tl;dr Dynamic programming is often better than greedy.
Users of my iOS Game Teach Me a Lesson MIT Didn’t (2011)
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Re: Users of my iOS Game Teach Me a Lesson MIT Didn’t (2011)
#32Re: Users of my iOS Game Teach Me a Lesson MIT Didn’t (2011)
#33Re: Users of my iOS Game Teach Me a Lesson MIT Didn’t (2011)
#34Re: Users of my iOS Game Teach Me a Lesson MIT Didn’t (2011)
#35Indeed, many things in real life follow this pattern.
Re: Users of my iOS Game Teach Me a Lesson MIT Didn’t (2011)
#36It is if you have no additional cost in building/destroying something, as in this game. If you had a pot of money and every piece you placed/destroyed cost you money (or even more than a fraction of a second in time) - as is often the case in real life - then the picture could well be very different.
Re: Users of my iOS Game Teach Me a Lesson MIT Didn’t (2011)
#37"No, they had discovered a superior strategy." I had a similar experience when I published an iOS game in 2011. I was still in high school, so publishing a game available on the App Store was quite a big deal to the other people at school. I became known by a bunch of people for making this game. One day, someone I'd never spoken to comes up to me and shows me 'a bug'. It turns out this guy had developed an optimal s…
I have this same problem when I test my own software.
Re: Users of my iOS Game Teach Me a Lesson MIT Didn’t (2011)
#38> "It turns out to be easier and faster to iterate from an existing but wrong solution, than to deduce a correct solution from scratch. " It is if you have no additional cost in building/destroying something, as in this game. If you had a pot of money and every piece you placed/destroyed cost you money (or even more than a fraction of a second in time) - as is often the case in real life - then the picture could well…
But for programming ? You don't have those kind of costs.
Re: Users of my iOS Game Teach Me a Lesson MIT Didn’t (2011)
#39> "It turns out to be easier and faster to iterate from an existing but wrong solution, than to deduce a correct solution from scratch. " It is if you have no additional cost in building/destroying something, as in this game. If you had a pot of money and every piece you placed/destroyed cost you money (or even more than a fraction of a second in time) - as is often the case in real life - then the picture could well…
That's true if you are building something tangible. You can't simply start building something (like a bridge) and fix the mistakes you make while you are making them. But for programming ? You don't have those kind of costs.
Where did you get this strange idea from? You have customers, backwards compatibility, programmers time, and tons of other "cost" stuff.
Re: Users of my iOS Game Teach Me a Lesson MIT Didn’t (2011)
#40Earlier quoted context omitted.
That's true if you are building something tangible. You can't simply start building something (like a bridge) and fix the mistakes you make while you are making them. But for programming ? You don't have those kind of costs.
> But for programming ? You don't have those kind of costs. Where did you get this strange idea from? You have customers, backwards compatibility, programmers time, and tons of other "cost" stuff.