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Re:Show HN: Linjat, a small puzzle game by jsnell on Monday February 04, 2019 @06:39AM (#19075496)
This game was originally designed as a substrate for experimenting with procedural puzzle generation (for generating interesting puzzles given a rules set, not for generating new rules sets).

I thought I'd post it here, since it ended up being kind of fun to play in it's own right, not just an algorithmic experiment.

Re:Show HN: Linjat, a small puzzle game by konamacona on Monday February 04, 2019 @12:19PM (#19078237)
I̶ ̶m̶i̶g̶h̶t̶ ̶b̶e̶ ̶m̶i̶s̶s̶i̶n̶g̶ ̶s̶o̶m̶e̶t̶h̶i̶n̶g̶,̶ ̶b̶u̶t̶ ̶I̶ ̶t̶h̶i̶n̶k̶ ̶e̶a̶s̶y̶ ̶4̶ ̶i̶s̶ ̶u̶n̶s̶o̶l̶v̶a̶b̶l̶e̶.̶ ̶T̶h̶e̶ ̶b̶o̶t̶t̶o̶m̶ ̶6̶ ̶c̶a̶n̶n̶o̶t̶ ̶e̶x̶t̶e̶n̶d̶ ̶u̶p̶w̶a̶r̶d̶ ̶o̶r̶ ̶i̶t̶ ̶b̶l̶o̶c̶k̶s̶ ̶t̶h̶e̶ ̶4̶,̶ ̶a̶n̶d̶ ̶i̶f̶ ̶i̶t̶ ̶g̶o̶e̶s̶ ̶h̶o̶r̶i̶z̶o̶n̶t̶a̶l̶,̶ ̶t̶h̶e̶ ̶6̶ ̶o̶n̶ ̶t̶h̶e̶ ̶r̶i̶g̶h̶t̶ ̶i̶s̶ ̶u̶n̶p̶l̶a̶y̶a̶b̶l̶e̶.̶

https://linjat.snellman.net/#game.easy.4

edit: My logic parts are weak

Re:Show HN: Linjat, a small puzzle game by sonofgod on Monday February 04, 2019 @12:23PM (#19078307)
I beat it fine; both 6's are horizontal.
Re:Show HN: Linjat, a small puzzle game by veli_joza on Monday February 04, 2019 @12:24PM (#19078319)
I solved easy 4, but easy 7 looks impossible. Very addictive puzzle game, BTW.

Edit: easy 7 solvable and now my wife is addicted too.

Re:Show HN: Linjat, a small puzzle game by yorwba on Monday February 04, 2019 @11:41AM (#19077733)
You have "overflow: hidden" in the CSS for the body tag, which makes it impossible to read the full text of "how to play" on my screen.
Re:Show HN: Linjat, a small puzzle game by jsnell on Monday February 04, 2019 @12:24PM (#19078325)
Thanks for the report, to you and everyone else who had that problem. Just for testing purposes, what kind of a device was this on?

Unfortunately the overflow: hidden is needed for the touch event handling to work properly. But there's probably some reasonable solution based on resizing / scaling instead.

Re:Show HN: Linjat, a small puzzle game by onemoresoop on Monday February 04, 2019 @11:46AM (#19077788)
Same problem here but I figured out myself how to play from the tutorial
Re:Show HN: Linjat, a small puzzle game by djaychela on Monday February 04, 2019 @01:35PM (#19079179)
I was wondering as I played it if you had come up with some 'evil' to create the levels, as each one has an element of 'gotcha' to them. Any info on how you did this? Novice programmer here, and probably not capable of understanding anything too complex, but I'd be interested if there's anything you could point me at to try to understand how you do this sort of thing.
Re:Show HN: Linjat, a small puzzle game by jsnell on Monday February 04, 2019 @02:14PM (#19079622)
Basically the level generator consists of three stages.

Stage one is just to generate a level by randomly placing numbers on the grid.

