LinearGames Matrix Labyrinth
LinearGames Matrix Labyrinth
Note: For more information about the math behind this game, read
- ”The math behind these games” on the project webpage of our course.
- Lay, D. et al: Linear Algebra and its applications, Chapter 2.1 and 3.1.
In practice all calculations can be done with numbers, where ∅ = 0, • = 1 and ◦ = 2. The
corresponding operations are +: addition modulo 3 and ·: multiplication modulo 3.
A high score list is optional. The final design does not have to look like pieces on a Go board.
Aim: This game is inspired by the board game ”Crazy Labyrinth”. A 12 × 12 board consists of
thirty six 2 × 2 squares with ”random” values. On random 6 of white fields of the squares are
items with labels 1 to 6. The aim is to collect all 6 items in the given order. A player starts on
a white field in the left bottom corner. By manipulating the board by applying matrices to the
board, he can create paths. The aim of the game is to move along these paths and collect the
items.
Rules: During a move the player does the following two actions in the given order, where
an action can also be skipped:
1.) Multiply four of the following matrices to any square of the board by multiplication
either from the left or the right:
Figure 1. The first matrix (top left) inverts colors, the second (top right) swaps
rows or columns. The result of the remaining two matrices is more complicated.
Here in each game the last two matrices are random matrices with non-zero determi-
nant (see Inititalization), that should be the same for all players.
2.) Move vertically and / or horizontally along a path of white fields of the board.
Implementation: The game should be implemented with levels, a timer, a score and a high
score list. The difficulty should increase over time by reducing the time in a new level. The game
ends when the time is up. A two (to four) player game with more items is also possible. Then
by obtaining the items the players gain the points of the items. The player with the highest
score wins.
A practice level without time or where the matrix product can be practiced could be added.
Interesting levels or maps could be saved.
2
Layout: The board should be in the middle and the timer and score on top. On the left hand
side next to the board there should be the player’s matrices and controls. The controls should
be Push , Multiply Left , Multiply Right (Multiplication from the left and from the right),
Move (with controls) and Undo (deselects a matrix or choice). Another button End turn
indicates the end of the movement of the player.
Initialization: To ensure that no matrix vanishes (becomes a zero matrix) and that paths
can be created during the game, the matrices have to be initialized in the following way: a 2 × 2
matrix is initialized with two random white pieces. Then the remaining two fields are filled
with any of the three possible pieces (∅ = 0, • = 1, ◦ = 2), such that the matrix has non-zero
determinant det (see book, Chapter 3.1), where for a matrix
a b
A= , we have det(A) = a · d − b · c .
c d
The last condition can be verified by choosing the last, fourth entry of the matrix accordingly.