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
Input is taken from BlueStacks content and should stay constrained to emulator content area. UI chrome and unrelated screen regions are filtered out before board extraction.
Input chain
Window and search map
BLUESTACKS FRAME
CONTENT AREA
SEARCH REGION
CANDIDATE A / ACCEPTED
CANDIDATE C / REJECTED
IRREGULAR GRID SPACING
04 / BOARD DETECTION
A classical computer vision pipeline isolates candidate rectangles and prepares them for geometry checks.
Candidate generation
Candidate map with rejection markers
BLUESTACKS FRAME
CONTENT AREA
SEARCH REGION
CANDIDATE A / ACCEPTED
CANDIDATE C / REJECTED
IRREGULAR GRID SPACING
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
Accepted board regions are projected to an 8x8 logical structure. The result is positional grid metadata that can be used by later logic.
Extraction flow
8x8 CELL MAP
CELL COORDINATES
07 / STRUCTURED OUTPUT
The objective is a structured board view that downstream modules can consume:
BOARD STATE
08 / TECH STACK
09 / 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.