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Searching for optimal strategies in a puzzle game with chance (Drop7)

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Sixteen years ago, I wrote a Java program which tried to pick the ideal move in a puzzle game called Drop7. On each turn, the player only has seven choices for their next move, but there is also an element of chance which turns this simple game into a surprisingly difficult problem involving search, hidden information, long-term planning, and chance.I renewed my investigation this weekend, into whether there is an autonomous strategy that averages more than one million points per game. An experienced human player can score a million points with long-term strategic thinking, but the best automated strategies I could come up with are currently averaging around 300k-400k points. One of the easiest ways to contribute to advancing this research is to compete on the global leaderboard and submit your human strategy - https://drop7.dev/compete.This project has also been an enlightening experiment into using agents as research collaborators and evidence collectors.Repository: https://github.com/keshavsaharia/drop7-benchI’d especially appreciate feedback from people who are knowledgeable in game theory, stochastic planning, learned value functions, or heavy-tailed evaluation. How would you approach long-horizon action ranking here? I’d also love to hear whether the research makes sense to someone encountering the project for the first time.

HN · launched Oct 23, 2026 · 11 upvotes (top 43%) · 0 views

Niche: browser puzzle games · 310 launches, 26 in the last 7 days ▼ -7% · Explore this niche →

Category and tags

  • Media & entertainment
  • Not AI
  • Hobby / open-source project

Visit website ↗ Source listing ↗

Could you build this?

Partial A working Drop7 player with expectimax and heuristics is vibe-codeable, since the game is simple to implement. Matching the research frontier (around 516k mean, aiming for 1M+) needs learned evaluators and search tuned at scale, which is beyond a typical vibe-coding session.

What it would actually take: Start with an exact game simulator and a depth-limited expectimax over the seven column choices and the random disc draws. Improving on it means training n-tuple or NNUE-style value functions via self-play over millions of games, plus tuning search depth and rollout policies. The hard part is the compute and experimental rigor needed to beat hand-written heuristics, not the UI or simulator.

Discussion

1 comment analyzed.

Feature requests: Android app version

Competitors

Other products that read as similar to this one : 512 launches clear the similarity bar, closest 8 shown.

Attention rank: #201 of 513 (itself plus its competitors, highest first, normalized so YC and Product Hunt are compared fairly).

Launched 359 days after the earliest competitor.

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