champagne wrote:having a precise goal, it would be easy to regenerate some puzzles in the grey area starting from the file of "potential hardest" or from the seeds already processed.
denis_berthier wrote:champagne wrote:having a precise goal, it would be easy to regenerate some puzzles in the grey area starting from the file of "potential hardest" or from the seeds already processed.
Starting with "potential hardest" would lead to very biased results.
But can your generator start from a set of random seeds and produce puzzles in the 9.0 - 10.5 area without any other filter?
champagne wrote:Unbiased generation would surely require more power (and more time) to produce puzzles in the expected area.
champagne wrote:I have no code for random generation,
denis_berthier wrote:I was not thinking of fully random generation.
But, starting from a (relatively) random set of seeds (which I could provide), could proximity search (guided by the distance to an SER value in the "grey interval"lead to grey puzzles in a reasonable number of steps?
champagne wrote:denis_berthier wrote:I was not thinking of fully random generation. But, starting from a (relatively) random set of seeds (which I could provide), could proximity search (guided by the distance to an SER value in the "grey interval"lead to grey puzzles in a reasonable number of steps?
The process is quite trivial and gives quick results: just generate , rate and select puzzles in the searched area.
champagne wrote:The main problem in your case would be to filter the final output to keep only ED puzzles.
[...] In a multi pattern search...
denis_berthier wrote:champagne wrote:denis_berthier wrote:I was not thinking of fully random generation. But, starting from a (relatively) random set of seeds (which I could provide), could proximity search (guided by the distance to an SER value in the "grey interval"lead to grey puzzles in a reasonable number of steps?
The process is quite trivial and gives quick results: just generate , rate and select puzzles in the searched area.
But how do you "just generate"? Top-down or bottom-up generators almost never produce puzzles with SER > 9.3.
denis_berthier wrote:champagne wrote:The main problem in your case would be to filter the final output to keep only ED puzzles.
[...] In a multi pattern search...
I don't know what you call an ED puzzle, but the idea is not to apply any filter (except getting closer to the selected SER value) or to use any pattern(s).
denis_berthier wrote:I was thinking of a process similar to eleven's tamagotchi, but with the target defined by a fixed SER value instead of the highest one.
champagne wrote:It has been proven for long that the most efficient process is a vicinity generation.
champagne wrote:within the pattern +-n changes what I call in short +-n "in"
within the same number of clues +-n changes outside the pattern what I call in short +-n "out"
with a change in the number of clues -n+p
champagne wrote:denis_berthier wrote:I was thinking of a process similar to eleven's tamagotchi, but with the target defined by a fixed SER value instead of the highest one
I know nothing about that tamagotchi process, but I am sure that eleven did more or less the same as me. The differences are mainly in the filters used to select puzzles fitting with the target.
denis_berthier wrote:The only filter here should be "closer to the SER target".
Independent computations would have to be done for each SER value in the grey zone, starting from the same set P0 of random puzzles.
Maybe the computation time should be fixed, the same for all the SER values, in order to get a vague idea of how easy it is to reach each SER by this method.
denis_berthier wrote:Maybe the computation time should be fixed, the same for all the SER values, in order to get a vague idea of how easy it is to reach each SER by this method.
champagne wrote:If I get it, you are considering a kind of "monte carlo" approach.
champagne wrote:if the goal is to give an unbiased ratio of appearance of a certain pattern.
m_b_metcalf wrote:There is a cliff at 9.4 and another at 10.4
denis_berthier wrote:...blue wrote:[...]champagne wrote:I started the generation of puzzles with no filter using the data base of potential hardest. It could be interesting to give the criteria for our "grey zone";
Denis may have some ideas.
I also wrote that it is currently impossible to generate unbiased collections of puzzles in this zone - or even collections with known bias (as with the controlled-bias generator).
Any collection assembled from the Patterns Game or starting from the "potential hardest" would probably be extremely biased.
I think the best approach would be eleven's tamagotchi, but nobody (including me) seems to be interested in investing much (computer and brain) time in generating puzzles in this zone.
eleven wrote:No, the tamagochi method would produce the same bias, because basically it uses the same method of neighbourhood search with filtering "easy" puzzles (it was just useful, that the criteria for expanding/filtering or adding new sets could be dynamically changed during the generation process).
The bias then comes from the fact, that puzzles in big "clouds" of hard puzzles with similar properties (!) will be over-represented, while others with a small number of toughies in their neigbourhood are not found. So its not the best choice to start with the hardest set to generate grey zone puzzles, if you want to know the commonness of Exocet patterns (because we know they are the more common, the harder the puzzles are).
Probably better would be a bottom-up generation with a limited number of neighbourhood extensions, but then the effort to get a set of the same size would be a multiple higher.
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