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Caravel Forum : DROD Boards : Architecture : Meta-Challenge: Uncrackable Orb Puzzle (Can you do it without scripting?)
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VortexSurfer
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icon Meta-Challenge: Uncrackable Orb Puzzle (+1)  
In DROD AE, it was possible to construct orb puzzles with gates hidden under tar. Given n orbs, of which k<n had to be activated (representing, for example, a certain number as a solution to a riddle), it was hard to figure out the correct solution by trial and error.

Now that you can click on orbs to see what they'll do to doors, hiding doors under tars has become rather pointless. This is a problem for orb puzzles in holds like "A Quiet Place" and ... my own holds.

There is, however, another (in fact better) way to construct such a puzzle now without scripting, where there is no other way AT ALL to find the solution in-game except by trial and error.

Challenge!

Construct a one-room hold containing such a puzzle!


In a correct solution, the average number of attempts required to find the correct solution by trial and error should be M/2, where M is the number of possible solutions, otherwise the puzzle cannot be regarded as uncrackable.

VortexSurfer
04-29-2005 at 07:51 AM
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Doom
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icon Re: Meta-Challenge: Uncrackable Orb Puzzle (+6)  
It's interesting that you don't even need orbs anymore to do it.

Here's how I did it.

You have to select 4 numbers and the door opens only if all of them are correct.

You can find the password in the example room if you look closely.

[Edited by Doom at Local Time:04-29-2005 at 02:49 PM]
04-29-2005 at 12:03 PM
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Jacob
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icon Re: Meta-Challenge: Uncrackable Orb Puzzle (0)  
VortexSurfer wrote:
In DROD AE, it was possible to construct orb puzzles with gates hidden under tar. Given n orbs, of which k<n had to be activated (representing, for example, a certain number as a solution to a riddle), it was hard to figure out the correct solution by trial and error.

Now that you can click on orbs to see what they'll do to doors, hiding doors under tars has become rather pointless. This is a problem for orb puzzles in holds like "A Quiet Place" and ... my own holds.

There is, however, another (in fact better) way to construct such a puzzle now without scripting, where there is no other way AT ALL to find the solution in-game except by trial and error.

Challenge!

Construct a one-room hold containing such a puzzle!


In a correct solution, the average number of attempts required to find the correct solution by trial and error should be M/2, where M is the number of possible solutions, otherwise the puzzle cannot be regarded as uncrackable.

VortexSurfer

I am fairly confident that combination of orbs in level 7 of my new hold (Domain of the Grinfidel) is uncrackable (the combination needs to be worked out from some clues in previous levels). At least, I challenge anyone to deduce it. The doors are under tar, some start open and some closed, some orbs toggle, and there is one additional secret feature in the puzzle that leads me to think it is uncrackable.

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04-29-2005 at 03:09 PM
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schep
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icon Re: Meta-Challenge: Uncrackable Orb Puzzle (+1)  
Jacob wrote:
I am fairly confident that combination of orbs in level 7 of my new hold (Domain of the Grinfidel) is uncrackable (the combination needs to be worked out from some clues in previous levels). At least, I challenge anyone to deduce it. The doors are under tar, some start open and some closed, some orbs toggle, and there is one additional secret feature in the puzzle that leads me to think it is uncrackable.

It's probably quite difficult, but it doesn't fit VortexSurfer's definition of 'uncrackable.' I haven't seen this particular one, but most orb-door-tar puzzles can be cracked after at most D restarts where D is the number of doors. In JtRH, information about what orbs do is available right away, and the player can find out the starting state of at least one door by trying to hack through the tar. After all the information is known, the code can be worked out on paper.

The trick to Doom's solution (and probably VortexSurfer's original idea) is that a wrong guess gives you absolutely no additional information, so only tedious trial and error among the (N choose K) possible codes would crack it.

As for practical locks, I would probably just use a character to react to the code. But the challenge wasn't about the most practical solution.

04-29-2005 at 04:31 PM
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silver
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icon Re: Meta-Challenge: Uncrackable Orb Puzzle (0)  
force-arrow => orbs => force-arrow => tar-hiding-doors, some of which are open, some are closed (can't determine their start condition by clicking on orbs)

should be rather tedious to 'hack' regardless of the fact that you can see the orbs are toggling which doors


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04-29-2005 at 05:41 PM
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VortexSurfer
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icon Re: Meta-Challenge: Uncrackable Orb Puzzle (0)  
Doom wrote:
It's interesting that you don't even need orbs anymore to do it.

Here's how I did it.
[Edited by Doom at Local Time:04-29-2005 at 02:49 PM]

That's very nice, Doom - Your solution includes one of the elements I used and is in a way better, because it's a more generic solution (I thought it couldn't be done without orbs).

Now what about a solution without a green door in the room? OK, that would be a new challenge - I guess you won!

VortexSurfer
04-29-2005 at 06:08 PM
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Insane
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icon Re: Meta-Challenge: Uncrackable Orb Puzzle (0)  
silver wrote:
force-arrow => orbs => force-arrow => tar-hiding-doors, some of which are open, some are closed (can't determine their start condition by clicking on orbs)

should be rather tedious to 'hack' regardless of the fact that you can see the orbs are toggling which doors
Well im using the "See through Tar" as default by now.......

-Insane
09-30-2005 at 07:57 PM
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