Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • Home
  • SEARCH
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 346449
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: May 12, 20262026-05-12T11:10:41+00:00 2026-05-12T11:10:41+00:00

I was wondering, which are the most commonly used algorithms applied to finding patterns

  • 0

I was wondering, which are the most commonly used algorithms applied to finding patterns in puzzle games conformed by grids of cells.

I know that depends of many factors, like the kind of patterns You want to detect, or the rules of the game…but I wanted to know which are the most commonly used algorithms in that kind of problems…

For example, games like columns, bejeweled, even tetris.

I also want to know if detecting patterns by “brute force” ( like , scanning all the grid trying to find three adyacent cells of the same color ) is significantly worst that using particular algorithms in very small grids, like 4 X 4 for example ( and again, I know that depends of the kind of game and rules …)

Which structures are commonly used in this kind of games ?

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-05-12T11:10:41+00:00Added an answer on May 12, 2026 at 11:10 am

    It’s always domain-dependent. But there’s also two situations where you’d do these kinds of searches. Ones situation is after a move (a change to the game field made by the player), and the other would be if/when the whole board has changed.

    In Tetris, you wouldn’t need to scan the whole board after a piece is dropped. You’d just have to search the rows the piece is touching.

    In a match-3 games like Bejeweled, where you’re swapping two adjacent pieces at a time, you’d first run a localized search in each direction around each square that changed, to see if any pieces have triggered. Then, if they have, the game will dump some new, random pieces onto the board. Now, you could run the same localized search around each square that’s changed, but that might involve a lot of if statements and might actually be slower to just scanning the whole board from top left to bottom right. It depends on your implementation and would require profiling.

    As Adrian says, a simple 2D array suffices. Often, though, you may add a “border” of pixels around this array, to simplify the searching-for-patterns aspect. Without a border, you’d have to have if statements along the edge squares that says “well, if you’re in the top row, don’t search up (and walk off the array)”. With a border around it, you can safely just search through everything: saving yourself if statements, saving yourself branching, saving yourself pipeline issues, searching faster.

    To Jon: these kinds of things really do matter in high-performance settings, even on modern machines, if you’re making a search algorithm to play/solve the game. If you are, you want your underlying simulation to run as quickly as possible in order to search as deep as possible in the fewest cycles.

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

Just wondering which is faster: DELETE FROM table_name WHERE X='1' DELETE FROM table_name WHERE
I was wondering which was better: $lookup = array( a => 1, b =>
I'm just getting started/familar with Subversion and was wondering which protocol gives the best
I am currently coding a simple Data Access Layer, and I was wondering which
I was wondering if it which is faster when trying to, for example, check
Just wondering what people think is the best practice when implementing an IValueConverter which
I was wondering if there is a native C++ (or STL/Boost) function which will
i am changing my hardware which currently runs Win XP and i am wondering
I'm wondering if the link on the company logo, which usually goes the home
I've been wondering this for some time. As the title say, which is faster,

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.