Author Topic: Flow  (Read 9319 times)

0 Members and 1 Guest are viewing this topic.

Offline Nick

  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1166
  • Rating: +161/-3
  • You just got omnom'd
    • View Profile
    • Nick Steen
Re: Flow
« Reply #15 on: December 27, 2012, 09:02:33 am »
I would make a standard level pack, along with a random level generator. That way you can play the original levels as you wish, and still be able to make levels as you go.

When using a generator, it will also be hard to determine the least possible steps to get a maximum score (i guess that's the way it counts point, isn't it?), because the generator would have to determine itself whether it gives a lot of point or not. But it would definitely be a good idea to make one.

Offline squidgetx

  • Food.
  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1881
  • Rating: +503/-17
  • rawr.
    • View Profile
Re: Flow
« Reply #16 on: December 27, 2012, 10:37:27 am »
I've only played the first few hundred levels of the free version but as far as I can tell the optimal number of moves is always the absolute minimum. I've never played a level that required more moves than there were "flows"

Offline Nick

  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1166
  • Rating: +161/-3
  • You just got omnom'd
    • View Profile
    • Nick Steen
Re: Flow
« Reply #17 on: December 28, 2012, 09:05:00 am »
I've only played the first few hundred levels of the free version but as far as I can tell the optimal number of moves is always the absolute minimum. I've never played a level that required more moves than there were "flows"
oh well.. i downloaded it too and played a couple of levels, and indeed, it's always the same numbers as there are different colors, so making a generator wouldn't be that hard i guess, but then you'll need to make a solver too, to see if it's possible to solve the generated one..i don't think this will be easy

Offline AngelFish

  • Is this my custom title?
  • Administrator
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3242
  • Rating: +270/-27
  • I'm a Fishbot
    • View Profile
Re: Flow
« Reply #18 on: December 29, 2012, 04:03:55 am »
I've only played the first few hundred levels of the free version but as far as I can tell the optimal number of moves is always the absolute minimum. I've never played a level that required more moves than there were "flows"
oh well.. i downloaded it too and played a couple of levels, and indeed, it's always the same numbers as there are different colors, so making a generator wouldn't be that hard i guess, but then you'll need to make a solver too, to see if it's possible to solve the generated one..i don't think this will be easy

Right, the minimum number of moves is always the same as the number of colors because the lines never cross.

As for generated maps, there's actually a slightly different way to do it than proving a particular random map is valid. My thought isn't fully developed because topology is somewhat of a weak area for me, but here it is:

Imagine you're specified to have K colors in a plane for your puzzle. Within this space, there exist k lines stacked on top of each other in any particular order in a way similar to this:
Spoiler For large image:

At the endpoints of each of those lines is, well, an endpoint. These will become the points between which the flow is drawn. Now, we can use these lines to generate any possible puzzle by a certain series of stretching, bending, and compressing operations from at least one possible color order. The only real rule is that the lines cannot cross (i.e.: the boundary conditions can't change). This generates what can be called a homotopic configuration: A set that can be continuously deformed by those operations back into the original lines. All possible valid configurations MUST meet this criterion, so we know the set of homotopic configurations contains all of the solutions we're looking for. But wait, there are two other criteria valid solutions must meet: That the configuration fit into an NxN grid and that the flows completely fill the grid. The former criterion is really the problematic one because it's discrete. In a continuous space, we could just wrap the flows around very tightly and "fill" the loose parts, thus making the second criterion trivial except given the first. To be honest, I'm not entirely sure how to guarantee that the generated solution will fit in the discrete grid nor that it can be "expanded" to fill the grid, although the latter shouldn't be too difficult.

Other related questions:
Is the set of homeomorphic flows identical to the homotopic set?
Can all homotopic flows be "expanded" to fill a grid?
Is there a way to generate the set of all valid flows without specifying color ordering?

Clearly I've put a bit too much thought into this since I downloaded the game :P
∂²Ψ    -(2m(V(x)-E)Ψ
---  = -------------
∂x²        ℏ²Ψ

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Flow
« Reply #19 on: December 29, 2012, 01:49:19 pm »
Are there any screenshots so far?

Offline dinosteven

  • LV4 Regular (Next: 200)
  • ****
  • Posts: 194
  • Rating: +10/-1
    • View Profile
Re: Flow
« Reply #20 on: December 29, 2012, 02:08:22 pm »
I haven't been able to get tilem working... :(
I won't be able to make them, but if someone could download the src, compile it, and screenshot it, I'd be thankful.
As soon as I get some more things sorted, I'll upload it again with the build this time.