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PleasingFungus: Actually, the Halting Problem is not a problem with random generation of strings.
Every stage's definition has to be turing-computable for us to be able to solve them properly, which means you can build a machine yourself that accepts exactly those strings, then use that machine to determine what should be done with the string.
Actually determining perfectly if our machines are RIGHT or not is impossible, of course, because of the Halting Problem, but you can make it much easier to solve it properly than to 'cheat'.
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here is a custom map, uses all colors and has max space to work with ?ctm=Rainrobo;Leave_only_a_rainbow!;:rygb|bryg:rygb|bgyr:rygb|byrg:rygb|gbyr:rygb;13;3;0;
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Clean #7 that works for all possible tests ?lvl=7&code=c12:4f3;p12:5f3;p11:5f6;c12:6f3;c12:7f3;c12:8f3;c12:9f3;c12:10f3;p13:5f4;p11:6f0;p13:6f2;c11:7f1;c13:7f1;c11:4f3;c13:4f3;
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mahnat HA well played mahnat i didn't change mine yet to the new research of hwo the switchers move direction but mine was still better than an older post somewhere here
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There really needs to be a part that checks the color nondestructively. In other words, one that checks the color without erasing it.
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and my 7 :P
lvl=7&code=c12:4f3;c12:5f3;p12:6f3;c12:7f3;c12:8f3;c12:9f3;c12:10f3;p11:6f6;c11:7f3;p11:8f4;c11:9f0;c10:9f1;i10:8f0;c10:7f1;p13:6f4;p13:8f6;i14:8f3;c13:9f2;c13:7f3;c14:9f1;c14:7f1;c10:6f2;c14:6f0;
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My 7th:
?lvl=7&code=c12:4f3;c12:5f3;p12:6f3;c12:7f3;c12:8f3;c12:9f3;c12:10f3;c11:6f0;c13:6f2;p10:6f0;p14:6f2;i9:6f0;i15:6f4;c10:7f3;c14:7f3;c9:8f1;c9:7f1;c15:8f1;c15:7f1;p10:8f3;p14:8f3;c11:7f0;c13:7f2;c11:8f1;c13:8f1;c9:4f2;c10:4f2;c11:4f2;c10:5f2;c11:5f3;c15:4f0;c14:4f0;c13:4f0;c13:5f3;c14:5f0;c8:6f1;c8:5f1;c8:4f2;c16:6f1;c16:5f1;c16:4f0;c9:5f2;c15:5f0;
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soul4hdwn >> robostilts the easy short and fast way. ?
your solution is rubish heres most fast one
?lvl=10&code=g12:4f3;p12:5f3;b11:5f2;r13:5f0;y12:6f3;c12:7f3;c12:8f3;c12:9f3;c12:10f3;
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Awesome concept, good graphics (fits the genre), difficult logic, but all in all one of the most intuitive games on Kongregate. Though, I can barely make it through the first few levels (my mind wasn't built for programming) I'll still rate it a 5/5 because for its purpose, its genre, it's a great game. :) Keep doin' what you do best!
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Here's my police solution: ?lvl=19&code=p11:2f4;r11:1f3;b11:3f1;y12:2f0;y10:2f0;c17:11f0;c16:11f0;c15:11f0;c14:11f0;c13:11f0;i12:11f6;c10:11f0;c9:11f0;c8:11f0;c7:11f0;c6:11f1;c6:10f1;c6:9f1;c6:8f1;c6:7f1;c6:6f1;c6:5f1;c6:4f1;c13:4f3;c13:5f3;c13:6f2;c13:7f1;c13:8f1;p14:6f2;c18:6f3;c18:7f3;c18:8f3;c18:9f3;c18:10f3;c8:5f3;q8:6f7;r9:5f2;p9:6f2;b9:7f2;y10:5f2;y10:7f2;g9:2f0;c11:5f2;c12:5f2;i12:7f7;c10:6f2;c11:7f2;c11:11f0;q11:6f1;y12:6f3;c12:8f3;c12:9f3;p12:10f3;b11:10f2;r13:10f0;q12:12f0;g18:11f0;c17:6f2;q15:6f5;c16:6f2;c14:8f2;b14:9f0;c14:10f1;c15:8f2;c15:9f0;c15:10f0;q16:8f2;y16:9f0;c16:10f0;c17:8f3;c17:9f3;c17:10f0;c14:2f3;r14:3f0;c14:4f2;c15:2f0;c15:3f0;c15:4f2;c16:2f0;y16:3f0;q16:4f6;c17:2f0;c17:3f1;c17:4f1;b16:7f1;r16:5f3;c14:5f1;c14:7f3;c13:9f1;c13:3f3;b7:4f2;p8:4f3;r9:4f0;c8:3f3;c6:3f2;c7:3f2;c8:2f3;
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Roboplanes: can you make a shortest one?
