Chell & Facktor
Hey Chell, I’ve been mapping the path‑finding patterns in your puzzles, and I think a graph‑theory tweak could shave a few moves off your usual run. Want to test it?
Fine. Throw it at me, but don't expect me to rely on your shortcut.
Label each room with a unique number, build an adjacency list, then run a simple breadth‑first search to find the shortest route. It’ll cut the moves by a few turns if you follow it.
If it gets me there faster, I’ll give it a shot. Just don't expect me to explain every step.
1. Number every room uniquely.
2. For each room, list which rooms you can move to directly (its neighbors).
3. Pick your start and goal rooms.
4. Run a breadth‑first search: from the start enqueue it, then repeatedly dequeue a room, enqueue any unvisited neighbors, and stop when you reach the goal.
5. The order in which you visited rooms gives the fastest path.
Just copy this into your puzzle and see if you shave a move or two.
Got it. I’ll run it and see if it actually saves a move, but don't expect me to hand you a step‑by‑step guide.
Just note that the first move you make counts as step one, and each subsequent adjacent move increments by one. Once you’ve mapped the sequence, you’ll see if the total steps drop below your current best. Give it a go.
Sure. I'll map it and try to beat my current best. Don't expect me to explain how I did it.