how could unlimited speed and ram simplify game code?

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68 comments, last by nfries88 8 years, 1 month ago

turns out AlphaGo's move was totally brilliant

Its also interesting to note that in the game where the human won, Lee Sedol made a move that AlphaGo calculated at 1/10000 chance of being played, which also turned out to be a brilliant move.

AlphaGo likely hadn't explored that path properly, and did a few bad moves in response, which guaranteed the win for Lee

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First order of business with infinite processing power is to make a real time software ray tracer that traces against atoms... >.> And yes, it would make that very simple, as the brute force method would work flawlessly :P


Well, choosing the right move through the different possible states to arrive at the highest probability to win is a pathfinding problem.

i'd say its more akin to spatial partitioning, or perhaps ratserization, but that's really neither here not there.

Norm Barrows

Rockland Software Productions

"Building PC games since 1989"

rocklandsoftware.net

PLAY CAVEMAN NOW!

http://rocklandsoftware.net/beta.php

Unlimted speed & memory

No need for optimisation, auto or compiler wil do.
The highest level of language wil do.
So you can talk to the computer in human native languages .
And feed it with full mathematic writing.
Using the full formulas for every finegrain computation.
With very fine delta time of 1 millie sec for physics computing .

For each NPC AI & AL can be implemented in most full & complex way.
Even rendering optical sensing for AI and run analistic computation on that for every AI NPC.
So to 3D sound.
Game worlds and all it objects and entity are photorealistic and full interactive.
With full material atributed in volumetric way. Like also material based destructable.

Unlimted speed & memory... [snip]

the question is not what we can do, we could obviously do all the things you mention and more. the answer to what we could do would be "just about anything and everything" - no need to discuss that, just dream <g>.

its about what we would no longer have to do.

how would it simplify things?

no optimization, high level languages - sure. voice input (no typing?) - actually that might be slower.

all the rest of the stuff you mention is what we could do, not what we could do without.

Norm Barrows

Rockland Software Productions

"Building PC games since 1989"

rocklandsoftware.net

PLAY CAVEMAN NOW!

http://rocklandsoftware.net/beta.php


Unlimted speed & memory... [snip]

the question is not what we can do, we could obviously do all the things you mention and more. the answer to what we could do would be "just about anything and everything" - no need to discuss that, just dream <g>.

its about what we would no longer have to do.

how would it simplify things?

no optimization, high level languages - sure. voice input (no typing?) - actually that might be slower.

all the rest of the stuff you mention is what we could do, not what we could do without.

no need for:
concurrency (threads or otherwise)
- by extension; locks, atomics, fences, etc
processor-level optimizations
- by extension; caches, pipelines, superscalar execution, SIMD, MIMD, special purpose branch predication instructions, etc
low-level program optimizations (memory pooling, data oriented design, etc)
high-level program optimizations (garbage collection, data structures)
compilers (why not just interpret everything? not like it'll be any slower)
static linking (link at runtime - user won't notice any delay)

compression (disk size doesnt matter)
binary storage formats (use (a hypothetical future) UTF-64 encoded text for everything. No need to worry about parsing cost, disk space, memory space)


if we also assume this applies to long-distance data transfer:
personal devices with anything more than display, input, and network adapters - let some server do all the processing, it can process unlimited users and update your screen instantaneously, why have the end-user pay (upfront) for that?
data mirroring - just hold everything in memory
"the cloud" - just hold everything in memory

:)

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