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What you think about drod solvers?
There is a reasonable probability that someone among the top players uses drod solvers.
There is a reasonable probability that someone among the all players uses drod solvers.
There is no usefull drod solvers on the Earth now.
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halyavin
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icon Fair play. (-5)  
Some top demos are incredibly good. Don't you think that this demos (at least partly) obtained with using "drod solver" - a computer program that can bruteforce move sequences and suggest optimal moves?
01-05-2007 at 01:16 PM
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icon Re: Fair play. (0)  
If the top players have computers from far in the future, then maybe they have brute force solvers. If not, then I'd say they're just far smarter than I could ever hope to be.

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01-05-2007 at 01:22 PM
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Stephen4Louise
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halyavin wrote:
Some top demos are incredibly good. Don't you think that this demos (at least partly) obtained with using "drod solver" - a computer program that can bruteforce move sequences and suggest optimal moves?

If it does exist it's probably called michthro.exe

Steve.
01-05-2007 at 01:26 PM
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Dali
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icon Re: Fair play. (0)  
I admit that some demos are nearly perfect and very fast. I remember Erik's demos in KDD in DROD: Architects' Edition and it was really fast.
I don't know if he used a hand machine to play those demos, but I can tell you that I tried once to play as fast as him and I wasn't feeling my hands after just one room
:hmmm: hmmm...I should retry and see if I'm more "athletic" than before

[Last edited by Dali at 09-19-2007 04:47 PM]
01-05-2007 at 02:27 PM
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If a room requires 100 moves (a really short one) the possibilities are 1.378 * 10^104.
If the solver can attempt 2.2 billion per second, it would take 1.986 * 10^87 years to solve it. (5.993 * 10^77 times the age of the universe)
So... no. Not at all.

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[Last edited by Pinnacle at 01-05-2007 02:52 PM]
01-05-2007 at 02:49 PM
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michthro
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icon Re: Fair play. (+1)  
halyavin wrote:
Some top demos are incredibly good. Don't you think that this demos (at least partly) obtained with using "drod solver" - a computer program that can bruteforce move sequences and suggest optimal moves?
Umm.. that's a pretty serious accusation to make so lightly. Obviously that would be cheating. Could you give a few examples of demos you feel were obtained by a computer?

Anyway, a computer could only optimise short move sequences. Something like 15, maybe 20 moves. Humans can do that too, it only takes a little longer, and we often make mistakes because we don't really do an exhaustive search - our minds tend to eliminate "obvious" bad moves. Solving DROD rooms by computer is waayyyy without reach of current technology. I doubt there will ever be computers fast enough. It will certainly take much faster computers, plus some major breakthrough in AI theory.
01-05-2007 at 02:58 PM
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halyavin
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michthro wrote:
Umm.. that's a pretty serious accusation to make so lightly. Obviously that would be cheating. Could you give a few examples of demos you feel were obtained by a computer?
I haven't download much demos yet because I don't want to be spoiled, but high scores sometimes amazing.

Anyway, a computer could only optimise short move sequences. Something like 15, maybe 20 moves. Humans can do that too, it only takes a little longer, and we often make mistakes because we don't really do an exhaustive search - our minds tend to eliminate "obvious" bad moves. Solving DROD rooms by computer is waayyyy without reach of current technology. I doubt there will ever be computers fast enough. It will certainly take much faster computers, plus some major breakthrough in AI theory.
I think it is impossible to search all variants after 10 moves in roach-fighting, but computer can search only good variants as chess programs do. You don't even need AI - the goodness of variant can be programmed specially for each room based on it idea (which you have to think out yourself). And core dual processors are not exotic already (I hope that I will have one eventually).

