This post is a variant on Superprismatic's Cartesian Racing challenge (). The movement rules are the same, but the path constraints are different--you don't have to land on specific spots, merely "round a mark".
Goal: Move your boat around the course in the minimum number of moves.
Movement: Your boat begins at the origin (0,0), with a velocity vector of (0,0).
Before each move, you specify an acceleration vector (a,b), where a and b can independently take on integer values from the set (-1, 0, 1).
The move consists of: (a) update the velocity by adding the acceleration, and then (b) move the boat by the velocity vector.
Example: if the prior location was (10,11), and the prior velocity was (2,5), and you choose the acceleration vector (1,-1),
the new velocity becomes (3,4) and the new location becomes (13,15).
Course constraints: The course consists of an ordered series of 5 marks. A mark is a line from a point to one wall of the course. (Assume the course is "infinite", that is, from (-100,-100) to (100,100))
Your path through the course must contain a move through each of the 5 marks in that order in the specified direction.
The first mark is the line (18,19)-(18,100), and must be traversed from left to right (that is, in increasing X).
The second mark is the line (14,13)-(14,-100), in increasing X.
The third mark is the line (34,24)-(34,100), in increasing X.
the fourth mark is the line (30,9)-(30,-100), in decreasing X
the finish line is the line (0,100)-(0,-100), in decreasing X.
If, somehow, you fall off the board during the race, you're disqualified. Believe me, you wouldn't have won, anyway.
However, if, somehow, you fall off the board while decelerating in a move AFTER the move that crosses the finish line, you will be presented your award posthumously; your race counts.
Any traversals in the "wrong" direction do not count in favor or against.
Any repeated traversals of the same mark do not count in favor or against.
The key is that one of your traversals of the first mark must precede one of the traversals of the second, which must precede one of the traversals of the third, etc.
These marks are chosen to make almost all solutions to Superprismatic's puzzle into valid paths on this course.
The minimum number of moves found (so far) for Superprismatic's car-racing post is 34. Can you beat that in a boat?
(Sailors, I am sorry, I understand the desire to dash across the starting line at top speed on starboard tack, but we'll start here in a luff. At least here, you can whistle for a wind.)
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CaptainEd
This post is a variant on Superprismatic's Cartesian Racing challenge (). The movement rules are the same, but the path constraints are different--you don't have to land on specific spots, merely "round a mark".
Goal: Move your boat around the course in the minimum number of moves.
Movement: Your boat begins at the origin (0,0), with a velocity vector of (0,0).
Before each move, you specify an acceleration vector (a,b), where a and b can independently take on integer values from the set (-1, 0, 1).
The move consists of: (a) update the velocity by adding the acceleration, and then (b) move the boat by the velocity vector.
Example: if the prior location was (10,11), and the prior velocity was (2,5), and you choose the acceleration vector (1,-1),
the new velocity becomes (3,4) and the new location becomes (13,15).
Course constraints: The course consists of an ordered series of 5 marks. A mark is a line from a point to one wall of the course. (Assume the course is "infinite", that is, from (-100,-100) to (100,100))
Your path through the course must contain a move through each of the 5 marks in that order in the specified direction.
The first mark is the line (18,19)-(18,100), and must be traversed from left to right (that is, in increasing X).
The second mark is the line (14,13)-(14,-100), in increasing X.
The third mark is the line (34,24)-(34,100), in increasing X.
the fourth mark is the line (30,9)-(30,-100), in decreasing X
the finish line is the line (0,100)-(0,-100), in decreasing X.
If, somehow, you fall off the board during the race, you're disqualified. Believe me, you wouldn't have won, anyway.
However, if, somehow, you fall off the board while decelerating in a move AFTER the move that crosses the finish line, you will be presented your award posthumously; your race counts.
Any traversals in the "wrong" direction do not count in favor or against.
Any repeated traversals of the same mark do not count in favor or against.
The key is that one of your traversals of the first mark must precede one of the traversals of the second, which must precede one of the traversals of the third, etc.
These marks are chosen to make almost all solutions to Superprismatic's puzzle into valid paths on this course.
The minimum number of moves found (so far) for Superprismatic's car-racing post is 34. Can you beat that in a boat?
(Sailors, I am sorry, I understand the desire to dash across the starting line at top speed on starboard tack, but we'll start here in a luff. At least here, you can whistle for a wind.)
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