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| author | Simon Tatham <anakin@pobox.com> | 2015-10-20 20:33:53 +0100 |
|---|---|---|
| committer | Simon Tatham <anakin@pobox.com> | 2015-10-20 20:33:53 +0100 |
| commit | 90af15b43ed57a6835091bb1c98227052590b3ea (patch) | |
| tree | 68f4595352c69cc840cb74d30106def87658dcc9 /html/samegame.html | |
| parent | 3c0b01114ccf6aaead7aede33b4eaa26d325454b (diff) | |
| download | puzzles-90af15b43ed57a6835091bb1c98227052590b3ea.zip puzzles-90af15b43ed57a6835091bb1c98227052590b3ea.tar.gz puzzles-90af15b43ed57a6835091bb1c98227052590b3ea.tar.bz2 puzzles-90af15b43ed57a6835091bb1c98227052590b3ea.tar.xz | |
Enhance Filling's solver to handle large ghost regions.
The previous solver could cope with inferring a '1' in an empty
square, but had no deductions that would enable it to infer the
existence of a '4'-sized region in 5x3:52d5b1a5b3. The new solver can
handle that, and I've made a companion change to the clue-stripping
code so that it aims to erase whole regions where possible so as to
actually present this situation to the player.
Current testing suggests that at the smallest preset a nontrivial
ghost region comes up in about 1/3 of games, and at the largest, more
like 1/2 of games. I may yet decide to introduce a difficulty level at
which it's skewed to happen more often still and one at which it
doesn't happen at all; but for the moment, this at least gets the
basic functionality into the code.
Diffstat (limited to 'html/samegame.html')
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