3 ms·
The "close/warm/far" distance feedback is meant to make each column solvable in ~3 moves. 4 max with a bad start feels about right. Only 16% of plays are solve
by shauntrennery 6mo ago
The "close/warm/far" distance feedback is meant to make each column solvable in ~3 moves. 4 max with a bad start feels about right.
Only 16% of plays are solved in 3 or fewer guesses.
Curious if the all-ones strategy "feels" fun or if it feels like grinding.
- gus_massa 6mo agoI got that 59% of the games are solvable in 3 or fewer guesses using the optimal strategy. (I'll take a look at my calculations later.) All my cases have some tricky part, so I had to use a piece of paper to analyze what to do in the next step. I found also a simple strategy that involves playing always fixed numbers in the fist and second step, and then thinking a little for the third step. This is easier but guaranty only a 32% win rate in 3 or fewer guesses, and 100% in 4 or fewer guesses. (But I didn't follow alllll the cases for this strategy, there is a tiny chance that I missed a better combination of initial numbers.) As I said, it's an interesting game and I had to use some time to get the optimal strategy. It's not too easy, but not too hard. PS: I second the feature request of rawling to move the 0 to the right. PS2: It would be nice that "close" and "warm" has more contrast.
- shauntrennery 6mo agoIncredible feedback. Thank you.
- shauntrennery 6mo agoI've deployed PS1 and PS2. Thank you again.