This project is a reconstruction of the puzzle game Tents & Trees, developed as an independent university exercise.
Unlike traditional versions, this implementation was intentionally built without an automatic puzzle generator.
Instead, the focus was on reproducing:
- ✔️ Rule validation
- ✔️ Game state modelling
- ✔️ Logical deduction and decision making
- ✔️ A basic reasoning automaton
The game allows the player (or solver) to:
- Place tents or grass manually
- Detect rule violations
- Propagate forced consequences
- Perform reasoning through a simple automated system
The automaton simulates logical deduction — marking guaranteed tiles and rejecting impossible configurations — rather than brute-forcing solutions.
The purpose of this project was:
- To explore constraint-based puzzle solving
- To learn state propagation, recursion and branching
- To implement rule checking without an external solver engine
It represents an experiment in thinking like the puzzle itself — without requiring map creation algorithms.
This project allowed me to practice:
- 🧱 Object-Oriented Programming (OOP)
- 🔁 Recursive hypothesis testing
- ✔️ Constraint validation
- 🤖 Basic automated deduction
- 🧮 Board state analysis and consistency detection
Although not built to be optimal or industrial-grade, it reflects reasoning logic over performance.
To recreate the logical system of Tents & Trees while experimenting with:
Automated reasoning, puzzle logic, and error propagation.
The intent was educational — understanding how the rules work and how a solver might think.
Developed by Ruspanera06 – University of Parma 🎓
This project was my first logic-based solver experiment, following my previous game recreation work.
It helped bridge gameplay programming with algorithmic reasoning.