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hints.md

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Hints

Most important for game development are probably the "Hints". You can add Hints at any place in your proof using the Hint tactic

Statement .... := by
  Hint "Hint to show at the start"
  rw [h]
  Hint "some tip after using rw"
  ...

Note that hints are only context-aware but not history-aware. In particular, they only look at the assumptions and the current goal. Player's might encounter hints in a different order - or not at all - if they decide to go for a unique proof idea. The Branch tactic helps to place hints outside the sample solution's proof.

1. When do hints show?

A hint will be displayed if the player's goal matches the one where the hint was placed in the sample solutions and the entire context from the sample solutions is present in the player's context. The player's context may contain additional items.

This means if you have multiple identical subgoals, you should only place a single hint in one of them, and it will be displayed in all of them.

However, identical (non-hidden) hints which where already present in the step before are omitted. This is to allow a player to add new assumptions to context, for example with have, without seeing the same hint over and over again. Hidden hints are not filtered.

2. Alternative Proofs / Branch

You can use Branch to place hints in dead ends or alternative proof strands.

A proof inside a Branch-block is normally evaluated by lean, but it's discarded at the end so that no progress has been made on proving the goal.

Statement .... := by
  Hint "use `rw` or `rewrite`."
  Branch
    rewrite [h]
    Hint "now you still need `rfl`"
  rw [h]

3. Variables names

Put variables in the hint text inside brackets like this: {h}! This way the server can replace the variable's name with the one the user actually used.

Note: This means you need to escape any other uses of opening curly brackets (i.e. \{). See also LaTeX in Games for examples of this.

For example, if the sample proof contains

have h : True := trivial
Hint "Now use `rw [{h}]` to use your assumption `{h}`."

but the player writes have g : True := trivial, they will see a hint saying "Now use rw [g] to use your assumption g."

4. Hidden hints

Some hints can be hidden, and only show after the user clicks on a button to get additional help. You mark a hint as hidden with (hidden := true):

Hint (hidden := true) "some hidden hint"

5. Strict context matching

If you use the attribute (strict := true) a hint is only shown if the entire context matches exactly the one where the hint is placed. With (hint := false), which is the default, it does not matter if additional assumptions are present in the player's context.

Hint (strict := true) "now use `have` to create a new assumption."

You should probably use (strict := true) if you want to give fine-grained details about tactics like have which do not modify the goal or any existing assumptions, but only create new assumptions.

6. Formatting

You can use Markdown to format your hints and you can use LaTeX. See LaTeX in Games for more details.

Images

Hints and introductions/conclusions can also contain images.

For remote images, simply add:

<img src=\"https://url.com/to/image\"/>

Local images can currently only be included with a hack:

Images in the game's images/ folder will be accessible at data/g/[user]/[repo]/[image].[png|jpg|…] and thus can be included as if they were external images.