This is a directory of all of the boards available. The first twelve boards are the 12 levels of the original Light-Bot game, and the rest of them I made myself. For each board, there are links to open the board in the interactive applet (which you can use to either try to solve it yourself, or to run a genetic algorithm in your browser to search for a solution), to open the board in the board-editor (which will allow you to open your custom board in the interactive applet), or to jump to the results for that board in the gallery. All of the boards listed here have been solved by the genetic algorithm, so there are results for each one in the gallery.
This is the first level from the original game. Since it only has one target, the genetic algorithm isn't effective, and solutions can only be found by pure chance.
This is the second level from the original game. Since it only has one target, the genetic algorithm isn't effective, and solutions can only be found by pure chance.
This is the third level from the original game.
This is the fourth level from the original game. Since it only has one target, the genetic algorithm isn't effective, and solutions can only be found by pure chance.
This is the fifth level from the original game. Since it only has one target, the genetic algorithm isn't effective, and solutions can only be found by pure chance.
This is the sixth level from the original game. It is the first level that requires the use of functions.
This is the seventh level from the original game.
This is the eighth level from the original game.
This is the ninth level from the original game.
This is the tenth level from the original game. Of the 12 levels, this is the only one that I personally never found a solution for. I hadn't seen levels 11 and 12 until the genetic algorithm solved level 10 for me.
This board requires the robot to use jumping commands to follow the path, but is on a high ledge so that any jump in the wrong direction will trap it off of the ledge.
This is the eleventh level from the original game.
This is the twelfth and final level of the original game.
This board is a simple experiment involving targets in four different directions.
This board is a test to see if the genetic algorithm can overcome the tendency to favor programs that immediately jump off of the shelf toward the 9 targets below, unable to light the last target.
This board is a group of targets placed among a group of fixed pillars.
This board takes the more regularly laid-out Forest board and moves the targets around in a less ordered way.
This board has the same challenge as the first Precarious level, but with a longer and more arbitrary path to follow.
This board presents the challenge of handling two sequences of targets which require different commands for movement (jumping and walking) but are otherwise identical.
I made this board because I thought it might be a little interesting. No other reason.
This board is a modification to the original Equis board, featuring holes that make it considerably more challenging.
This board has a similar concept to the Plus board, that of forcing the robot to backtrack.
This board features four different levels that the robot must visit in order, and each new level requires backing up before proceeding.