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AbilityBench

Planning

Tower of London test that separates planning from moving

Rearrange three beads on three pegs of different heights to match a target board, in as few moves as the board allows — free, no account, twelve problems in about six minutes. The board’s stopwatch starts when it paints and is read twice: at your first move, which is the planning interval, and at your last, which is the execution interval. Two people who both solve a five-move problem in five moves can spend those two intervals completely differently, and that difference is the whole reason this task exists.

  • 100% free
  • No signup
  • 12 problems
  • Minimums proved by search
  • Two intervals per problem

Twelve arrangements to reach, one bead at a time, each with a proved minimum between two and six moves — 53 moves of solution if every one is taken perfectly. The page starts a stopwatch when the board appears and reads it twice: once at your first move and once at your last.

The three rules of the board

  • The pegs are different heights: the left one holds three beads, the middle one two, the right one exactly one. That asymmetry is the puzzle — with three equal pegs most of these problems would be trivial.
  • One bead moves at a time, and only the top bead of a peg. Beads are the same size, so nothing here is about which bead may sit on which.
  • Every problem states the fewest moves that can reach the target, worked out by searching all 36 arrangements the board can take. Beating it is impossible; matching it is the score.

The warm-ups are not timed against anything and tell you afterwards how your move count compared with the minimum. Neither of them reaches the numbers below.

How to take the Tower of London test

Three pegs of unequal height, one bead at a time, and a minimum you cannot beat.

  1. Read the target board before you touch anything

    Two boards appear side by side: the arrangement you have and the arrangement you need. Above your board is the fewest moves that can get from one to the other. Looking is free in the sense that nothing runs out, and expensive in the sense that the pause is being measured — that is deliberate, because a pause spent working out the route is the quantity this page reports rather than a delay it penalizes.

  2. Press one peg to lift, another peg to drop

    Only the top bead of a peg can move, and only onto a peg with room: the left peg holds three beads, the middle two, the right exactly one. Keys 1, 2 and 3 select the pegs and are faster than aiming. Lifting from an empty peg or dropping onto a full one is refused with a line saying why, and counted separately from your moves as a rule slip.

  3. Finish twelve boards, then read where the time went

    The set runs from a two-move problem to a six-move problem, 53 moves of solution in total. The result leads with your median pause before a first move and your median time spent moving, then reports how many boards you reached in the minimum, how many moves you spent above it, and whether your pause grew with the size of the problem — which is the signature of planning ahead rather than searching on the board.

Technical specifications

Problems12 scored, with proved minimums of 2, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6 and 6 moves — 53 moves of solution if none is wasted — plus 2 optional warm-ups that reach no figure
The boardThree beads on three pegs holding 3, 2 and 1 bead. That gives exactly 36 reachable arrangements, and every one of them has either 2, 3 or 4 legal moves available, averaging 3.00 across the graph
How the minimum is knownBreadth-first search from the start arrangement across all 36 states, so the stated figure is the true shortest path and not an estimate. The longest shortest path anywhere on this board is 8 moves, which is why the set stops at 6
Planning intervalFrom the frame that painted the board to the timestamp of your first move. This is the measurement the task was designed around: Shallice's original point was that patients with frontal damage started moving immediately and then needed far more moves
Execution intervalFrom that first move to the move that ended the problem. Reported beside the planning interval rather than added to it, because a total conceals which of the two a slow run was slow in
When a problem endsOn reaching the target, on the sixth move above the minimum, or when you choose to move on. A board the tab was hidden during is void rather than slow, and a thirteenth board is generated to stand in for it
Reference figuresNone. The standardized versions ship a fixed problem set and norms that apply only to that set; these twelve boards were generated here, so the page reports raw counts and intervals with no percentile and no cutoff
What leaves the pageNothing. Board positions, move timestamps and the two intervals stay in this tab, and the copy button writes plain text to your own clipboard rather than sending anything

Frequently asked questions

Why does the page care how long I stared before my first move?

Because that pause is the only part of the run where planning can happen, and it is the part that separates two people with identical move counts. Shallice built the task in 1982 to catch a specific pattern: patients with left frontal damage were not slow and were not clumsy — they started moving straight away and then took many more moves than the board needed, because the route was being discovered rather than worked out. A page that reports only the move total cannot see that pattern at all, and a page that reports only total time cannot tell a long think from a long fumble.

Why are the three pegs different heights?

The unequal heights are the entire difficulty of the puzzle. With three pegs that each hold three beads, almost every target here would be reachable in one or two obvious moves, because there is always somewhere to park. The 3-2-1 arrangement means the one-bead peg is a bottleneck you have to plan around: a bead put there must come off again before anything else can use it, and problems that need six moves need them precisely because the short peg forces a detour.

Can I compare my score with a clinical Tower of London result?

No, and the obstacle is the problem set rather than the browser. Every standardized version publishes norms for its own fixed sequence of boards, and those figures describe performance on those boards — change the start and goal arrangements and you have changed what the score means. This page draws its twelve boards from a seed, which is why it prints a raw count and two intervals rather than a percentile. A clinical administration also has somebody watching for rule breaks and restarting the problem, and that person is part of the published score.

What counts as a refused move, and why is it not just an error?

