Users of my iOS Game Teach Me a Lesson MIT Didn’t (2011)
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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)
#2Thus I found it hilarious when Blizzard thought it would take people months to completely finish Diablo 3. Real time? A week or two.
Re: Users of my iOS Game Teach Me a Lesson MIT Didn’t (2011)
#3I 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…
Re: Users of my iOS Game Teach Me a Lesson MIT Didn’t (2011)
#4Re: Users of my iOS Game Teach Me a Lesson MIT Didn’t (2011)
#5Re: Users of my iOS Game Teach Me a Lesson MIT Didn’t (2011)
#6Re: Users of my iOS Game Teach Me a Lesson MIT Didn’t (2011)
#7This is the same thing but with people instead of CSP-solving algorithms.
Re: Users of my iOS Game Teach Me a Lesson MIT Didn’t (2011)
#8This reminds me a lot of the section on constraint-satisfaction problems from an AI class I took a while back. You can solve constraint satisfaction problems using backtracking, but this is very difficult--it takes exponential time. However, for certain problems (like the well-known n-queens problem), the optimal way to solve it is to start with a random configuration and jiggle it around. This is the same thing but…
Re: Users of my iOS Game Teach Me a Lesson MIT Didn’t (2011)
#9The HN post of the day for me ( GMT+1) thanks , these posts are the reason why i like HN.