« first day (4345 days earlier)      last day (679 days later) » 

3:49 PM
Say, if I were to make a tag for questions about logic-defying spaces, would non-euclidean suffice? Or should I go with non-euclidean-space or something else?
 
 
2 hours later…
5:32 PM
hmm, I don't know what you're talking about, but maybe the -space is relevant.
 
 
2 hours later…
7:16 PM
@Vaillancourt I'm guessing the non-euclidean tag was prompted by the recent Tardis question.
@DMGregory I think that's good, but that just me. If in doubt, you could always make both tags & have on as a synonym for the other, but again, that's just my take.
 
@Vaillancourt Stuff like this.
 
Ohh, that's a neat one!
@DMGregory As long as you're here, I had something I wanted to ask. WRT your teaching exp, do you have any tips for coming up to speed quickly on prototyping new/repurposed mechanics?
 
Can you unpack that a bit?
 
Yes. Specifically, I'm toying with using a hexflower or something like it as a combat resolution mechanic.
Basically each cell would be some sort of turn based action indicating damage, range, # of targets.
Player rolls dice & picks which dice go onto multiple hexflowers - one per chracter or unit.
In theory this is well & good & the 2 unit paper mock I did was interesting enough to make me want to dig into it more.
My question is: are there some methods for getting a sense of how it plays out in the large?
Scaling up the paper mock is a bit slow, but I'm not sure that moving to code is the next move.
Granted, this might meaty enough for a full question post & if that's where I should take it I will. Since it's also 'fuzzy' I didn't know if that'd be a good format fit though.
I figured I'd run it past you as your classroom experience might be a good lens for it.
 
7:32 PM
Hmmm... my first inclination is I'd want to know the net probability of each outcome. You could use a random Markov Chain model to compute that. Here's an example of such a model being used to analyze Chutes and Ladders or Splatoon's ranking system.
 
So in the context I gave, would an outcome be the resulting game state after X moves?
^ (by using Monte Carlo to simulate the choices by either side)
 
Yeah, this would give you the probability distribution of the location in the grid on the xth move.
So rather than a qualitative "down and left is more likely" you could work out precise expected values, like "After three turns, I'll have dealt an average of Z damage in total"
 
Right - that makes sense. I wasn't sure that I'd want to include the directional skewing as used in the link. But it seems to me that an MC sim would still be useful for - it'd be a relatively low investment way to look at the aggregate of many play throughs, which might be what I'm really thinking about.
And assuming I wanted to do something with the idea, it'd also be a way to do some preliminary balance & maybe even some adversarial AI.
And on the flip, if I did want to add skewing, it'd also hold up w/out needing to rewrite the whole model, so it's robust wrt that design choice - probably others as well.
Thanks for sharing your insight!
Oh nice - if I want to use transition blocks in places, I could probably use MCs to make a heat map to see what block does to the X-moves decision space.
 
8:12 PM
Looks like after a large number of turns, you're about 60% more likely to be in the bottom cell, and 20-30% less likely to be in the other corners, compared to the average cell.
 
8:28 PM
That's neat. Hadn't occurred to me to spreadsheet it like that.
 
I give this as an assignment to my students. 😉
 
Awesome.
Ah, and you can also use it ask questions about steering. If you want to get somewhere, & have to choose between move X or Y, changing the starting % at row 1 to model one or the other will give you a probability map.
 
Yep!
 
Again, rad & thanks. This gives me a starting place to explore from.
To verify my understanding of the math, in cell A3, the formula is =(11*B2 + 9*C2 + 5*D2 + 1*E2 + 3*F2 + 7*G2)/36 because there's 11 different rolls that go from B to A, 9 rolls to get from C to A, etc. out of (hence division) 36 possible rolls that could be made?
 
8:51 PM
Bingo.
In practice, when setting these up, I always get at least one transition wrong - that's why I add the total column, so I can check whether I'm leaking or double-counting probability anywhere.
 
Smart.
 
Once I see a leak/double-count happening, I can set all the initial probabilities to 0, then set one at a time to 1, to figure out which cell's outflows I've messed up.
 
If this was a novel, this is the point where I put the book down, because it's too good to continue reading & the story needs to be savored before proceeding.
I'm off to let this steep in my brain & see what sorts of broth it makes.
 
Enjoy!
 
9:50 PM
Hmm.... should and be synonyms?
 
10:19 PM
Finished a pass tagging our old questions with the new tag.
 
Are there state machines that are not finite?
 
Technically yes, though I don't know of any applications of infinite states in games...
 
Then maybe they should, until someone complains.
I suppose, though, that statemachine should be renamed to state-machine...
 
10:37 PM
Yeah, I think state-machine would be easier to find and have stronger information scent than fsm
Also wondering whether or are meaningful tags. Can one be an expert in "state" or "data"?
 
11:04 PM
Speak of the devil, there's a finite state machine question just asked that fell into using the tag instead of .
 
11:34 PM
I would nuke both, but we generally ask on meta before doing so.
 
11:52 PM
Yeah, I'll tackle that a little later this week unless anyone else wants to beat me to it. 🙂
 

« first day (4345 days earlier)      last day (679 days later) »