A refused move is an attempt to lift from an empty peg or drop onto a full one, and it is counted apart from your moves because it means something different. Spending eight moves on a five-move problem is a plan that was not good enough. Trying to put a third bead on the two-bead peg is a rule that was not held in mind while the plan was being carried out. Both are real and they are not the same failure, so folding them into one total would make the total mean less than either.

Is a long pause good or bad?

Neither on its own — it is only readable next to your excess moves, which is why both are printed together. A long pause with no excess moves is a route worked out before the hands moved. A short pause with no excess moves means the board was easy enough to see whole. A short pause with several excess moves is the pattern the task was built to detect. And a long pause with several excess moves is usually a run where the plan was formed and then lost partway through, which is why the page also counts the refused moves that tend to come with it.

The board says the minimum is four. Could it actually be three?

No — the figure is a proof, not an estimate. Three beads on pegs of height 3, 2 and 1 can only be arranged 36 ways, and the page searches that whole graph outward from your start position one move at a time, so the first time it meets the target arrangement it has found the shortest route there is. The same search is what generates the problems in the first place: the page picks a start, expands the graph, and takes a goal from the ring at exactly the distance it wants.

Does using the keyboard instead of tapping change my numbers?

It shifts the execution interval a little and leaves the planning interval alone. Aiming a pointer at a peg costs a hand movement that pressing 1, 2 or 3 does not, so a run answered entirely by tap spends slightly longer moving — but the pause before the first move is measured before any of that, and it is unaffected. The result says how many of your moves arrived by tap so you can see how much of the execution figure is travel.

What Shallice built in 1982, and what a browser version can keep

The task appeared in a 1982 paper called “Specific impairments of planning”, and the title is the finding. Shallice was looking for a deficit that was not slowness, not memory and not clumsiness, in patients whose frontal damage left them fluent and capable on almost everything a clinic could measure. The tower produced it: given a target arrangement and told the minimum, the affected group did not hesitate — they reached for a bead immediately and then took far more moves than the board required. The deficit was visible only because the task has two separable costs, a pause and a sequence, and the original scoring kept them apart. That is the property nearly every browser version throws away, and it is the one this page is built around.

The board itself is smaller than it looks. Three beads on pegs holding three, two and one can only be arranged 36 ways, and from any arrangement there are between two and four legal moves — exactly three on average. That is a graph you can search exhaustively in a millisecond, which is why every minimum quoted here is a proved shortest path rather than a designer’s guess, and why the page can generate fresh problems at a stated difficulty instead of reusing a fixed set. It also puts a ceiling on the task: the longest shortest path between any two arrangements on this board is eight moves, so a twelve-problem set graded from two to six covers most of the range the geometry allows. The related puzzle that scales instead of stopping is Tower of Hanoi, where equal pegs and stacking rules make the minimum grow as 2ⁿ−1 and the interesting question becomes recursion rather than planning.

Where this version departs from the clinic is worth stating plainly, because two of the departures change what the number means. There is no examiner: in a standard administration somebody watches for a rule break, stops the participant and restarts the problem, and that intervention is part of the published score — here an illegal move is simply refused and counted, which is a different procedure with a different total. And the problems are generated rather than fixed, so no norm table applies to them; the page reports counts and intervals and never converts them into a rank. What does transfer is the comparison of you with you, and the shape of your own planning curve across problem sizes. If you want the neighboring executive measures rather than another tower, the Wisconsin card sorting test asks whether you can abandon a rule that has stopped working, the stop-signal task asks how late an action can still be cancelled, and the executive function assessment samples inhibition, switching and planning in one short run before pointing at whichever of the three you want measured properly.

Why there is no percentile on this page

The standardized versions ship a fixed problem set with its own normative data, and the norms only apply to that problem set. A page that generates its own start and goal states has no claim on them.

Paradigm: Shallice (1982), “Specific impairments of planning”, Philosophical Transactions of the Royal Society of London B.

A reaction time here is the interval between the frame that painted the stimulus and the timestamp the browser attached to your key, both read from the same monotonic clock. What neither can see is the display pipeline behind it, so on a 60 Hz screen roughly 16 ms of every figure below is the machine rather than you. That is the timing floor: two numbers closer together than that are the same number, and this page reports no precision it cannot support.

Both intervals on this page are hundreds or thousands of times larger than that floor, which is the one respect in which a puzzle is a kinder measurement than a reaction-time task: a frame of display latency is a rounding error against a four-second pause, so the medians are reported in whole seconds and tenths rather than milliseconds.

This is a measurement exercise, not a clinical assessment. It reports what you did on this page against a stated reference and nothing more — it cannot establish an executive function disorder, ADHD or frontal-lobe damage. Only a qualified professional, working with more than a browser, can make that judgment.

Where your twelve boards are worked out

Every number on this page is worked out by JavaScript running in the tab you are reading it in. Your answers, your reaction times and your score are never uploaded, logged or kept — which is also why the test carries on working after you disconnect from the network, and why nothing here can be held back behind an email address.

The board search, the move timestamps and both intervals live in JavaScript arrays inside this tab. Nothing about the run is written to storage, so reloading the page loses a finished set — which is why the copy button exists, and why the seed is in the copied text: it is the only thing that can rebuild the same twelve problems.