I recently bought this math-based boardgame for my little cousins, and am now trying to verify its design with some MATLAB code. The relevant parts of the game are:
- A board with numbers from 1 to 100 in one tile each, and each tile colored in one of nine colors
- There are three dice, the usual kind (1-6)
- In your turn, you roll all three dice. You have three numbers x, y and z now, from the dice. Now, using these three numbers, and applying the four basic math operations on them (+, -, *, /) in any order, you must arrive at one of the numbers on the board (i.e. from 1 to 100). The catch is, the resulting numbers have scores based on their color on the board, so that for eg. arriving at 13 or 26 (red tile) gives you a much higher score compared to arriving at 25 (pink). So if you die values are 5, 5, 1, you're much better off going with
(5*5+1) = 26
than with(5*5*1) = 25
. Choosing these operations right in each turn is the crux of the game.
Now, the part I had doubts about was the coloring of the tiles - were they really colored according to the difficulty of arriving at them? That seemed easy enough to verify - find the frequency of occurrence of each number from 1 to 100 given three dice and four mathematical operations - and so that's what this MATLAB code attempts to do:
function freq = compute_freq
idx = 1;
for x = 1:6
for y = 1:6
two_die_combos = get_combos(x, y);
for z = 1:6
three_die_combos = get_combos(two_die_combos, z);
valid_combos = three_die_combos(three_die_combos > 0 & ...
three_die_combos <= 100 & ...
(three_die_combos == floor(three_die_combos))); % only integer values
all_combos(idx:idx + length(valid_combos) - 1) = valid_combos;
idx = idx+length(valid_combos);
end
end
end
freq = tabulate(all_combos);
end
function combos = get_combos(a, b)
num_results = length(a) * 6 * length(b);
combos = zeros(1, num_results);
idx = 1;
for x = a
for y = b
combos(idx) = x + y;
combos(idx + 1) = x - y;
combos(idx + 2) = -x + y;
combos(idx + 3) = x * y;
combos(idx + 4) = x / y;
combos(idx + 5) = x \ y;
idx = idx + 6;
end
end
end
I get some frequency values from this, but:
- first of all, I have no way of verifying the correctness of results themselves, so I would like to know if there are any logical errors in the code
- secondly, I'd love feedback on the quality of the code itself. Loops within loops make me feel icky, but there doesn't seem to be any other reasonable way of doing this (one other option that occurred to me was having character arrays like
['1' '2' '3' '4' '5' '6']
and['+' '-' '*' '/']
, using MATLAB's permutation functions to get all possible expressions and theneval
them, but that has complications with commutativity and order, and also...eval
!). Am I missing some other better option?
1 Answer 1
Discussion
You have three dice, which you can assume to hold three places for 1, 2, 3, 4, 5, 6
and the four operations +, -, *, /
would hold the two in-between places, which are shown as square brackets and round brackets respectively as shown in this blueprint - [] () [] () []
.
The total number of possible combinations would be 6*4*6*4*6 = 3456
. Out of these, you need to find the valid ones based on flooring
and values in the range [1 100]
.
Looking at your code, I don't think -x+y
would be a valid one, because you can't just pre-append a operator. If that is to be allowed, why not multiplication operator too? Moreover -x
essentially means -1*x
, for which you are already using two operators - - and *
and assuming one of y or z to be 1
. For these reasons, I am guesstimating, -x+y
to be an invalid one, unless it says in the instructions manual to be a valid one.
Again, x\y
won't induce anything new, as we are already juggling through all values of 1 to 6
across all three places around the four operators, as shown in the blueprint earlier.
