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Re: Dimini****ng Returns in Game Engineering

by Anton <anton.txt@[EMAIL PROTECTED] > Jun 22, 2008 at 10:55 AM

AngleWyrm,

 "The term 'log' in the above example is a bit ambiguous. Are we
  taking the log with a base of e, 2, 10, or some  other  value?
  Log_10 (1000) is 3. This means 10*10*10 = 1000. This  is  just
  the degenerate case of X*Y*Z. A square is still  a  rectangle,
  and a cube is still a box."

  The base doesn't matter much. And  calling  somethng  "just  a
  degenerate case" is a  bit  illogical  because  the  particlar
  inherits the properties of the general, but not vice versa!

  A rectangle is not a square and a box is not a cube! You can't
  project the properties of a particular case onto  the  general
  case (at least, without applying induction correctly).

 "And perhaps this is the correlation you speak  of,  where  the
  same dimension is being used multiple times."

  Yes, it's absolute, 100% correlation.

 "wouldn't it be more interesting to use b*c*d -- a box?"

  Now that the variables are different,  to  assume  their  high
  correlation becomes ungrounded.

 "Such as Character Level,  Armor  class,  Damage  output,  etc.
  Perhaps you'll invent a replacement for these."

  In your 'article', you never mention several functions and all
  your statements won't work with more than one because you keep
  thinking of the variables as highly correlated (hope you  know
  what it means) and different functions  would  allow  for  the
  Scissors-Paper-Stone principle which, by definition,  destroys
  correlation   by    incor****ating    unit's    specifications,
  professions. Not only in strategies but also in RPGs:  like  a
  mage working on the improvement of magick skills or a  warrior
  that has to train strenglth, stamina, weapon-wieldiing...

  I said: "In a good model the variables are not correlated  and
           your graphs loose all sense."

  And you commented:
           Here is where I suggest a small change:
           "and your graphs lose all _common_ sense".
           True: Common sense does not work for this problem space.

  Why did't you react to my real criticizm instead of turning it
  to something totally different and commenting on the  modified
  version, which has nothing in common with I wanted to say?

 "Unless you  multiply  many  of  them  together.  Because  when
  multiplying many of them together,  the  result  is  that  max
  dwarfs everything else. In other  words,  the  game  winds  up
  having only one good armor/gun/whatever."

  I have said why it is always bad to use booleans for analogous
  values. Also I have said why your logic is incorrect.  Why  do
  you repeat it  here?  This  way  you  won't convince  anybody,
  neither will you let anybody to convince you, even  if  you're
  wrong.

  I can only repeat that what you propose leads to nothing  else
  than making some information not accounted for in  the  model.
  For example:

  S = X^4;
  x1 = 0.0008
  x2 = 0.0009
  x1/x2 = 8/9 ~ 1
  S1/S2 = (8/9)^4 = 0.624

  That's the difference (between S1 and S2) that you don't wonna
  take into consideration. Using booleans only creates noise.

  "In other words, the  game  winds  up  having  only  one  good
   armor/gun/whatever."

  Yes, but also a lot of bad  armors/guns,  which  can  also  be
  compared. And if you replace them with  booleans,  you'll  get
  only random noise ditributed between only two values.

 "Putting the cart before the horse are we?
  Deciding about the number of stats _is_  designing  the  game,
  and in my opinion it is a step up from pound-and-observe."

  I think you're puttin it in front of the horse. The number  of
  stats is only a corollary  of  design.  Designing  a  game  is
  creating a model of the game's  inner  physics  such  that  it
  meets  the  designer's  needs  (in  terms  of  the   external,
  observable behavior, not the number of  stats...).  No  matter
  how many stats are used. One may create a model with only  two
  stats, and another designer -- with ten  ones.  And  both  the
  models will be great as long as they'll be what their  authors
  wanted them to be.

Anton
 




 31 Posts in Topic:
Diminishing Returns in Game Engineering
"AngleWyrm" <  2008-06-07 22:50:12 
Re: Diminishing Returns in Game Engineering
John Nagle <nagle@[EMA  2008-06-08 23:51:42 
Re: Diminishing Returns in Game Engineering
"AngleWyrm" <  2008-06-09 14:17:43 
Re: Diminishing Returns in Game Engineering
Geoffrey Summerhayes <  2008-06-10 11:59:36 
Re: Diminishing Returns in Game Engineering
"AngleWyrm" <  2008-06-11 21:04:03 
Re: Diminishing Returns in Game Engineering
nathan@[EMAIL PROTECTED]   2008-06-11 23:37:21 
Re: Diminishing Returns in Game Engineering
"AngleWyrm" <  2008-06-12 22:37:04 
Re: Diminishing Returns in Game Engineering
Russ Whiteman <russw99  2008-06-13 02:55:20 
Re: Diminishing Returns in Game Engineering
"AngleWyrm" <  2008-06-13 04:18:53 
Re: Diminishing Returns in Game Engineering
Geoffrey Summerhayes <  2008-06-13 10:06:57 
Re: Diminishing Returns in Game Engineering
"AngleWyrm" <  2008-06-14 02:03:57 
Re: Diminishing Returns in Game Engineering
Mike <m.fee@[EMAIL PRO  2008-06-16 11:06:41 
Re: Diminishing Returns in Game Engineering
Geoffrey Summerhayes <  2008-06-14 22:29:39 
Re: Diminishing Returns in Game Engineering
"AngleWyrm" <  2008-06-15 04:50:17 
Re: Diminishing Returns in Game Engineering
Miss Elaine Eos <Misc@  2008-06-15 07:56:54 
Re: Diminishing Returns in Game Engineering
"AngleWyrm" <  2008-06-15 15:34:08 
Re: Diminishing Returns in Game Engineering
nathan@[EMAIL PROTECTED]   2008-06-15 21:21:39 
Re: Diminishing Returns in Game Engineering
"AngleWyrm" <  2008-06-15 21:29:18 
Re: Diminishing Returns in Game Engineering
Geoffrey Summerhayes <  2008-06-16 13:46:40 
Re: Diminishing Returns in Game Engineering
"AngleWyrm" <  2008-06-18 00:14:44 
Re: Diminishing Returns in Game Engineering
Anton <anton.txt@[EMAI  2008-06-19 21:12:22 
Re: Diminishing Returns in Game Engineering
"AngleWyrm" <  2008-06-21 00:58:42 
Re: Diminishing Returns in Game Engineering
Anton <anton.txt@[EMAI  2008-06-21 16:00:14 
Re: Diminishing Returns in Game Engineering
"AngleWyrm" <  2008-06-21 18:02:32 
Re: Diminishing Returns in Game Engineering
Anton <anton.txt@[EMAI  2008-06-22 10:55:12 
Re: Diminishing Returns in Game Engineering
"AngleWyrm" <  2008-06-22 17:31:17 
Re: Diminishing Returns in Game Engineering
Anton <anton.txt@[EMAI  2008-06-24 19:04:52 
Re: Diminishing Returns in Game Engineering
"AngleWyrm" <  2008-06-25 18:40:13 
Re: Diminishing Returns in Game Engineering
Geoffrey Summerhayes <  2008-06-21 17:58:28 
Re: Diminishing Returns in Game Engineering
gsx <o.xhani@[EMAIL PR  2008-06-22 05:15:05 
Re: Diminishing Returns in Game Engineering
gsx <o.xhani@[EMAIL PR  2008-06-22 05:19:38 

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