I can quit now, but I still lost almost everyone when I only left one mine uncovered.
Also, it would be nice to have a feature where when you get a zero, it automatically uncovers all the adjacent mines.
I notice that the added challenge of being able to end early is only remotely difficult when you consider the chance of messing up. You can usually uncover virtually all the mines without having to worry about clicking somewhere at random, but you might accidentally uncover the wrong space.
You should add multiple difficulties. Also, have it track your score through several games. As-is, it seems likely people would just try to get the perfect score or something, rather than the highest expected score.
In my experience, even getting just around a third of the mines produces around twice the survivors (~80) of when you don’t flag anything. Maybe you flagged an empty cell? That causes all your flags to be disregarded. And, of course, there is always an element of chance.
You should definitely be trying to maximize the difference. If you give the possibility of infinite utility, than it overpowers the high probability of finite utility. If people are trying to get the highest possible expected utility, they’ll maximize the chance of getting everyone to survive, rather than quitting early when they’re not sure.
Well caught, fixed.
You quit with the ‘q’ key.
I can quit now, but I still lost almost everyone when I only left one mine uncovered.
Also, it would be nice to have a feature where when you get a zero, it automatically uncovers all the adjacent mines.
I notice that the added challenge of being able to end early is only remotely difficult when you consider the chance of messing up. You can usually uncover virtually all the mines without having to worry about clicking somewhere at random, but you might accidentally uncover the wrong space.
You should add multiple difficulties. Also, have it track your score through several games. As-is, it seems likely people would just try to get the perfect score or something, rather than the highest expected score.
In my experience, even getting just around a third of the mines produces around twice the survivors (~80) of when you don’t flag anything. Maybe you flagged an empty cell? That causes all your flags to be disregarded. And, of course, there is always an element of chance.
That seems like something that ought to have been mentioned in the documentation :)
The second time I did. I didn’t know where the last mine was and didn’t realize there was a penalty to guessing wrong.
I played again and got them all right and had no deaths. Now the pleasure over pain ratio is divide by zero error.
That’s what it prints if there’s zero pain. Should it be “infinity” instead?
You should definitely be trying to maximize the difference. If you give the possibility of infinite utility, than it overpowers the high probability of finite utility. If people are trying to get the highest possible expected utility, they’ll maximize the chance of getting everyone to survive, rather than quitting early when they’re not sure.