Starting with the topmost edge of the tile and going clockwise, number the edges as eight, four, two and one. Count each edge if a white segment terminates on that edge, then convert the total to a hexadecimal number. For hexadecimal values that are represented by letters an upper case letter should be used to describe tiles. Thus a tile with a vertical white line and a horizontal red line would be counted as eight and two for a total of ten; which would be represented as an A (10 in hexadecimal).
There are three special cases that need to be described; the goal tiles, the stopper tile and the space. For the goal tile a value of fifteen is used, which is represented by an F (15 in hexadecimal). For the stopper tile a value of thirteen is used, which is represented by a D (13 in hexadecimal). For the space a value of zero is used.
A playfield is represented by the sixteen hexadecimal digits that describe the tiles from left to right and top to bottom. They can either be shown as four groups of four hexadecimal digits (e.g. 6FF3 A069 ADC3 C559) a column of four, four hexadecimal digit numbers:
To describe moves each position on the playfield is numbered starting with the upper left and going from left to right and top to bottom. The move notation describes the position that the space ends up after the move, and is represented by a single hexadecimal digit. Moves should be represented as emphasized values when possible to help distinguish them from partial playfield representations. For hexadecimal values that are represented by letters a lower case letter should be used to describe moves. As an example; if we start with the playfield as 6FF3 A069 ADC3 C559 and a move gives us 6FF3 A690 ADC3 C559 that move would be represented as 7. Series of moves should be shown either as a space separated list of individual hexadecimal digits (e.g. 7 f e c 0), or a single column of individual hexadecimal digits:
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