Pure Skill Minesweeper
github.andrewt.net
github.andrewt.net
I could enable various features while the game was playing. Features included: * Always lose on first click * Always win on first click * Force a guess in all 4 corners... so even if played perfectly he'd have to make 4 guesses. * Load custom designs from text file. For instance I had some that spelled things out. * Every click would be completely surrounded by mines (i.e. the number 8) until half the mines were exhausted. This one was fun because I remember him not believing it and actually clicking on a mine. * Ridiculous sounds when he won or lost
You could really give someone some good experiences with that. A game that it artificially seems like you narrowly escape disaster turn after turn can feel great at the end.
Coworker has remote access to other coworkers machine and is abusing this trust to install spyware, setting a president for other "jokes".
Sorry man, I don't see anything funny here.
CJO in modern terms.
That does rather vary by country - Germany has some strict rules about what employers can and can't monitor.
Also, some organisations explicitly choose not to monitor computer usage too closely (e.g. by using proxies that intercept HTTPS traffic) out of the fear that this would expose the organisation to greater liabilities in the case that someone was doing personal banking from their work PC.
This can't work, but, having sold it/ bought it then there's a lot of pressure to make it work.
The best case scenario with such products is that some fraction of traffic is unmolested but the product owner policies do not actually control what that traffic is (which might surprise them and make their overall security policies ineffective but otherwise is no big deal)
The worst case is that in the attempt to do this "selective proxying" some or all traffic security is compromised. Non-participants aren't affected (except it might introduce denial of service) but active participants give up potentially all security. e.g. the company laptop that's configured to the trust the MITM proxy, might not only be uploading your bank password to some screen accessible by an entry level IT guy it might also just inadvertently remove the security of the bank connection altogether so that now random bad guys on the Internet can see everything, whoops.
Nothing was seen that couldn't be seen by shoulder-surfing.
As ridiculous as it sounds to someone in either camp, both were okay.
The former was an organization where everyone fundamentally trusted each other, and the concept of anyone doing anything really wrong was just foreign. It's so dissimilar to most business in tech today (which are either trillion-dollar megacorps, or places where people jump jobs every 3 years). This was an organization where people stuck around for decades, and everyone really knew each other. Doors weren't locked, and everyone had access to everything. It worked well.
The latter is like most of the tech industry today. My machine is private, and if you've hacked my minesweeper, I'm going to reinstall my OS. I don't know you well enough to know you didn't root my machine or steal my personal files. I'm also talking to HR since you shouldn't work here.
Friendship comes fast when you're in your early 20's and there's lots of free time to screw around. It's twenty years later now, and I probably wouldn't do that to any of my coworkers. I probably would do it to any of my siblings though. How invasive you can get away with a prank being without upsetting the person targeted is largely based on trust.
When I pranked my friend, the company we were at had probably 30 people working for it, and there were maybe 16 of us in tech support total. It's easy to trust others when you're such a small group, because you can actually know most the people you work with. If your company employs even hundreds of people, that's much harder to do.
We had a very simple custom serial bus network back then. It was sufficient to allow me to send a command to his PC to show a fake game screen when the teacher was looking at his PC. A fun exercise in x86 assembly (fun for me at least)!
I was on a client-provided workstation, and it was the client project manager (!) who played the sound clip on my workstation.
I believe this was not their first rodeo, but it was embarrassing as he??. And I don't even think we fired the customer!
Thus, the metagame includes knowing when to guess (since, for time-beating purposes, it is optimal to instantly guess as soon as you identify that a guess is necessary, not just to speed up that particular playthrough, but more importantly because it will allow more playthroughs to be performed in less time).
Similarly, part of the metagame includes figuring out how best to make initial guesses. Is it better to always initially make 1 guess, or 2, or 3, or does it depend on how much of the board the first guess opens up? Etc.
Often that is the case, but sometimes you reach a point where you ultimately need to guess, but you can make an informed guess based on the number of mines remaining. Then the question becomes, is it worth guessing and potentially losing faster, or are you having a really good game and want to risk losing late in the game?
For instance if there are a 10 unknown spots left on the board, and only two mines left with an unknown location, so there I can limit the the spots that potentially have a mine to the two sets of two spots adjacent to specific numbers, and thus deduce that the uncovered spot adjacent to only uncovered spots must not be a mine.
In such a scenario, the game penalized for me a deduction that it though was a guess. Causing the game to end, but it was impossible for that spot to be a mine!
> you are guaranteed to be able to solve the whole grid by deduction rather than guesswork. (Deductions may require you to think about the total number of mines.)
https://www.chiark.greenend.org.uk/~sgtatham/puzzles/js/mine...
https://play.google.com/store/apps/details?id=com.LukeVideck...
One example: https://math.stackexchange.com/questions/2511421/correct-pro...
P.S. Document how to flag mines in the text (ctrl-click)
That's the user experience.
> If I was feeling especially mean, I could insist that the player choose the square with the best odds of being safe, rather than simply judging whether or not each square is theoretically knowable. But I think that would be taking things too far.
http://nothings.org/games/minesweeper/
previous discussion: https://news.ycombinator.com/item?id=13566730
In general I found that in a normal game when a guess is needed then it's better to guess for configurations that have fewer number of mines on the perimeter of the uncovered area, as they have higher probability.
https://pwmarcz.pl/kaboom/ - if you guess and you could have deduced, you always die; if you can't deduce, you're always safe.
Played through it once and was confused by why a bomb exploded. Can somebody help me interpret? I'm especially having trouble figuring out what the dashes are in this end-of-game explainer text. Take the space diagonally top-right from the one flagged bomb (the asterix). This had a visible "1" on the board, but is marked as a dash here.
Made a mine because the user clicked it when there was a safe space at 6, 2. Can't be a mine because
011--1?????????
