That said, the visual design is beautiful, and it’s inspiring that somebody was able to create this.
That said, the visual design is beautiful, and it’s inspiring that somebody was able to create this.
For comparison, the median number of tries it took people to solve yesterday's puzzle (10 moves) was 7. Figure #35's median was 19 tries! Today's puzzle is definitely one of the easier ones, fwiw.
I've vaguely noticed some patterns of tile arrangements that create interesting sequences that are nontrivial but solvable if given some thought. I would love to develop a more formal system where these patterns are used to build up puzzles with more intent than the random boards I'm currently making. If this sort of thing is in anyone's wheelhouse, I'd love to hear from you.
Also this breakdown by Game Maker’s Toolkit: https://youtu.be/2zK8ItePe3Y
I did realize while reading this that I could get a little more sophisticated by finding out the number of moves in a best solution using an aggressively optimized fast solver. If that number is within a range that's fun to play, say 8-11 moves, then go ahead and find all the rest of the solutions with the maximum brute force. If not, then just scrub the whole thing since I wouldn't use that puzzle anyway.
This kind of problem is known as planning in old AI, and it's languishing. most techniques are just variations of A*, with things like symmetry detection and heuristics tailored to game benchmark problems. It's the kind of thing (IMO) that deep RL fails at, since unlike Chess or Go where your solution-finding simply needs to beat a competitor, here your solution needs to be exactly correct (and ideally minimal.) It's very sparse.
As for your comment about nontrivial puzzles - absolutely! 100% agree - the joy in a lot of puzzle games like bejewelled is unexpectedly clearing half the board with a clever move!
* Solve two pieces
* “Oh, maybe if I did it the other way around I could get that in one” <Reset>
* “ok that worked but I wonder if it’s different if I did this…” <Reset>
* “Ok actually all of those have been exactly the same number of moves, but how about if I just reset and do the first again?” <Reset then complete>
I just mean I’m not sure I would class the above as “4 attempts” to show difficulty as you are just using it to test scenarios (ie the above person found it trivial even though it took four ‘attempts’)
Edit: ok, there are a few more dependencies, but they really easily resolve on their own.
I do wonder what the minimum required moves to complete a level is, but it seems it would be at least close to 11. How many moves did it take you?
I also find it takes me a few tries on puzzles like this to see if I really like them, so hopefully if you try some harder ones in the future you’ll enjoy it more.