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# Boulougou

Member Since 05 Jan 2005
Offline Last Active May 05 2014 03:07 PM

### In Topic: Glicko 2 rating deviaton during periods of inactivity

18 April 2013 - 05:49 AM

I had a quick look at the pdf. Are you sure phi = 50 is reasonable, the pdf divides the RD by 173.7178 (for some reason) to get phi.

Thanks for the reply, you are right. Silly mistake, I should have first scale the deviation before applying the formula and then rescale again as the document says. The correct value for the new deviation is 124.646889. That seems more reasonable.

However, this means that it takes 10 years(120 rating periods, assuming one rating period is one month) for deviation to increase from 50 to 124.646889. What if I would like to keep the same rating period(one month), but I would like deviation to increase more rapidly? I think Glicko1 had some constant that could adjust this. I cannot find a similar constant for Glicko2. It has to be some way, otherwise the algorithm would be quite constraining.

### In Topic: .X file template bug on 64 bit.

22 July 2008 - 04:43 AM

I reported it a few minutes ago. I'll let you know if someone replies to me.

### In Topic: A* Path Finding and Dungeon Generation

20 July 2008 - 02:49 AM

Quote:
 Original post by SneftelFirst of all, A* finds the shortest path from a single start node to any of one or more goal nodes. In other words, you can't (efficiently) use it to determine the best point on each of the rooms to use to place the corridor, only to find the best point on the second room, given a point on the first room.

Finding the shortest path from multiple start nodes to multiple goal nodes is also possible. You push all start nodes into the open list, like you would do with a single start node. You can also sort them by initializing the costFromStart to a different value for each start node.

Quote:
 Original post by SkateblindThe starting and finishing points are randomly picked on a wall, so there is no problem with that.

You can just pass all the points to A* as start and goal nodes and the A* will find the shortest path.

### In Topic: A* Path Finding and Dungeon Generation

20 July 2008 - 02:05 AM

I think that A* is fully appropriate for enviroments like yours. I suggest you to use it.

### In Topic: .X file template bug on 64 bit.

19 July 2008 - 11:40 PM

I tried adding both to be sure. An instance of the template and the template declaration at the start of the file. Something like this:

template AnimTicksPerSecond{
<9E415A43-7BA6-4a73-8743-B73D47E88476>
DWORD AnimTicksPerSecond;
}

AnimTicksPerSecond {
24;
}

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