davidn: (prince)
[personal profile] davidn
It must be the time of year for miracles - I've just released something, and further, something that isn't a platform game. It's a smaller project, though - it's called FISP, and three of the letters stand for Impossible Sliding Puzzles.


Good luck.


This was a quick project born as a result of Professor Layton 2's final stages, where you're put through a variety of absolutely sadistic puzzles, a couple of which involve sliding awkwardly-shaped pieces around a board. When I gave up on being able to do them, I didn't turn to a walkthrough, and instead - being who I am - wrote a solver to find the solution for me. And a couple of months later, I realized that this was the perfect tool with which to construct my own horrific challenges.

And I remembered about it last week and finally stuck a full game together around it. Go in, slide things around, get in a rage, spread the pain around on Facebook and help me get some advertising revenue.

Date: 2011-12-23 03:03 pm (UTC)
From: [identity profile] ravenworks.livejournal.com
It's only just now finally struck me that I would have no idea how to even start writing a solver for these! Even if you just brute force it, it seems like the possibility space would explode hopelessly after just a few moves... I mean, six pieces, four directions, and let's say the solution takes 20 moves; (6x4)^20 = 4,019,988,717,840,603,673,710,821,376 possible outcomes, that's an awful lot even for a computer... What kind of approach did you take..?

Date: 2011-12-23 04:05 pm (UTC)
From: [identity profile] ravenworks.livejournal.com
Shoot, I didn't think about discarding/merging identical states! That makes WAY more sense... it's still an enormous number of possibilities, but that would cut it down to something manageable... Very smart :)

Date: 2011-12-23 04:38 pm (UTC)
From: (Anonymous)

Depth-first search on the state graph? Not breadth-first plus heuristics?



(Sorry, I couldn't resist.)

Date: 2011-12-23 04:59 pm (UTC)
From: (Anonymous)
But not breadth-first? o.o

Date: 2011-12-24 08:31 am (UTC)
From: (Anonymous)
Well, it doesn't have to generate all possible states first, since it could choose to generate them in arbitrary order, presumably, depending on how much “randomness” you depend on. But AsYouKnow, breadth-first searches are guaranteed to find the shortest path in terms of steps, though they can be heavier in temporaries (which I suppose is sometimes fatal in cases like this; I haven't seriously done this in ages). And then there's the rest of the tweaks one can make to graph search algorithms…

*ahem*

Date: 2012-01-04 04:43 am (UTC)
From: (Anonymous)
There's not a whole lot of branching given that the pieces are pretty densely packed in the space; at a given time there's often only a few that can move. It's not like computer Go.

And you always “merge duplicates”; that's what makes it a graph of states rather than a graph of refcells of states.

Bwahahahaha!

(Er, ahem.)

Date: 2011-12-24 02:08 am (UTC)
From: [identity profile] xaq.livejournal.com
After solving the first 2 my brain already feels about ready to go into nuclear meltdown.

I'll accept this as retribution for what I accidentally did to you with Story of the Blanks.

Date: 2011-12-24 04:10 am (UTC)
kjorteo: Screenshot from the old G1 My Little Pony cartoon, of Galaxy looking horrified and screaming. (MLP: Horrified Galaxy)
From: [personal profile] kjorteo
I like that you got him to play Story of the Blanks, and I can't even get him to watch Lesson Zero! Congratulations, I think.

Date: 2011-12-24 06:43 am (UTC)
From: [identity profile] xaq.livejournal.com
Never underestimate the power of Relax-O-Vision. (Or the insatiable curiosity it can spark, I guess.) :]

Date: 2011-12-24 04:03 am (UTC)
kjorteo: Screenshot of an enraged Skarmory from a Pokémon anime special. (Skarmory: Rage)
From: [personal profile] kjorteo
WHY

WHY WOULD YOU DO THIS TO ME

Date: 2011-12-24 04:17 am (UTC)
kjorteo: Sad Bulbasaur portrait from Pokémon Mystery Dungeon. (Bulbasaur: Sad)
From: [personal profile] kjorteo
Oh.

I'm so sorry.

Date: 2011-12-24 11:16 am (UTC)
From: [identity profile] rakarr.livejournal.com
Yep, that's that decided, I'm not going near this!
... until curiosity gets the better of me, thus validating the "killed the cat" saying a thousand times over.

Date: 2011-12-28 10:09 am (UTC)
From: [identity profile] tamakun.livejournal.com
Great, now I'm wondering if there's a way to create a sliding-tile puzzle where one of the pieces has a "hinge", to allow it to work its way around corners.

And with that, I'm severely causing aneurysms just trying to create that in a puzzle mechanic.

Date: 2011-12-31 01:58 pm (UTC)
From: [identity profile] tamakun.livejournal.com
How do you even come up with puzzles like this? Do you lay them out with the knowledge that they're somehow solvable, or do you place the pieces in an aesthetically pleasing way and let your solver program see if they're possible?

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