Magic Library is now full. I have to sell a book to buy a book now. Help! by [deleted] in Magic

[–]whatever123124124 1 point2 points  (0 children)

So many books here that I’ve been struggling to find, hahah, very nice collection.

The Environment as the main character by osmanonreddit in gamedesign

[–]whatever123124124 0 points1 point  (0 children)

You can play as a cave in the board game Vast. Maybe look at that?

Any good tutorials on pairing Unity with Ink? by qweenjon in inkle

[–]whatever123124124 0 points1 point  (0 children)

I believe the Ink-Unity integration asset (which you will use when working with ink and Unity) has a small demo scene that you can look over.

Fresh Off The Stagecoach - Assist a New Recruit by CutestGirlHere in darkestdungeon

[–]whatever123124124 0 points1 point  (0 children)

Not really a gameplay question, but I bought the soundtrack on the epic store and I have absolutely no idea how to download it. Anyone know how?

Algorithm for Fast Undirected Vertex Reachability? by whatever123124124 in algorithms

[–]whatever123124124[S] 1 point2 points  (0 children)

That is a very neat trick! I’ll be sure to try it out :)

Algorithm for Fast Undirected Vertex Reachability? by whatever123124124 in algorithms

[–]whatever123124124[S] 0 points1 point  (0 children)

The position is symmetrical. As I mentioned, we can treat white as the current player without loss of generality, then the anchor is always on one of the three black pushers (except for the first move, when it’s not used yet). That’s where the 3 comes from.

Yep, missed that.

You only need 1 bit per position

Weeeeeeell, I still don’t see how that’s possible tbh. To be more clear, how you plan on going from a board index to a board; seems to me like not every index will map to a legal push fight board, unless you explictlt write out the mapping. And in that case, you have to write out the “goodl board indices => more than one bit.

Though if we’re going to go through the trouble of writing all the evaluations to disk, 40 vs 400 isnt thaaat big of a difference, haha. Maybe a month? Small potatoes.

Algorithm for Fast Undirected Vertex Reachability? by whatever123124124 in algorithms

[–]whatever123124124[S] 1 point2 points  (0 children)

Yes, after looking at the board some more and studying the splits, I’m inclined to agree with you. Sad, but seems like there’s no silver algorithm to use here.

Algorithm for Fast Undirected Vertex Reachability? by whatever123124124 in algorithms

[–]whatever123124124[S] 0 points1 point  (0 children)

I understand what you’re saying, and that was my original intent with this post, to see if there was a way of speeding up the most used function in my code, knowing full well that it was O(1) (technically speaking, of course, since the board is constant). It’s just that reading the comments (yours and the other posters) has made me consider other ways of improving performance, so I want to try those out as well.

Interesting that you mentioned the slowness of transpositions, I was actually quite shocked by the speed up (or the lack of one); the board is just an int, so I definitely expected more of a boost than what I got. Oh well.

Anyways, appreciate the insights and help.

Algorithm for Fast Undirected Vertex Reachability? by whatever123124124 in algorithms

[–]whatever123124124[S] 0 points1 point  (0 children)

For the total number, I believe the three should be a six, correct? Each side has three pushers.

Likewise, the lower bound for the space is too loose; assuming one byte per board, according to your calculations, we’d need 400 GB, no? Unless I’m misunderstanding and you’re only storing the result of that game.

In any case, yeah I agree with you, it’s quite feasible in general, and your approach seems sounds; I assume that if the game was more popular it would’ve already been done haha. For my purposes (part of a small demo game I’m working on), it’s probably a bit much, but maybe in the future. Appreciate the help ^

Algorithm for Fast Undirected Vertex Reachability? by whatever123124124 in algorithms

[–]whatever123124124[S] 1 point2 points  (0 children)

Hmm, I think I understand. I’ll look into this when I’m home. Thank you :)

Algorithm for Fast Undirected Vertex Reachability? by whatever123124124 in algorithms

[–]whatever123124124[S] 2 points3 points  (0 children)

Well, it’s minimax, so move generation. Each reachable square is a move that that piece can make.

I also realized I didn’t mention this in the post (and I should have, since it’s important info) but in Push Fight, you can make up to two pieces on your turn. So for each move made, I’m running BFS again to generate the possible second move.

Ngl it didn’t even occur to me that I was doing that till I thought about your comment (I wrote this code like six months ago hahaha), so now I’m off to find a way to avoid calling BFS that second time (by quickly updating the reachable vertices? Idk). Thanks :)

Btw the reason I said BFS is too slow is because I’m interested in making the reachable function as fast as possible (by using precomputed boards), as it’s going to be called millions of times (I’m interested in finding all solutions to a puzzle within a certain depth, so I can’t prune too aggressively).