[Last edited by halyavin at 01-05-2007 03:38 PM]
01-05-2007 at 03:38 PM
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mrimer
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Dali wrote:
I admit that some demos are nearly perfect and very fast. I remember Erik's demos in KDD in DROD: Architects' Edition and it was really fast.
Iirc, in the ending credits to either 1.5 or 1.6, Erik mentions that Clayton made these demo recordings and that he sped them up a bit. The 2.0 title screen demos are not sped up. I recorded them and, in fact, purposefully made them rather slow so that new people can more clearly watch what is happening and that between-tile animation is more readily apparent (which was a snazzy new feature in 2.0).
01-05-2007 at 04:04 PM
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NiroZ
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halyavin wrote
I think it is impossible to search all variants after 10 moves in roach-fighting, but computer can search only good variants as chess programs do. You don't even need AI - the goodness of variant can be programmed specially for each room based on it idea (which you have to think out yourself). And core dual processors are not exotic already (I hope that I will have one eventually).

Instead of thinking of the solution to each puzzle being a demo, make it a password made out of 11 different characters.
Now think of a machine which tries to guess the password, by randomly entering characters. Yes, at some points you could tell the computer to avoid certain combinations that cannot provide a solution(like running into walls), and if you have completed the room already, you can tell the computer the maximum number of characters that it will try at each attempt. Considering most rooms in a hold take hundreds of moves to solve, and some even takes several thousands, it would take a very long time to discover the 'passwords' if you are looking for the most optimised solution.

As for chess, it has taken people hundreds of years to figure out good strategies, which have then been programmed directly into a computer, and this is for a game that has always starts off in the same position. Whist you may argue that there is only one thing that the computer bot would have to control in drod, and that to solve each room you have a predictable ai controlling the monsters, I'm sure that even now there are better strategies to deal with goblins and wrathwings, not to mention when monsters are combined with other game elements or other monsters.

In a nutshell, yes, it is possible to create a 'smart' AI to optimise DROD, you would need a serious amount of playing and documenting techniques before you would even try programming such a thing, and the effort of such a thing just wouldn't be worth it.

Then again, some of those people on the top of the highscores clearly have some sort of superhuman ability ;) .

[Last edited by NiroZ at 01-05-2007 04:32 PM]
01-05-2007 at 04:31 PM
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Stefan
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icon Re: Fair play. (+1)  
mrimer wrote:
Iirc, in the ending credits to either 1.5 or 1.6, Erik mentions that Matthew Daly made these demo recordings and that he sped them up a bit.
Corrected.

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01-05-2007 at 05:00 PM
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halyavin
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icon Re: Fair play. (0)  
In 1 player game one can leave a fixed number of best (the meaning of best should be programmed specially for each room) variants on each turn. So you can calculate demos with hundrends of moves. May be you will find the not optimal solution or willn't find solution at all but sometimes this can help.
01-05-2007 at 05:01 PM
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larrymurk
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Actually, I'd like to buy a copy of the michthro.exe DROD solver program. It seems to work pretty well. Anyone know where I can find a copy and how much it costs?


To be a little serious though, people have written help programs like orbsolver that can assist the player but having a program that could solve an entire room optimally-- now that'd be something.
01-05-2007 at 05:43 PM
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bradwall
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Pinnacle wrote:
If a room requires 100 moves (a really short one) the possibilities are 1.378 * 10^104.
If the solver can attempt 2.2 billion per second, it would take 1.986 * 10^87 years to solve it. (5.993 * 10^77 times the age of the universe)
So... no. Not at all.

Yeah, however, there are ways to come up with a strategy and not check every possible move. Chess engines are a perfect example of this. It would take a computer nearly forever to calculate all possible moves... they figure optimal moves. I am not a chess engine expert. I leave that type of coding to someone smarter than myself. Same with this idea of a DROD room solver. Besides, I could never gain satisfaction of solving a room through some type of solver. I like to solve them myself.

Although, I do agree that making a solver would be near impossible... at least one that completes extremely hard rooms.
01-05-2007 at 06:20 PM
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Fafnir
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It would be possible to write "DROD helpers" to solve some orb puzzles and trapdoor puzzles, but I think that's about it. Brute force obviously fails, as several people have pointed out, and any more elegant approach would be just as bad. This came up on the forum before, and it turned out that it was an NP-complete problem, as you can implement a known NP-complete problem as an orb puzzle. That basically means that if a general-purpose room solver, never mind optimiser, could be created, it would be probably take geological time to solve a single room.