Code
Considering all the assumptions and avoiding the "scandalous" cases, we would have this vectorized code -
%// Define possible values of x, y and z, denoting values from three dice
x = 1:6;
y = 1:6;
z = 1:6;
%// t1 would take care of x and y and the one operator in between
t1 = [bsxfun(@plus,x',y) ; bsxfun(@minus,x',y) ; bsxfun(@times,x,y') ; bsxfun(@rdivide,x,y')]
%// t2 would take care of x, y and z and the two operators in between
t2 = [bsxfun(@plus,t1(:),z) ; bsxfun(@minus,t1(:),z) ; bsxfun(@times,t1(:),z) ; bsxfun(@rdivide,t1(:),z)]
%// Get the valid ones based on flooring and limiting within the range [1 100]
t2 = t2(t2==floor(t2) & t2<=100 & t2>=1)
freq = tabulate(t2)
Output
freq =
1.0000 151.0000 7.6186
2.0000 157.0000 7.9213
3.0000 146.0000 7.3663
4.0000 148.0000 7.4672
5.0000 130.0000 6.5590
6.0000 150.0000 7.5681
7.0000 94.0000 4.7427
8.0000 106.0000 5.3481
9.0000 87.0000 4.3895
10.0000 89.0000 4.4904
11.0000 53.0000 2.6741
12.0000 91.0000 4.5913
13.0000 35.0000 1.7659
14.0000 37.0000 1.8668
15.0000 46.0000 2.3209
16.0000 36.0000 1.8163
17.0000 14.0000 0.7064
18.0000 41.0000 2.0686
19.0000 10.0000 0.5045
20.0000 34.0000 1.7154
21.0000 16.0000 0.8073
22.0000 10.0000 0.5045
23.0000 7.0000 0.3532
24.0000 42.0000 2.1191
25.0000 16.0000 0.8073
26.0000 7.0000 0.3532
27.0000 10.0000 0.5045
28.0000 11.0000 0.5550
29.0000 5.0000 0.2523
30.0000 33.0000 1.6650
......
Observation
freq
percentage value for 26
[red colored] is 0.3532
that is slightly lower than for 25
[pink colored] which has 0.8073
. Similarly, for 13
[red colored] it is 1.7659
, that is again slightly lower than for 15
[looks like pink colored], which has 2.3209
.
To confirm, you can create another column to the "tabulated" one and mark different weights for each number from 1 to 100 based on their colors. Then, see if such a pattern continues across the entire board. Good luck and hope this would make sense!
-
1\$\begingroup\$ Hi, and welcome to Code Review. Your answer shows a great understanding of the problem, but actually, for all the good content, it really just shows a different way to do things, without reviewing the OP's code. Your answer would be even better if you found more ways to show why your alternate code is an improvement over the OP's code. \$\endgroup\$rolfl– rolfl2014年06月21日 11:23:53 +00:00Commented Jun 21, 2014 at 11:23
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\$\begingroup\$ @rolfl Thanks for the welcome! Well I have used a vectorized approach that looks different to avoid the "ickiness" as mentioned in the question. I believe the vectorized approach would be better with its very nature of performing on a larger dataset at a time instead of using for-loops. My review also included getting rid of two cases from the code in the question, as discussed in the Discussion section. \$\endgroup\$Divakar– Divakar2014年06月21日 11:35:56 +00:00Commented Jun 21, 2014 at 11:35
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\$\begingroup\$ Thanks @Divakar, vectorization was definitely something I was hoping to be able to do, I'll look into bsxfun to understand the code. \$\endgroup\$Sundar R– Sundar R2014年06月21日 15:49:51 +00:00Commented Jun 21, 2014 at 15:49
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\$\begingroup\$ I disagree about the omission of cases though: -x + y is just a fancy way of writing y - x, which is a value which has to be considered and counted for frequency calculation. Yes, the same result will be calculated when x and y values change too, but that is irrelevant as we want to count it every time it can be formed, independent of other turns. For eg., with 3, 4, 5 on die1, die2, die3, the combos are 3 + 4 + 5 = 12, 3 - 4 + 5 = 4, 3 - 4 - 5 = -6, 3 + 4 - 5 = 2, 4 - 3 - 5 = -4, 4 - 3 + 5 = 6, 5 - 4 - 3 = -2. Skipping (4 - 3) i.e. (-3 + 4) will make us miss some possible combos here. \$\endgroup\$Sundar R– Sundar R2014年06月21日 16:00:15 +00:00Commented Jun 21, 2014 at 16:00
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\$\begingroup\$ @sundar Thank you for getting back with your concerns. I have just updated the code to make it more sense to what it tries to achieve. For your example case, for the calculation of
t1
,bsxfun(@minus,x',y)
is included, which considers all cases of[x] (-) [y]
, where bothx
andy
vary from1 to 6
. Thus, it would include case for[4] (-) [3]
, which you can verify if you display the output ofbsxfun(@minus,x',y)
and in it look for 4th row and 3rd col, which is1
. Let's hope this comment would make sense! \$\endgroup\$Divakar– Divakar2014年06月21日 16:41:58 +00:00Commented Jun 21, 2014 at 16:41