Re: Removed features in Sudoku 3.14



On Wed, 2014-06-04 at 12:31 -0400, Thomas Mills Hinkle wrote:
I thought the show-possible-numbers solution was useful for difficult
positions, but of course if there are easy moves to make it is
pointless. That said, I could see this becoming part of a hints
heirarchy. Maybe, for example, the "hints" feature could work by first
telling you what *cell* could be filled (i.e. what cells would have
only 1 possible number). If there were no such cells, maybe "show
possible numbers" would become available as the next hint step. I
guess all of this is to say that it might be interesting to think
through the game-play workflow and create a "hint" workflow that tried
to give hints in a smarter way.

Maybe. "Show Possible Numbers" across the entire board seems really
extreme, though it probably wouldn't be useful if we were to restrict it
to individual cells for each hint.

One thing I like about the way I originally implemented hints was that
you never were given a hint based off of the solution grid; somehow it
seems pure to me to have the hints only work from the current grid you
have, and make users find any mistakes they've made on their own.

I agree that it's good that the Hint feature is based on what the user
has currently filled out: in other games, Hint just gives you the next
step, but in Sudoku it shows you how to help yourself. If it were to
reveal a number, it wouldn't be fun at all.

I actually think it'd be good to use hints to point out any mistakes the
user has made, since a mistake in a Sudoku puzzle is really devastating.

The colors are hard to get right -- I think I wrote an algorithm at
some point trying to get decent colors based off the theme, but it
could go horribly wrong and come out pretty garish. That said, for
teaching the game, the highlighter could be quite handy so I'm glad
you're thinking about not eliminating it entirely.

It would be worth making sure the lines between the boxes are extra
thick -- I remember seeing a version at one point in which the widths
had all been reduced and it was much harder to see. Sorry not to be
more specific -- though I did implement the game, I haven't played it
actively in years.

They currently are extra-thick, but we have a new design that calls for
using different colors instead of different thickness:
https://bugzilla.gnome.org/show_bug.cgi?id=710626

My only thought is that trackers & notes could be combined, perhaps,
as we simplify. I'd be interested to know who uses them; I believe I
implemented notes based on a feature request originally; I don't
recall what the impetus was for trackers.

I think they are used for different purposes. Notes are useful to keep
track of possibilities; the tracker is useful when you're stumped and
start guessing.

A final question: has any work been done on the game-generation
algorithm itself? Back when I had time to think about such things, the
next step I wanted to take with the game was to work on algorithms to
generate *hard* puzzles more quickly. I think lots of people like
really hard sudoku, and my algorithm basically randomly stumbles on
them as is, but it doesn't do it nearly as often as I'd like.

We have identified the puzzle generator as an area for improvement but I
haven't investigated it further yet. If your algorithm generates hard
sudokus accidentally, that could explain why sometimes it takes too long
to generate a sudoku of a particular difficulty.

We're looking at the generator in
https://bugzilla.gnome.org/show_bug.cgi?id=731215

Related: we have one confirmed occurrence of an invalid puzzle, and it'd
be good to investigate how this can happen:
https://bugzilla.gnome.org/show_bug.cgi?id=619190

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