Live data from Hacker News

Adventure Games and Eigenvalues (2017)

evanmiller.org

11–13 of 13 posts

Re: Adventure Games and Eigenvalues (2017)

#11
post #7
post #5

Earlier quoted context omitted.

Just saying, on your website, the trasparent buttons on the top right really do not mesh well with the background, once you scroll down.

Yeah I know, been focussing only on client projects but luckily we finally got someone to rebuild the frontend.

Ye olde adage the shoemakers own shoes comes to mind

Re: Adventure Games and Eigenvalues (2017)

#12
post #10

Application of formal methods is always an interesting read, and this article is a gentle introduction to some of the ideas exploited in probabilistic model checking. However to me, the way the article is written, gives software verification, and CBMC in particular, an unnecessary bad reputation. > There is no need to define “game progress” or implement a naive game AI, as formal verification methods appear to requir…

I didn’t read this so much as a critique of formal program analysis so much as a good excuse to talk about an interesting CS use case for linear algebra.

I didn't read it as a critique of formal program analysis either. In fact, several aspects of his approach can be found in formal verification of probabilistic systems. However to me, it seems that the author thinks to have accomplished the same thing as the author of TTTM.

> The mathematical method described here has a number of advantages over formal verification, including reduced code size and complexity.

My comment was intended to stress that the authors achieved different things. This article proved that the game design is sound, i.e. verification at model-level, while the original one proved that the implementation cannot reach certain undesired states. Both are perfectly reasonable, justifiable and necessary.

Re: Adventure Games and Eigenvalues (2017)

#13
post #6

Earlier quoted context omitted.

More precisely, construct a graph with vertices (u, v) where u is a prior state and v a possible successor state, then there must not be a node of out-degree zero unless it is an end state. As far as complexity goes, this should be linear in number of vertices. In fact, you don't even really have to construct the graph, just count out degree.

That is not enough, since you may still get stuck in a loop.

Fair point, but that is inevitable unless it's a game where the user cannot go back, very few games would fit that bill then.
Post reply on HN