps for an even number of rows an odd number of swaps .