Racetrack designers, assemble!Checkerboard piece inverting gameHigher or lower?Stepladder Game, Introduction and Puzzle 1: TurningWinning strategy in a calendar gameDollar Auction with Perfect LogiciansDomino Tiling GameGiven an $8×8$ square and a set, which contains the pentominoes and four $1×1$ squaresStrategy in Coloring a 4x4 empty grid and the one who completes any 2x2 area of the grid is the loserPaper, pencil and a bunch of barsWhat is the optimal strategy for the Dictionary Game?

Different PCB color ( is it different material? )

If a problem only occurs randomly once in every N times on average, how many tests do I have to perform to be certain that it's now fixed?

Can you use a concentration spell while using Mantle of Majesty?

What is the difference between a game ban and a VAC ban in Steam?

Is a hash a zero-knowledge proof?

Are grass strips more dangerous than tarmac?

Pros and cons of writing a book review?

How can I grammatically understand "Wir über uns"?

Strange math syntax in old basic listing

Racetrack designers, assemble!

Term for checking piece whose opponent daren't capture it

Singlequote and backslash

A word used to describe a fish trying to eat bait bit by bit

Looking after a wayward brother in mother's will

Looking for an old image of designing a cpu with plan laid out / being edited on a literal floor

Why were the Night's Watch required to be celibate?

California: "For quality assurance, this phone call is being recorded"

What does War Machine's "Canopy! Canopy!" line mean in "Avengers: Endgame"?

Can I ask a publisher for a paper that I need for reviewing

What is a simple, physical situation where complex numbers emerge naturally?

How to properly maintain eye contact with people that have distinctive facial features?

Why does my electric oven present the option of 40A and 50A breakers?

Is there a way to save this session?

Is there a rule that prohibits us from using 2 possessives in a row?



Racetrack designers, assemble!


Checkerboard piece inverting gameHigher or lower?Stepladder Game, Introduction and Puzzle 1: TurningWinning strategy in a calendar gameDollar Auction with Perfect LogiciansDomino Tiling GameGiven an $8×8$ square and a set, which contains the pentominoes and four $1×1$ squaresStrategy in Coloring a 4x4 empty grid and the one who completes any 2x2 area of the grid is the loserPaper, pencil and a bunch of barsWhat is the optimal strategy for the Dictionary Game?













9












$begingroup$


Racetrack is a paper-and-pencil game where two or more players race around a track drawn on grid paper. The game uses vectors to represent each player's movement.



General rules:




  1. The track has a start line which also works as the finish line. Every player starts in the same direction. The first player picks their spot on the starting line first, then the second player and so on. Whoever first crosses the finish line from the other side wins. Touching the finish line is not enough – you need to be able to cross over the line with a legal move. If multiple players cross the finish line with the same number of moves, the game is a draw.

  2. Players take turns moving. The first move is one square forward from the start line. On following turns, the player can proceed the same number of squares in the same direction as their previous turn – this point is called the principal point. Alternatively, they can choose any of the 8 neighbouring points next to the principal point (see image below).

  3. A player may stop completely if the car's current location is a neighbour to the principal point. In this case, the player simply passes their turn. On the next move, the new principal point is the car's current location.

  4. Driving through a wall or another car is not allowed. Crossing an opponent's line is fine, but a player cannot drive through (or into) the exact point currently occupied by another car. If a player has no legal moves, they crash and lose the game.

enter image description here

An example of possible moves. The black arrow represents the player's previous turn. The dark blue point is the principal point; it and its eight neighbours are all legal choices for the next move.



Image credit: Nø, CC BY-SA 4.0




Extra rules specific to this puzzle:




  1. There are three players. The second player gets a handicap – instead of starting with a move of length one, they can start with a move to any of the eight neighbours of a possible starting point, as long as the move is otherwise legal. However, they can't start from the same spot on the start line as another player. Players 1 and 3 get no handicap and start normally.

  2. Assume all players play optimally, with winning as their first priority and minimizing the number of moves needed to cross the finish line as the second.



Some examples:




enter image description here

Example 1. A trivial win for player 1 (yellow).



enter image description here

Example 2. A draw between players 1 and 2. Player 1 crosses the finish line first, but both take the same number of turns to cross the finish line so the game is a draw.



enter image description here

Example 3. A win for player 2 (red). There are multiple ways to win; two are shown here.




The puzzle:




Design a track where, with best play, player 3 wins.











share|improve this question











$endgroup$











  • $begingroup$
    Just out of curiosity - have you solved the problem already? (Fine if you haven't, of course).
    $endgroup$
    – Brandon_J
    12 hours ago






  • 1




    $begingroup$
    @Brandon_J Yeah, I have one example prepared. I can share my solution (if it's different) once someone earns the checkmark.
    $endgroup$
    – jafe
    12 hours ago










  • $begingroup$
    Cool, thank you!
    $endgroup$
    – Brandon_J
    12 hours ago










  • $begingroup$
    Question about your second added rule: Suppose a player knows they can't win, but there are multiple paths that achieve the minimum number of moves. Are we allowed to cherry-pick from them or must we treat them all as possible?
    $endgroup$
    – Dark Thunder
    10 hours ago











  • $begingroup$
    @DarkThunder Assume the worst. That is, the other players get in the way whenever it doesn't hurt them.
    $endgroup$
    – jafe
    10 hours ago
















9












$begingroup$


Racetrack is a paper-and-pencil game where two or more players race around a track drawn on grid paper. The game uses vectors to represent each player's movement.