As for optimisers specifically written for given rooms, written with tender loving care to reduce the amount of brute force necessary to workable levels, I think in most cases it would probably take less time to optimise by hand.

What might be possible, though (speaking as someone who knows very little about AI) would be a program that took several demos of the room as input and used those to get some sense of what the room is "about". This would also avoid most problems with the invisibility of scripting. I'm probably talking through my bottom here, though - I know we have a couple of proper computer scientists here, anyone care to weigh in? In any case, this looks like the sort of thing that would take months or years of work to create, so it's pretty much theoretical unless someone really wants the number one spot.

One last point - if I wanted to cheat, which would be a rather pointless endeavour since most of my recent demos don't seem to want to upload, I would probably use some sort of modified keylogger as a "portable checkpoint". The idea would be to record all keystrokes, then play them back upon death - effectively reloading. Are there safeguards against this in the code? I think it should be possible to trap keypress messages without returning them to the OS, and thereby any keyloggers. [If there are no safeguards, mods feel free to delete this paragraph.]

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01-05-2007 at 06:56 PM
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coppro
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There is, IMHO, one useful program (written by Syntax IIRC) that checks whether tar is cuttable. The only other candidate is the orb solver, but architects and players generally don't like orb puzzles anyways.
01-05-2007 at 07:12 PM
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halyavin
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Fafnir wrote:
One last point - if I wanted to cheat, which would be a rather pointless endeavour since most of my recent demos don't seem to want to upload, I would probably use some sort of modified keylogger as a "portable checkpoint". The idea would be to record all keystrokes, then play them back upon death - effectively reloading. Are there safeguards against this in the code? I think it should be possible to trap keypress messages without returning them to the OS, and thereby any keyloggers. [If there are no safeguards, mods feel free to delete this paragraph.]
My friend wrote a pair of usefull programs: get_demo.exe and drodsend.dll (running through rundll32). The first can dump your demos to text files and the second can send keystrokes to drod (it have only one drawback - it send keystrokes by portions of 60 moves, because SDL applications have the limit to 63 messages in the queue)
01-05-2007 at 08:18 PM
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Niccus
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On the solver:

How will it tell if the room/level is impossible?
(this means: impossible to clear, leave, etc)

(this is a comment on feasibility, mind you)

EDIT: Oof, wrong question, sorry.

[Last edited by Niccus at 01-05-2007 11:23 PM]
01-05-2007 at 11:04 PM
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TripleM
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I wonder how many people would be interested in a DROD-AI contest? Maximum room size: 10x10. Everyone who enters (and anyone else) can submit several 10x10 rooms (but their AI wouldn't play their own rooms). Could possibly let the same AI play the same room multiple times so it can 'learn'. I think 10x10 is about the right size to make this reasonable..
Obviously it would be only open to people who knew how to program in some language.
And of course creating the rooms would be a big part of it, thinking up different ways to trick other AIs.. this sounds quite fun.

[Last edited by TripleM at 01-05-2007 11:19 PM]
01-05-2007 at 11:18 PM
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Schik wrote:
If the top players have computers from far in the future, then maybe they have brute force solvers. If not, then I'd say they're just far sadder than I could ever hope to be.

Fixed.

Niccus wrote:
On the solver:

How will it tell if the room/level is impossible?
(this means: impossible to clear, leave, etc)

(this is a comment on feasibility, mind you)

EDIT: Oof, wrong question, sorry.

state_queue = get_all_starting_states()

while(state_queue isn't empty) {
  current_state = pop state_queue;
  foreach new_state (get_next_states(current_state)) {
     next if we've already found next_state;
     next if new_state is a death state;
     next if new_state is leaving an unconquered room
     if(new_state is leaving a conquered room) {
       print "The room is not impossible"
       end;
     }
     push new_state into state_queue;
  }
}

print "The room is impossible"


What does feasability mean?
;)

01-05-2007 at 11:37 PM
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schep
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TripleM wrote:
Could possibly let the same AI play the same room multiple times so it can 'learn'.
But what AI isn't going to try out possibilities in its own memory before 'submitting' them, whatever that means? Doesn't seem there's much point to multiple runs.
Obviously it would be only open to people who knew how to program in some language.
Why be so restrictive? It'd be amusing to see a bot-Beethro beeping out GONORTH in Morse code.

