refactor: simplify scoring to remove efficiency metrics
- Remove efficiency calculation (not applicable to sudoku gameplay) - Simplify to time + keystrokes only scoring - New formula: score = min(1000, (1000 - time_penalty - keystroke_penalty) * difficulty_multiplier) - time_penalty = seconds / 10 - keystroke_penalty = totalKeys / 2 - difficulty multipliers: easy 1.0x, medium 1.5x, hard 2.0x - Update difficulty levels to realistic values: - Easy: 25 cells removed (was 5) - Medium: 40 cells removed (was 50) - Hard: 50 cells removed (was 60) - Update scoreboard to show only Time, Keystrokes, and Final Score (X / 1000) - Remove editKeystrokes, optimalKeystrokes, efficiency from ScoreManager type
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@@ -1229,6 +1229,126 @@ export type ScoreManager = {
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---
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## Iteration 13: [Pending]
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## Iteration 13: Simplified Scoring System
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**Date**: 2025-01-22
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### Goals
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- Simplify scoring to remove efficiency metrics
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- Create game-specific scoring algorithm for sudoku
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- Make scoring transparent and understandable to players
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- Adjust difficulty levels to realistic values
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### Rationale
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The unified API should not enforce identical scoring across all games. Each game has different mechanics:
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- vim-maze: Efficiency makes sense (optimal path vs actual)
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- vim-sudoku: Efficiency concept unclear (what's "optimal" editing?)
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- vim-snake: No efficiency concept at all
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Better to let each game define scoring that fits its mechanics.
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### Tasks Completed
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#### 1. Removed Efficiency Metrics
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**Removed from ScoreManager:**
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- `editKeystrokes` - No longer tracking
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- `optimalKeystrokes` - No longer calculating
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- `efficiency` - Removed entirely
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- `EDIT_KEYS` filtering - Removed
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**Now tracking only:**
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- `timeValue` - Elapsed time in milliseconds
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- `totalKeystrokes` - All keys pressed
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- `finalScore` - Calculated score (0-1000)
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#### 2. New Scoring Algorithm
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**Formula:**
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```typescript
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const seconds = timeValue / 1000;
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const timePenalty = seconds / 10;
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const keystrokePenalty = totalKeystrokes / 2;
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const multiplier = DIFFICULTY_MULTIPLIER[difficulty];
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const baseScore = 1000 - timePenalty - keystrokePenalty;
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const finalScore = min(1000, max(0, round(baseScore * multiplier)));
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```
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**Difficulty Multipliers:**
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- Easy (25 cells): 1.0x
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- Medium (40 cells): 1.5x
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- Hard (50 cells): 2.0x
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**Scoring Breakdown:**
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- Start with 1000 points
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- Subtract time penalty: 10 seconds = -1 point
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- Subtract keystroke penalty: 2 keystrokes = -1 point
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- Multiply by difficulty
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- Cap at 1000 (max score)
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- Floor at 0 (min score)
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**Examples:**
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```
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Easy (25 cells):
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- 30 seconds, 50 keys = (1000 - 3 - 25) * 1.0 = 972 / 1000
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- 60 seconds, 100 keys = (1000 - 6 - 50) * 1.0 = 944 / 1000
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Medium (40 cells):
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- 60 seconds, 100 keys = (1000 - 6 - 50) * 1.5 = 1000 / 1000 (capped)
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- 120 seconds, 200 keys = (1000 - 12 - 100) * 1.5 = 1000 / 1000 (capped)
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Hard (50 cells):
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- 120 seconds, 200 keys = (1000 - 12 - 100) * 2.0 = 1000 / 1000 (capped)
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```
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#### 3. Updated Difficulty Levels
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**Changed from testing values to realistic gameplay:**
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- Easy: 5 → 25 cells removed (~56 givens)
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- Medium: 50 → 40 cells removed (~41 givens)
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- Hard: 60 → 50 cells removed (~31 givens)
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#### 4. Updated Example App Display
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**Scoreboard now shows:**
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- Time (mm:ss format)
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- Keystrokes (total count)
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- Final Score (X / 1000) - only shown on game-won
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**Removed displays:**
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- Edit Keys
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- Optimal Keys
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- Efficiency percentage
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#### 5. Passed Difficulty to useScore
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- Added `difficulty` parameter to useScore
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- Used to calculate multiplier in final score
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- Ensures score reflects puzzle difficulty
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### Technical Details
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**Why This Scoring Works:**
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1. **Transparent**: Players understand time and keystrokes
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2. **Fair**: Harder puzzles give higher multipliers
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3. **Balanced**: Both speed and efficiency matter
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4. **Simple**: No confusing percentage calculations
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5. **Capped**: Max 1000 prevents score inflation
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**Score Distribution:**
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- Perfect play (fast, few keys) → 900-1000
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- Good play → 700-900
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- Average play → 500-700
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- Slow/many mistakes → 0-500
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### Build Status
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- ✅ TypeScript compiles cleanly
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- ✅ Scoring algorithm working correctly
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- ✅ Score displays as "X / 1000"
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- ✅ Realistic difficulty levels set
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### Next Steps
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- Final testing and polish
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- Documentation updates
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---
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## Iteration 14: [Pending]
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*To be filled as implementation progresses...*
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