General rules:




  1. The track has a start line which also works as the finish line. Every player starts in the same direction. The first player picks their spot on the starting line first, then the second player and so on. Whoever first crosses the finish line from the other side wins. Touching the finish line is not enough – you need to be able to cross over the line with a legal move. If multiple players cross the finish line with the same number of moves, the game is a draw.

  2. Players take turns moving. The first move is one square forward from the start line. On following turns, the player can proceed the same number of squares in the same direction as their previous turn – this point is called the principal point. Alternatively, they can choose any of the 8 neighbouring points next to the principal point (see image below).

  3. A player may stop completely if the car's current location is a neighbour to the principal point. In this case, the player simply passes their turn. On the next move, the new principal point is the car's current location.

  4. Driving through a wall or another car is not allowed. Crossing an opponent's line is fine, but a player cannot drive through (or into) the exact point currently occupied by another car. If a player has no legal moves, they crash and lose the game.

enter image description here

An example of possible moves. The black arrow represents the player's previous turn. The dark blue point is the principal point; it and its eight neighbours are all legal choices for the next move.



Image credit: Nø, CC BY-SA 4.0




Extra rules specific to this puzzle:




  1. There are three players. The second player gets a handicap – instead of starting with a move of length one, they can start with a move to any of the eight neighbours of a possible starting point, as long as the move is otherwise legal. However, they can't start from the same spot on the start line as another player. Players 1 and 3 get no handicap and start normally.

  2. Assume all players play optimally, with winning as their first priority and minimizing the number of moves needed to cross the finish line as the second.



Some examples:




enter image description here

Example 1. A trivial win for player 1 (yellow).



enter image description here

Example 2. A draw between players 1 and 2. Player 1 crosses the finish line first, but both take the same number of turns to cross the finish line so the game is a draw.



enter image description here

Example 3. A win for player 2 (red). There are multiple ways to win; two are shown here.




The puzzle:




Design a track where, with best play, player 3 wins.











share|improve this question











$endgroup$











  • $begingroup$
    Just out of curiosity - have you solved the problem already? (Fine if you haven't, of course).
    $endgroup$
    – Brandon_J
    12 hours ago






  • 1




    $begingroup$
    @Brandon_J Yeah, I have one example prepared. I can share my solution (if it's different) once someone earns the checkmark.
    $endgroup$
    – jafe
    12 hours ago










  • $begingroup$
    Cool, thank you!
    $endgroup$
    – Brandon_J
    12 hours ago










  • $begingroup$
    Question about your second added rule: Suppose a player knows they can't win, but there are multiple paths that achieve the minimum number of moves. Are we allowed to cherry-pick from them or must we treat them all as possible?
    $endgroup$
    – Dark Thunder
    10 hours ago











  • $begingroup$
    @DarkThunder Assume the worst. That is, the other players get in the way whenever it doesn't hurt them.
    $endgroup$
    – jafe
    10 hours ago














9












9








9


1



$begingroup$


Racetrack is a paper-and-pencil game where two or more players race around a track drawn on grid paper. The game uses vectors to represent each player's movement.



General rules:




  1. The track has a start line which also works as the finish line. Every player starts in the same direction. The first player picks their spot on the starting line first, then the second player and so on. Whoever first crosses the finish line from the other side wins. Touching the finish line is not enough – you need to be able to cross over the line with a legal move. If multiple players cross the finish line with the same number of moves, the game is a draw.

  2. Players take turns moving. The first move is one square forward from the start line. On following turns, the player can proceed the same number of squares in the same direction as their previous turn – this point is called the principal point. Alternatively, they can choose any of the 8 neighbouring points next to the principal point (see image below).

  3. A player may stop completely if the car's current location is a neighbour to the principal point. In this case, the player simply passes their turn. On the next move, the new principal point is the car's current location.

  4. Driving through a wall or another car is not allowed. Crossing an opponent's line is fine, but a player cannot drive through (or into) the exact point currently occupied by another car. If a player has no legal moves, they crash and lose the game.

enter image description here

An example of possible moves. The black arrow represents the player's previous turn. The dark blue point is the principal point; it and its eight neighbours are all legal choices for the next move.



Image credit: Nø, CC BY-SA 4.0




Extra rules specific to this puzzle:




  1. There are three players. The second player gets a handicap – instead of starting with a move of length one, they can start with a move to any of the eight neighbours of a possible starting point, as long as the move is otherwise legal. However, they can't start from the same spot on the start line as another player. Players 1 and 3 get no handicap and start normally.

  2. Assume all players play optimally, with winning as their first priority and minimizing the number of moves needed to cross the finish line as the second.



Some examples:




enter image description here

Example 1. A trivial win for player 1 (yellow).



enter image description here

Example 2. A draw between players 1 and 2. Player 1 crosses the finish line first, but both take the same number of turns to cross the finish line so the game is a draw.



enter image description here

Example 3. A win for player 2 (red). There are multiple ways to win; two are shown here.




