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by ramly
1029 days ago
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100% exactly. This is a very smart observation and is actually one of the main approaches I attempted first when tackling the creation of 'endless' mode. There are a few nuances and adjustments that would actually turn what you're suggesting into a somewhat viable approach, but I think in general you're on the right track with both the hypothesis and its limitations. A lot of the early playtesting I did for 'endless' kept indicating, much to my initial dismay, that the continuity of the carryover white piece is pretty much essential. In hindsight, it kinda makes sense. Imagine playing Tetris or Temple Run but where every 30 sec you essentially start from scratch. I guess maybe that's why people are more likely to binge-watch a whole season of Breaking Bad back-to-back than a full season of Black Mirror? If we didn't have that constraint for echo chess, we could've easily just saved the crowdsourced pre-labeled solvable levels into a big 'test bank' db, and randomly served one of them any time a player needs a new level to play. Think SAT/GRE questions that are all pre-curated beforehand but that get 'generated' at random for every participant. Thankfully the ML classification approach I ended up going with completely sidesteps the carryover piece dilemma. It's like you said: you simply "generate [incl. carryover] and test for solvability". Plus it works, with 99%+ accuracy, and in real time. So I think we're good for a bit :) |
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Starting with the piece and square from the previous board, mark all squares but this one as unknown. Make a random move. Any unknown squares passed through get marked blank in the current board and in the puzzle. Randomly choose to keep the same piece (making this square blank in the puzzle) or switch (marking the chosen piece in the puzzle, but now blank in the current board). Continue making random moves (biasing slightly towards choosing unknown squares), eventually stop and randomly assign the remaining unknowns as obstactles or blanks. Because you've said you don't care if there's only one solution, this gives you solvable puzzles trivially.
This isn't a new idea, eg https://www.snellman.net/blog/archive/2019-05-14-procedural-... talks about generating solvable puzzles using the forward moves, you'd generally pair it with a filter that weeds out puzzles that are not fun for some reason (eg, solutions that random walk blank squares; these can be avoided at generation time by having a budget for move-to-blank)