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by bobmichael 1025 days ago
That's a brilliantly simple approach. You could even have an estimated difficulty score that updates based on number of moves, switches, etc. and ramp up target difficulty as the random run progresses.
1 comments

Yep. Even the boring, topology-agnostic 'macro' variables can be good proxies for difficulty: obstacles count, empty squares count, counts per piece type, etc. I don't have a direct source for this but the original echo chess post has a good EDA section (+ feature importance plots) covering the impact of such variables on solvability. At scale, average solvability of random levels might be a half-decent proxy for how the difficulty of individual ones would fluctuate.