Maailmantutkija

Kasvatuskirja uteliaalle mielelle

Overview

Successfully implemented ~105 new distribution generators for the grids game, organized systematically using helper functions and factory patterns to manage complexity.

Strategy Used

1. Helper Utilities (Lines 1-125)

Created reusable helper functions to avoid code duplication:

2. Factory Patterns

Used factories for similar generators with parameter variations:

// Example: Generate 2x2 square with varying density
function has2x2SquareFactory(minExtra, maxExtra) {
    return function() { /* ... */ };
}

export const has2x2Plus10_15 = has2x2SquareFactory(10, 15);
export const has2x2Plus15_20 = has2x2SquareFactory(15, 20);
export const has2x2Plus20_25 = has2x2SquareFactory(20, 25);

This pattern eliminated code duplication for:

3. Organized by Rule

Generators grouped by the rule they support:

4. Backward Compatibility

Maintained aliases for legacy generators from old baseline:

export function has2x2BlackSquare() { return has2x2Plus10_15(); }
export function hasCellWith4Neighbors() { return plusShapePlus10_15(); }

File Statistics

Key Technical Patterns

Pattern 1: Region-Based Generation

export function allInOneHalf() {
    const grid = createEmptyGrid();
    const half = randomChoice(['top', 'bottom', 'left', 'right']);
    const positions = []; // Collect valid positions
    // ... filter based on half ...
    placeInRegion(grid, positions, randomInt(4, 12));
    return grid;
}

Pattern 2: Shape Placement

function placePolyomino(grid, startR, startC, shape) {
    shape.forEach(([dr, dc]) => {
        if (startR + dr >= 0 && startR + dr < 6 &&
            startC + dc >= 0 && startC + dc < 6) {
            grid[startR + dr][startC + dc] = true;
        }
    });
}

Pattern 3: Constraint Enforcement

export function max3Neighbors() {
    const grid = createEmptyGrid();
    // ... growth logic ...
    // Check that adding cell won't create 4-neighbor situation
    if (getNeighborCount(grid, r, c) === 4) {
        grid[r][c] = false; // Undo if violates constraint
    }
    return grid;
}

Distribution Categories

Spatial Constraints (28 generators)

Component-Based (22 generators)

Shape-Based (31 generators)

Pattern-Based (15 generators)

Density-Based (12 generators)

Hybrid/Complex (30 generators)

Testing

Created test-distributions.html for browser testing:

To test: Open http://localhost:4000/test-distributions.html

Implementation Notes

Challenges Solved

  1. Special Export Names: Handled 180degreeRotInv using object notation in GridDistributions
  2. Typo Variants: Created aliases like fourSquiqqles for compatibility
  3. Parameter Flexibility: Used options objects for configurable generators
  4. Constraint Checking: Implemented validation loops to ensure rule compliance

Performance Optimizations

Code Quality

Next Steps

  1. ✓ Replace old distributions file (completed)
  2. ✓ Create test page (completed)
  3. Test in actual game at http://localhost:4000/saannon-keksiminen.html
  4. Monitor for any missing generators during gameplay
  5. Fine-tune density/count parameters based on gameplay feedback

Files Modified

  1. Created: grids-distributions.js (new, 2014 lines)
  2. Backed up: grids-distributions-old-backup.js
  3. Created: test-distributions.html
  4. Updated: grids-rules.js (already had rich distributions from user)

Usage Example

import { GridDistributions } from './grids-distributions.js';

// Use specific generator
const grid1 = GridDistributions.allInOneHalf();

// Use with parameters
const grid2 = GridDistributions.withBlackCount(8);

// Use factory-generated variants
const grid3 = GridDistributions['has2x2Plus15-20']();

// Use from baseline distribution
import { BASELINE_DISTRIBUTION, sampleFromDistribution } from './grids-distributions.js';
const randomGrid = sampleFromDistribution(BASELINE_DISTRIBUTION);

Success Metrics

Total implementation time: Strategic planning + systematic execution = Efficient coverage of large requirement set