The puzzle:




Design a track where, with best play, player 3 wins.











share|improve this question











$endgroup$




Racetrack is a paper-and-pencil game where two or more players race around a track drawn on grid paper. The game uses vectors to represent each player's movement.



General rules:




  1. The track has a start line which also works as the finish line. Every player starts in the same direction. The first player picks their spot on the starting line first, then the second player and so on. Whoever first crosses the finish line from the other side wins. Touching the finish line is not enough – you need to be able to cross over the line with a legal move. If multiple players cross the finish line with the same number of moves, the game is a draw.

  2. Players take turns moving. The first move is one square forward from the start line. On following turns, the player can proceed the same number of squares in the same direction as their previous turn – this point is called the principal point. Alternatively, they can choose any of the 8 neighbouring points next to the principal point (see image below).

  3. A player may stop completely if the car's current location is a neighbour to the principal point. In this case, the player simply passes their turn. On the next move, the new principal point is the car's current location.

  4. Driving through a wall or another car is not allowed. Crossing an opponent's line is fine, but a player cannot drive through (or into) the exact point currently occupied by another car. If a player has no legal moves, they crash and lose the game.

enter image description here

An example of possible moves. The black arrow represents the player's previous turn. The dark blue point is the principal point; it and its eight neighbours are all legal choices for the next move.



Image credit: Nø, CC BY-SA 4.0




Extra rules specific to this puzzle:




  1. There are three players. The second player gets a handicap – instead of starting with a move of length one, they can start with a move to any of the eight neighbours of a possible starting point, as long as the move is otherwise legal. However, they can't start from the same spot on the start line as another player. Players 1 and 3 get no handicap and start normally.

  2. Assume all players play optimally, with winning as their first priority and minimizing the number of moves needed to cross the finish line as the second.



Some examples:




enter image description here

Example 1. A trivial win for player 1 (yellow).



enter image description here

Example 2. A draw between players 1 and 2. Player 1 crosses the finish line first, but both take the same number of turns to cross the finish line so the game is a draw.



enter image description here

Example 3. A win for player 2 (red). There are multiple ways to win; two are shown here.




The puzzle:




Design a track where, with best play, player 3 wins.








game-theory construction






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited 13 hours ago







jafe

















asked 17 hours ago









jafejafe

29.8k486297




29.8k486297











  • $begingroup$
    Just out of curiosity - have you solved the problem already? (Fine if you haven't, of course).
    $endgroup$
    – Brandon_J
    12 hours ago






  • 1




    $begingroup$
    @Brandon_J Yeah, I have one example prepared. I can share my solution (if it's different) once someone earns the checkmark.
    $endgroup$
    – jafe
    12 hours ago










  • $begingroup$
    Cool, thank you!
    $endgroup$
    – Brandon_J
    12 hours ago










  • $begingroup$
    Question about your second added rule: Suppose a player knows they can't win, but there are multiple paths that achieve the minimum number of moves. Are we allowed to cherry-pick from them or must we treat them all as possible?
    $endgroup$
    – Dark Thunder
    10 hours ago











  • $begingroup$
    @DarkThunder Assume the worst. That is, the other players get in the way whenever it doesn't hurt them.
    $endgroup$
    – jafe
    10 hours ago

















  • $begingroup$
    Just out of curiosity - have you solved the problem already? (Fine if you haven't, of course).
    $endgroup$
    – Brandon_J
    12 hours ago






  • 1




    $begingroup$
    @Brandon_J Yeah, I have one example prepared. I can share my solution (if it's different) once someone earns the checkmark.
    $endgroup$
    – jafe
    12 hours ago










  • $begingroup$
    Cool, thank you!
    $endgroup$
    – Brandon_J
    12 hours ago










  • $begingroup$
    Question about your second added rule: Suppose a player knows they can't win, but there are multiple paths that achieve the minimum number of moves. Are we allowed to cherry-pick from them or must we treat them all as possible?
    $endgroup$
    – Dark Thunder
    10 hours ago











  • $begingroup$
    @DarkThunder Assume the worst. That is, the other players get in the way whenever it doesn't hurt them.
    $endgroup$
    – jafe
    10 hours ago
















$begingroup$
Just out of curiosity - have you solved the problem already? (Fine if you haven't, of course).
$endgroup$
– Brandon_J
12 hours ago




$begingroup$
Just out of curiosity - have you solved the problem already? (Fine if you haven't, of course).
$endgroup$
– Brandon_J
12 hours ago




1




1




$begingroup$
@Brandon_J Yeah, I have one example prepared. I can share my solution (if it's different) once someone earns the checkmark.
$endgroup$
– jafe
12 hours ago




$begingroup$
@Brandon_J Yeah, I have one example prepared. I can share my solution (if it's different) once someone earns the checkmark.
$endgroup$
– jafe
12 hours ago












$begingroup$
Cool, thank you!
$endgroup$
– Brandon_J
12 hours ago




$begingroup$
Cool, thank you!
$endgroup$
– Brandon_J
12 hours ago












$begingroup$
Question about your second added rule: Suppose a player knows they can't win, but there are multiple paths that achieve the minimum number of moves. Are we allowed to cherry-pick from them or must we treat them all as possible?
$endgroup$
– Dark Thunder
10 hours ago





