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enclose.horse

enclose.horse

141–150 of 242 posts

Re: enclose.horse

#141

Earlier quoted context omitted.

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.

Or go full on kaizo Mario and make it a random room out of the 100

naw im looking to have fun, not cry

Re: enclose.horse

#142

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.

something in me loves progressively harder levels

Re: enclose.horse

#143

I think this problem is called the maximum-weight closure and can be solved as max flow. You want to find a cut between source (horse) so they were no out-going edges not in the cut (escape routes).

It's not the same problem. First, it's not directed, second it's a vertex separation problem.

Re: enclose.horse

#144

This is nice, I enjoyed it. Was a couple points off the optimal score for day 8 but when I clicked "Show optimal" I couldn't then go back to see mine to compare. Either way, stretched the brain a bit. Only nit: fix the walls. They take up one and a half spaces so are confusing, and they're sci-fi steel with flashing red lights. Turn them into one-square-only fences. You use fences to enclose horses, not raptor walls…

Yeah, it needs to add a toggle button to let you switch between yours and optimal quickly.

I did figure out that you can get back to yours by going through the past-days menu though.

Re: enclose.horse

#145

I am curious on how you would algorithmically find the optimal solution for this kind of problem for much bigger grids. I wanted to do some seed finding in Factorio for the same exact problem using the generated map images, but never found a good solution that was fast enough.

I think it's NP hard, maybe from Sparsest Cut. But you could probably find the min-cut and then iterate by adding capacity on edges in the min cut until you find a cut of the right size. (if the desired cut-size is close to the min cut size at least).

It's NP-hard from Minimum s–t Cut with at least k Vertices. That's the edge version, but since the grid graph is 4-regular(-ish), the problem is trivially convertible to the vertex version.

Edit: apex-4-regular

Re: enclose.horse

#146

I am curious on how you would algorithmically find the optimal solution for this kind of problem for much bigger grids. I wanted to do some seed finding in Factorio for the same exact problem using the generated map images, but never found a good solution that was fast enough.

There's probably an FPT algorithm using important separators (4^k).

Re: enclose.horse

#147
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.

I would prefer not being distracted by that, and not having information on possible solutions before submitting. Trying to find the best solution with added hints like that is a different game. So it should be opt-in.

Re: enclose.horse

#148

I think this problem is called the maximum-weight closure and can be solved as max flow. You want to find a cut between source (horse) so they were no out-going edges not in the cut (escape routes).

It's not the same problem. First, it's not directed, second it's a vertex separation problem.

Ah yes quite right.

Re: enclose.horse

#149
post #93

I found the optimal solution for day 8 by hand, that was fun! My algorithm, by hand, was as such: 1. Start with the smallest possible valid solution (1) 2. Expand slowly, and each "step" (like, moving a wall or two around to "obvious" spaces) must be a valid solution (this brings you to 40-60 score, depending on your choices, on day 8). Continue to step 3 once you can't see anything obvious. 3. Look at possible place…

I found the same algorithm! The top down solution didn't really work.

Very fun game

Re: enclose.horse

#150
post #73
post #52

Earlier quoted context omitted.

> I don’t think the gates should animate up into the air. I think it should go up, otherwise it doesn't look like a wall. It would look like something the horse can step on and run over. For the water it makes sense to be flat flat and that the horse doesn't want to touch it: it is water-shy.

To me the current design doesn't look like anything at all. I don't see a gate or a wall, just two rectangles.

It also conceals the cherries when it’s on the field below them.
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