Does anyone know what are the algorithms behind this game, i.e., how does the game decide whether a given construction is valid? I'd appreciate any pointers!
Euclidea – Geometric construction game with straightedge and compass
21–29 of 29 posts
Re: Euclidea – Geometric construction game with straightedge and compass
#22I love this game, but I got stack at 1.7, unable to achieve the E star, unviling to give up or seek help :).
[1] https://math.stackexchange.com/questions/1587861/inscribing-...
Re: Euclidea – Geometric construction game with straightedge and compass
#23Does anyone know what are the algorithms behind this game, i.e., how does the game decide whether a given construction is valid? I'd appreciate any pointers!
Re: Euclidea – Geometric construction game with straightedge and compass
#24Does anyone know what are the algorithms behind this game, i.e., how does the game decide whether a given construction is valid? I'd appreciate any pointers!
My best guess without the actual source code is as follows: The perfect algorithm would involve the equality between two functions returning constructible numbers [1], where each function would map from unspecified points (that you can move around with the hand tool) to the result points. As far as I concerned comparing two constructible numbers is possible but inefficient [2], and comparing two functions is probably much harder. However for the purpose of game, we can approximate the equality by randomly evaluating a difference between two functions to the reasonable accuracy and checking if it is close to zero. Theoretically exact real arithmetic would be preferable, but adaptive fixed-precision real arithmetic may be also possible as long as rounding errors are tracked.
Re: Euclidea – Geometric construction game with straightedge and compass
#25Does anyone know what are the algorithms behind this game, i.e., how does the game decide whether a given construction is valid? I'd appreciate any pointers!
My cursory analysis suggests that there are hidden constructions invisible in the game but used for the verification (you can see a base64-encoded task file flying through the network). The actual verification happens in an Emscripten-powered C++ engine and it is pretty opaque to me---the only thing I can identify is a parser for the task file. My best guess without the actual source code is as follows: The perfect a…
[1] https://en.wikipedia.org/wiki/List_of_interactive_geometry_s...
Re: Euclidea – Geometric construction game with straightedge and compass
#26Earlier quoted context omitted.
My cursory analysis suggests that there are hidden constructions invisible in the game but used for the verification (you can see a base64-encoded task file flying through the network). The actual verification happens in an Emscripten-powered C++ engine and it is pretty opaque to me---the only thing I can identify is a parser for the task file. My best guess without the actual source code is as follows: The perfect a…
Thanks for the response! I think you're right that it's something along these lines. I didn't find any further information about Euclidea, but for anyone interested, I did find some information about open source engines that achieve similar purposes [1,2]. Need to do some more digging... [1] https://en.wikipedia.org/wiki/List_of_interactive_geometry_s... [2] https://dev.geogebra.org/trac/wiki/TheoremProving
[1] http://ggb1.idm.jku.at/~kovzol/papers/Kovacs-Recio-Weitzhofe...
Re: Euclidea – Geometric construction game with straightedge and compass
#27Does anyone know what are the algorithms behind this game, i.e., how does the game decide whether a given construction is valid? I'd appreciate any pointers!
An alternative approach would be to "cheat" and do a numeric approximation. Constructible numbers (the coordinates of any point the player can make) are always the solution to a quadratic equation whose coefficients have been previously constructed. So, especially for constructions that aren't very "deep" (as would be found in this game), we can easily find the decimal approximation to high precision very quickly. In no time at all, this approach can determine with high confidence that the player's solution and a prototype solution are probably the same.
I would speculate that constructing a near-miss that is falsely deemed correct by this method would require an inordinately complex construction.
Re: Euclidea – Geometric construction game with straightedge and compass
#28This one is also fun, just challenges to create different shapes, and shapes-within shapes in under a certain number of moves - https://sciencevsmagic.net/geo/
For a really nice introduction to the more advanced uses of geometric algebra in three dimensions, there's this fantastic chapter in a book by Rudy Rucker, which you can read here: http://www.rudyrucker.com/infinityandthemind/#calibre_link-3...
Re: Euclidea – Geometric construction game with straightedge and compass
#29Does anyone know what are the algorithms behind this game, i.e., how does the game decide whether a given construction is valid? I'd appreciate any pointers!
I am intrigued by this as well. I think they check for the existence of certain primitives and a sequence in which they are drawn. For example for level 1.1 where you need the 60 degree angle, if you use Explorer mode to view the solution and then you draw a "cheated" line on top of it, it won't give you a completed level because you don't have the sequence (2 circles and an intersection point). It also doesn't allow…