Building Puzzles is the Hardest Puzzle

I picked up Hexcells recently on the basis of Kodra and Rae‘s talking it up, and have enjoyed it quite a bit. I’ve always been a big fan of logic puzzles of any sort, so it was right up my alley. The basic gameplay is much like Minesweeper, where each cell is either part of a pattern (blue) or not (black). Yellow cells are of unknown status and must be marked by you. To solve the puzzle you must successfully mark all of the cells. Unlike Minesweeper, however, each puzzle gives you some information to start with and can be solved with no guessing at all.

As you graduate to more and more complex puzzles, additional methods of providing information to you are introduced. You’ll be told how many blue cells are in a particular line of cells, or that all the blue cells in a particular line or around a cell are contiguous. Eventually you start getting cells that contain a number signifying the number of blue cells within two spaces of that cell. Ultimately you find yourself having to combine information from multiple sources to identify cells properly. It’s very difficult by the end, but extremely gratifying when you successfully solve a puzzle.

There are 3 Hexcells games, each with 36 puzzles of increasing difficulty. The difficult also increases more quickly in each successive game, so you’re quickly solving puzzles harder than the previous games hardest. By the end they’re downright fiendish and I found myself having to take a break and come back with fresh eyes on multiple occasions (thankfully the 3rd game saves your progress on partially completed puzzles). Ultimately though, I made it through and finished the final puzzle.

My wife saw me playing and asked “Are you a bee?”

The third game, Hexcells Infinite, introduces Infinite Mode, which boasts 100,000,000 computer generated puzzles. Put in a numerical seed, get a puzzle. Sadly, but not at all surprisingly, they’re just not as good as the set puzzles you get up to that point. The game’s main puzzles contain a paucity of information, forcing you to determine which of a very few existing clues your latest moves will combine with to identify your next move. The generated puzzles I’ve tried, on the other hand, are overrun with numbers from the very beginning and are mostly a matter of scanning through the puzzle for the next obvious move. Occasionally I’ll have to stop and think a bit, but it’s mostly just click click click done.

The problem is that programming a computer to build interesting puzzles is difficult. Much more difficult than writing a program to solve puzzles; that’s generally trivial if the puzzle is based on pure logic and intended to be human-solvable. Building a puzzle requires you to develop explanations for what make a puzzle good that can be expressed in code. I have no way of knowing how the Hexcells puzzle generator works, but if I had to guess I’d posit that it generates the field of hexes and assigns them each blue or black based on an algorithm that uses the seed as input, creates all the possible clues the puzzle could have, then starts hiding cells and removing clues while checking that the puzzle remains solvable.

With a million possible puzzles, I’d guess that from sheer happenstance some clever ones will show up, but Sturgeon’s Law appears to apply in this case. That said, it’s still a great game and would have been well worth my time if the Infinite feature didn’t exist at all.

I Am Not the Demographic

The recent announcement about the impending changes to the Marvel Universe has served to drive home something I've known for a while, but haven't truly unpacked and considered until now. For those not following the state of Marvel comics, it was announced last week that the primary Marvel continuity (the 616, as it's commonly referred to) will be destroyed at the beginning of the upcoming Secret Wars event, and a 'Battleworld' will be stitched together from chunks of that Marvel Earth and dozens of alternate Earths. Supposedly this change is intended to be permanent and will be the setting for Marvel comics going forward.

It's possible, of course, that this will end up going the way of Heroes Reborn and the changes will be walked back. I fully believe, however, that Marvel really is intending to try and make this the new status quo especially after DC's linewide reboot a few years ago. Either way, come May neither of the main super-hero universes I grew up with will exist any longer. Both will have been replaced with newer, 'fresher' versions.

This serves to really drive home the message that I am no longer the target demographic they're after, and I haven't been for a while now. At 37, I no longer qualify as a young adult, and my habits aren't what's driving the decisions big media companies are making. You see the same thing with movies, where properties like Transformers and the Teenage Mutant Ninja Turtles have been re-imagined in ways that are utterly unappealing to me. Why should I expect them to appeal to me? They're not for me; they're for the teenagers and young adults of today.

This isn't to say that no one is making media for me. Certainly nostalgia has been big in recent years, and there are plenty of cool Kickstarters and indie projects aimed squarely at us children of the 80s. But the big companies, the Disneys and Warner Brothers, the EAs and Sonys, they've moved on. Any interest of mine in their products is now a happy bonus for them, not the goal.

It would be easy to become bitter and rail against the perceived injustice of this abandonment, but that would hardly do me any good, and it certainly wouldn't be healthy. Thanks to the internet, niche products can survive and thrive, so there will always be new things for me to read and watch and play, I'll just have to look a little harder to find them. And I'll have to learn to let go of the things that are no longer for me. I'm going to continue reading Marvel's books at least until Secret Wars, and then I'll have a decision to make. It's possible I'll decide that this new direction is something I enjoy and want to follow, but I don't find that likely. If it's not, I'll have to close the book on Marvel and move on. It's good to know when to let things go.

Doing Well By Doing Good

Ever since I've had a for-real grown-up job I've made a point of donating to Heifer International each year.  Not only is it a local charity in my case, it's model is one which I whole-heartedly approve of; providing people with knowledge and assistance that is useful long-term and ultimately asking them to pay forward in the future when they are able.  I also like the idea of giving someone the gift of baby ducks.  I haven't always been able to give a lot, but I always at least give someone ducks.

Quack

Patrick Rothfuss agrees with me enough to have started a yearly geek-centered charity drive called Worldbuilders.  Every year around the holidays, Worldbuilders solicits donations to Heifer with various nerdy things occurring once certain totals have been raised.  This year, as an example,  Neil Gaiman recorded a video of himself reading Jabberwocky once $600,000 had been raised.  In addition, every $10 donated is an entry in a massive lottery of all sorts of geeky goodness.  Books, board games, and so forth.  Since Worldbuilders began, I've made my yearly donation to Heifer through it; I figure a chance at something neat is a nice little added benefit, so why not?  If anything it encourages me to give a little more to up my chances.

I've never actually won anything in the lottery.  Until this year, that is.  Saturday I found a package from Worldbuilders at the door, and inside was a copy of the board game Amazonas!

Ohmanigotaparrot!

It's a pretty interesting looking game, with a short enough playtime and straightforward enough rules that I might be able to get my wife to play it (She hates complicated fiddly games with lots of different actions to choose from and hours-long play times.  Sadly this includes most of the board games I own).  Perhaps this weekend I'll shanghai a friend or two and play a couple games.  If so, I'll try and write a review once I've seen how it plays.