Author(s): Mark Balantzyan
What is the problem?
Finding an approximation of pi through feeding the user through a game in which they score points based on how close their approximated Euclidean distance between the game's two vectors (per turn) is to that of the distance between the game's. The approximation of pi will arise from Euclidean norms generated by the program, vectors of which extend to form a polygon much like a circle whose diameter can be used to generate an approximation of pi. The score may or may not be based on how close your approximation of pi is to the maximal game-generated one.
What is the something extra?
Using a functional language with implications toward graphics libraries, since vector-distances are much like draw-distances and pi is a factor on spherical-graphical-shapes.
What did we learn from doing this?
The elegance of pi's digit expansion, particularly how it can be generated from the Euclidean norms of circular-tending vectors.