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Playing the Game / Custom Puzzle Levels / Re: ais523's puzzles
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on: July 05, 2012, 09:02:04 AM
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Hmm, I guess I specialise in these sorts of puzzles where you have to communicate a small piece of information via some sort of complex medium.
I was inspired to make an easy puzzle of this sort (partly by seeing Xindaris discussing the basics of communicating information via timings in his thread):
How Not To Stop Timing: miboziv (my solution: memavex, and a version that locks up after finishing: domagab) |
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Playing the Game / Custom Puzzle Levels / Re: ais523's puzzles
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on: July 03, 2012, 11:51:01 PM
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For Ais: After comparing your solution and mine, I noticed that you use a different set of patterns than I do. As a result, I think it should actually be possible to distinguish between all 16 values, not just 15. It would be cool to see a "Torch 2" puzzle in which you need to transfer an arbitrary crate with the same mechanism.
Looking at it, what's happening is that we both found a way to read the value three times in four cycles. I do it by blocking one side of the gate so that the barrel stays there until the cycle after with one possible input value, which lets me distinguish 9991 from 9911 and 9999, and 1119 from 1111 and 1199. Meanwhile, you do it by placing a different barrel there on the fourth cycle, letting you distinguish EE00, EE0E, EEE0, EEEE, but presumably at the cost of being able to distinguish 000E from 0000. I guess the problem more generally is that taking values off the gate, and putting values on the gate, interfere with each other, especially as we need to do the three-way check of low, high, or nothing on the first cycle.
If there's a way to do it, I guess it uses a setup like yours, and somehow ensures that both ports of the adder have something on them on the third cycle regardless of whether the barrel was pushed to the left or right on the second. I think we could actually do this if we had access to the bottom of the mechanism, but we don't; the other possibility would be to try to communicate that the barrel was pushed to the right in one cycle, which likewise seems impossible. So I'm a little out of ideas for combining the techniques right now.
Perhaps it's for the best; we might end up with a six-cycle glass floor or something else ridiculous like that, otherwise… |
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Playing the Game / Custom Puzzle Levels / Re: ais523's puzzles
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on: July 02, 2012, 02:54:35 PM
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Here's another one that may look impossible at first sight, and so I had to solve it to prove it was possible.
The Torch: gymagim
My solution: galobed
Note: make sure your solution works with all ? crate configurations, including two 0s (an easy case to overlook). |
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Playing the Game / Custom Puzzle Levels / Re: Xindaris' Puzzles
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on: July 02, 2012, 02:51:30 AM
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"Say When" -- libyfopThis one is basically asking for the other half of a kind of machine I'm interested in, but don't quite understand how to build--where a number input is turned into a certain length of time. I've seen them used before, so this is probably pretty easy, but I'd like to get a better understanding of how to build one of those things... My solution: saluder
It's pretty much a mechanism like the one you have at the top, but with a gate to stop it when it reaches F, and using the number input to determine when it starts. I put an extra 7 barrel in there to use the same adder to control what number corresponded to what length; this trick only works once, you need to use a separate adder to work as a stream version of the level. The 1 barrel can be changed to an F barrel to count in the other direction.
EDIT: Haha, wow my solution is so similar to Werbad's.
EDIT EDIT: My solution to One Way Track (jidopyc): gypefam. It's actually pretty much exactly the same mechanism as Say When, the only difference is that machinery's needed to communicate via the backwards pipe. And as usual for easy puzzles, I added extra machinery to lock the whole thing up when it's finished. |
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Playing the Game / Custom Puzzle Levels / Re: ais523's puzzles
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on: June 03, 2012, 10:09:21 PM
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Wow, you used so much less space than I did. I like what you did with the winches over the right hand side; I think that's the main thing responsible for the savings, as it means you only have one dozer to have to deal with on top and bottom rather than two. It turns out I still had a couple of columns spare in my solution though – I can see where to save them – but it's nothing on the many tens you have. Incidentally, with my solution, I was originally trying to make top and bottom exact mirrors in order to get the timing right, but it didn't quite work out. |
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