?lvl=26&code=p12:6f3;c12:5f3;g11:6f0;c10:6f1;c10:5f2;c11:5f2;c12:7f3;q12:8f3;b13:8f1;c13:7f0;c12:9f3;c13:6f1;c13:5f0;
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Hmm, still having some issues with "Police!" and by extension "Judiciary!." I've managed to create a procedural solution for Police! that finds and marks the midpoint of the string, but it's way too big for me to turn around and reuse in "Judiciary!", and without marking the midpoint I'm not sure how to determine if the string repeats. What have other people come up with?
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under the assumption there would be no space restriction:
I'd say it is turing complete, as we can simulate a turing-mashine as follows:
for any alphabet, encode it in binary using red and blue.
limit those symbols by yellow dots.
use a single green dot to denote the position of the read/write head (it's easy to move it forward/backward)
now, the swiches, and belts can be used to emulate states, wich enables us to build a deterministic TM.
so, yes, the game actually seems to be turing-complete
((it can emulate any turingmashine, so it is one));
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Here's a robocats level. It's not short, not easy, but it works.
?lvl=6&code=c12:4f3;p12:5f3;c13:5f1;c13:4f0;c11:5f3;c11:6f3;p11:7f3;c12:6f0;c10:10f2;c11:10f2;c9:10f2;c12:7f1;c10:7f0;c9:7f3;c9:8f3;p9:9f3;c10:9f1;c10:8f0;c8:9f3;c8:10f2;c13:10f2;c14:10f2;c16:10f3;c16:11f0;c15:11f0;c14:11f0;c13:11f0;c12:10f1;p12:9f1;c12:8f2;c13:9f1;c13:8f2;c14:8f1;p14:7f1;i15:7f7;p16:7f2;c16:8f3;c16:9f3;c14:6f2;c15:6f3;c15:8f2;
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vargilius, yes there are blank inputs (that is to say "robots with no symbols in their tape") where they make sense (for example you could get one if you need to change red for green, but not if you are asked to move the first symbol to the back).
Also, though similar, this isn't a Turing machine (and not just because your state-set is non-infinite). In a Turing machine you can only read an write from the same place, but you can move both forwards and back along the tape.
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i have no idea how to do the "cat" puzzle...it says to accept only ones that "end with 2 blues", but one STARTS with 3 blues! how the heck do i handle that without rejecting all the others (which also loses)?!
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Question for someone who's seen all the levels: are you ever given a blank input? Not having to worry about that would make a lot of my designs simpler, if less rigorous.
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robostilts the easy short and fast way. ?lvl=10&code=y12:10f3;c12:7f3;c12:8f3;c12:9f3;g12:4f3;c12:5f3;p12:6f3;b11:6f1;c11:5f2;r13:6f1;c13:5f0;
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my roboplanes code is shorter and faster to run hehe ?lvl=26&code=c12:6f3;p12:7f3;c11:6f2;q11:8f0;c12:8f0;c11:9f2;c12:9f3;g12:5f3;b11:7f1;c13:7f1;c13:6f0;
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androids only using blue and red :D
?lvl=17&code=c12:2f3;c12:7f3;c12:8f3;c12:9f3;c12:10f3;c12:11f3;c12:12f3;c11:2f2;c10:2f2;c9:2f2;c8:2f2;c7:2f2;c6:2f2;b6:4f1;b6:6f1;b6:8f1;b6:10f1;b6:12f1;p12:3f3;p11:3f4;c11:4f0;p7:4f7;c6:3f1;c7:3f3;c8:3f0;c9:3f0;c9:4f1;c10:4f0;c8:4f3;c8:5f3;p8:6f7;c7:6f0;c6:5f1;c6:7f1;c6:9f1;c6:11f1;c9:6f3;c9:7f3;p9:8f7;p10:10f7;c8:8f0;c7:8f0;c10:8f3;c10:9f3;c9:10f0;c8:10f0;c7:10f0;c11:10f3;c11:11f3;c11:12f0;c10:12f0;c9:12f0;c8:12f0;c7:12f0;c12:4f3;c12:5f3;c12:6f3;c13:2f0;c14:2f0;c15:2f0;c16:2f0;c17:2f0;c18:2f0;c18:3f1;c18:5f1;c18:7f1;c18:9f1;c18:11f1;r18:4f1;r18:6f1;r18:8f1;r18:10f1;r18:12f1;c13:12f2;c14:12f2;c15:12f2;c16:12f2;c17:12f2;c13:11f3;c13:10f3;c14:9f3;c14:8f3;c15:7f3;c15:6f3;c16:5f3;c16:4f3;p13:3f6;c13:4f2;c14:4f2;c15:4f1;c15:3f2;c16:3f2;c17:3f3;p17:4f7;p16:6f7;p15:8f7;p14:10f7;c17:6f2;c16:8f2;c17:8f2;c15:10f2;c16:10f2;c17:10f2;
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PleasingFungus:
Thanks for the reply. My problem was mostly figuring out what everything did on the first few levels. For one thing, I wasn't using the conveyor belts correctly, ex I would try to turn a corner and the pieces would fall off the edge. Also, I didn't figure out that things didn't have to go in the unmarked end of the sorting nodes until relatively deep in. Basically, what would have helped a lot is seeing an example of a solved puzzle in each of the tutorial stages--"Here's what this part can do, now you try." A lot of times the game tells us what a part can do, but doesn't show it very well. Once I caught on though things were pretty intuitive, it was just that initial hump. I guess the only other thing is that I wasn't sure what the hotkey labels were for the parts at first--I thought they were the number I had in inventory until I noticed they didn't decrement as I used them.