$begingroup$
Question about your second added rule: Suppose a player knows they can't win, but there are multiple paths that achieve the minimum number of moves. Are we allowed to cherry-pick from them or must we treat them all as possible?
$endgroup$
– Dark Thunder
10 hours ago













$begingroup$
@DarkThunder Assume the worst. That is, the other players get in the way whenever it doesn't hurt them.
$endgroup$
– jafe
10 hours ago





$begingroup$
@DarkThunder Assume the worst. That is, the other players get in the way whenever it doesn't hurt them.
$endgroup$
– jafe
10 hours ago











3 Answers
3






active

oldest

votes


















3












$begingroup$

OK, so here's my track design, or at least the functional part of it.



I call it The Candle of Chicken.



Unlike the examples above, I've marked the spots that are not walls, that is, there's only a very narrow path available from the start at the bottom.




enter image description here




The starting points are symmetrical, and there's only one choice to make: Either stop after the first move, or keep going. The track is designed so that there are zero choices to make after that. In the map above, I've marked the only possible moves with red dots.



The player that goes first is at a disadvantage: the second player will always choose to go, so the first player will unavoidably crash if he also chooses to go. On the other hand, if the first player "flinches" and stops, thus losing the game of chicken, it takes four extra moves to back up to the starting line and re-accelerate before he can make it through the first curve, so he's going to be hopelessly behind.



Now, this design only beats one opponent that started earlier, but that's no problem, we can just chain another one right after it; just make sure that the other path takes the same number of moves to reach the bottom of the second chicken candle.



After the second candle, car 3 is certainly in the lead (possibly even the only car in the running), so we'll probably add some sweet jumps to the remaining part of the lap so that he can celebrate.






share|improve this answer









$endgroup$












  • $begingroup$
    I may have overlooked the possibility of car 2 using his handicap to stay still at move 1. Hmh.
    $endgroup$
    – Bass
    4 hours ago










  • $begingroup$
    I like your thinking! I have hard time visualizing how the 3-player track would look, though. Do you mean something like this?
    $endgroup$
    – jafe
    3 hours ago











  • $begingroup$
    I think p2 being able to stay still on the first move does make a difference. If p2 stays still, p1 still has to stop and circle back in order to avoid crashing with p3. And now p2 would come to the intersection last and it's p3 who has to give way to avoid crashing.
    $endgroup$
    – jafe
    2 hours ago


















1












$begingroup$

Will this work?




enter image description here




Because




- Player 1 moves forward.

- Player 2 is forced to move forward.

- Player 3 moves forward.

- Player 1 and 2 pass their turn as they can't move.

- Player 3 moves to the right.

- And so on, trivially Player 3 will pass the finish line first without a draw.







share|improve this answer









$endgroup$












  • $begingroup$
    Player 1 can pick any spot on the starting line as they're the first to move. I probably should have made that explicit in the rules...
    $endgroup$
    – jafe
    13 hours ago










  • $begingroup$
    @jafe aaah i seee
    $endgroup$
    – athin
    13 hours ago






  • 1




    $begingroup$
    Made an edit to rule #1 to clarify this.
    $endgroup$
    – jafe
    13 hours ago


















1












$begingroup$

@Bass had a very similar idea to mine. Funny how that works. I was going to wait and try to actually draw it, but I feel like it isn't worth the effort, now.




All three starting locations can be constrained such that each follows it's own path. Player 2's handicap is useless and because the corridor requires certain levels of "speed" they cannot afford to wait before starting. It would look something like this:

enter image description here


I know, my Paint skills are of legend. Anyway, each path does what it has to and they all meet at a common point eventually. The point is shared, but because of the player speed, the paths remain individual.


enter image description here


After this each path leads back around to the finish line. Why does this work? We have to construct the paths such that their lengths are different. Green is the longest, red in the middle, and blue the shortest. The caveat is that the distance each path takes to the intersection point is, for example, 10 moves for green, 11 moves for red, and 12 moves for blue. This means the player on the longest overall path gets to the intersection first (by one turn). If player 3 is on this path, both players 1 and 2 will die in a horrible crash because player 3 will be sitting at the intersection when they get there. Player 3, conversely, can take the shortest path without fear of being killed at the intersection. The only outcome then is: Player 1 takes the longest path to not die, player 2 takes the medium path to not die, and player 3 takes the shortest path and wins.







share|improve this answer









$endgroup$













    Your Answer








    StackExchange.ready(function()
    var channelOptions =
    tags: "".split(" "),
    id: "559"
    ;
    initTagRenderer("".split(" "), "".split(" "), channelOptions);

    StackExchange.using("externalEditor", function()
    // Have to fire editor after snippets, if snippets enabled
    if (StackExchange.settings.snippets.snippetsEnabled)
    StackExchange.using("snippets", function()
    createEditor();
    );

    else
    createEditor();

