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The 14-15 Puzzle

This is a version of the popular "Slide Puzzle", for the Commodore 64. The game features 3 different modes, where two have static starting layouts and one with andomly generated puzzles.
More information can be found in the manual.

Tools Used

  • BizHawk 2.9.1
  • Lua Scripting
  • C# Coding (Brute Forcing of layouts to get the fastest solution.)

Notes for the Judge

To make things a bit easier for judging, please take in consideration the following information.
The game is played in a special order to help end input early. The order is:
  • Game Mode 1 (14-15 Puzzle: A starting situation where tiles 14 and 15 have been swapped on a solved solution)
  • Game Mode 3 (Random Puzzle: This is a situation where the layout can be one of 2 sextillion combinations.)
  • Game Mode 2 (Reverse Puzzle: A situation where all the tiles have been re-ordered in reverse from 15 to 1, having the "blank" tile in the top left corner.)
To confirm the menu selections, please see the following frames for confirmation of numeric key-presses:
  • Game Mode 1: 2189
  • Game Mode 3: 3012
  • Game Mode 2: 3868

Effort In TASing (BOTed)

This is a game that I have been working on for about 6 months. It has been BOTed, but in a special way. On the surface, the game rules can be simulated in code and solved to find the fastest solution. This gets around the slowness of the core being used in the C64 emulator; however, this cannot handle the random generation that one mode of the game offers.
Unlike game modes #1 and #3, mode #2 can be randomized by changing inputs before the puzzle is loaded. Until recently, I never had a name for this style of BOTing. Now I call it "Matrix RNG". (This will become obvious when you see the inputs, right before the screen is loaded for the random puzzle mode)
In order to solve the "Random Puzzle", I had to use Lua Scripting to control the emulator into providing me the results that I needed. This is done by automating the inputs to force the layout to be closer to a solved solution. During my analysis of this game, I found that the "setup" is actually "un-solving" the puzzle one tile at a time. This can be observed by watching the layout changes, as you press random keys near the end of the frame ranges where these RNG altering inputs were placed.
Once I got some relevant layouts, I ran them through a C# "Brute Forcing" routine and got my fastest solution..which ended up being 22 moves total.

Ending Choice

The end goal is getting each of the puzzle modes solved into a pattern of sequential order...being 1 through 15 from top left to bottom right. In any cass, the blank tile can e anywhere.

Human Comparison

In this case, there is little point to see how a human would solve this, but here is a comparison anyway.


TASVideoAgent
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This topic is for the purpose of discussing #9653: nymx's C64 The 14-15 Puzzle in 01:41.31
Editor, Active player (473)
Joined: 2/11/2018
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I'm confused what this game actually considers solved, since none of the 3 puzzles seem to end in the standard solution of the bottom right tile being blank. I suppose it only considers if 1-15 are in order from left-to-right top-to-bottom without regard for the exact position of tiles, which changes things a bit. Either way 22 moves is a very short solution, the average is at least 50.
nymx
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Randomno wrote:
I'm confused what this game actually considers solved, since none of the 3 puzzles seem to end in the standard solution of the bottom right tile being blank. I suppose it only considers if 1-15 are in order from left-to-right top-to-bottom without regard for the exact position of tiles, which changes things a bit.
You are right. I had to include a change to scan the layout, without any regard to the placement of the blank tile.
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX
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The game does apparently explicitly state that the gap without a tile can be anywhere and the solution still counts. I assume they did that because if the gap has to be in the bottom-right corner, swapping 14 and 15 is (famously) impossible – so a rule change was needed to make the game possible to complete.
nymx
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Joined: 11/14/2014
Posts: 964
Location: South Pole, True Land Down Under
ais523 wrote:
The game does apparently explicitly state that the gap without a tile can be anywhere and the solution still counts. I assume they did that because if the gap has to be in the bottom-right corner, swapping 14 and 15 is (famously) impossible – so a rule change was needed to make the game possible to complete.
Allowing that blank tile to be in any position does get around some of the rule checks that prevent a puzzle from being solved. If you have ever experimented with an on-line slide puzzle, some have the ability to set up the initial and final layouts. Because of that, you will often get errors that indicate an unsolvable situation. Their answer is to rearrange the "blank" tile to be in a different location. Here is one of those sites: https://alexyuisingwu.github.io/sliding-puzzle-solver/
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX

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