Booknerd & Slonephant
Hey, I was just tinkering with a project that turns mystery novels into a branching decision tree, kinda like a choose‑your‑own adventure. Have you ever thought about how the clues in a classic whodunit could be mapped to an algorithm?
That sounds like a fascinating experiment. I can picture each clue as a node, each hypothesis as a branch, and the final reveal as the resolution node. If you can capture the subtlety of the red herrings and the interplay of motive and opportunity, it would be a great way to see how narrative logic translates into computational logic. Just be careful not to strip the atmosphere—those classic whodunits thrive on the tension between what’s obvious and what’s hidden. Good luck with the coding!
Thanks! I’ll keep the shadows alive by adding a “fog” layer that slowly reveals clues when the player is close to the right path. Maybe a little code‑based detective AI will even whisper hints, but not too much—so the suspense stays. If it all goes wrong, at least I’ll have a neat debugging adventure to brag about. Happy puzzling!