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I've found the best way to rate and generate puzzles of a certain perceived difficulty is to have a solver that works the way a human does. So if you have a pu
by jmull 2y ago
I've found the best way to rate and generate puzzles of a certain perceived difficulty is to have a solver that works the way a human does.
So if you have a puzzle that can be solved using only techniques that interested people can come up with fairly readily/intuitively and apply without a lot of ceremony, then that would be, perhaps, very easy. The more advanced techniques (for humans) needed to solve the puzzle, the harder it would be rated.
You can also feed these techniques into the generation so that you can guide the difficulty as it's being generated (the way I did it, I found it would still fall into puzzles that are easier than the target, or get stuck on puzzles that are too hard, but applying adjustments to backtracking and forward progress based on heuristics observed in "stuck" scenarios seemed to do the trick.
- ball_of_lint 2y agoThe author calls this out specifically: > and this makes the whole analysis problematic, as we still don't know if this is actually a good difficulty indicator for how a human perceives the difficulty
- krazydad 2y agoThis is very much the approach I use as well (I've been publishing Sudoku for a long time at krazydad).
- foofoo55 2y agoI often ponder what the generator algorithm might be when I am solving "insane" 13x17 Kakuro puzzles [1], because there always seems to be just enough logical paths to solve each puzzle. Well done! [1] - https://krazydad.com/kakuro/index.php?sv=13x17I_v1 https://krazydad.com/kakuro/index.php?sv=13x17I_v1