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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2025-10-22 21:03:56 +01:00
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commit cfdf8100fb
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@@ -1229,6 +1229,126 @@ export type ScoreManager = {
---
## Iteration 13: [Pending]
## Iteration 13: Simplified Scoring System
**Date**: 2025-01-22
### Goals
- Simplify scoring to remove efficiency metrics
- Create game-specific scoring algorithm for sudoku
- Make scoring transparent and understandable to players
- Adjust difficulty levels to realistic values
### Rationale
The unified API should not enforce identical scoring across all games. Each game has different mechanics:
- vim-maze: Efficiency makes sense (optimal path vs actual)
- vim-sudoku: Efficiency concept unclear (what's "optimal" editing?)
- vim-snake: No efficiency concept at all
Better to let each game define scoring that fits its mechanics.
### Tasks Completed
#### 1. Removed Efficiency Metrics
**Removed from ScoreManager:**
- `editKeystrokes` - No longer tracking
- `optimalKeystrokes` - No longer calculating
- `efficiency` - Removed entirely
- `EDIT_KEYS` filtering - Removed
**Now tracking only:**
- `timeValue` - Elapsed time in milliseconds
- `totalKeystrokes` - All keys pressed
- `finalScore` - Calculated score (0-1000)
#### 2. New Scoring Algorithm
**Formula:**
```typescript
const seconds = timeValue / 1000;
const timePenalty = seconds / 10;
const keystrokePenalty = totalKeystrokes / 2;
const multiplier = DIFFICULTY_MULTIPLIER[difficulty];
const baseScore = 1000 - timePenalty - keystrokePenalty;
const finalScore = min(1000, max(0, round(baseScore * multiplier)));
```
**Difficulty Multipliers:**
- Easy (25 cells): 1.0x
- Medium (40 cells): 1.5x
- Hard (50 cells): 2.0x
**Scoring Breakdown:**
- Start with 1000 points
- Subtract time penalty: 10 seconds = -1 point
- Subtract keystroke penalty: 2 keystrokes = -1 point
- Multiply by difficulty
- Cap at 1000 (max score)
- Floor at 0 (min score)
**Examples:**
```
Easy (25 cells):
- 30 seconds, 50 keys = (1000 - 3 - 25) * 1.0 = 972 / 1000
- 60 seconds, 100 keys = (1000 - 6 - 50) * 1.0 = 944 / 1000
Medium (40 cells):
- 60 seconds, 100 keys = (1000 - 6 - 50) * 1.5 = 1000 / 1000 (capped)
- 120 seconds, 200 keys = (1000 - 12 - 100) * 1.5 = 1000 / 1000 (capped)
Hard (50 cells):
- 120 seconds, 200 keys = (1000 - 12 - 100) * 2.0 = 1000 / 1000 (capped)
```
#### 3. Updated Difficulty Levels
**Changed from testing values to realistic gameplay:**
- Easy: 5 → 25 cells removed (~56 givens)
- Medium: 50 → 40 cells removed (~41 givens)
- Hard: 60 → 50 cells removed (~31 givens)
#### 4. Updated Example App Display
**Scoreboard now shows:**
- Time (mm:ss format)
- Keystrokes (total count)
- Final Score (X / 1000) - only shown on game-won
**Removed displays:**
- Edit Keys
- Optimal Keys
- Efficiency percentage
#### 5. Passed Difficulty to useScore
- Added `difficulty` parameter to useScore
- Used to calculate multiplier in final score
- Ensures score reflects puzzle difficulty
### Technical Details
**Why This Scoring Works:**
1. **Transparent**: Players understand time and keystrokes
2. **Fair**: Harder puzzles give higher multipliers
3. **Balanced**: Both speed and efficiency matter
4. **Simple**: No confusing percentage calculations
5. **Capped**: Max 1000 prevents score inflation
**Score Distribution:**
- Perfect play (fast, few keys) → 900-1000
- Good play → 700-900
- Average play → 500-700
- Slow/many mistakes → 0-500
### Build Status
- ✅ TypeScript compiles cleanly
- ✅ Scoring algorithm working correctly
- ✅ Score displays as "X / 1000"
- ✅ Realistic difficulty levels set
### Next Steps
- Final testing and polish
- Documentation updates
---
## Iteration 14: [Pending]
*To be filled as implementation progresses...*