feat(difficulty): implement Monte Carlo simulation for accurate difficulty calculation
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@@ -53,35 +53,78 @@ export function generateRandomGrid(size, density = 0.5) {
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}
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export function calculateDifficulty(density, size = 10) {
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// Shannon Entropy: H(x) = -x*log2(x) - (1-x)*log2(1-x)
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// Normalized to 0-1 range (since max entropy at 0.5 is 1)
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// Data derived from Monte Carlo Simulation (Logical Solver)
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// Format: { size: [solved_pct_at_0.1, ..., solved_pct_at_0.9] }
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// Densities: 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7, 0.8, 0.9
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const SIM_DATA = {
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5: [89, 74, 74, 81, 97, 98, 99, 100, 100],
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10: [57, 20, 16, 54, 92, 100, 100, 100, 100],
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15: [37, 10, 2, 12, 68, 100, 100, 100, 100],
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20: [23, 3, 1, 2, 37, 100, 100, 100, 100],
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25: [16, 0, 0, 1, 19, 99, 100, 100, 100],
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30: [8, 0, 0, 0, 5, 99, 100, 100, 100],
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35: [6, 0, 0, 0, 4, 91, 100, 100, 100],
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40: [3, 0, 0, 0, 2, 91, 100, 100, 100],
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45: [2, 0, 0, 0, 1, 82, 100, 100, 100],
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50: [2, 0, 0, 0, 1, 73, 100, 100, 100],
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60: [0, 0, 0, 0, 0, 35, 100, 100, 100],
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70: [0, 0, 0, 0, 0, 16, 100, 100, 100],
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80: [0, 0, 0, 0, 0, 1, 100, 100, 100]
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};
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// Helper to get interpolated value from array
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const getSimulatedSolvedPct = (s, d) => {
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// Find closest sizes
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const sizes = Object.keys(SIM_DATA).map(Number).sort((a, b) => a - b);
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let sLower = sizes[0];
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let sUpper = sizes[sizes.length - 1];
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for (let i = 0; i < sizes.length - 1; i++) {
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if (s >= sizes[i] && s <= sizes[i+1]) {
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sLower = sizes[i];
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sUpper = sizes[i+1];
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break;
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}
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}
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// Clamp density to 0.1 - 0.9
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const dClamped = Math.max(0.1, Math.min(0.9, d));
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// Index in array: 0.1 -> 0, 0.9 -> 8
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const dIndex = (dClamped - 0.1) * 10;
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const dLowerIdx = Math.floor(dIndex);
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const dUpperIdx = Math.ceil(dIndex);
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const dFraction = dIndex - dLowerIdx;
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// Bilinear Interpolation
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// 1. Interpolate Density for Lower Size
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const rowLower = SIM_DATA[sLower];
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const valLower = rowLower[dLowerIdx] * (1 - dFraction) + (rowLower[dUpperIdx] || rowLower[dLowerIdx]) * dFraction;
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// 2. Interpolate Density for Upper Size
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const rowUpper = SIM_DATA[sUpper];
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const valUpper = rowUpper[dLowerIdx] * (1 - dFraction) + (rowUpper[dUpperIdx] || rowUpper[dLowerIdx]) * dFraction;
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// 3. Interpolate Size
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if (sLower === sUpper) return valLower;
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const sFraction = (s - sLower) / (sUpper - sLower);
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return valLower * (1 - sFraction) + valUpper * sFraction;
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};
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const solvedPct = getSimulatedSolvedPct(size, density);
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// Avoid log(0)
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if (density <= 0 || density >= 1) return { level: 'easy', value: 0 };
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const entropy = -density * Math.log2(density) - (1 - density) * Math.log2(1 - density);
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// Difficulty score combines entropy (complexity) and size (scale)
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// We use sqrt(size) to dampen the effect of very large grids,
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// ensuring that density still plays a major role.
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// Normalized against max size (80)
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const sizeFactor = Math.sqrt(size / 80);
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const score = entropy * sizeFactor * 100;
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const value = Math.round(score);
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// Difficulty Score: Inverse of Solved Percent
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// 100% Solved -> 0 Difficulty
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// 0% Solved -> 100 Difficulty
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const value = Math.round(100 - solvedPct);
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// Thresholds
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let level = 'easy';
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if (value >= 80) level = 'extreme';
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else if (value >= 60) level = 'hardest';
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else if (value >= 40) level = 'harder';
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else if (value >= 20) level = 'medium'; // Using 'medium' key if available, or we need to add it?
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// Wait, useI18n only has: easy, harder, hardest, extreme.
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// Let's stick to those keys but adjust ranges.
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if (value >= 75) level = 'extreme';
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else if (value >= 50) level = 'hardest';
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else if (value >= 25) level = 'harder';
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else level = 'easy';
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if (value >= 90) level = 'extreme'; // < 10% Solved
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else if (value >= 60) level = 'hardest'; // < 40% Solved
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else if (value >= 30) level = 'harder'; // < 70% Solved
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else level = 'easy'; // > 70% Solved
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return { level, value };
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}
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