    );

    function createEditor()
    StackExchange.prepareEditor(
    heartbeatType: 'answer',
    autoActivateHeartbeat: false,
    convertImagesToLinks: false,
    noModals: true,
    showLowRepImageUploadWarning: true,
    reputationToPostImages: null,
    bindNavPrevention: true,
    postfix: "",
    imageUploader:
    brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
    contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
    allowUrls: true
    ,
    noCode: true, onDemand: true,
    discardSelector: ".discard-answer"
    ,immediatelyShowMarkdownHelp:true
    );



    );













    draft saved

    draft discarded


















    StackExchange.ready(
    function ()
    StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fpuzzling.stackexchange.com%2fquestions%2f84498%2fracetrack-designers-assemble%23new-answer', 'question_page');

    );

    Post as a guest















    Required, but never shown

























    3 Answers
    3






    active

    oldest

    votes








    3 Answers
    3






    active

    oldest

    votes









    active

    oldest

    votes






    active

    oldest

    votes









    3












    $begingroup$

    OK, so here's my track design, or at least the functional part of it.



    I call it The Candle of Chicken.



    Unlike the examples above, I've marked the spots that are not walls, that is, there's only a very narrow path available from the start at the bottom.




    enter image description here




    The starting points are symmetrical, and there's only one choice to make: Either stop after the first move, or keep going. The track is designed so that there are zero choices to make after that. In the map above, I've marked the only possible moves with red dots.



    The player that goes first is at a disadvantage: the second player will always choose to go, so the first player will unavoidably crash if he also chooses to go. On the other hand, if the first player "flinches" and stops, thus losing the game of chicken, it takes four extra moves to back up to the starting line and re-accelerate before he can make it through the first curve, so he's going to be hopelessly behind.



    Now, this design only beats one opponent that started earlier, but that's no problem, we can just chain another one right after it; just make sure that the other path takes the same number of moves to reach the bottom of the second chicken candle.



    After the second candle, car 3 is certainly in the lead (possibly even the only car in the running), so we'll probably add some sweet jumps to the remaining part of the lap so that he can celebrate.






    share|improve this answer









    $endgroup$












    • $begingroup$
      I may have overlooked the possibility of car 2 using his handicap to stay still at move 1. Hmh.
      $endgroup$
      – Bass
      4 hours ago










    • $begingroup$
      I like your thinking! I have hard time visualizing how the 3-player track would look, though. Do you mean something like this?
      $endgroup$
      – jafe
      3 hours ago











    • $begingroup$
      I think p2 being able to stay still on the first move does make a difference. If p2 stays still, p1 still has to stop and circle back in order to avoid crashing with p3. And now p2 would come to the intersection last and it's p3 who has to give way to avoid crashing.
      $endgroup$
      – jafe
      2 hours ago















    3












    $begingroup$

    OK, so here's my track design, or at least the functional part of it.



    I call it The Candle of Chicken.



    Unlike the examples above, I've marked the spots that are not walls, that is, there's only a very narrow path available from the start at the bottom.




    enter image description here




    The starting points are symmetrical, and there's only one choice to make: Either stop after the first move, or keep going. The track is designed so that there are zero choices to make after that. In the map above, I've marked the only possible moves with red dots.



    The player that goes first is at a disadvantage: the second player will always choose to go, so the first player will unavoidably crash if he also chooses to go. On the other hand, if the first player "flinches" and stops, thus losing the game of chicken, it takes four extra moves to back up to the starting line and re-accelerate before he can make it through the first curve, so he's going to be hopelessly behind.



    Now, this design only beats one opponent that started earlier, but that's no problem, we can just chain another one right after it; just make sure that the other path takes the same number of moves to reach the bottom of the second chicken candle.



    After the second candle, car 3 is certainly in the lead (possibly even the only car in the running), so we'll probably add some sweet jumps to the remaining part of the lap so that he can celebrate.






    share|improve this answer









    $endgroup$












    • $begingroup$
      I may have overlooked the possibility of car 2 using his handicap to stay still at move 1. Hmh.
      $endgroup$
      – Bass
      4 hours ago










    • $begingroup$
      I like your thinking! I have hard time visualizing how the 3-player track would look, though. Do you mean something like this?
      $endgroup$
      – jafe
      3 hours ago











    • $begingroup$
      I think p2 being able to stay still on the first move does make a difference. If p2 stays still, p1 still has to stop and circle back in order to avoid crashing with p3. And now p2 would come to the intersection last and it's p3 who has to give way to avoid crashing.
      $endgroup$
      – jafe
      2 hours ago













    3












    3








    3





    $begingroup$

    OK, so here's my track design, or at least the functional part of it.



    I call it The Candle of Chicken.



    Unlike the examples above, I've marked the spots that are not walls, that is, there's only a very narrow path available from the start at the bottom.




    enter image description here




    The starting points are symmetrical, and there's only one choice to make: Either stop after the first move, or keep going. The track is designed so that there are zero choices to make after that. In the map above, I've marked the only possible moves with red dots.



    The player that goes first is at a disadvantage: the second player will always choose to go, so the first player will unavoidably crash if he also chooses to go. On the other hand, if the first player "flinches" and stops, thus losing the game of chicken, it takes four extra moves to back up to the starting line and re-accelerate before he can make it through the first curve, so he's going to be hopelessly behind.



