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I'm glad I can really swim. Fri 30 Aug 2019 16:33
<mark> (SPOILER) Added speedrun: 222 moves (old: 242).
PC has been broken for almost 2 years not played escape until last 3 weeks.Had a list of about 30 speedruns to add but have lost it.
Found about 10 of them so far will post when I find the rest.
Have made a few fun mods lately so watch out for them.
 
Rotary Club Fri 30 Aug 2019 16:23
<mark> (SPOILER) Added speedrun: 141 moves (old: 160).
 
Reassembly Square Fri 30 Aug 2019 01:20
<noname> (SPOILER) Added speedrun: 216 moves (old: 223).
Using the end position my computer generated when this level fisrt came up with my hand-solved solution for the first part as input to vicinity search gives an even faster solution.
 
This Bot's for You v3.esx Wed 28 Aug 2019 08:03
<noname> (SPOILER) Added speedrun: 349 moves (old: 394).
 
hooray for hugbots v.2 Wed 28 Aug 2019 07:57
<noname> (SPOILER) Added speedrun: 263 moves (old: 281).
 
Reassembly Square Wed 28 Aug 2019 07:39
<noname> (SPOILER) Added speedrun: 223 moves (old: 231).
It turns out that using Dave's original solution as input to my vicinity search variant gives faster solution.
<noname> (SPOILER) Added speedrun: 231 moves (old: 239).
Found by using a variant of vicinity search to shorten a hard-coded silly solution to the position given by Dave's original solution. The act of randomly generate positions failed to find good positions that seem to have short sokoban solution.

For details of my variant of vicinity search, see my comment 20365 for the level #2880 "Assembly Square".
 
Assembly Square Wed 28 Aug 2019 04:17
<noname> (SPOILER) Added speedrun: 164 moves (old: 199).
Found with the help of computer. I first have my computer randomly generate one million positions inside the 6x6 square, filter out those positions which do not need to a solution, then used a crude heuristic to estimate the length of the sokoban part for each of the remaining positions. Then I chose a few of those with a small estimated length of solution, and used a variant of the vicinity search to shorten hard-coded silly solutions for those positions, and this solution is the result.

The details of vicinity search can be found at the sokoban wiki at <sokobano.de/wiki/> (look for the section "Optimizer development" -> "YASO Optimizer"). My variant is essentially the same as the setting infinity/0.
 
CP Violation Wed 28 Aug 2019 03:53
<noname> (SPOILER) Added speedrun: 156 moves (old: 160).
 
Another Gold Block Puzzle Wed 28 Aug 2019 03:53
<noname> (SPOILER) Added speedrun: 65 moves (old: 66).
 
Colorful Hearts Wed 28 Aug 2019 03:52
<noname> (SPOILER) Added speedrun: 60 moves (old: 62).
 
Broken Hearts Wed 28 Aug 2019 03:51
<noname> (SPOILER) Added speedrun: 105 moves (old: 138).
 
Be on the Right Side III Wed 28 Aug 2019 03:50
<noname> (SPOILER) Added speedrun: 103 moves (old: 107).
Optimal among those solutions which do not release the bot. Releasing the bot seems to make the level too complicated for my computer to solve in reasonable amount of time, so I haven't tried that part.
 
The Kansas City Shuffle Shuffled Wed 28 Aug 2019 03:46
<noname> (SPOILER) Added speedrun: 140 moves (old: 175).
Speedrun found with the help of computer. While the first room is separate from the rest, the rest turns out to be too complicated, so I need to separate into second and third room. And I need to simulate the return from the third room to the second room while keeping the rooms separate. And it turns out that returning to the second room saves a couple of moves, comparing with not returning to the second room after reaching the third room. As I'm not certain about my simulations, and I did not check the case with returning to the second room more than once, I don't claim optimality.
 
The Kansas City Shuffle Wed 28 Aug 2019 03:41
<noname> (SPOILER) Added speedrun: 81 moves (old: 85).
Optimal solution found by separating the level into two parts and having my computer run each part separately. The two parts are: the first room, and the rest. Of course, one needs to show that the first room is indeed separate from the rest, and this is done by showing, using computer, that the player cannot reach the second room without a broken bot in the first room.
 
Do Not Press Wed 28 Aug 2019 03:37
<noname> (SPOILER) Added speedrun: 76 moves (old: 87).
Optimal solution found by excluding positions with a stop sign flipped before the green light is hit. (The only way one can solve without the green light is to use bots to block laser, but this does not seem possible.) Fortunately, I allowed positions with stop sign flipped *after* the green light is hit, otherwise my computer would miss this solution.
 
The Long Level Wed 28 Aug 2019 03:31
<noname> (SPOILER) Added speedrun: 490 moves (old: 510).
Optimal solution found by separating the level into three parts and having my computer run each part separately.
 
Blide Srick? Wed 28 Aug 2019 03:29
<noname> (SPOILER) Added speedrun: 77 moves (old: 79).
Optimal.
 
Sea of Blue Wed 28 Aug 2019 03:28
<noname> (SPOILER) Added speedrun: 51 moves (old: 59).
Optimal.
 
Married to the Sea Wed 28 Aug 2019 03:28
<noname> (SPOILER) Added speedrun: 66 moves (old: 86).
Optimal.
 
wishin' i was fishin' Wed 28 Aug 2019 03:28
<noname> (SPOILER) Added speedrun: 43 moves (old: 56).
Optimal.
 
I'm glad I can swim Wed 28 Aug 2019 03:27
<noname> (SPOILER) Added speedrun: 98 moves (old: 106).
Optimal.
 
No diving Wed 28 Aug 2019 03:27
<noname> (SPOILER) Added speedrun: 66 moves (old: 86).
Optimal.
 
Apparency Wed 28 Aug 2019 03:26
<noname> (SPOILER) Added speedrun: 100 moves (old: 111).
Optimal.
 
Discrepancy Wed 28 Aug 2019 03:26
<noname> (SPOILER) Added speedrun: 98 moves (old: 171).
Optimal.
 
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