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Category Logic Games
Join the numbers to get to the 2048 tile!
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About

This tool is a rigorous implementation of the sliding block puzzle paradigm, specifically designed to test spatial reasoning and long-term planning. Unlike simple arcade games, 2048 operates on a deterministic grid where entropy increases with every move. The risk of gridlock (where no valid moves remain) grows exponentially as the number of distinct values on the board increases.

Success requires maintaining a monotonic gradient of values - keeping the highest value tiles, such as 1024 or 2048, anchored in a corner. This minimizes the fragmentation of the available 4×4 workspace. The game ends when the grid density reaches 100% and no adjacent tiles satisfy the merge condition vi = vj.

2048 puzzle game math game logic brain trainer

Formulas

The Merge Condition

Two tiles merge if and only if their vector positions allow collision and their scalar values are identical:

{
vnew = v1 + v2 = 2v1if v1 v2

Scoring Algorithm

The total score S is the summation of the value of every merged tile produced throughout the game:

S = Nk=1 merge_valuek

Where N is the total number of merge events.

Reference Data

Tile Value (2n)ProbabilityHex ColorRarity Tier
290% (Spawn)#eee4daCommon
410% (Spawn)#ede0c8Uncommon
8Merge Only#f2b179Regular
16Merge Only#f59563Regular
32Merge Only#f67c5fIntermediate
64Merge Only#f65e3bIntermediate
128Merge Only#edcf72Advanced
256Merge Only#edcc61Advanced
512Merge Only#edc850Expert
1024Merge Only#edc53fMaster
2048Merge Only#edc22eLegendary

Frequently Asked Questions

Yes. The theoretical maximum tile on a 4x4 grid is 131,072 (2^17). However, reaching this requires perfect play and spawning 4s exactly when needed to execute the final merges.
The "Corner Strategy" is the most effective. Keep your highest value tile in one corner (e.g., bottom-right) and never move it. Build a snake-like chain of descending values connected to it. Only swipe in two directions (e.g., Right and Down) unless absolutely forced.
After every move, the game identifies all empty cells set E. One cell is chosen uniformly at random from E. The value is 2 with a probability of 0.9 (90%) and 4 with a probability of 0.1 (10%).
Yes. This implementation uses LocalStorage to persist the grid state and score instantly after every move. You can close the tab and resume exactly where you left off.
You lose if the grid is full AND no adjacent tiles have the same value. If you have empty squares, you cannot lose yet. This tool checks for "Game Over" only when valid moves = 0.