Three paths to pick from, part 2: Distant connections

I promised two more path puzzles in part 1, and their time has come. When I posted recently about “starmaps” as a variation on edgematching puzzles, my variation there was actually the second puzzle inspired by them that I had found recently. The first was this set of 2×2 square tiles with one cell being marked with 2 orthogonal or diagonal arrows. (The tiles can be flipped.)

Part of the inspiration to use arrows may have come from the game of Trippples, [siccc] which uses a complete set of fixed square pieces with arrows in three directions. I recently read about Trippples in issue 7 of Abstract Games magazine. Once I had these squares with arrows, a puzzle challenge seemed natural: connect the arrows into a single path, which may not enter any cell with arrows in any direction that does not correspond to an arrow.

Problem 61: Find a closed circuit using these pieces. I spent enough time finding the path above; I suspect that a closed circuit may be solvable if you have the patience of a Lewis Patterson, which I do not.

One element I like to consider in puzzle design is non-locality. A puzzle exhibits non-locality if, when you are placing a piece, you must consider pieces that are not immediately adjacent. Most polyform and edgematching puzzles are generally local. If half of a puzzle frame is filled, pieces in the interior of the filled region do not directly affect how new pieces can connect to the edge of that region. (Of course, I am eliding the fact that they reduce the set of remaining pieces that are available to place.) In the above puzzle, the empty space allows long distance connections, turning path-making into a non-local problem.

My Color Tubes puzzle from my Edge Collection Connection set of edgematching card puzzles was also a path puzzle with non-local considerations. I neglected to introduce it on the blog back when I produced the set, so let’s remedy that now.

The configuration shown is a solution to the challenge of placing the pieces so that each tube has three segments of three different colors. Segments can break in the middle of a card, or at a connection across a card boundary with non-matching colors. (Here, the cards cannot be flipped over; the back sides of the cards contain a second, related puzzle.) Other challenges for the cards are placing them so there are two differently colored segments, or four. This was definitely more of a “designed” puzzle than a “discovered” puzzle, which was a bit of a departure for me. I’ll have another excuse to muse about the distinction in a future post, but at this point I’ve hinted at more than one future post, so they can’t all be the next one.

With a couple of instances of non-locality under our belts, can we say anything useful about it as a puzzle design tool? In the case of Color Tubes, I think it gives it a little more depth than a typical 3×3 edgematching puzzle, which would seem to be welcome. In the arrow path puzzle, it adds difficulty and complexity, but the result is a little too much difficulty and complexity, at least for my tastes. It is a spice that should be judiciously applied. But then, so is hinting at coming posts, and that won’t stop me from teasing more material about non-local puzzles in the near future!

Pentomino Painting Robots

In the diagram below, each row (reading from left to right) and column (reading from top to bottom) gives instructions for painting one of the 12 pentominoes:

Sometimes an idea languishes in one of my notebooks for a few years before I can come up with the right iteration of it. My original idea here was to use a 4×4 grid. That would give me 8 pentominoes, (perhaps 10 using diagonals) but elegance surely requires all 12 to be present.

A combination of circumstances led me back to this problem. Some friends of mine have a tradition of playing RoboRally on New Year’s Day every year. This is a board game where you use cards with arrows on them to instruct your robot to move around a grid of squares. Also, in returning to the magic 45-omino problem, I was considering grids that could be used in sparse magic squares.

It might be possible to make an interesting grid puzzle, along the lines of sudoku, using this kind of grid as a basis. Most of the grid would start empty, except for a few squares in which arrows would be given at the start. Then the solver would fill in the rest of the grid by logical deduction so that the horizontal and vertical lines contain instructions for paining all of the pentominoes as above. Since the grid would have significantly fewer squares than a sudoku, this puzzle might be quicker to solve, but that doesn’t mean that it would necessarily be less interesting.