I've thought of this sort of DROD AI a few times before, never seriously. But usually as something interactive: >SOLVE ROOM. Don't know how. Type STRAT to list goal tree. >DROP RED DOOR. Don't know how to reach (5,35) past goblins...

Getting such a thing capable of solving even a few simple rooms would be a tall order. The thought of preparing a computer to battle three roaches puts me off from planning any further.
01-05-2007 at 11:56 PM
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NiroZ wrote:
halyavin wrote
As for chess, it has taken people hundreds of years to figure out good strategies, which have then been programmed directly into a computer.

You are wrong, computer algorithms to play chess are not based on good "human" strategies, they are just brute force with some heuristic optimization.

The problem of solving a drod room is NP-complete, as already someone has stated, so i'm not sure if there are possible implementations to solve drod puzzles. It might be possible, I'm not interested in investigating that though :P
Even if it is possible to solve drod rooms it would most certainly be much slower than a human player to do it.

I'm thinking about 1 thing that no one has mentioned here though, what if you use the computer to play for you when you "tell" the computer the exact perfect moves to solve a specific puzzle you already know the answer.
You can take all time you want to figure out the "perfect" solution and then just make a script to do it, wouldn't that be easy, and much faster than a human player?
01-06-2007 at 12:10 AM
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Briareos
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schep wrote:
I've thought of this sort of DROD AI a few times before, never seriously. But usually as something interactive: >SOLVE ROOM. Don't know how. Type STRAT to list goal tree. >DROP RED DOOR. Don't know how to reach (5,35) past goblins...
Sounds more like "DROD - The Text Adventure!" to me... :D

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01-06-2007 at 12:22 AM
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schep
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Kemosabe-TBC wrote (with bad quote-tags):
computer algorithms to play chess are not based on good "human" strategies, they are just brute force with some heuristic optimization.
Er, what? More than once when I've heard descriptions of chess computer algorithms, it involves precoded subjective ways of analyzing positions, and often some experiential data about common openings. Of course they rely somewhat on brute force and backtracking--that's what computers are good at, to a certain limit. But early in the game, the computer can't see all the way to checkmate (or there'd be no point playing it). So how does it decide what move sequences it likes "better"? Subjectively, much like human strategy, weighing captured pieces, mobility, formation, threats, pins, and so on.

To get back on topic, I think similar things could in theory be helpful for a computer DROD player. Soft rules like "when fighting a large group of brained roaches, I'm usually safest if all the roaches are all north of me, or all south/east/west."

01-06-2007 at 12:33 AM
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zex20913
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Kemosabe-TBC wrote:

I'm thinking about 1 thing that no one has mentioned here though, what if you use the computer to play for you when you "tell" the computer the exact perfect moves to solve a specific puzzle you already know the answer.
You can take all time you want to figure out the "perfect" solution and then just make a script to do it, wouldn't that be easy, and much faster than a human player?

Somebody once did something like this (he skyrocketed from ~20 to ~7 in two weeks). We determined that he was feeding the movesets from #1 demos into his computer to obtain many many first place ties in very very little time. (Compare 1:00 to :07 for completion times.)

The difference between what he did, and what you are suggesting, is that you are still optimizing the room, and then keying the sequence faster than humanly possible. He took somebody else's optimal work, and keyed it in faster than humanly possible. The speed-players may have something to complain about with your idea, but all players should complain about what this guy did.

I'd be okay with what you suggest, because your mind came up with the solution, and you told the computer to obey.

If (and this is a huge if) somebody came up with a DROD solver, high scores would become obsolete, and I know of several people who wouldn't enjoy that. Self included. I would give that person huge amounts of respect for solving such a challenging problem, and huge amounts of hatred for demolishing my favorite game ever.