    Now, this design only beats one opponent that started earlier, but that's no problem, we can just chain another one right after it; just make sure that the other path takes the same number of moves to reach the bottom of the second chicken candle.



    After the second candle, car 3 is certainly in the lead (possibly even the only car in the running), so we'll probably add some sweet jumps to the remaining part of the lap so that he can celebrate.






    share|improve this answer









    $endgroup$



    OK, so here's my track design, or at least the functional part of it.



    I call it The Candle of Chicken.



    Unlike the examples above, I've marked the spots that are not walls, that is, there's only a very narrow path available from the start at the bottom.




    enter image description here




    The starting points are symmetrical, and there's only one choice to make: Either stop after the first move, or keep going. The track is designed so that there are zero choices to make after that. In the map above, I've marked the only possible moves with red dots.



    The player that goes first is at a disadvantage: the second player will always choose to go, so the first player will unavoidably crash if he also chooses to go. On the other hand, if the first player "flinches" and stops, thus losing the game of chicken, it takes four extra moves to back up to the starting line and re-accelerate before he can make it through the first curve, so he's going to be hopelessly behind.



    Now, this design only beats one opponent that started earlier, but that's no problem, we can just chain another one right after it; just make sure that the other path takes the same number of moves to reach the bottom of the second chicken candle.



    After the second candle, car 3 is certainly in the lead (possibly even the only car in the running), so we'll probably add some sweet jumps to the remaining part of the lap so that he can celebrate.







    share|improve this answer












    share|improve this answer



    share|improve this answer










    answered 4 hours ago









    BassBass

    32.4k477196




    32.4k477196











    • $begingroup$
      I may have overlooked the possibility of car 2 using his handicap to stay still at move 1. Hmh.
      $endgroup$
      – Bass
      4 hours ago










    • $begingroup$
      I like your thinking! I have hard time visualizing how the 3-player track would look, though. Do you mean something like this?
      $endgroup$
      – jafe
      3 hours ago











    • $begingroup$
      I think p2 being able to stay still on the first move does make a difference. If p2 stays still, p1 still has to stop and circle back in order to avoid crashing with p3. And now p2 would come to the intersection last and it's p3 who has to give way to avoid crashing.
      $endgroup$
      – jafe
      2 hours ago
















    • $begingroup$
      I may have overlooked the possibility of car 2 using his handicap to stay still at move 1. Hmh.
      $endgroup$
      – Bass
      4 hours ago










    • $begingroup$
      I like your thinking! I have hard time visualizing how the 3-player track would look, though. Do you mean something like this?
      $endgroup$
      – jafe
      3 hours ago











    • $begingroup$
      I think p2 being able to stay still on the first move does make a difference. If p2 stays still, p1 still has to stop and circle back in order to avoid crashing with p3. And now p2 would come to the intersection last and it's p3 who has to give way to avoid crashing.
      $endgroup$
      – jafe
      2 hours ago















    $begingroup$
    I may have overlooked the possibility of car 2 using his handicap to stay still at move 1. Hmh.
    $endgroup$
    – Bass
    4 hours ago




    $begingroup$
    I may have overlooked the possibility of car 2 using his handicap to stay still at move 1. Hmh.
    $endgroup$
    – Bass
    4 hours ago












    $begingroup$
    I like your thinking! I have hard time visualizing how the 3-player track would look, though. Do you mean something like this?
    $endgroup$
    – jafe
    3 hours ago





    $begingroup$
    I like your thinking! I have hard time visualizing how the 3-player track would look, though. Do you mean something like this?
    $endgroup$
    – jafe
    3 hours ago













    $begingroup$
    I think p2 being able to stay still on the first move does make a difference. If p2 stays still, p1 still has to stop and circle back in order to avoid crashing with p3. And now p2 would come to the intersection last and it's p3 who has to give way to avoid crashing.
    $endgroup$
    – jafe
    2 hours ago




    $begingroup$
    I think p2 being able to stay still on the first move does make a difference. If p2 stays still, p1 still has to stop and circle back in order to avoid crashing with p3. And now p2 would come to the intersection last and it's p3 who has to give way to avoid crashing.
    $endgroup$
    – jafe
    2 hours ago











    1












    $begingroup$

    Will this work?




    enter image description here




    Because




    - Player 1 moves forward.

    - Player 2 is forced to move forward.

    - Player 3 moves forward.

    - Player 1 and 2 pass their turn as they can't move.

    - Player 3 moves to the right.

    - And so on, trivially Player 3 will pass the finish line first without a draw.







    share|improve this answer









    $endgroup$












    • $begingroup$
      Player 1 can pick any spot on the starting line as they're the first to move. I probably should have made that explicit in the rules...
      $endgroup$
      – jafe
      13 hours ago










    • $begingroup$
      @jafe aaah i seee
      $endgroup$
      – athin
      13 hours ago






    • 1




      $begingroup$
      Made an edit to rule #1 to clarify this.
      $endgroup$
      – jafe
      13 hours ago















    1












    $begingroup$

    Will this work?




    enter image description here




    Because




    - Player 1 moves forward.

    - Player 2 is forced to move forward.

    - Player 3 moves forward.