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dont like some of the randomness and not sure the odd/even binary logic holds up. could use a lot more instructions and examples as perhaps some of us are using similar words with different definitions. a better help file is needed.
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Academics! My quite complicated but working solution ;)
?lvl=23&code=i9:3f5;c9:4f3;i9:6f0;c9:7f1;b10:4f2;c10:5f1;i10:6f0;i10:7f0;c10:8f1;i11:4f3;q11:5f0;q11:8f0;c12:4f3;p12:5f3;c12:7f3;p12:8f3;c13:4f0;q13:5f2;r13:7f0;q13:8f2;c14:5f3;i14:6f5;c14:7f0;c14:8f1;i11:3f4;c10:2f0;c9:2f3;c10:3f2;y12:2f3;g12:3f3;c13:6f2;c14:9f2;c15:9f1;c15:8f1;c15:6f3;c16:4f1;c16:3f0;c15:3f0;c14:3f0;c13:3f0;y8:5f0;c11:2f0;c11:7f0;c13:9f2;y16:7f2;q8:3f3;q16:5f2;c9:5f0;c15:7f2;c12:6f0;c11:6f0;c8:6f3;c8:7f3;c8:8f3;c8:12f3;c8:13f2;c9:13f2;c10:13f2;c11:13f2;p8:10f3;q8:9f2;q8:11f0;b7:10f2;r9:10f0;p7:4f1;r6:4f2;b8:4f0;c7:5f1;c17:7f1;p17:6f1;r16:6f2;b18:6f0;r17:5f0;b7:3f2;
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Hmm,anyone done the substitution to proove it's turing complete (assuming infinite space / string)? not sure if a DEA + infinite queue works for a turin mashine or if it's less than that
really intrested if it is provable.
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2 Honza8D
In mathematics, there are two conventions for the set of natural numbers: it is either the set of positive integers {1, 2, 3, ...} according to the traditional definition; or the set of non-negative integers{0, 1, 2, ...} according to a definition first appearing in the nineteenth century.
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For 28 I used yellow to mark the end, then assumed the first/last symbol would be red and recoded it. If it ended in red, it would delete the yellow and finish, ended in blue it would delete yellow, delete red at start, put a green + blue at the start and re-code it all again.
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found a bug, it wants only natural powers of four, but it says 1 should be accepted, while 1 is 4^0 and 0 is not a natural number.
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Look at my solution for RoboTanks and try not to laugh =D ?lvl=15&code=c12:3f3;p12:4f3;c13:4f1;c13:3f0;p11:4f0;i10:4f6;c11:3f0;c10:3f3;c10:5f3;c11:5f0;p10:6f3;i10:7f5;c9:6f3;c9:7f2;c11:7f2;c11:6f3;c12:7f2;c13:7f1;c13:6f2;c14:6f1;c14:5f2;c15:5f2;c16:5f3;p16:6f3;i16:7f1;c15:6f3;c17:6f3;c17:7f0;c15:7f3;c15:8f3;p15:9f3;i15:10f1;c16:9f3;c16:10f0;c14:10f0;c13:10f0;c12:10f3;c12:11f3;c14:9f3;
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Robostillts solve for those who can't do it:
?lvl=10&code=p12:4f3;y11:11f2;y12:10f3;y13:11f0;c13:6f2;c11:6f0;p10:6f0;p14:6f2;c10:7f2;c11:7f2;c12:7f2;c13:7f2;i14:7f7;i15:6f4;c15:7f1;c14:8f0;c13:8f0;c12:8f0;c11:8f0;c10:8f0;c9:8f1;c9:7f1;i9:6f0;c8:6f3;c8:7f3;c8:8f3;c8:9f3;c8:10f3;c9:11f2;c10:11f2;c16:6f3;c16:7f3;c16:8f3;c16:9f3;c16:10f3;c16:11f0;c15:11f0;c14:11f0;c8:11f2;g13:4f3;g11:4f3;b11:5f3;r13:5f3;c14:5f0;c10:5f2;c15:5f0;c9:5f2;g12:5f3;c12:6f0;
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Comment split in two for length reasons:
Shrag: the problem with generating patterns randomly is that the game would have to know whether the patterns it generated were acceptable or not. That is... somewhere between "very hard" and "impossible." It's related to "http://en.wikipedia.org/wiki/Halting_problem"
:this.
Vergilius: I know I was a bit terse in places, especially when it came to the binary. What in particular struck you as obtuse or poorly explained?