PuzzleMind flow
- EMULATOR SCREEN
- VISION PIPELINE
- BOARD REGION
- GRID
- STRUCTURED STATE
SYSTEM S1
COMPUTER VISION / BOARD DETECTION / AUTOMATION R&D
Computer vision prototype for detecting and structuring a puzzle-game board from an emulator screen.
SYSTEM IDENTITY
SYSTEM IDPUZZLEMIND-S1
STATUSACTIVE R&D
TYPECOMPUTER VISION / AUTOMATION
Vision pipeline for locating a game board, validating its geometry and converting screen pixels into structured board data.
01 / OVERVIEW
Program sees only pixels from the emulator window. To work on game state, the system must localize the correct board, transform it to a structured representation and validate candidate regions before downstream logic can act.
Core flow is intentionally narrow:
D-01
EMULATOR SCREEN -> BOARD DETECTION
D-02
BOARD REGION -> GRID
D-03
GRID -> STRUCTURED STATE
PuzzleMind flow
02 / USE CASES
UC-01
Find the puzzle board inside BlueStacks emulator content rather than relying on a fixed screen position.
UC-02
Filter regions that do not match expected board proportions or content boundaries.
UC-03
Check rectangularity, relative area and grid spacing before accepting a candidate.
UC-04
Convert the accepted board region into positional cells for downstream logic.
UC-05
Return structured cell and board metadata instead of raw pixels.
03 / VISUAL INPUT
The image comes from the BlueStacks window. Analysis is limited to the emulator content area. Interface elements and unrelated screen regions are discarded before board analysis.
Input chain
04 / BOARD DETECTION
A classical computer vision pipeline searches for rectangular regions as board candidates. These candidates are then passed to geometry validation, and not every detected rectangle is accepted as a board.
Candidate generation
05 / GEOMETRY VALIDATION
Detection is only valid when candidate geometry satisfies multiple checks. This section acts as the quality gate before grid extraction.
CANDIDATE AACCEPT
Aspect ratio, rectangularity, content area and grid spacing passed.
CANDIDATE BREJECT
Outside expected geometry for game board proportions.
CANDIDATE CREJECT
Irregular grid spacing compared with expected tile rhythm.
CANDIDATE REJECTION REASONS
06 / GRID EXTRACTION
The accepted board region is divided into a logical 8x8 structure. Each cell receives its own position and coordinates, and the result is passed on as structured board state.
Extraction flow
07 / STRUCTURED OUTPUT
The objective is a structured board view that downstream modules can consume:
BOARD STATE
08 / DEMO
A direct look at the PuzzleMind interaction and gameplay flow.
09 / TECH STACK
10 / STATUS
SYSTEM ID PUZZLEMIND-S1
STATE ACTIVE R&D
DEPTH COMPUTER VISION / SCREEN UNDERSTANDING
Vision layer focused on robust board localization, grid validation and structured screen-state extraction.