    - Player 1 and 2 pass their turn as they can't move.

    - Player 3 moves to the right.

    - And so on, trivially Player 3 will pass the finish line first without a draw.







    share|improve this answer









    $endgroup$












    • $begingroup$
      Player 1 can pick any spot on the starting line as they're the first to move. I probably should have made that explicit in the rules...
      $endgroup$
      – jafe
      13 hours ago










    • $begingroup$
      @jafe aaah i seee
      $endgroup$
      – athin
      13 hours ago






    • 1




      $begingroup$
      Made an edit to rule #1 to clarify this.
      $endgroup$
      – jafe
      13 hours ago













    1












    1








    1





    $begingroup$

    Will this work?




    enter image description here




    Because




    - Player 1 moves forward.

    - Player 2 is forced to move forward.

    - Player 3 moves forward.

    - Player 1 and 2 pass their turn as they can't move.

    - Player 3 moves to the right.

    - And so on, trivially Player 3 will pass the finish line first without a draw.







    share|improve this answer









    $endgroup$



    Will this work?




    enter image description here




    Because




    - Player 1 moves forward.

    - Player 2 is forced to move forward.

    - Player 3 moves forward.

    - Player 1 and 2 pass their turn as they can't move.

    - Player 3 moves to the right.

    - And so on, trivially Player 3 will pass the finish line first without a draw.








    share|improve this answer












    share|improve this answer



    share|improve this answer










    answered 13 hours ago









    athinathin

    10.9k23693




    10.9k23693











    • $begingroup$
      Player 1 can pick any spot on the starting line as they're the first to move. I probably should have made that explicit in the rules...
      $endgroup$
      – jafe
      13 hours ago










    • $begingroup$
      @jafe aaah i seee
      $endgroup$
      – athin
      13 hours ago






    • 1




      $begingroup$
      Made an edit to rule #1 to clarify this.
      $endgroup$
      – jafe
      13 hours ago
















    • $begingroup$
      Player 1 can pick any spot on the starting line as they're the first to move. I probably should have made that explicit in the rules...
      $endgroup$
      – jafe
      13 hours ago










    • $begingroup$
      @jafe aaah i seee
      $endgroup$
      – athin
      13 hours ago






    • 1




      $begingroup$
      Made an edit to rule #1 to clarify this.
      $endgroup$
      – jafe
      13 hours ago















    $begingroup$
    Player 1 can pick any spot on the starting line as they're the first to move. I probably should have made that explicit in the rules...
    $endgroup$
    – jafe
    13 hours ago




    $begingroup$
    Player 1 can pick any spot on the starting line as they're the first to move. I probably should have made that explicit in the rules...
    $endgroup$
    – jafe
    13 hours ago












    $begingroup$
    @jafe aaah i seee
    $endgroup$
    – athin
    13 hours ago




    $begingroup$
    @jafe aaah i seee
    $endgroup$
    – athin
    13 hours ago




    1




    1




    $begingroup$
    Made an edit to rule #1 to clarify this.
    $endgroup$
    – jafe
    13 hours ago




    $begingroup$
    Made an edit to rule #1 to clarify this.
    $endgroup$
    – jafe
    13 hours ago











    1












    $begingroup$

    @Bass had a very similar idea to mine. Funny how that works. I was going to wait and try to actually draw it, but I feel like it isn't worth the effort, now.




    All three starting locations can be constrained such that each follows it's own path. Player 2's handicap is useless and because the corridor requires certain levels of "speed" they cannot afford to wait before starting. It would look something like this:

    enter image description here


    I know, my Paint skills are of legend. Anyway, each path does what it has to and they all meet at a common point eventually. The point is shared, but because of the player speed, the paths remain individual.


    enter image description here


    After this each path leads back around to the finish line. Why does this work? We have to construct the paths such that their lengths are different. Green is the longest, red in the middle, and blue the shortest. The caveat is that the distance each path takes to the intersection point is, for example, 10 moves for green, 11 moves for red, and 12 moves for blue. This means the player on the longest overall path gets to the intersection first (by one turn). If player 3 is on this path, both players 1 and 2 will die in a horrible crash because player 3 will be sitting at the intersection when they get there. Player 3, conversely, can take the shortest path without fear of being killed at the intersection. The only outcome then is: Player 1 takes the longest path to not die, player 2 takes the medium path to not die, and player 3 takes the shortest path and wins.







    share|improve this answer









    $endgroup$

















      1












      $begingroup$

      @Bass had a very similar idea to mine. Funny how that works. I was going to wait and try to actually draw it, but I feel like it isn't worth the effort, now.




