[net.games.rogue] Re least-move strategies

cjh (07/18/82)

   Efficient traversal without having to check the walls is easy; in a
5-high room (the biggest you'll get on a standard (80 x 24) screen) simply
move in a horizontal zigzag (keys ununun or ybybyb) then retrace the edge
of the territory you've covered. you'll still hit traps infrequently but
they're probably so well-concealed that it would take too much time to find
them. In 4-high rooms the simple zigzag works, and in 2- or 3-high a
straight line.
   If you're looking for a door on a long wall you can do intermittent jogs
(lunlun or lnulnu or hybhyb or hbyhby) in a 4-high; in other rooms just move
along the wall.
   The assumption around here is that all squares adjacent to you are searched
with equal efficiency, although I've never seen solid evidence. Thus you
can search for doors on long walls with fewer keystrokes by jumping (after
you've checked for traps), e.g. 3s3l3s3l. Obviously searching for a door on
a short wall at the other end of the screen loses if you have a wall almost
as short and nearby; this is enough of a judgment/guesswork call that I've
never tried to make it concrete. So far as I know, Murphy's law is the wrong
thing to depend on even with the pseudo-random number generator of UNIX.
   Taking your "notions" in order:
   1. As far as I know, the chance of finding a door \when you are within
[sight] of it/ is unrelated to the length of the wall it's in; this means
that it will tend to take more absolute time to find a door on a long wall.
   2. see above
   3. I have \\never// found a secret door on the first level. I have found
traps, which suggests that the probability of a secret door may actually be
0 rather than just very small.
   4. I usually give up looking for a door after 27 searches total searches
over the adjacent squares; this is based on cumulative unquantified
experience. Unfortunately there's always a chance that you could take
indefinitely long to find a secret door, just as you could be a 10th-level
character with 21 hit points; at least searching, so far as I know, doesn't
have the capability to generate its own closed loop a la Floating Eye
paralysis.
   5. Unless you're getting really stuck for food you should always find all
the rooms on a level; you know there are 3 x 3 rooms and you can always give
apparently dead-end corridors a little extra search. Of course, it's quite
possible that you won't be able to get into all of the rooms on a level, due
to strategic placement of trap doors (or teleport traps, if you're low on
food).

cjh (07/18/82)

   Aside from the general sloppiness of my previous essay, there was one
specific howler; I should have said 3x3 room-equivalents (or 3x3 [room]s).