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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)

#21

For what it's worth, the algorithm is called backtracking ( http://en.wikipedia.org/wiki/Backtracking ), and I'm pretty sure it's taught at most respectable CS departments in the world.

The hard part here is encoding a heuristic that is capable of improving the time complexity of the naive exponential algorithm asymptotically so that it becomes useful. People are really impressive. They're capable of realizing where they broke something and seeing when continuing down a path won't lead to a solution, which lets them mentally prune the search tree dramatically. Getting a computer to do the same...

For fun: if you can encode a human's cognition and spatial awareness for things like this, you can probably do the same for NLP, then write a tl;dr app that massively outperforms summly and sell it to Google for more than $30M. :)

Re: Users of my iOS Game Teach Me a Lesson MIT Didn’t (2011)

#23
Very satisfying post.

It confirms one of my opinions about proficiency in general. Proficiency has a lot to do with pattern recognition and having access to multiple tools, each tailored to solving a particular problem. Figuring out which tool to use for a given problem is a key aspect to proficiency, but the time it takes to carefully select the proper tool can often be trumped by simply choosing always the same tool and succeed or fail really fast. More often than not, the pattern matching after the first pass will be simpler because parts of the problem will be solved already.

I started thinking about it when I was a kid discussing the best football (as in soccer) players with my friends. I always favoured players who could use both feet and their head equally, able to figure out the path of least resistance every time, but one of my friends would say that the very best players would only use one foot, their best foot, and focus on their placement to maximize the use of it in every occasion. In other words, when the stars align they are unmatched, and their whole strategy revolves on making those stars align as often as possible, rather than on figuring out how to play on a given spot.

It made a lot of sense back then, as the one-trick-ponies could easily and consistently out-play the jack-of-all-trades if they had a whole team dedicated to serve their right foot as often as possible. I find it eerie that it still does make sense in the context of your game, and many others. When time is of the essence and wrong moves only cost the time they take to perform, you can either spend your precious time thinking of the correct play, or spend it doing something that doesn't require you to think at all, and adjust as you go using pattern recognition on smaller subsets.

Re: Users of my iOS Game Teach Me a Lesson MIT Didn’t (2011)

#24

Very satisfying post. It confirms one of my opinions about proficiency in general. Proficiency has a lot to do with pattern recognition and having access to multiple tools, each tailored to solving a particular problem. Figuring out which tool to use for a given problem is a key aspect to proficiency, but the time it takes to carefully select the proper tool can often be trumped by simply choosing always the same too…

Talk about having an unfair advantage. Why wouldn't you make use of your best skill and continue to exploit it?

That's why startup founders need to be experts in their domain. It takes too long for someone new in the space to gain a deep understanding until they have their unfair advantage.

Re: Users of my iOS Game Teach Me a Lesson MIT Didn’t (2011)

#25
This really made me reflect on how careful logical deductions affected my life. Being careful and safe wasn't as rewarding as jumping into something and learning from it.

I was inspired to write this post about my experience - https://news.ycombinator.com/item?id=5453761

Re: Users of my iOS Game Teach Me a Lesson MIT Didn’t (2011)

#26
> It turns out to be easier and faster to iterate from an existing but wrong solution, than to deduce a correct solution from scratch. Even if you have to occasionally press the “clear” button to start over.

it's probably easier when, as the author designed his game,

> each puzzle has only one possible solution-path given the starting conditions

the risk of iteration is having gone through the "wrong" branch at one point and being stuck in a local maxima: it works, but it does not work as well as it could. This may or may not matter given the constraints of the situation (and in most situations, it will probably work well: the goal is to get there rather than to exhaustively maximize "brownie points")

Re: Users of my iOS Game Teach Me a Lesson MIT Didn’t (2011)

#27
post #24

Very satisfying post. It confirms one of my opinions about proficiency in general. Proficiency has a lot to do with pattern recognition and having access to multiple tools, each tailored to solving a particular problem. Figuring out which tool to use for a given problem is a key aspect to proficiency, but the time it takes to carefully select the proper tool can often be trumped by simply choosing always the same too…

Talk about having an unfair advantage. Why wouldn't you make use of your best skill and continue to exploit it? That's why startup founders need to be experts in their domain. It takes too long for someone new in the space to gain a deep understanding until they have their unfair advantage.

Some people have the "unfair advantage" of being able to pick up a domain of expertise and excel at it really fast. As the startup grows in reach and complexity, those guys really stand out. The reason might be because they can spin every problem into proper nails for the expert to hammer.

Re: Users of my iOS Game Teach Me a Lesson MIT Didn’t (2011)

#29
Hey, you have discovered that, to make a game, you have to give it to other people and see how they play...

Well done!

If anyone is interested in game design, I'd recommend this book [1]. Yep, the most important part is make something, give players to fiddle around and iterate to next version.

[1] http://artofgamedesign.com/

Re: Users of my iOS Game Teach Me a Lesson MIT Didn’t (2011)

#30

I think it's interesting that people who make games often don't think of their players as basically a giant parallel computer. You're essentially sending a puzzle off to hundreds, thousands, or millions of 'cores' that will through a combination of brute force, intelligence, and a complicated but large network of communication, come to an optimal solution in a time span you as an individual probably can't even compre…

Took me two months to get to 60
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