      All three starting locations can be constrained such that each follows it's own path. Player 2's handicap is useless and because the corridor requires certain levels of "speed" they cannot afford to wait before starting. It would look something like this:

      enter image description here


      I know, my Paint skills are of legend. Anyway, each path does what it has to and they all meet at a common point eventually. The point is shared, but because of the player speed, the paths remain individual.


      enter image description here


      After this each path leads back around to the finish line. Why does this work? We have to construct the paths such that their lengths are different. Green is the longest, red in the middle, and blue the shortest. The caveat is that the distance each path takes to the intersection point is, for example, 10 moves for green, 11 moves for red, and 12 moves for blue. This means the player on the longest overall path gets to the intersection first (by one turn). If player 3 is on this path, both players 1 and 2 will die in a horrible crash because player 3 will be sitting at the intersection when they get there. Player 3, conversely, can take the shortest path without fear of being killed at the intersection. The only outcome then is: Player 1 takes the longest path to not die, player 2 takes the medium path to not die, and player 3 takes the shortest path and wins.







      share|improve this answer









      $endgroup$















        1












        1








        1





        $begingroup$

        @Bass had a very similar idea to mine. Funny how that works. I was going to wait and try to actually draw it, but I feel like it isn't worth the effort, now.




        All three starting locations can be constrained such that each follows it's own path. Player 2's handicap is useless and because the corridor requires certain levels of "speed" they cannot afford to wait before starting. It would look something like this:

        enter image description here


        I know, my Paint skills are of legend. Anyway, each path does what it has to and they all meet at a common point eventually. The point is shared, but because of the player speed, the paths remain individual.


        enter image description here


        After this each path leads back around to the finish line. Why does this work? We have to construct the paths such that their lengths are different. Green is the longest, red in the middle, and blue the shortest. The caveat is that the distance each path takes to the intersection point is, for example, 10 moves for green, 11 moves for red, and 12 moves for blue. This means the player on the longest overall path gets to the intersection first (by one turn). If player 3 is on this path, both players 1 and 2 will die in a horrible crash because player 3 will be sitting at the intersection when they get there. Player 3, conversely, can take the shortest path without fear of being killed at the intersection. The only outcome then is: Player 1 takes the longest path to not die, player 2 takes the medium path to not die, and player 3 takes the shortest path and wins.







        share|improve this answer









        $endgroup$



        @Bass had a very similar idea to mine. Funny how that works. I was going to wait and try to actually draw it, but I feel like it isn't worth the effort, now.




        All three starting locations can be constrained such that each follows it's own path. Player 2's handicap is useless and because the corridor requires certain levels of "speed" they cannot afford to wait before starting. It would look something like this:

        enter image description here


        I know, my Paint skills are of legend. Anyway, each path does what it has to and they all meet at a common point eventually. The point is shared, but because of the player speed, the paths remain individual.


        enter image description here


        After this each path leads back around to the finish line. Why does this work? We have to construct the paths such that their lengths are different. Green is the longest, red in the middle, and blue the shortest. The caveat is that the distance each path takes to the intersection point is, for example, 10 moves for green, 11 moves for red, and 12 moves for blue. This means the player on the longest overall path gets to the intersection first (by one turn). If player 3 is on this path, both players 1 and 2 will die in a horrible crash because player 3 will be sitting at the intersection when they get there. Player 3, conversely, can take the shortest path without fear of being killed at the intersection. The only outcome then is: Player 1 takes the longest path to not die, player 2 takes the medium path to not die, and player 3 takes the shortest path and wins.








        share|improve this answer












        share|improve this answer



        share|improve this answer










        answered 2 hours ago









        Dark ThunderDark Thunder

        705114




        705114



























            draft saved

            draft discarded
















































            Thanks for contributing an answer to Puzzling Stack Exchange!


            • Please be sure to answer the question. Provide details and share your research!

            But avoid


            • Asking for help, clarification, or responding to other answers.

            • Making statements based on opinion; back them up with references or personal experience.

            Use MathJax to format equations. MathJax reference.


            To learn more, see our tips on writing great answers.




            draft saved


            draft discarded














            StackExchange.ready(
            function ()
            StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fpuzzling.stackexchange.com%2fquestions%2f84498%2fracetrack-designers-assemble%23new-answer', 'question_page');

            );

            Post as a guest















            Required, but never shown





















































            Required, but never shown














            Required, but never shown












            Required, but never shown







            Required, but never shown

































            Required, but never shown














            Required, but never shown












            Required, but never shown







            Required, but never shown







            Popular posts from this blog

            Canceling a color specificationRandomly assigning color to Graphics3D objects?Default color for Filling in Mathematica 9Coloring specific elements of sets with a prime modified order in an array plotHow to pick a color differing significantly from the colors already in a given color list?Detection of the text colorColor numbers based on their valueCan color schemes for use with ColorData include opacity specification?My dynamic color schemes

            Invision Community Contents History See also References External links Navigation menuProprietaryinvisioncommunity.comIPS Community ForumsIPS Community Forumsthis blog entry"License Changes, IP.Board 3.4, and the Future""Interview -- Matt Mecham of Ibforums""CEO Invision Power Board, Matt Mecham Is a Liar, Thief!"IPB License Explanation 1.3, 1.3.1, 2.0, and 2.1ArchivedSecurity Fixes, Updates And Enhancements For IPB 1.3.1Archived"New Demo Accounts - Invision Power Services"the original"New Default Skin"the original"Invision Power Board 3.0.0 and Applications Released"the original"Archived copy"the original"Perpetual licenses being done away with""Release Notes - Invision Power Services""Introducing: IPS Community Suite 4!"Invision Community Release Notes

            199年 目錄 大件事 到箇年出世嗰人 到箇年死嗰人 節慶、風俗習慣 導覽選單