Constraint Propagation
Repeatedly narrowing the possible values of each variable using the constraints, until nothing more can be deduced.
Constraint propagation is the core technique of constraint satisfaction: each variable holds a set of candidate values, and each constraint removes candidates that cannot possibly hold. Removing one candidate may enable another removal, so the process iterates until it reaches a fixed point.
Sudoku is the clearest example. Every cell begins with nine candidates; each filled cell eliminates that value from its row, column, and box. Two deductions do most of the work: a cell with exactly one remaining candidate must hold it, and a value with exactly one remaining position in a unit must go there. Puzzles solvable by these alone are "easy"; harder ones require techniques reasoning about pairs of candidates, and the hardest require search with backtracking.
This also explains what puzzle difficulty is: not how many cells are blank, but which deduction techniques are required. A generator that removes clues at random produces wildly inconsistent difficulty; one that solves as it removes, and stops when the required technique exceeds a target, produces consistent difficulty.
The same structure appears in type inference, scheduling, layout solvers, and dependency resolution. And it has a direct interface consequence: an application that tracks candidates can offer to fill in forced cells, mark them, or eliminate them automatically — automating exactly the bookkeeping while leaving the interesting deductions to the player.
See also4
Game AI
Computer opponents built to be interesting to play against rather than optimal.
Play & Games25 connections
Seeded Randomness
Pseudorandom generation from an explicit seed, so any output is reproducible.
Graphics & Rendering23 connections
Roguelike
A genre defined by procedurally generated runs and permanent death, and the design pressures those create.
Play & Games28 connections
Cellular Automaton
A grid of cells whose states evolve by a local rule applied simultaneously everywhere.
Graphics & Rendering14 connections
Related6
Nearby in the graph rather than deliberately chosen. Looser, sometimes surprising.
Linked from12
- Cellular AutomatonGraphics & Rendering
A grid of cells whose states evolve by a local rule applied simultaneously everywhere.
- Computer Role-Playing GamePlay & Games
the isometric, party-based tradition whose hardest unsolved problem is the cost of reactive dialogue.
- Factory GamePlay & Games
A genre whose core verb is building the machine that plays the game, turning the player into a systems engineer.
- Game AIPlay & Games
Computer opponents built to be interesting to play against rather than optimal.
- L-SystemGraphics & Rendering
A rewriting grammar that generates branching structures by repeated substitution.
- MetroidbrainiaPlay & Games
A subgenre where progress is gated by what the player has learned, not by an item or ability the character carries.
- MetroidvaniaPlay & Games
A handcrafted world structured as a lock-and-key graph, where new abilities reopen old space rather than extending it.
- Procedural GenerationGraphics & Rendering
Creating content algorithmically rather than authoring it by hand.
- RoguelikePlay & Games
A genre defined by procedurally generated runs and permanent death, and the design pressures those create.
- Seeded RandomnessGraphics & Rendering
Pseudorandom generation from an explicit seed, so any output is reproducible.
- Trick-Taking GamePlay & Games
A card-game family in which players contest a series of small rounds, and a source of unusually clean rule systems.
- Visual NovelPlay & Games
a narrative form told through text and portraits, where branching is managed by flags rather than simulation.