Motion Challenge
tags: - cocubes - aon - complex-planning
Complex Planning: Motion Challenge Method
The usual form is a grid/path puzzle: move an object from a start state to a target while avoiding barriers. Some versions include a shape whose full footprint matters, not only its centre.
Method before the first move
- Locate start, target and all barriers.
- Trace the final two or three moves backward from the target.
- Identify dead ends and narrow corridors.
- Choose the shortest clear path.
- Execute deliberately; re-plan only if the state changes.
Why backward planning helps
The last approach to a target is often the restrictive part. Planning it first prevents reaching a location from which the target is blocked.
Fast visual rules
- A straight-line route is not always valid; check every square/barrier.
- If the object has width/shape, its edge must also clear obstacles.
- Prefer a path with fewer turns when both paths are valid.
- Do not make a move merely because it seems to get closer to target; it may create a trap.
Practice without the real interface
Use small maze/grid puzzles. Before moving, point out:
- the goal's only possible entry direction;
- the first unavoidable turn;
- any dead-end corridor.
After a wrong route, state exactly which earlier move caused the dead end. This trains planning rather than trial-and-error.
[[06_Gamified_Assessment/Game_Playbook|Game playbook]]