How are you feeling?
Brain break
The rules are the cast
- done. A number that already touches all its mines — its other neighbours are safe.
- full. A number whose hidden neighbours are exactly the mines it still needs — flag them.
- subset. One number’s hidden squares sit inside another’s — the difference is decided.
- guess-safest. No sure move left: open the square with the lowest exact mine odds.
- guess-random. No sure move left: open anything. (Is it really worse? Race it.)
A case · you decide
A case: Tomasz’s tournament bot
Tomasz — a 16-year-old entering a solver bot in his coding club’s Minesweeper tournament
Tomasz’s bot clears the easy boards but freezes on about a third of them. The tournament is Friday.
His bot knows three sound rules: open around a satisfied number, flag a number’s last hidden squares, and the subset rule. Whenever none of them fires, it stops — “stuck”.
A friend says: “Just guess randomly when you’re stuck.” Another says: “Guess first — it’s faster.” Tomasz decides to test instead of arguing.
Where does the guess block go?
His bot now wins 72%. How should he report it?
The strongest idea wasn’t a clever guess. It was the order of the rules, and a fair way to test them.
Who made this?
“In reality, every technology reflects decisions made by designers, companies, and communities, and carries the values and power of those choices.”
- Who benefits from this technology?
- Whose needs are ignored?
Where this game comes from
Mine-clearing number puzzles
Grid games where numbers tell you how many hidden mines are next door appeared on home computers in the early 1980s. The best-known version was made by Curt Johnson, and ported to Windows by Robert Donner; it came out in a Microsoft Entertainment Pack in 1990 and then with Windows 3.1 in 1992. In that classic game some boards force a guess, often a coin toss between two squares.
One thing to hold: Each number is a promise about the eight squares around it, and nothing else.
Why it matters: In 2000 the mathematician Richard Kaye proved that deciding whether a board’s numbers can all be true is among the hardest problems in a famous class called NP (it is “NP-complete”). A quick way to check any board would answer one of the biggest open questions in mathematics.
What we don’t know: Who wrote the very first one is still argued about; several early games had the same idea.
Dates:
- 1990 Curt Johnson and Robert Donner’s game ships in a Microsoft Entertainment Pack.
- 1992 It comes with Windows 3.1.
- 2000 Richard Kaye proves the board-checking problem is NP-complete.
What next? Pick a door
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