But there are other aspects of the tiles that might be used. For
instance, you could easily use the shape of the tiles to encode some
coloring scheme. Another option would be used the tiles' position
variation within an overall grid to cary some information on the
correct color.
Allow me to put my "Jumpy" pattern
(http://www.ryanker.com/Looney/Jumpy.svg) up as an example of a
non-Tile-based Decoder pattern. I'm not going to say that this first
version is a great pattern -- I don't yet have a good feel for whether
it provides enough "text" to "decode" to allow a player to uncover the
code before the game is over. It also investigates a little of the
one-dimensional sequence pattern space Kory mentioned in the essay.
Ok, so Kory pointed out "position within grid" and I've added "shape"
and, as Kory mentioned in passing, "position within a sequence as the
domains for functions to "decode" or "map" to color. Surely there must
other options as well.
Thoughts?
Tile-based patterns use the _position_ within a two-dimensional grid, perhaps in relation to black tiles, to encode the correct color.
Ok, so Kory pointed out "position within grid" and I've added "shape" and, as Kory mentioned in passing, "position within a sequence as the domains for functions to "decode" or "map" to color. Surely there must other options as well.
Ahh. Ok, I get it now.
Now I see how Tile-based fits in spectrum of pattern types. I had
taken the three types to be three different ways to analyze the
pattern. Now I see that the classification is based on the number of
the tiles that need to be taken as a chunk. You might say that your
classification scheme is related more to form than function.
Now that I get that, I'm not sure how useful I think that
classification is. i.e. How close is the form of a pattern related to
the function of solving it? I can see it's use for MAKING the
patterns, but I'm not sure how useful it is for players trying to
DISCOVER the pattern. For insance, if I were playing something similar
to your Group-based pattern, would recognition of the fact that it was
a group-based pattern help me in any way above and beyong recognizing
the actual pattern? I can see recognizing that it's NOT a Tile-based
pattern being a fairly big step, but I don't see the distinction
between Group- and Picture-based patterns being that useful in play.
Most pictures are made up of groups, and many Group-based patterns make
a picture.
Also now that I understand how your classification works, I might have
called your tile-based example group-based. The "atomic element" is a
ring of purple squares around each black square. It's just that any
square that is doubly (or more) purple is promoted to green.
Anyhow... upon further reflection, I see that your scheme doesn't
really need my new Decoder-based classification.
But I'm still not really happy. It feels like there's another
classification scheme that differentiates based on methods used to
solve the patterns. I haven't really played enough to find it (if it
really does exists).
> I should point out that the concept underlying my example tile-based pattern is
> not exactly "position within grid", but instead "colors of neighbors".
Sure, but "position within grid" determines which tiles are neighbors.
I see what you're saying though.
> I could just as easily use (say) blue instead of black, which would turn them into
> game-tiles that players gradually uncover along with the purple and green tiles.
I think that pattern makes the reward schedule a little more
attractive. Even once you know the "rule", you wouldn't have all the
information to determine every tile's color. In your essay's
Tile-based example, if someone told you the "number of black neighbors"
rule, you could run the entire board. In your Group-based example, on
the other hand, if someone told you the "bent three" rule, you'd still
have some investigation to do. But if someone told you the rule behind
this new "number of blue neighbors" pattern, you'd have to A) somehow
find the blues and B) apply the rule to fill in the purples and greens.
(Of course, you'd uncover some purples and greens while looking for
blues.) That would make for a reward schedule similar to the
Group-based example. I like it.
> However, this would make that pattern much more difficult to solve.
Just make the whole board bigger. If my intuition is correct, that
will make it more likely that the rule behind the pattern is discovered
before the game is won with random guesses.
Hmmm... Tile-based patterns with no initial information (such as black
squares). Off the top of my head, I can think of three possible ways
to construct such a pattern:
A) The color of some initial tile(s) (upper left?) is essentially
random and then all
the other tile colors are a function of previous ones.
B) The position of all tiles of one particular color are essentially
random and then
other colors are positioned from there. (e.g. purple or green based
on number of
blue neighbors)
C) There is some function that works in either direction. i.e. Given
either tileA's
or TileB's color, the other one is calculatable.
BTW, more patterns to come. Mwah hah ha.
I can see it's use for MAKING the patterns, but I'm not sure how useful it is for players trying to DISCOVER the pattern.
But I'm still not really happy. It feels like there's another classification scheme that differentiates based on methods used to solve the patterns.
Also now that I understand how your classification works, I might have called your tile-based example group-based. The "atomic element" is a ring of purple squares around each black square. It's just that any square that is doubly (or more) purple is promoted to green.
Just make the whole board bigger. If my intuition is correct, that will make it more likely that the rule behind the pattern is discovered before the game is won with random guesses.
BTW, more patterns to come. Mwah hah ha.