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XMark Guitar playin' black mage
Joined: 30 May 2002 Posts: 870 Location: New Westminster, BC, Canada
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Posted: Wed Aug 03, 2005 11:27 pm Post subject: |
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heh, imagine if the ghosts in pacman could work together to trap you. That would be a really freakin hard game then :) _________________ Mark Hall
Abstract Productions
I PLAYS THE MUSIC THAT MAKES THE PEOPLES FALL DOWN!
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Ren Wandering Minstrel
Joined: 07 Aug 2004 Posts: 130 Location: turn around...
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Posted: Tue Aug 09, 2005 7:46 pm Post subject: |
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Would that even be that hard to program? Whenever you came to a junction you could check which direction pac-man's in, you know, like a simple chasing algorithm, except write another neat piece of code that takes the other path if blinky's already down there. That way they'd always try to reach him by different paths. It'd be freaky difficult though, unless he could jump like in that stupid 3D pac-man on the mega-drive. _________________ Previous nicks: MidnightDreamer, The_Anarchist, Shroomasta.
ren-tek.net : BGC games and more!
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tcaudilllg Dragonmaster
Joined: 20 Jun 2002 Posts: 1731 Location: Cedar Bluff, VA
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Posted: Tue Aug 09, 2005 8:30 pm Post subject: |
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The issue is energy. I developed an algorithm over the weekend that takes the last two bits of a stream of bits that have been compared with each other through logic operations, and recreates the entire stream from just those two bits. The price? You get every possibility that those two bits could stream into, also....
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XMark Guitar playin' black mage
Joined: 30 May 2002 Posts: 870 Location: New Westminster, BC, Canada
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Posted: Tue Aug 09, 2005 9:53 pm Post subject: |
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a) Everything after you said "the issue is energy" has absolutely nothing at all to do with energy.
b) And the whole thing you posted has absolutely nothing at all to do with game AI.
c) Plus, uh... so, I have the bit stream ???10 and by your amazing magic algorithm I can narrow the first three bits to:
000 or
001 or
010 or
011 or
100 or
101 or
110 or
111
Wow! Amazing! _________________ Mark Hall
Abstract Productions
I PLAYS THE MUSIC THAT MAKES THE PEOPLES FALL DOWN!
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RuneLancer Mage
Joined: 17 Jun 2005 Posts: 441
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Posted: Tue Aug 09, 2005 10:06 pm Post subject: |
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XMark wrote: | Wow! Amazing! |
Dude! You mean there's a way to take three completely unknown bits and have a 1/8 chance of figuring out what they are?
That's pure genius!! :o I can't believe nobody ever thought of this energy-AI theory before. :o Please excuse me while I ditch my A* pathfinding algorithm in favor of a brute-force approach; my performance and efficiency will sky-rocket. See you around, suckers. ;)
Yeah. Sorry. I don't mean to come off as rude or anything. There's a reason why people have long, long ago ditched the brute-force approach: it sucks. A lot. Very badly. It's the worse way to solve a problem. Efficient algorithms reduce the time and effort required to solve a problem. Brute force, on the other hand, requires the user to go through every possibility, maximizing the amount of steps and time required to perform the algorithm.
I'm not trying to discourage your efforts, as some of the best theories were discovered by exploring seemingly useless algorithms and applying them to unexpected situations. But what you're presenting, what you've been presenting since day 1, are things from the stone age of computer programming. Programming's not a philosophy where you can make analogies between a grape and the time required to cook a burrito. Programming's a science where hard math and cold logic are the means of getting good results. And like any other science, it's constantly evolving and progressing. It's pretty hard to push it forward without understanding at least the basics behind it, such as why "brute force" has been abandonned ages ago. _________________ Endless Saga
An OpenGL RPG in the making. Now with new hosting!
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Nephilim Mage
Joined: 20 Jun 2002 Posts: 414
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Posted: Wed Aug 10, 2005 12:02 am Post subject: |
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Shroomasta wrote: | Would that even be that hard to program? |
No, what you describe is pretty easy to program. And implement. That's why we use AI algorithms for games.
And it's pretty easy to program using the LG method, too, although horribly inefficient. The hard part would be fitting a rack-mounted array of high-end servers into the Pac-Man cabinet, and somehow recouping all that money a quarter at a time. (Especially if you wanted to do it with 1970's technology.) _________________ Visit the Sacraments web site to play the game and read articles about its development.
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