12*101?????????
??2211?????????
???????????????
[6 rows clipped]
+ 29 mines left to find becomes
011--1-????????
12*101-????????
??2211*????????
????---????????
[6 rows clipped]
+ 28 mines left to find)In this case it's telling you that 6 over (zero indexed) and 2 down (the spot is marked with an asterisk in the second diagram) is safe, because of the pattern of "ones" on the left edge.
Every game is guaranteed to be solvable without guesswork. The deductions can get a lot more complicated than minesweeper. And it has some nice relaxing background music.
I have all 3 games in the series and I beat all of them in campaign mode without cheating (i.e. without watching other people do it on YouTube or Twitch).
The third and last game in the series, "Hexcells Infinite", has an "infinite" mode where it can generate 100,000,000 different starting boards.
It's just a table we can navigate with standard table-navigation commands, which advanced screen reader users are familiar with.
Unmarked fields are announced as "blank", the rest have either numbers or emoji on them, which is read properly.
The hardest action is flagging a mine, but routing the mouse to where the screen reader is, and then performing an actual right click seems to work.
Not that I played a ton but I don’t recall ever losing on the first click.
> [...] you have to guess the first move and maybe it’ll be a mine. In this case, Windows Minesweeper quietly chooses a different arrangement of mines and pretends like you got lucky after all — but it doesn’t do that if you’re stuck at the end.
> So what if we went further? Below is a version of Minesweeper where you will never be penalised when forced to guess. Any time there simply isn’t enough information to deduce a safe move, we’ll pull Windows’s trick and quietly rearrange the mines so you don’t get penalised.
1 *
| 1 3 *
| ? ? * *
| ? ? 3 2
+ - - -
I assume that's the exact situation it was written to avoid, right?I clicked one of the 3 possibilities and it gave me a mine and ended the game. By the description, I expected it would have created an alternate universe where there was no mine in the square I chose.
So I guess it needs more work.
But I did like being able to click anywhere on an empty board and have it open up a "safe" area. That was always the annoying thing about the original.
Sorry about that.
People ended up being confused by this idea, so I instead made a button that they could click if they thought it was not possible to figure out the next mine. It's a little bit janky but if anyone is interested you can check it out here: qims.greg-mitten.dev
Before you play, please note that this implementation changes everything.
In the conventional minesweeper, the best strategy is always take the guess first. Since any further play won't increase the chance of correct guess, and if you guess wrong, all the efforts are wasted. But here you are forced to complete all determined safe moves first.
I find myself losing again and again, and finally noticed this rule.
https://apps.apple.com/gb/app/mineswifter-minesweeper/id1521...
Nice iOS app that will never force you to guess. What’s more fun though is he made the inverse: Evil Mineswifter - will always make you guess
https://apps.apple.com/gb/app/evil-mineswifter-minesweeper/i...
By far the best looking mine sweeper apps I’ve seen on iOS
It's intriguing to see a game change by how the players play - like if there was a 50% chance of losing, you'll either have a 100% chance of winning or losing. Something like XCOM can just change difficulty by making a 'default lose' difficulty or 'default win' on easier ones.
Clicking on any of the remaining spaces results in:
Uncaught Error: what
at LogicGrid.updateKnowledge (logic-grid.js:431)
at LogicGrid.resolveCell (logic-grid.js:175)
at LogicGrid.reveal (logic-grid.js:96)
at HTMLElement.reveal (grid.js:111)
at HTMLElement.<anonymous> (grid.js:61)This arrangement made it crash though: https://imgur.com/a/TDj7afQ
Nothing happens if you click on any of the white squares. "Uncaught Error: what"
Either the 1st and 3rd or 2nd and 4th available spaces would satisfy the board.
I noticed in the html there's a "knownSafe" class which was populated periodically throughout the game. It did not apply to any of the squares in question, yet when I guessed, I lost.
edit 1: got past it presuming that more complex cases weren't being accounted for and yes, there's clearly some cases not being considered.
edit 2: I can now proceed pretty reliably working around that hole.
(If you guess when you shouldn't, then it instead rearranges the hidden mines to make you lose.)
The games have various difficulty levels to choose from.
That game seems highly unsolvable most of the time, and have thought many times how it’s be great if there were a version that generated only solvable seeds, as you can sink a lot of time into that game for it to only be unsolvable.
For example, I finally beat it after probably over 150 plays.
Then again, it’s also easy to get yourself in a jam from your own decisions, and I probably am just bad at it.
His series of articles coined the term "Micro-ISV" which was a once-common term for a small software company with approximately one employee. A category that is now covered under "Indie" developers.
Here's the article that started it:
https://ericsink.com/entries/Announcing_Winnable_Solit.html
(He didn't end up selling many copies, but we all learned a lot on the journey, it was very interesting at the time.)
However I don't understand what happened here: https://imgur.com/1R3BROM
The game claims that the "2 at 4, 0 is done" - in what sense is it "done"? I hadn't marked two mines next to it yet.
I played a few rounds on an iPad, so I had no way to mark mines, and the game works just fine. Marking mines has always been for your benefit, to make it easier to remember where the mines are.
I agree that the game doesn't make it very clear why you lost.
If I don’t like Minesweeper or Chess, am I still a smart? I really think these games stink.
Need to know guys.
If you give it some time, chess is an extremely rewarding activity. I don’t meditate, but chess and cycling are quite close. It’s a hard departure from the speed of modern life.
One comment I will make, is that expressing ones dislike of an activity, rather than either staying silent or joining, is certainly not a good sign for being “a smart” though. Life is too short to be negative!
One has a responsibility to complain about those.
For me, smart means not only knowing things, but knowing WHAT to do with that knowledge and how to apply it beyond what they learnt.
As an aside, High IQ != Smart