# AngleWyrm

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1. ## Tile based building demolition

Sand blocks and water 'blocks' do this kind of thing in Minecraft. I think they do it by having a blockUpdate() function, where the disappearing block passes a message to nearby blocks, which can then act accordingly.
2. ## Final Project Design

Do you mean someone with a disability? Because a lot of people just want to "fix" them. Behavior modification, you can "get better" all you need is a little help, etc.   Which is quite different from accepting that a person is not able to do something, such as running or seeing color. And the frankly bizarre notion that they must therefore be "better" at something else to appease some sense of fairness is in my opinion an attempt to negate acceptance.   Maybe something that presents the difference between trying to change the person to fit the environment versus changing environments to be more suitable to the person.

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4. ## Probability question

It looks like you're proposing rolling a six-sided dice twice, and asking what are the chances that the result is the same on both rolls. The answer to that question is for any given result on the first toss, there is a 1/6 chance the second toss will come up that same number.   --- 1  2  3  4  5  6 1   x 2      x 3         x 4            x 5              x 6                 x
5. ## Hex Directional Movement prototype, feedback appreciated

Here's a great site on hexagon map math
6. ## "Not So Random Randomness" in Game Design and Programming

The point seems to be discussing what are called Runs, run lengths, and run frequencies. A random number generator produces runs with specific set of runs-up and runs-down lengths and frequencies, and the output can be tested to make sure that it conforms to mathematical definitions of randomness.   A good article on this topic is Non-Parametric Tests for Randomness by Ying Wang.
7. ## "Not So Random Randomness" in Game Design and Programming

You can determine quite precisely "when" a standard loot drop will occur, given it's rarity. You are only required to decide how often you want to be wrong. Let's say we wish to be right 19 times out of 20, so we'll be wrong 1 in 20.   Given a loot drop chance of 1/10 000, how many tries will it take to get that loot drop? log(1/20) / log(9999/10000) =29956 tries   After approximately 30 000 tries, 19 out of 20 players will have that loot drop.
8. ## I want to talk in my game

Check out the program www.cleverbot.com and other chatbots for coding ideas. Cleverbot seems to work on the principles of the Chinese Room.
9. ## How to pace level progression, when a game has no end?

There's a problem with using exponential growth, which can be illustrated like so     Imagine the blue line is Level, becoming less profitable over time. Eventually of course it won't be worth doing at all, often happening surprisingly suddenly and soon. As an extreme exaggeration: If a player can earn 100xp/second by killing stuff with their continuous beam atomic ray gun, how long will it be before the player's character no longer levels up in a 40-hour week of gaming? Briefly, with a doubling xp/level rule, that's 14million xp/wk, taking the character to level 23. It will be several weeks before level 25, and over a hundred years of 8-hour days to get to level 30.   What happens along the way is that prize xp is increased (the red line in the graph) in an attempt to create the more linear balance (the gold line) for player level progression. But as time goes by, the difference between red and blue becomes very large in different directions, and it becomes apparent that x^2 - log(x) is not a linear graph. Also, as the two competing forces diverge, even the most subtle random variances throw the thing out of balance. Eventually the whole formula engineering thing is tossed out the window, and the developers rely almost exclusively on quest and level-specific xp opportunities to arrive at the level-up time frames.   So rather than go through that whole rediculous bit of re-discovering that exponential diminishing returns models are problematic, just make a table of how long the player will wait to get their next reward, and assign level-ups to it.
10. ## Strictly Dominant Strategies and the Tech Tree

Endless Space does something like this also; it's possible to convert excess planetary production to research points. Not sure how much influence that has over total research point production, but it is at least possible.
11. ## Strictly Dominant Strategies and the Tech Tree

These two observations about opportunity cost make a convincing argument against the use of Research Points or any other separate and exclusive technology currency.   Games like Civilization V and Space Empires IV use Beakers/Research Points, which removes the opportunity cost. Normal resources that are spent on expanding a city, building a fleet, increasing espianoge, etc. cannot be used to purchase tech research. But in games like Starcraft and Command & Conquer the player spends currency that is used to build units and buildings in order to develop new technology.
12. ## Strictly Dominant Strategies and the Tech Tree

Some tech trees offer 'upgrades' that serve the same function and are an improvement in every way to their predecessor -- a [url=http://en.wikipedia.org/wiki/Strategic_dominance]strictly dominant strategy[/url], and therefore it's not a choice, it's a no-brainer.   In some games (Endless Space:Disharmony, for example) new technology is hard-coded to imitate such a forced decision, even though the tech is only a weakly dominant technology. There are times when a price, time or space advantage could have been better, but the interface is designed to prevent such considerations.   If we consider the environment, (such as Galactic Civilization 2's rock/paper/scissors weapon & defense systems) then it can become an interesting interplay. Guns aren't automatically inferior to Lasers, it's a matter of what the other player is doing.   There's also a mentally compartmentallised problem with price. 'Upgrade' techs almost always have a higher resource cost, be it materials, time, space, research points, whatever. But it's not a tradeoff, because that implies a set of valid choices, which is not the case when there's a strictly dominant strategy. So the game ends up senselessly inflating the price of stuff.
13. ## Incredibly niche games?

That's a great idea! The game Gratuitous Space Battles was built in the same manner, just focusing on the combat.
14. ## next-gen AI

The two Symmetry Breaking methods discussed, broadly classified as search space pruning techniques
15. ## Need AI Help dealing with trends in Random Numbers

The question seems to be: Given a horse race, with each horse advancing by a random amount, sample the top ranking horses at any given time. Put the horses into a sorted container. Create an advanceHorses() that moves each horse a random length forward Create a displayHorses(float Percentage) which shows the top desired percentage of the sorted container of horses.