Stage two is to run a special solver for the puzzle, which tries to solve the puzzle the way a human would (applying different kinds of local deduction rules, e.g. "only this number can reach that dot, so that's how the line has to be drawn" or "there's not enough space to draw this line vertically, so it has to be horizontal", and then a handful more of increasing complexity). If the solver gets stuck, it adds more dots to the board, with the locations of the dots being such that they're going to provide as little information as possible at the start of the game.

That gives a seed puzzle to work with, which is solvable but usually not very interesting.

Stage three is optimizing the puzzle. That's done with what's basically a hill-climbing algorithm. So take a puzzle (either the original, or a better puzzle that's been found during the optimization) and change it a bit by moving or changing the numbers. Then run the solver again on the modified board, but with all the dots removed. If the new puzzle is solvable, it's scored on a bunch of metrics, and if it's good enough it goes into the pool of improved puzzles for the next iteration to work on.

Obviously for this to produce the feeling of gotchas, the metrics have to be chosen to match human intuition on easy vs. hard moves. That's the tricky part.

That's the gist of it. I'm planning on writing a blog post on it later with more details.

Re:Show HN: Linjat, a small puzzle game by failrate on Monday February 04, 2019 @02:41PM (#19079882)
I am looking forward to your blog post. I tried a random Sudoku generator back in the Flash days, and all of the feedback was that players could tell the puzzles were completely randomly generated. Please ping me when the blog post is up. Thank you.
Re:Show HN: Linjat, a small puzzle game by fenomas on Tuesday February 05, 2019 @12:30AM (#19083199)
Super interesting!

The creator makes sure that each puzzle has a unique solution, right? I don't know if this is intended, but after a few games I notice that knowing this makes it even the expert puzzles relatively straightforward to solve. That is, there are lots of spots where nothing appears to constrain a piece from extending in a given direction, but any solution where it did so wouldn't be unique, so you can rule it out, which makes the puzzle solvable without trial and error.

Re:Show HN: Linjat, a small puzzle game by jsnell on Tuesday February 05, 2019 @06:22AM (#19084345)
Great question. There is indeed a unique solution, but it's not intended for the player to use that information. (Which is why the rules don't mention that guarantee). I considered a couple of alternatives when writing this:

1. Don't have a single solution, but have any duplicate solutions be trivially transformable to the others. E.g. via the "this piece has two possible orientations, and neither will conflict with another piece".

2. Make having a single solution be part of the rules, and necessary for solving some of the puzzles.

3. Make sure the puzzle generator just never generates a place where the uniqueness of the solution can be used to short-circuit the solution.

4. Punt.

Idea number 1 is probably the best one, but the fear was that players would perceive that as "guessing". But looking at how people actually play the game, I think that fear might have been misplaced.

Re:Show HN: Linjat, a small puzzle game by felixyz on Monday February 04, 2019 @04:14PM (#19080704)
Very enjoyable game! I'm quite interested in procedurally generated puzzles so looking forward to that blog post. I've experimented with generating and ranking Sudokus automatically in a way that attempts to reflect difficulty for a human. The goal, of course, is a Universal Puzzle Generator. I'll let you know when it's done...
Re:Show HN: Linjat, a small puzzle game by SiempreViernes on Monday February 04, 2019 @12:05PM (#19078067)
Probably would benefit from some sort of subtle grid indicator, since counting squares/positions is central to solving the puzzles.
Re:Show HN: Linjat, a small puzzle game by pbalau on Monday February 04, 2019 @05:04PM (#19081092)
Considering flagging this, I definitely do not need this in my life. Works beautifully on Android/chrome, you really nailed the user interface. Maybe add a way to mark some lines as the only possibility... Going to ruin some of my friends productivity too
Re:Show HN: Linjat, a small puzzle game by redfast00 on Wednesday February 06, 2019 @04:07AM (#19093764)
I created a solver for it using Z3, see https://news.ycombinator.com/item?id=19093754.
Re:Show HN: Linjat, a small puzzle game by cityzen on Monday February 04, 2019 @11:42AM (#19077742)
cool game! Do you know of any games on iOS that are similar?