--- In
[email protected], "Steve" <stephen.ryan@...> wrote:
>
> Mark/Squirrel-
>
> I'm totally looking fwd to your new sorting, converting and
fibonacci
> levels. I hope you have seen Alexis's sequence "Prime numbers
> generator" #436 Special-I.lvl:
> "Tests the primality of number N from 2 to 283. N is tested every
14N-
> 27 moves. The beam passes through only if N is prime. Based on
> Eratosthenes' sieve."
> I still need to go back and understand how hers works, and then on
to
> your new ones... how about a time generator!?...
>
> I think the furthest I got in making a difficult solvable sim type
of
> levels was "hard", by rating of ghs solver, in "Trinary - Triple
> Guns" #1295 (Challenge-II.lvl) and the two "Enigma" levels #1293
and
> #1294, but I think there is lots of room for improvement to
increase
> the difficulty and at the same time, keeping a relatively short
> solution. Since you sound like you have a handle on the required
> concepts, if I were you, I wouldn't give up on trying some
> real "solvable" levels. This is not to say that you should give up
on
> the simulation.lvl, though. I have a couple of ideas that I should
> put down in a level... maybe I will... maybe I will... first the
time
> generator...
>
> Re: ridiculously long levels, the fun may not be over. While the
> general structure of the base cells is now pretty much defined, it
> doesn't mean that there isn't something else out there. After all,
we
> were thrashing the crap out of the base 3 cell to squeeze out
> slightly longer levels for ages until the quinary base appeared,
and
> then trinary became moot as moot gets. For the moment, it does seem
> that the quinary cell is the most compact of all the bases. If
anyone
> ever DID modify LT playbacks, it would need only a relatively
simple
> compression algorithm to record them, like, instead of "UP UP UP
> UP..." it would be read "UP times a zillion and 3".
>
> I'll think about your series... meanwhile my answer is "42", what
> with "42" being "The Answer to Life, the Universe, and Everything",
> so it must be right :)
>
> 0, 1, 2, ...?
> I think probably has a bit too many possibilities.
>
> 0, 1, 2, 5, 26, n^2 + 1, ...
> could fit.
> without imaginary "i" (square root of -1, which is just a number
> imagined by humans to do certain kinds of (ironically) real-world
> math applications), one can't have solution for:
> n^2 + 1 =0
> so there is no extrapolation "left".
> This is one series that satisfies the boundaries of your series, as
> specified, so far:)
>
> funny how there's no singular "sery", just singular and
> plural "series".
> -Steve/Horst
>
> PS.
> how about this one-
> 0, 1, 3, 6, 10, 16, 24, 34, ...?
> (base ten, whole numbers, nonalphabetical, nothing to the left,
etc.)
>
>
> --- In [email protected], "Mark" <secret.squirrel@> wrote:
> >
> > Hey Steve
> >
> > I have not as yet created a good level that uses either addition
or
> a
> > clock/timer mechanism as an integral part of the solution.
However,
> I
> > had done a couple of weak levels that were really just to show
off
> the
> > workings but when LFE the FLE released his adder without
bothering
> to
> > make it a playable level, I thought "What a good idea" and
followed
> > suit.
> >
> > As you may be aware, I am currently releasing sets of my earlier
> > levels that I actually designed using version 2 of LT, most of
> which
> > were written back in 2000 (I have only recently joined the
group).
> Set
> > 6 is the next due but I may hold off until the gaps created by
The
> > Great Gary Extraction are filled so my levels are not out of
> sequence.
> > Stay with me - this is leading somewhere...
> >
> > I have a number of sim-type levels in my Sets 10 and 11 which I
> think
> > are good enough to play as levels. I don't want to give too much
> away
> > in case Mr FLE gazumps me again :-) but they include one that
sorts
> > objects, a code reader and copier, and a binary to unary
converter.
> I
> > also have one that generates fibonacci numbers. It's not a sim
but
> I
> > thought you'd like to know :-)
> >
> > I'm just sorry that I was too late to join in the fun you, Alexis
> and
> > others had seeing how ridiculously long you could make your
levels.
> > The idea that if you started playing Quinary Counter II as soon
as
> our
> > universe came into existance, you'd now be less than 1/10,000th
the
> > way towards the solution is absolutely wicked! Makes the debate
> about
> > increasing the number of steps recordable in an LPB beyond the
> current
> > 2-byte limit rather moot.
> >
> > To finish, since you seem to like a bit of maths:
> > What is the next number in the following series? 0, 1, 2, ?.
> > And, no, I'm not looking for the obvious answer.
> >
> > Mark
> >
> >
> >
> >
> > --- In [email protected], "Steve" <stephen.ryan@> wrote:
> > >
> > > Mark/Squirrel-
> > >
> > > I haven't been keeping up with all the LEVELS like "Challenge
> III",
> > > but I still read the forum and I just downloaded
Simulations.zip.
> > >
> > > I am wondering if you're using these types of sim levels in any
> > other
> > > LEVELS (big letters for the LEVEL files vs. small letters the
> > > individual levels :)
> > >
> > > If not, I would like to see if you can encode a real (solvable)
> > level
> > > for "Challenge III" with your machinery so that it will be
> difficult
> > > to find the solution.
> > >
> > > -Steve/Horst
> > >
> >
>