Timeline for answer to Sandbox for Proposed Challenges by Martin Ender
Current License: CC BY-SA 3.0
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14 events
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| Dec 21, 2015 at 17:59 | history | edited | Martin EnderMod | CC BY-SA 3.0 |
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| Dec 21, 2015 at 14:51 | history | edited | Martin EnderMod | CC BY-SA 3.0 |
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| Dec 21, 2015 at 14:48 | history | edited | Martin EnderMod | CC BY-SA 3.0 |
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| Dec 21, 2015 at 11:25 | history | edited | Martin EnderMod | CC BY-SA 3.0 |
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| Dec 21, 2015 at 10:06 | history | edited | Martin EnderMod | CC BY-SA 3.0 |
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| Dec 21, 2015 at 10:01 | comment | added | Peter Taylor | The person who wrote that site needs to be dragged kicking and screaming into the 21st century. But I'd prefer a link to morpionsolitaire.com/English/Rules.htm and the navigation be damned than a link to the front page. | |
| Dec 21, 2015 at 9:57 | comment | added | Level River St | I agree with Peter that the website is a bit of a mess. There are many variations of the game, so I think you should state that this is the 5T variant (identified by the fact that Christopher Rosin holds the records for 5T at 178 moves and 5D at 82 moves.) It took me a while to work out why Marc Bertin at 216 moves in 1974 was not the record holder: (He was playing 5T+.) Only the 5T (endpoints of parallel lines touching allowed) and 5D (endpoints of parallel lines must be disjoint) variants are unsolved according to the website. | |
| Dec 21, 2015 at 9:52 | comment | added | Martin Ender Mod | @PeterTaylor Thanks, I'll edit those suggestion in. As for the page I linked, did you see the navigation in the left iframe? (I overlooked that at first.) I'll link to Wikipedia as well though. | |
| Dec 21, 2015 at 9:51 | comment | added | Level River St | In that case I would go for the ASCII art representation. It also depends to some extent on which is the most convenient way for you to obtain / generate test cases. | |
| Dec 21, 2015 at 9:48 | comment | added | Peter Taylor | 1. It would be clearer to talk about drawing a straight line segment through 4 marked and one unmarked lattice point, as "straight line" often implies that it's infinite. 2. It seems that the lines must be axis-aligned or at 45 degrees to the axis. If so, it would be good to state that explicitly in the description of play. 3. The page linked in the first sentence is very uninformative. I assume you did it because the diagrams on the Wikipedia page are for a different initial setup, but there must be some better external link. | |
| Dec 21, 2015 at 9:45 | comment | added | Martin Ender Mod | @steveverrill There will be no information about endpoints in the input. In a finished game (without numbering) you only have individual line segments (four of which make up a move). That's why I think an ASCII representation is simpler than a graph, where you need to piece together manually which edges form a straight line of four segments. I also think an ASCII representation doesn't necessarily need to be parsed at all: I think it can be solved straight via manipulation of the character grid (in fact, this should be doable in Retina). | |
| Dec 21, 2015 at 9:35 | comment | added | Level River St |
The ASCII art representation will require more effort for parsing: I think it's unambiguous because you can identify endpoints by looking for for intersections which don't have opposite pairs of |_\/, but it could take quite a few parses through the file. You would also need some way of identifying the start points.
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| Dec 21, 2015 at 9:34 | comment | added | Level River St | The simplest representation for parsing would be to give either the endpoints of each line as cartesian coordinates, or one endpoint and a direction (either one of 8 directions, or it could be standardized to one of 4 directions if the N/E/NE/NW is always the endpoint given.) Checking would then be fairly straightforward: start with the empty grid and see which lines are allowed, until all are exhausted. | |
| Dec 21, 2015 at 0:24 | history | answered | Martin EnderMod | CC BY-SA 3.0 |