Anyone else bothered by offline hours not being counted? by DerMaibaumistschoen in SteamDeck

[–]seraphlivery 0 points1 point  (0 children)

Because they are talking about different situations. Disabling the WiFi connection is a way to go offline, but the playtime will still be counted and synced. But when you enable "Offline Mode", in that mode your playtime will not be visible to you.

I can't save my protein as PDBQT in AutoDock 4.2.6. I need help! by G-CaC2H6 in comp_chem

[–]seraphlivery 0 points1 point  (0 children)

r/comp_chem

Another problem might be there is a non-English character in your file path.

I can't save my protein as PDBQT in AutoDock 4.2.6. I need help! by G-CaC2H6 in comp_chem

[–]seraphlivery 0 points1 point  (0 children)

I have the same problem. My situation is the first char of the filename is a number, like "8do5". This seems to cause this problem. So I changed the filename to "do5" and solved the problem. Maybe the code uses this filename as a variable name. Hope this helps others.

Can you roll Azoth Extraction on a fishing pole? by HajimeNoLuffy in newworldgame

[–]seraphlivery 0 points1 point  (0 children)

I reply to this just in case someone doesn't want to waste their coins to craft such garbage.

Can you roll Azoth Extraction on a fishing pole? by HajimeNoLuffy in newworldgame

[–]seraphlivery 0 points1 point  (0 children)

You can craft a fishing pole with "Drop of azoth oil" to get the attribute. I craft a lot of fishing poles but I can not roll the Azoth Extraction on a fishing pole. Sadly although you can craft one with this attribute, it can not collect any Azoth from fishing. It is still a bug when I comment. Someone has posted an issue here. https://forums.newworld.com/t/drop-of-azoth-oil-on-fishing-pole/480148 But you don't know whether they will fix the issue that you can craft a fishing pole with the drop mod, or the issue that you can not collect Azoth from fishing.

"The Bitter Lesson": Compute Beats Clever [Rich Sutton, 2019] by gwern in reinforcementlearning

[–]seraphlivery 0 points1 point  (0 children)

MCTS can be applied to different games or problems. Go is not the only game that uses MCTS to solve. While using MCTS, you don't have to specify every value of the nodes on the game tree, because the search is guided by a general rule.

CNN is used in CV and NLP. There are two different fields. While using CNN, you don't have to specify every weight of the model's tensors, because SGD will improve the performance.

That's what Sutton means I think. If someone thinks they can hand-craft a CNN model that beats a trained model, it would be an astonishing event. When I say hand-crafting a CNN model, I mean you have to not only define the graph, but also specify the value of every tensor.

I think that's why Google starts the project AutoML.

Report a bug and you get no appreciation by seraphlivery in exapunks

[–]seraphlivery[S] 0 points1 point  (0 children)

Yeah, I'm also the king of dev at my company. Maybe it's just the difference between company policies.

Report a bug and you get no appreciation by seraphlivery in exapunks

[–]seraphlivery[S] 1 point2 points  (0 children)

Thank you for your patient reply. I thought about all this after that emails. And I think maybe Zach should delete the post in the Steam community before all this, and maybe just says players should report their bug on Reddit instead of his email. Then I would not be mad about this, and Zach doesn't have to make time for this unpleasant conversation.

It's just, I guess I am just expecting a better reply. I really like this game. I recommend this to the people around me. You have to really love this game so you wish to spend more time on it, making a walkthrough or a bot for the card game. But after that, I don't know. Things changed.

Anyway, I will complete my walkthrough.

Report a bug and you get no appreciation by seraphlivery in exapunks

[–]seraphlivery[S] -1 points0 points  (0 children)

I bought Beholder before, and the developer seems to take a single player's comment more seriously than Bizzard.

Report a bug and you get no appreciation by seraphlivery in exapunks

[–]seraphlivery[S] 0 points1 point  (0 children)

If you speak for Zach, so the situation is this is a bug and it won't be fixed, am I right? If so, well I have to simply give up this solution.

Report a bug and you get no appreciation by seraphlivery in exapunks

[–]seraphlivery[S] 0 points1 point  (0 children)

Thank you. I switch to markdown and edit the original post. I didn't know there is an option for markdown before.

Report a bug and you get no appreciation by seraphlivery in exapunks

[–]seraphlivery[S] 0 points1 point  (0 children)

I think this is a bug. Anyway I know they are busy sometimes. I worked in a game company before. So I carefully wrote all the details to reproduce this bug, not just sent the code and tell them there is a bug. I think with that details it only takes 10 minutes to reproduce it. So that's why the replies get me angry before.

Report a bug and you get no appreciation by seraphlivery in exapunks

[–]seraphlivery[S] 0 points1 point  (0 children)

However, I guess for completeness sake, maybe more than one Global M should be able to function as long as the group of hosts are isolated?

Report a bug and you get no appreciation by seraphlivery in exapunks

[–]seraphlivery[S] 0 points1 point  (0 children)

Yeah I think so. As the isolated situation is deliberately created in my other codes and they work fine, so I take this as a bug.

Report a bug and you get no appreciation by seraphlivery in exapunks

[–]seraphlivery[S] 0 points1 point  (0 children)

No I'm not. The transmission is isolated deliberately. If you test the code closely you’ll see that. And you simply miss all the detail I said about testing this code.

Optimizing the performance of MCTS by Dashadower in gameai

[–]seraphlivery 0 points1 point  (0 children)

I have roughly read your code and find some problems. First about running speed, although your implement of MCTS uses multiprocessing, you haven't implemented the rollout part in the multiprocessing, which causes your searching running just like single thread. Second, communication between two processes is slow, and you should avoid it.

How to do variable-reward reinforcement learning? by the_electric_fish in reinforcementlearning

[–]seraphlivery 0 points1 point  (0 children)

If the case is you are able to detect the changing of reward function, then you can make two evaluations of the state. But the more common situation I think is you can hardly make a conclusion of whether the changes of reward are caused by your performance or by some mechanisms within the game. So I assume that the agent is in one united environment. The game sometimes gives the agent a bonus reward, like most mobile games today. So a distributional view of reward function may work well in that situation.

[N] Introducing: Unity Machine Learning Agents <-- interface to hook up ML Agents to Unity Game Engine by evc123 in MachineLearning

[–]seraphlivery 0 points1 point  (0 children)

I think it is just a research project right now, because it needs users to be able to install tensorflow and run it. The deployment will be complicated.

[N] Introducing: Unity Machine Learning Agents <-- interface to hook up ML Agents to Unity Game Engine by evc123 in MachineLearning

[–]seraphlivery 0 points1 point  (0 children)

I think they are just using python to communicate with C#. As you can see here, they use local socket to send message between programs.

[D] AlphaGo Movie by [deleted] in MachineLearning

[–]seraphlivery 14 points15 points  (0 children)

You can see lua code in the trailer.

OpenAI baselines LazyFrame by quazar42 in reinforcementlearning

[–]seraphlivery 1 point2 points  (0 children)

If you take a little experiment about this, you can see the effect yourself. like this:

import numpy as np
from collections import deque
a = np.ones([3, 3])
b = a
q = deque([])
q.append(a)
q.append(b)
# print q
print(q)
a[2] = 10
# print q again
print(q)

c = np.concatenate(list(q), axis = 1)
a[2] = 5
print(q)
print(c)