ghfick wrote:Solvers will not agree as to the relative difficulty of steps.
True. That's why default ratings should be based on objective measures as much as possible.
One of the strengths of HoDoKu is that the default ratings can be altered by the user.
Yes, but if they're changed by the user they're no longer
default ratings. They're custom ratings.
I, personally, see X Chains as harder than XY Chains.
I know, but that's a
very subjective view and probably due to your apparent specialization in XY-Chains. Objectively X-Chains are clearly simpler because they only use one digit, and they're way easier to find for a player who's equally skilled in all types of chains. It's very easy and fast to isolate the digits that have potential for single-digit patterns (X-Chains, fishes, Oddagons, POM), and in simpler puzzles most digits can be quickly excluded limiting the search. Hodoku digit filters make it trivial (I can see in a couple of seconds whether a digit has such potential or not). They also make it very easy to find any available X-Chains for the potential digits, especially if coloring is used.
That said, spotting X-Chains is actually relatively easy even without any aids or pencil marks, which can't be said about XY-Chains (including XY-Wings). The only non-basic patterns that are easier to spot than short X-Chains are URs. In fact, both URs and X-Chains are usually easier, especially without pm, than the hardest basics such as quads and even triples.
That is, in part, why I like to see Two String Kites and Skyscrapers separately.
You're forgetting Turbot Cranes -- the third type of Turbot Fishes. So does Hodoku, which is another annoying weakness of it.
Having said that, I also like seeing XY Wings separately; even though XY Wings are just short XY Chains.
Of course. Who doesn't? I'd also want to see W-Wings, S-Wings, H-Wings, M(2..3)-Wings, and L(1..3)-Wings separately even though they're all generic AICs. That said, I would never look for them specifically -- except sometimes W-Wings and Y-Wings which are relatively easy to spot as patterns (in that order). All the others (except L1-Wings which are X-Chains) I find as generic AICs and then name them afterwards (just for fun).
Years back, I asked Bernhard to separate Sue de Coq into two steps :the basic Sue de Coq [which is quite easy to spot] and then the more elaborate ones.
I would agree with that. Some of the complex SDCs would be ridiculously hard to spot as such, and they're actually simpler to see as their hidden counter-parts. That said, I never look for SDCs anyway. I find them as ALS-Loops (i.e. Doubly-Linked ALS-XZs) while searching for AICs.
While I believe he agreed with me in principle, at the time, he said it was a hard programming matter.
Sounds like a really bad excuse. I can't see how it could be hard at all.
I know that StrmCkr has various subcategories of ALS steps separated in his solver. So he has WXYZ Wings, VWXYZ Wings and many others. I see merit to this type of separation/partitioning of ALS.
Sure, it's fun in the same way as having names for the one-letter wings, Turbot Fishes, or any other chaining patterns. However, none of it makes any difference for actual solving if you have effective methods to find AICs. I'd never look for anything more complex than XYZ-Wings specifically, and even those rarely. All the more complex (UVW)XY(Z)-Wing types, as well as other ALS moves, I find as generic AICs and name them after the fact.
Finding general ALS moves is very challenging [ for me, anyhow ].
It's not much harder than finding AICs in general -- and finding AICs is easy if you have good tools for that. Of course some large ALSs can be tricky to spot, but in those cases there's often a simpler AHS available.
tarek's recent sukaku explainer offers some of these separations [even three string kites!] as does Sunnie's revision to SE.
Named patterns are fun, and they're good for communicating simple moves. That said, for actual solving it's a very inefficient strategy to look for any but the simplest kinds specifically. In most cases generic methods fly circles around that type of solving. Furthermore, named patterns should be unambiguously defined and easy to recognize, and (as I've told tarek) giving specific names to various L1-Wing shapes (such as 3-String Kites) is on the verge of breaking those rules already.
My preference, then, would be to see XY Chains and then X Chains before the more general AICs in the 'Solution Path'.
Sure, but X-Chains should be before XY-Chains by default. Definitely. Of course a player should be free to change that order, but as a default hierarchy nothing else makes sense. Similarly Turbot Fishes should be before any wing types, because the latter are inherently more complicated (having more digits and links).
There continues to be discussions on the forum and elsewhere about chains and loops. I am certainly not an authority on these matters.
I can't make any judgment about that because I've never seen how you actually solve a puzzle. In any case it's probably fair to say that most of us regulars in the Puzzles section are more or less authorities in matters relating to chains and loops, because it's what we do on a daily basis. In fact, there are hardly much better authorities on this planet. Why don't you join us? There's plenty of room, especially now that I'm taking a break. (I'd be taking a break from this too if I saw any indication that my offer was taken, but doesn't seem like it thus far.)
I do see merits to distinguish between continuous and discontinuous. Continuous loops can have impressive lists of exclusions. So, then, I think keeping Continuous Loops separate [somehow] has appeal to me.
Of course. Everyone loves (continuous) loops. They just should be called AIC-Loops -- not "Continuous Loops" which again implies the obsolete Nice Loop paradigm. In the AIC terminology "loop" implies "continuous" automatically, as there's no such thing as a discontinuous loop. Even if one is used for some reason, it's just an AIC with the same node as both end points, so it doesn't need its own type or definition.