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@ -94,7 +94,6 @@ or changed without updating this reference. Search for `SettingsStorage`. |
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``` |
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``` |
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{ |
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{ |
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log: 'info', // default log level |
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log: 'info', // default log level |
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allowTemplateAugmenting: false, // sloppy mode |
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retryTemplate: 30, // retry attempts within one template |
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retryTemplate: 30, // retry attempts within one template |
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attemptTemplates: 50, // number of templates to try on failure |
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attemptTemplates: 50, // number of templates to try on failure |
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svgEffects: false, // fancy mode |
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svgEffects: false, // fancy mode |
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@ -125,19 +124,20 @@ Algorithm Quirks |
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Every board must be solvable, otherwise it wouldn't be much of a game. Generating a valid board |
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Every board must be solvable, otherwise it wouldn't be much of a game. Generating a valid board |
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turned out quite a bit more challenging than I thought. My algorithm is based in some heuristics |
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turned out quite a bit more challenging than I thought. My algorithm is based in some heuristics |
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and good deal of luck. |
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and luck. |
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To make things more fun, besides the marble matching rules, the board must be laid out in one of |
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To make things more fun, besides the marble matching rules, the board must be laid out in one of |
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several pre-defined shapes of exactly 55 tiles. The algorithm can sometimes get itself into a dead |
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several pre-defined shapes of exactly 55 tiles. The algorithm can sometimes get itself into a dead |
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end while placing marbles on the board. I experimented with backtracking, but the current version |
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end while placing marbles on the board. After some experimentation I settled on a recursive algorithm |
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simply retries the whole thing with a different random seed. There are configurable retry limits |
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with a heuristic and backtracking. There are configurable retry limits and max recursion / retry |
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as a failsafe. If the given template fails many consecutive times, the algorithm opts to switch to |
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counter as a failsafe. If the given template fails many consecutive times, the algorithm opts to switch to |
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a different template. Some templates are harder than others, and some random seeds just seem to |
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a different template. Some templates are harder than others, and some random seeds just seem to |
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have a problem. |
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have a problem. |
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A workaround I added is called Sloppy Mode. When the algorithm can't place a marble, it may choose |
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I added a few extra rules to the generation algorithm to make the boards harder: Vitae and Mors should not |
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to add a new tile to the template, trying to keep the overall shape as tidy as possible. This may |
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appear as the first few marbles to remove, since they tend to eliminate any choice; and metals start a few |
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hurt game difficulty, but is generally much faster than retrying over and over. |
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levels deeper still. This gives the player a lot more room to make a mistake in the beginning. |
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At least you can enjoy the Undo and Try Again buttons! |
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If you're curious about the inner workings, open dev tools and enable debug logging with the `debug=1` |
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If you're curious about the inner workings, open dev tools and enable debug logging with the `debug=1` |
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GET parameter. |
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GET parameter. |
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