> > 4. Hole Difficulty
>
>I agree that in general you want "easy" holes, although it might be
>interesting to throw one or two more difficult ones in there.
I thought that it was the holes flexibility that drove the game
along, which you can see by the various methods used to solve the
problems. The winners not only had optimised perl code, but had
the right approach/algorithm as well, which only makes the game
more fun!
A good balance would be to only make them as hard as necessary to
allow them to be flexible problems and therefore possibly solved in a
number of different ways. mid.pl was an excellent example of that,
and I came up with at least three different approaches (unfortunately,
none of which were very short when coded :)
Kye.
Kye Leslie: Helpdesk Officer
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