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Sunset > Venery > EHT

This article discusses the design of an unusual Empty Hand Tower that's located at 1461 2233. From the RSO Chariot Stop, just follow the Aqueduct to the Nile, dogleg across the bridge, and come a bit south to the first range of low hills. A downloadable Microsoft Excel model of the EHT is attached to this article, so you may want to try your hand at solving the puzzle before you come out for a visit.

Sunset Venery is our guild that focuses on the thought tests, we sort of wandered into the Discipline of Thought, which is why this EHT discussion is located in an odd location. We have three Veneries, all of the Thought Tests, and a couple of Art Tests in the same park. The EHT is between our Venery Obelisk at 1475 2240 and the nearby road.

As mining marble is a big part of building an EHT, there's also a related page about Gearbox Design.

The Rule Set

There were four design objectives for our EHT:

Rules that are Easy to Remember

The Sunset EHT actually only uses two rules This rule pair is adjusted for each of the six block faces, bc -> d and d -> cb for example, so there are a total of 12 very similar rules, plus four goals.

Never use a rule twice

We gave up on this idea. Some of the most interesting intelligent patterns occur when you can use a complex repetitive sequence. The hope was to provide an easy criteria for restricting the solution set, but the idea didn't work.

Resist Brute Force Attacks

The simple rule set, with many possible moves associated with each state, is a very effective defense against a programmatic attack.

As the solution set for the EHT is deterministic, it's feasible to write a program that simply tries everything at every node, looking for the target state. You can then backtrack to determine the solution path. Using a ruleset with small rules increases the average number of links. The average connectivity for our EHT is 7 or so, which means that a brute force attack will inflate very rapidly, which overwhelms a brute force attack.

Using small sequences that will drop out altogether - winners - also does a nice job of making life difficult for programmatic attacks. As the winning sequences can drop out at any time, a backward pass has to insert each sequence between each pair of blocks whenever there is room. Consequently the backward solution set inflates even faster.

Accomodate varous skill levels

This is surprisingly easy to accomplish. Just list several increasingly difficult goals, and let the players select the goal that they want to pursue. I used a chest with some junk beetles to provide the instruction box that the EHT lacks.

The Model

One very effective approach is to think of the EHT puzzle as a network. The various block combinations are the nodes (or states) and the rules describe the arcs (or operators).

If we start at an arbitrary point in the network (a state), and then process all possible rules that apply to that state, we can be certain that we have found all nodes at distance 1 from our starting point.

If we now take each of the distance 1 nodes and process them in turn, we can be cetain that we have found all the nodes at distance 2 from our starting point. Note, in particular, that each node will have a link back to the starting point (and perhaps to other nodes that have already been processed), so we have to prune states that have already been visited. As you get further and further from your starting point, pruning becomes more and more important as a means to prevent looping.

The model designates a lower case letter for each of the six block faces, in the order that they are presented by the EHT configuration program.

I used my model to expand the forward solution set to a distance of 12 for each of several starting sequences, and then picked a interesting looking target value. 7^12 is more than a billion states, so I actually cranked out several parallel sequences and then tested them to ensure that there were no dramatic shortcuts.

One of the many suprises was how easily an inversion happens. It's a trivial 4-step solution, and the solution has been included with the model as an illustration.

State Operator
abcdef bc-d
addef ef-a
adda a-fe
fedda d-cb
fedcba inverted

Meet in the Middle

If you know both the starting point and the ending point(s), you can dramatically increase the efficiency of your search by working both ends against the middle. If your rule set provides an average of 3 connections per node, for example, the number of nodes will double each time you increase the distance. If you have a 8-step puzzle, searching from just the start point would expose you to 3 + 2^2 + ... + 2^8 nodes, or 511 nodes, with 256 of the nodes at distance 8. If you search from both ends, you only need to process 2 * (3 + 2^2 + 2^3 + 2^4) = 62 nodes to find a common linking state.

Microsoft Excel Program

A Microsoft Excel program that I use to model EHTs is available at http://marvl.cncdsl.com/EHT_MarvL_Once_2005L30.xls. The program is an easy way to keep track of what you've already considered, and provides an assurance that you haven't made a simple transcription error. It's a huge improvement over using paper and pencil.

The distribution program only does one step at a time. If you've already solved most of the Empty Hand Towers, and your primary interest is analysis of various rule sets, contact MarvL in-world and we can talk about providing the version that is more automatic.


NameCreatorDateSizeDescription
MarvL_EHT_Goals.gifMarvLDecember 31, 2005 8:48 am77968Empty Hand Tower Rule Set and Goals

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Last edited January 1, 2006 7:25 am by MarvL (diff)
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