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enclose.horse

enclose.horse

101–110 of 242 posts

Re: enclose.horse

#103

Earlier quoted context omitted.

> I hope the author is collecting juicy analytics. I hope they're not. Can't we have a few things in this world that are just fun without going and sticking surveillance on them?

if the analytics lead to an actual game on steam im down

You could just package an arbitrary 100 levels, let the player play them in any order, then give rewards for 10, 20, 30, 40, etc. levels completed/mastered.

Re: enclose.horse

#104
post #24

Earlier quoted context omitted.

Constraint programming seems to be a fitting approach. Input would be number of walls, and the location of lakes. The decision variables would be the positions of walls. In order to encode the horse being enclosed, additional variables for whether horse can reach a given square can be given. Finally, constraints for reachability and that edges cannot be reached should ensure correctness.

Yes. CP SAT crunches through it in no time, but of course larger grids would quickly make it take much longer. See https://gist.github.com/Macuyiko/86299dc120478fdff529cab386f...

I don't believe this works in general. If you have a set of tiles that connect to neither the horse nor to an exit, they can still keep each other reachable in this formulation.

Re: enclose.horse

#105

Earlier quoted context omitted.

> I hope the author is collecting juicy analytics. I hope they're not. Can't we have a few things in this world that are just fun without going and sticking surveillance on them?

Collecting analytics like this is effectively the same as play-testing physical board games in-development. People play a game, information is gathered, and the game is tuned in response to that. If zero information were ever gathered, games could not be balanced or tuned for other things like unforeseen problems. Please, show me a piece of software, or game, that is perfect the first time it is made.

[dead]

Re: enclose.horse

#106
post #5

I would like to be able to compare/switch optimal with my solution with single click.

Side by side or a diff view would be great.

I agree. Also, knowing the max score in advance would be better, so you know when to stop/whether to keep going.

Re: enclose.horse

#107

Great game, I love it! I hope the author is collecting juicy analytics. They would be useful if they ever want to bundle 100 levels in order of difficulty and release this as a Steam game (which I would absolutely buy!) I don’t think the gates should animate up into the air. It breaks the visual logic of 2D for no benefit. It’s subconsciously confusing to see a gate I place in one cell move to occupy pixels in the ce…

Sometimes simple things are best. I really like the game as-is.

This is a rather simple game to program. IMO, if you can program, take a few weekends to make your own game based on your ideas. If you can't program, your ideas will lead you to a wonderful learning project.

Re: enclose.horse

#108

Earlier quoted context omitted.

if the analytics lead to an actual game on steam im down

You could just package an arbitrary 100 levels, let the player play them in any order, then give rewards for 10, 20, 30, 40, etc. levels completed/mastered.

This would still benefit from a difficulty rating system or order

Re: enclose.horse

#109

Earlier quoted context omitted.

on disk, so basically I'm trying to save the image of a solution and reuse it if the same quiz is required. So instead of recomputing the result just return the same image.

curious question from a non-programmer - are you checking against the exact same image (i.e. hashed), or is there an easy way of trying to match an image to a very similar one you've seen before?

Not OP, so I don't know what their website does, but there is a technique called "locality-sensitive hashing" that gives the same hash for similar items instead of exactly the same ones

https://en.wikipedia.org/wiki/Locality-sensitive_hashing

Re: enclose.horse

#110
post #85

Great game, I love it! I hope the author is collecting juicy analytics. They would be useful if they ever want to bundle 100 levels in order of difficulty and release this as a Steam game (which I would absolutely buy!) I don’t think the gates should animate up into the air. It breaks the visual logic of 2D for no benefit. It’s subconsciously confusing to see a gate I place in one cell move to occupy pixels in the ce…

Another thing to try could be to rank people in realtime instead of the one-off submission approach. I do this in https://spaceword.org (create tight crosswords using 21 letters), and I think it's quite motivating to see how you compare to others as you improve your solution. On the other hand, its a bit more taxing on the server, and then you also could not show the optimal solution.

Cool game! One minor feature request. It would be helpful to have some way to move the entire block of placed tiles around at once to give myself more room in a particular direction.
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