Jump to content

  • Log In with Google      Sign In   
  • Create Account


pinacolada

Member Since 17 Oct 2003
Offline Last Active Sep 12 2011 12:16 PM
-----

Posts I've Made

In Topic: How many games are possible in Tictactoe?

15 July 2011 - 03:08 PM

sounds like a challenging problem..

I think "game" is probably defined as "a sequence of moves that terminates in one player winning or a draw"


You'd have to start with 9! and then subtract all the games that are impossible. Specifically, any game where there are moves after a player has reached 3 in a row is impossible.

So.. in the whole game there are 9 moves. We don't have to worry about a winner until move number 5 (when X might win). How many different ways can we have a winner in 5 moves? There are 8 different ways to win, and order is important, there are 6 different ways to order 3 moves. Also, O is also playing- there are 6 remaining spots on the board (after you subtract the 3 that X uses to win), so there's 6*5 ways that O could play before losing. So that's 8*6*6*5, or 1440 games that end at move #5.

With that number you can figure out how much the 9! total has overcounted. After a victory in 5 moves, there's 4! ways to keep playing. So the 9! number has overcounted by 1440*4! = 34560. So the final answer would be 9! minus 34560. But let's not forget the 1440 valid games that ended after 5 moves, so add 1440 back in.

I think you would have to continue and find numbers of games that are impossible because of victories after move #6, #7 and #8. It gets complicated quickly. What class is this for?

In Topic: Is OnLive the future of gaming?

12 December 2010 - 11:42 AM

Quote:
Original post by onfu
Pretty good example for this case would be the backlash leveled against Killzone 2 for having just the TINIEST amount of controller input lag. For many COD and Halo gamers the feel was just unacceptable and an outright deal-breaker.


Excellent article on the subject: http://www.eurogamer.net/articles/digitalfoundry-lag-factor-article

The thing is, the local controller lag in Killzone 2 wasn't tiny, it was 150ms. And it still sold a lot of copies. GTA4 measured even worse, at 200ms, and that one also sold a ton of copies.

Those numbers aren't too hard for cloud gaming to compete with. Honestly they are probably already doing better than that on the faster games. I think there's a certain small group of gamers who will start to complain about input lag over 100ms or 150ms, but most people don't mind it that much.

In Topic: Relocating family to SF Bay Area

21 October 2010 - 09:36 AM

It's hard to go wrong if you're in the general area, it's all pretty affluent and the schools are all good (from what I hear).

Some specific areas I know about:

Mountain View itself is very nice, it's one of my favorite towns down there.
Palo Alto is nice but it tends to be sharply more expensive than neighboring areas.
East Palo Alto should be avoided as it's a crime hotspot.

But in general, all the suburbs are nice, and they all kind of blend together.

If you find that those areas are a little too pricey, things get cheaper in the east bay, like possibly Fremont. But your commute will be longer.

In Topic: Two questions: moving to 64 bit., and moving to Linux

08 October 2010 - 08:55 AM

It sounds like you know what you're doing, so no, there aren't really any major disadvantages. If you write your code in a standards-compliant way then you shouldn't run into any problems. I have a 20k LOC project that I support on OSX/Linux/Windows and I've never had problems related specifically to the 32-bit / 64-bit difference. The worst thing that happens is that some of your data structures will get bigger, since pointers have 8 bytes instead of 4.

Moving to Linux also sounds like a good idea to me; I vastly prefer it as a dev platform. Being able to use apt-get to install your dependencies in seconds is great, and Valgrind is a fantastic tool.

The only thing I'd recommend against is continuing to support Windows after you move. Supporting multiple platforms is a pain, you should only do it if it's something that's really valuable for you. Writing cross-platform makefiles is a pain, managing your external library files for each platform is a pain, and you have to double the amount of testing that you do.

In Topic: error C2059: syntax error : '='

07 October 2010 - 11:08 AM

Ignore the error codes, just look at the line number.

PARTNERS