Spatially oriented puzzles, density, and perceived complexity...

After taking about an hour in a game store, the owner finally told me a story about a bunch of genius Boeing employees that had spent large deals of time on a specific game, Rush Hour. Figured it was worth a shot with the game itself being 15 bucks and there being two expansion packs. Hell, with 120 puzzles after the expansions it has to provide some level of difficulty...

First, we have to realize the game is spatially oriented on a 6 by 6 grid. Generally speaking, the fewer pieces on the board the easier the puzzle is. You'll start out with small numbers of pieces for the low end puzzles and working with more pieces at the higher level. With more pieces you get a higher density of pieces on the board and the higher the density the fewer possible moves at any given time. In other words, increasing density decreases freedom of movement and therefore makes the decision tree of the game tall and thin.

In all there are a couple of possible decision trees for this type of game. you can have fat short trees where after each move there is a lot of freedom to decide the next move. This is great because it adds a level of thought at each level as you pick between the various moves. The tall thin trees discussed above happen as the density increases and you are forced to select specific moves with choices coming at critical tree sections as you switch from one tree section to another. The final option is a kind of free tree where there is both a large freedom and a large number of moves. A game like chess would fall into this last decision tree category.

Now, with most puzzles the more moves required to complete the puzzle, the more complex it supposedly is. I can kind of agree with this. However, I believe puzzles with a balance between freedom and move count actually turn out to be more complex. To bring this home, some of the Grand Master puzzles in Rush Hour only have 2 or 3 critical junctures and the rest of the movements are a fixed function of the density (aka required), while many of the Advanced and Expert puzzles have great freedom and often have 10 or more critical junctures and even false move sections.

The puzzle rating complexity, being based on move count often falls short in positively identifying the true complexity of the puzzle at hand. Especially when the mathematical complexity or algorithmic complexity has nothing to do with the human problem solving complexity. The perceived complexity is a much better measure where the complexity can be based on the difficulty from an actual player's stand-point. These are often relative measures, but when you have a series of puzzles, you can logically based complexity of your later puzzles from the first few puzzles. The complexity may take into account not only the number of moves, but also the initial analysis complexity (can I see how the puzzle can be completed at first look), move type complexity (the various types of transforms that are required), and freedom of movement (number of open decisions in the tree).

Just goes to show that more isn't always better, especially when it comes to puzzles.

Published Thursday, August 26, 2004 7:56 PM by Justin Rogers
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Comments

Friday, August 27, 2004 10:46 AM by Mike Swaim

# re: Spatially oriented puzzles, density, and perceived complexity...

But, did you like the game?
Friday, August 27, 2004 11:24 AM by Justin Rogers

# re: Spatially oriented puzzles, density, and perceived complexity...

To briefly describe my own personality, I enjoy complex challenges and don't require instant rewards. I consider games that are relatively complex, but that have short term playability (aka they give instant rewards) not quite the game for me.

That said, I played all 120 cards in a short period of time. Does that mean I liked the game? Not really, since I was mainly playing in order to obtain a challenge from the deck. There are some warrants to the game, and I'm continuously trying to improve my perceptions by more closely examining how it is played and possibly how to develop more challenging puzzle cards.

I might find it very interesting and even fun to watch others play the game (for short periods of time yet again because anything longer would be irritating if they proved to be poor problem solvers). Some multiplayer rules might prove to be fun where players take turns. Add some dice and you can take up to the rolled number of turns. You can start to see where this would provide some challenge and strategy.

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