simont: A picture of me in 2016 (Default)
simont ([personal profile] simont) wrote2005-06-25 05:14 pm

Musing on guesswork

Games of hidden information are very weird in their randomness.

Minesweeper, of course, is well known to be annoying for its randomness, which is why I went to the effort of writing a version that didn't require random guesswork. When you have no choice but to take a risk, it's annoying to be wrong because it terminates your game.

But I've recently been sent an implementation of the puzzle/board game ‘Mastermind’ for my puzzle collection, and I've been finding that the annoying randomness works the other way in that: it's much more annoying to be right. When you've just constructed a guess which you've carefully designed to narrow down the possibilities and bring you one step nearer to the actual solution … it's terribly irritating if that guess turns out to be the exact answer. In a game played against an opponent, where each of you was scoring points for how quickly you solved the other's problems, this would at least be useful to you because you'd get a lot of points for it. But in a solo context, you're not really after the high scores; you're after the satisfaction of reasoning your way to the answer step by step, and to unexpectedly hit the right combination at an early stage rather spoils the fun.

[identity profile] deliberateblank.livejournal.com 2005-06-25 05:40 pm (UTC)(link)
Same approach: write a version which tracks how much information you could possibly have inferred from each existing move and swaps colours round so as to be compatible with previous revelations but to maximize the necessary chain of tests to reach a solution?
gerald_duck: (ping)

[personal profile] gerald_duck 2005-06-25 06:32 pm (UTC)(link)
That's not quite the same thing. In Mines, it is possible to lose, and Simon's innovation is to make sure (as a single step at the start of each game) that it never gives you a game that cannot be won without taking a risk of losing. In Guess, there is no risk of losing, but what you're proposing is to continue changing the solution as the game progresses so as to maximise how long it takes to deduce.

That continuous refinement step, if done in either Guess or Mines, would make the game deterministic: if you make the same sequence of guesses, or click the same sequence of spaces in the minefield, the solution will always be the same. I doubt this is a good idea.

Fundamentally, I suspect the real problem is just that Guess is a much simpler game than Mines.