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01-06-2007 at 12:37 AM
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schep
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zex20913 wrote:
Somebody once did something like this (he skyrocketed from ~20 to ~7 in two weeks). We determined that he was feeding the movesets from #1 demos into his computer to obtain many many first place ties in very very little time. (Compare 1:00 to :07 for completion times.)
Of course, demo duration has absolutely nothing to do with demo ranks and scoring, right? Copying other people's demos in order to tie them was the immoral cheating part. The impossibly short times on the demos was just another clue that something was foul.

Not that I'm describing how to get away with this sort of thing to anyone. If somebody copied a bunch of #1 demos move-for-move with random reasonable delays inserted, they'd still eventually be noticed and caught, just for having so many #1s, all identical to other people's.
01-06-2007 at 12:43 AM
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zex20913
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schep wrote:
zex20913 wrote:
Somebody once did something like this (he skyrocketed from ~20 to ~7 in two weeks). We determined that he was feeding the movesets from #1 demos into his computer to obtain many many first place ties in very very little time. (Compare 1:00 to :07 for completion times.)
Of course, demo duration has absolutely nothing to do with demo ranks and scoring, right? Copying other people's demos in order to tie them was the immoral cheating part. The impossibly short times on the demos was just another clue that something was foul.

Not that I'm describing how to get away with this sort of thing to anyone. If somebody copied a bunch of #1 demos move-for-move with random reasonable delays inserted, they'd still eventually be noticed and caught, just for having so many #1s, all identical to other people's.

Demo duration is its own separate category, with a speed average found on the miscellaneous high scores page. Real time does not effect in any way whatsoever the efficiency count.

And yes, you will be busted if you cheat. It's wrong and it's not right, and we've got a lot of self-interested people in this neighborhood watch.

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01-06-2007 at 12:49 AM
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TripleM
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schep wrote:
TripleM wrote:
Could possibly let the same AI play the same room multiple times so it can 'learn'.
But what AI isn't going to try out possibilities in its own memory before 'submitting' them, whatever that means? Doesn't seem there's much point to multiple runs.
Heh, good point.
Getting such a thing capable of solving even a few simple rooms would be a tall order. The thought of preparing a computer to battle three roaches puts me off from planning any further.
Ah, I think it would be reasonably easy to do a room with just a couple of roaches. A 10x10 room, at least. I think I'll have a try sometime.
01-06-2007 at 01:18 AM
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NiroZ
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A bit nit-picky here ain't we?
Kemosabe-TBC wrote:
NiroZ wrote:
halyavin wrote I wrote
As for chess, it has taken people hundreds of years to figure out good strategies, which have then been programmed directly into a computer.

You are wrong, computer algorithms to play chess are not based on good "human" strategies, they are just brute force with some heuristic optimization.
For some parts, yes they would, but there are some things in chess, like opening moves, that have long ago been optimised, and have just been fed into a computer.

Kemosabe-TBC wrote:
I'm thinking about 1 thing that no one has mentioned here though, what if you use the computer to play for you when you "tell" the computer the exact perfect moves to solve a specific puzzle you already know the answer.
You can take all time you want to figure out the "perfect" solution and then just make a script to do it, wouldn't that be easy, and much faster than a human player?
Actually, it has been mentioned, although it may have not been posted by the time you hit 'post reply'. That is exactly way at demo does, and I don't see how that helps you find the most optimised solution.
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01-06-2007 at 04:43 AM
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Tahnan
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Programming a computer to solve a DROD room turned out to be unnecessarily difficult. I gene-spliced a hamster, tied a chopstick to his back, and built him a maze: same idea, easier programming.

I do use an orb-solving program. I'd never thought about a trapdoor-solving program; I suppose you could write one, though it might be pretty boring to type in the inputs. But I (usually) have enough fun with trapdoors--as opposed to orb puzzles--that I'm not sure I'd want to.
01-06-2007 at 05:34 AM
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NiroZ
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Tahnan wrote:
But I (usually) have enough fun with trapdoors--as opposed to orb puzzles--that I'm not sure I'd want to.
Same here, until I played level 14 of KDD. Then, I learnt to fear trapdoors.

01-06-2007 at 07:37 AM
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