Re:Show HN: Solving Rush Hour, the 6x6 Sliding Block Puzzle
by hcs on Wednesday July 11, 2018 @10:57PM
(#17511852)
I wonder if this is the article you're thinking of:
https://web.archive.org/web/20100221131225/http://www.thinkf...
(The text of the article is only visible at the very bottom of the page for some reason)
Re:Show HN: Solving Rush Hour, the 6x6 Sliding Block Puzzle
by jsnell on Thursday July 12, 2018 @02:46AM
(#17512674)
That's it, thanks! (And to romellem for the link with a working layout and images.)
Re:Show HN: Solving Rush Hour, the 6x6 Sliding Block Puzzle
by fogleman on Thursday July 12, 2018 @12:13AM
(#17512141)
Awesome find, thanks! Wonder if I can find this Mark Engelberg fellow...
Re:Show HN: Solving Rush Hour, the 6x6 Sliding Block Puzzle
by hcs on Thursday July 12, 2018 @01:25AM
(#17512358)
He also made an original game with ThinkFun: Code Master, which does some fun stuff with state machines:
Re:Show HN: Solving Rush Hour, the 6x6 Sliding Block Puzzle
by romellem on Thursday July 12, 2018 @12:09AM
(#17512125)
Through hcs's reply below, I was able to come across a better link to the original blog post:
Thinkfun & Mark Engelberg, "The Inside Story of How We Created 2500 Great Rush Hour Challenges"
https://web.archive.org/web/20130703141244/http://www.thinkf...
The basic metric their level generator used for quantifying interesting difficulty was the earliest point of non-trivial divergence in solutions. I.e. if there's a puzzle with a 50 and 51 move solution, having those solutions diverge on move 3 is interesting. Having them diverge on move 45 isn't.