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| MySokoban (Mac) Level 1 |
Mon 27 Sep 2004 13:09 |
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<Rory OKane> (SPOILER) This is from a Mac program called MySokaban, and is the first level for it, hence the title. Of course, the object of the original thing was to just move the blocks on the the squares that are panels, and there was no exit you had to. The background was also more decorative, with the three blue things in the middle being furniture. Anyway, I just realized that while Escapifying this, I accidentally filled in a blue square where a blank space should be. It doesn't matter, because that pathway is just to mislead you, but it still is an error. The bad blue square I'm talking about is the one two squares left and one square down from where you start. Is there any way to change an already-submitted level? |
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| Memory Hole |
Wed 15 Sep 2004 22:26 |
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<Tom 7> I finally solved it. Very very nice. |
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| Satisfiability |
Wed 15 Sep 2004 09:06 |
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<Tom 7> Cool! Yes, this would show that it's NP-hard. To show that it's NP-complete, you'd need to show that it's also in NP. That would mean that we could verify that a level has a solution in time polynomial to its size, once given a solution. It is certainly polynomial to verify a polynomial-size solution, but it is not obvious to me that every solvable level has a polynomial-size solution. (ie, some levels may be VERY HARD in the sense that they require an exponential number of moves.) Since Escape embeds several other games such as Sokoban and (sort of) the UFO puzzle, there may already exist some results that imply it is harder than NP (unfortunately the other direction would probably have to be a new theorem).
<mjn> I think the "determine if an Escape level has a solution" problem is NP-complete: here's one way to reduce an instance of SAT to an Escape level.
Each row of stop signs is a variable, and the gadgets on the left let you assign "true" or "false" by sending you through a chain of teleports. This level is (A or B) and (not A or B or C) and (not B or not C).
Been a while since theory class--is there something to be proved in the other direction, too? |
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| Slippery Floor |
Tue 14 Sep 2004 11:08 |
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<Rory OKane> (SPOILER) You did cook it. I was thinking of going left down right down left down left down. The two outside teleports are just there to confuse you. I should have added a rought bit to the right of the second-bottom-rightmost rough spot. I guess I didn't test this enough... |
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| Memory Hole |
Mon 13 Sep 2004 23:10 |
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<Tom 7> Great title. =) Nice one! |
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| Slippery Floor |
Sat 11 Sep 2004 12:43 |
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<Tom 7> (SPOILER) I think I cooked it. I expected to need to teleport to the outskirts of the level to send the yellow block around, but instead I was able to just kick it left down left down right down... |
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| Jungle Fever |
Wed 08 Sep 2004 17:09 |
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<Tom 7> This level is really hard! I haven't gotten it yet... |
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| Impossible |
Wed 08 Sep 2004 16:18 |
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<Tom 7> (SPOILER) I'm curious to know what the reported 'cook' is on this level. |
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| The Red, White, & Blue |
Fri 03 Sep 2004 23:47 |
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<rjmccall> (SPOILER) Guessing this solution to this one could have been worse. |
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| Impossible |
Fri 03 Sep 2004 23:42 |
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<rjmccall> Argh, you. |
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| Worried |
Tue 31 Aug 2004 21:05 |
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<Tom 7> Testing again. I think this is the earliest example of a "draw a picture" Escape level. |
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| It |
Fri 27 Aug 2004 13:50 |
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<Tom 7> Just debugging comments... sorry. |
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| Escape Vomit |
Thu 26 Aug 2004 00:03 |
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<Max> Yeah, I actually spent a good deal of time trying to make this look as nauseating as possible...
<Tom 7> Nnnnnnghhhhhh.... |
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| There's got to be a way! |
Tue 24 Aug 2004 12:25 |
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<rjmccall> There is one point in this level where logical inferences play an important role in saving players time. Everything else is brute-force search. Argh. |
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| Impossible |
Mon 23 Aug 2004 22:05 |
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<Max> (SPOILER) Well, I certainly wouldn't mind sacrificing the coolness of one level in exchange for some cooler new tiles!
<Tom 7> (SPOILER) This is a really good level! I'm not sure I can guarantee this behavior, though. (I have a TO-DO item to look again at what counts as a move in preparation for some new tiles, and this is one of the things I had in mind disabling.) In light of this cleverness I might just have to keep it...
<Tom 7> Right now I'm ready to believe it's impossible. ;) |
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| Sore Loser |
Tue 17 Aug 2004 12:22 |
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<Max> (SPOILER) *Oops, I mean game of checkers! |
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| Start at the End |
Tue 17 Aug 2004 00:13 |
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<Max> Yeah, this one's really easy. I just dashed it off to kill a few minutes. Finish yours cause it'll probably be a lot more interesting! |
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| Claustrophobia II |
Tue 17 Aug 2004 00:11 |
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<Max> Yeah, inspired by levels like "Bullseye" and "Specific Gravity" I wanted to see what the minimum amount of tiles necessary for a level to remain somewhat challenging. I think this one gets kind of close, at least! |
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| Breaking In |
Tue 17 Aug 2004 00:08 |
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<Max> It took me a while to get it, too ;) |
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| Sore Loser |
Tue 17 Aug 2004 00:07 |
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<Max> (SPOILER) Well there's a torrid storyline that accompanies this one. It's a game of chess and you (blue) are the loser. In fact you get so angry that you totally dismantle the board and throw the pieces all over the room and walk out the door!
<Tom 7> (SPOILER) This one is just mean! |
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