Fodormik's Self-expansion Game
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Fodormik"s Self-expansion Game
A PUZZLE GAME BASED ON A SCIENTIFIC MODEL OF PROBLEM SOLVING
The goal is to minimize the number of different colour links between the squares. You can do this by rotating the squares and - on some levels - moving the squares with the "drag-and-drop" technique.
Consultant/Testing: Pál Madarassy (World Champion in Puzzle Solving, Rio de Janeiro, Brazil, 2007 - World Puzzle Federation)
Four types of gameplay:
- standard (each time the same squares on the different stages)
- classic (random squares, no movement allowed)
- simulation (see details below)
- mix-your-own (customize the 12 rules of the game)
Your score depends on two main things:
- the ratio of uniform links compared to all links; and
- the number of links
In simulation mode (instead of the time limit) there are further parameters that will affect your score:
-at the start of the game you have to set up a (link ratio) level by reaching what you believe you will complete at each stage. This square of this level (number) is multiplied with the link-ratio and the number of links
-if you want to be sure that there is a 100% solution on a stage you answer positively the question at the beginning. By doing this you lose 10% of your score
-each rotation costs you one point
- left mouse button: drag-and-drop
- right mouse button: rotation
- SPACE: snapping the squares to grid + recalculating the score (no point deduction)
- Q: giving up the current stage. In simulation mode it deducts your score with an amount proportional to the amount you are below your set level
- P: pausing the game
- ESC: return to the main menu
- ALT+F4: quit to windows
Score and other indicators:
-the aggregated main score is shown in the bottom-left area by an orange circle.
-in the bottom-right corner you will find:
- how many uniform (matching) and different (mismatching) links you have
- the total number of the links you have created
- the maximum number of links that can be created on a stage
- the ratio of uniform links compared to your total - and the available total of - links
- a marker that shows the (expectation) level you have set
This set-up simulates how people operate cognitive schemata (mental models of the outside world) when solving problems. Usually, we are satisfied with solutions that are not wholly satisfactory. Often, completely perfect solution do not exist. So, choose carefully your expectation level, or "pay" 10% of your score to ensure that a 100% solution is achieved.
Your mental resources are required to manipulate the schemata (modelled in the game by a rotation). Accordingly, each rotation will cost (decrease) your score one point.
The higher you set your expectation level, the more points you will receive if you exceed it on completing a stage). The more you exceed it, the better.
Maintain a balance between what you lose on each rotation, and what you win by achieving a better solution.
Moving the squares does not cost you points. Recalculating the score by pressing SPACE is also ”free”.
Two main strategies for the simulation mode:
- either setting the level between 70%-90% and risking that, on each stage, that level can be achieved (sometimes by giving up a stage using ENTER) or
- setting the level to 100% and offering 10% to assure the existence of a perfect solution, even if you have reached your set level. You may continue to attempt to obtain a better result with additional clicks
The name of the game comes from the revolutionary new idea that the same feeling is felt when solving a problem as in other everyday actions, such as sex, religion, altruism, and friendship.
All rights reserved © Miklos Fodor 2009
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