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enclose.horse

enclose.horse

231–240 of 242 posts

Re: enclose.horse

#231
post #5

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

This is now implemented on daily levels! Click the link below your score after submission.

Thanks for the pleasant experience of providing a feedback loop for my suggestion, felt rewarding and the implementation works nicely.

Re: enclose.horse

#233
post #24

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.

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.

MILP solver: https://github.com/dyigitpolat/enclose-horse-solver/blob/mai...

try at: https://dyigitpolat.github.io/enclose-horse-solver/

Re: enclose.horse

#234

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…

Thanks for the feedback!

I would have responded earlier, but I wanted to actually implement something you suggested: different walls. Alternative wall sprites, which don't occlude other tiles so much, are now live and can be adjusted in the settings.

Re: analytics, the only serious plans I had were to use the daily level histograms to adjust difficulty. The idea of taking some levels and releasing them as a standalone game is tempting, but I wonder if doing this type of puzzle over and over again might get tedious? That's one of the reasons I thought it would work better as a daily game. Let's see how it's doing in a few months.

I love the mechanic ideas. I think there are two big constraints on what kind of cool new features/gimmicks can be implemented though. First: if this is going to be a daily game, the new mechanics have to be intuitive enough to where somebody could figure them out their first time playing. I like the idea of cherries being misleading, and it's a fun troll-ish idea for a single player game, but it would be a mean trick if it were someone's first daily. (Then again, there's someone who's first Wordle game was probably MYRRH.) The other constraint is I have a solver that can guarantee the optimal solution is actually optimal. Some game mechanics might make this a lot harder, or even impossible.

Re: enclose.horse

#235

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…

Thanks for the feedback! And there's now one-square-only fences you can turn on in the settings.

Re: enclose.horse

#236
I love this! Would you consider adding a settle to toggle the animations off? When I'm staring at it to figure it out the animations are a bit distracting!

Re: enclose.horse

#238
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.

MILP solver: https://github.com/dyigitpolat/enclose-horse-solver/blob/mai... try at: https://dyigitpolat.github.io/enclose-horse-solver/

it was very easy to support the portal mechanism when the entire problem is mapped as a network flow optimization. i could just simply add the portal coordinates together with the neighbors.

Re: enclose.horse

#239

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…

Thanks for the feedback! I would have responded earlier, but I wanted to actually implement something you suggested: different walls. Alternative wall sprites, which don't occlude other tiles so much, are now live and can be adjusted in the settings. Re: analytics, the only serious plans I had were to use the daily level histograms to adjust difficulty. The idea of taking some levels and releasing them as a standalon…

Great game. I've been having fun with it every day, but today there is no puzzle! Be careful about this. I intuit that not having a puzzle on a day is enough to lose some players, with the number only increasing the more days you don't have puzzles. Not sure how you're doing it now, but you should easily be able to generate thousands of levels and have them all ready in the page like wordle.
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