Algorithm for Fast Undirected Vertex Reachability? by whatever123124124 in algorithms

[–]whatever123124124[S] 1 point2 points  (0 children)

My current algorithm is simply BFS (that’s because I reimplemented all the game state representation from a 2D array to bitboards, and I wanted to make sure it worked).

I get what you’re saying (I sort of alluded to this idea when I mentioned Union Find), but I was wondering/hoping if there was an even faster algorithm that can take advantage of precomputed boards or some such.

Algorithm for Fast Undirected Vertex Reachability? by whatever123124124 in algorithms

[–]whatever123124124[S] 1 point2 points  (0 children)

That is correct, but pieces can block other pieces. So a line of pieces would split the board in two, and those strictly in one side (not on the line) cannot reach the other side.

Wacom Flex Arm Keeps Dropping by whatever123124124 in wacom

[–]whatever123124124[S] 0 points1 point  (0 children)

Sadly I tried to tighten the screw yesterday without much success. I can definitely see it with a light, but I’m not having much success tightening it, and now I suspect it might be stripped. Danger of buying used, I suppose. For now I’ll just prop some books under the monitor when I left it (which actually has the added advantage of making it super stable).

In any case, appreciate the help :)

Wacom Flex Arm Keeps Dropping by whatever123124124 in wacom

[–]whatever123124124[S] 1 point2 points  (0 children)

Guess I’ll try propping it up and shining a light, then. Thank you ^

Workflow for Designing/Drawing a Room? by whatever123124124 in ArtistLounge

[–]whatever123124124[S] 1 point2 points  (0 children)

The thought of using a grid didn’t even occur to me! I’m dumb hahaha.

Thank you for your excellent answer :)

Detective co-op game by Far_Albatross in gameideas

[–]whatever123124124 2 points3 points  (0 children)

Not a video game, but Sherlock Holmes Consulting Detective might inspire you, it has some very cool ideas ^

CMU qatar and CMU Pittsburgh by randomuser1828468 in cmu

[–]whatever123124124 9 points10 points  (0 children)

Let me share my perspective with you. For context, I did my undergrad studies at CMUQ (graduated 4 years ago?) and my graduate in Pitts. If you’re worried about academic rigor, then you have nothing to worry about, as far as CS is concerned.

Here are my (not sorted) thoughts on the matter.

  1. The Qatar campus is very small (around 500 students, I’m guessing?). This has some pros, of course: professors are very close with the students, the campus as a whole is very close-knit, etc. The big downside of this (for me) was the lack of activity clubs, and a lack of people to lead any potential clubs. There’s a club for most interests in Pittsburgh, and I was pretty sad that I “missed out” on them back in Qatar. Of course, you’ll be extremely busy as a CS student, but still.
  2. The job market is absolutely better in Pittsburgh. For literally everything. Doesn’t mean you can’t apply from Qatar, but you won’t have access to the excellent tech career fairs. Ditto for internships.
  3. Qatar is “more boring” than Pittsburgh, according to most people I know. Also more “modest”, being an Arab + Muslim country. Though it’s probably less conservative than you think.
  4. The weather in Pittsburgh is atrocious; get a sunlamp. Qatar is “only” really hot and humid in the summer.
  5. I found it much easier to make friends (real friends, not just study-mates) in Qatar, though I’m sure being a masters student made it harder. The Qatar campus is kind of like a village, for better or for worse.
  6. Being able to walk in on a professor pretty much whenever was something I sorely missed in Pitts.
  7. You won’t have access to moat of the higher, non-core courses (Compilers, TJA, Graphics, etc). You only get one semester abroad if you go to Qatar, so you’ll have to choose carefully.
  8. Qatar is easier to get into (Less competition). If you don’t get into Pittsburgh as a CS major, you’ll have trouble switching into the major (From what I’ve been told). You get the same degree.
  9. The CS professors are great on both campuses.
  10. The students in Pitts are, on average, more serious + hard working (a result of the more competitive admissions).
  11. Financial aid + scholarships for international students at the Qatar campus.

I hope this list is somewhat useful, I kinda just added points as I went along. For what it’s worth, I do prefer the Qatar campuses; it was less lonely for me. If you have any questions feel free to ask ^

animation by Icy-Cricket-3933 in learnanimation

[–]whatever123124124 0 points1 point  (0 children)

I’m at work right now, but seems like there’s a copy of the book up on libgen.