Posts for Bisqwit

Post subject: Re: Site error
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evilchen wrote:
http://s4.tinypic.com/bm95.jpg this is on the right side of tasvideos.org (at least for me?) as you can see on the picture the normal site is far far to the left..
It might help if you copypasted the entire SQL clause as text instead of showing a screenshot of a few words of it. Thanks for the thought, anyway…
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jaysmad wrote:
How could i forget :)
Whoa :P
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qFox wrote:
I see no problem with that, every bot can read it so there's no advantage. It's a matter of strategy.
Well, how about ― is a bot allowed to WRITE to the game's RAM when it performs a look-ahead (but not when it's actually submitting a frame of input)?
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mmbossman wrote:
I still see mostly 0's for tech score for the only couple of movies to have been published since the new rating system was implemented: http://tasvideos.org/rating.exe/1196/details http://tasvideos.org/rating.exe/1195/details Any particular reason why this are still goofy? Is it because those particular tech ratings have decimals, and the published movie rating system doesn't accommodate decimals yet?
Warp, any ideas?
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I'll try too.
Bisqwit wrote:
What kind of life do you want to lead 10 years from now? I.e., where do you see yourself, what kind of family situation, etc.?
Ouch, a boomerang! In 10 years… Financially: Stable Family situation: Marriage, with love and God as the foundation. But I'm also prepared to live alone. Professionally: A managing role in a software engineering firm, with enough pay that I will be financially stable and that I will get an adequate pension when I'm at that age. Hobbies: I would like to see God give me a satisfying mission. Maybe even such fulfilling (and demanding) that I don't need a professional job. I have some inkling on what it might be, but I don't know yet for certain. I also like programming, but I would like to do that either for the work or the hobby, not both, to avoid burnout. If it's for work, it should be something I really enjoy and would do for hobby otherwise.
Derakon wrote:
Xkeeper: what's a practical, efficient, moral, and effective way to solve world hunger?
I think the best way to solve any problem involving suffering is through the opposite of sin, i.e. love. I mean the kind of love that is tolerant and kind, does not envy, boast or preen, behaves fine, is not selfish nor easily provoked, thinks no evil, rejoices in the truth and not iniquity, and so on. Love sends people to help other people. Love sends missionaries, and makes them build schools, toilets and houses; send medicine, cloth and food, educate, etc. And for people to stay in love, i.e. out of sin, doing God's will, listening to God is the way. Also, people should procreate less at those areas where natural resources are more scarce. ;)
mmbossman wrote:
what is your opinion on the death penalty?
I think there are only two reasons with which the death penalty can be criticised: ― The penalized person may eventually turn, repent and change, and become a productive citizen ― The penalized person may have been unjustly judged, and evidence indemnifying them may appear in time, or laws concerning their sentence may change Obviously it is impossible to know for certain whether either case happens for that particular prisoner. I certainly cannot tell when death penalty would be acceptable, but I cannot say it's to be forbidden either.
Baxter wrote:
Do you think bald people have a harder time than people with hair when it rains? On one hand, the cold rain drops right on the skull... but on the other hand, it's easier to dry themselves when they get home...
If rain is a problem, use an umbrella. If the cold is a problem, use a hat.
Warp wrote:
I suppose my question would be: Why should I care?
You obviously care enough to post about it. Think back along that thread of thought, and you'll find the answer to your question as well.
RT-55J wrote:
Why can't everybody just get along?
Sin :) I smile because it's such an easy answer. People focus too much on theirselves, and on other people, and their problems, when they should focus on what God can do for them.
RT-55J wrote:
What is the length of a day in furlongs?
0905>bisqbot .cl day*c in gigafurlongs 0905BisqBot- day*speed of light in vacuum = 128.7583928418039 gigafurlongs (day=24 hr, speedoflight=c=2.99792458e8 m/s, hr=hour=60 min, min=minute=60 s, gigafurlongs=1e9 furlong, furlong=40 rod, rod=5.5 yard, yard=3 ft, ft=foot=12 inch, inch=2.54 cm, cm=centi m=1e-2 m)
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For something like Bomberman, is it permitted for a robot to use magical precognition read the RAM to see immediately where the actual bonuses and exits are located, instead of trying to guess?
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Off-topic in PCSX discussion. Split to a separate thread and locked.
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alden wrote:
Whoah! Easter egg! Then I tried hitting tab to turbo my browser to see it again... :S
;)
Post subject: Re: Technical rating currently broken
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Bisqwit wrote:
Hmm. Not worth making a thread over, merging it when I have time. But I'll see and fix the bug.
Fixed on both accounts.
Post subject: Re: Technical rating currently broken
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Bezman wrote:
Currently, I can't give out 'technical' ratings for published movies - I can give ratings for entertainment, but whatever I select in the other drop-down box, it doesn't seem to register (and records as 'missing' when I look at stuff I've rated). I thought this was worth making a thread for. Hope that's cool.
Hmm. Not worth making a thread over, merging it when I have time. But I'll see and fix the bug.
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Thanks Xkeeper for the answers.
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qFox wrote:
It's a nice framework, but don't you think the latency will make battling over a network take forever and ever?
Hmm... Perhaps 300*nplayers milliseconds per frame? 0.6 seconds per frame? Yeah, that might be true. 36 real seconds per a game second. If that inconvenience is a problem, then yeah, we've got no solution. So I suppose the right solution is not to run it through the network, but instead, a single LUA program that runs all the bots simultaneously (maybe under different forks/threads) or in sequence, synchronizing them at some points... That just means you've got no means to test it unless you've got the source code of the other bots.
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As for a multiplayer game, I vote for Mario bros. (Either the original or the revised subgame in SMB3.) (Hasty disassembly here: http://bisqwit.iki.fi/jutut/mariobros-disasm.asm ― if someone has RAM addresses I can add them for easier searchability.) -------- Or, Battle City. ( http://bisqwit.iki.fi/jutut/batlcity-disasm.asm ― RAM addresses welcome.)
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Allright, in case someone is interested of a multiplayer LUA contest, I created a framework for it on LUA. Source code: ― http://tasvideos.org/Bisqwit/LuaFunctions.html#MultiplayerLuaBotFramework It requires these LUA extensions to be installed: ― http://luaforge.net/projects/luasoap/ (in Debian, aptitude install lua5.1-soap-dev)* ― http://luaforge.net/projects/bitlib/ (in Debian, aptitude install lua5.1-bit-dev) (The bitlib dependency can be removed by changing the bit.band into an AND, but this function was not available to me during standalone testing, so I used bitlib instead.) The server for communicating these matches has been started. It can run multiple simultaneous matches, but each match must be configured beforehand, with a list of passwords for each player (to prevent the bots form screwing up other players' or other games' input). For the testing, I have preconfigured 30000 two-player games, each of them having "password" as the password for both players. Just use the number (e.g. 0x1) as your gameno, and "password" as your password. Negotiate the gameno you use with your partner. Valid game numbers are from 0x1 to 0x7530. *) Requires LuaExpat and LuaSocket.
Post subject: Re: Input from Lua is not recorded by FCEUX
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Xkeeper wrote:
just writing the output to the screen. e.g.
00  A  R
01 B U
etc. Then manually inputting this instead of the bot.
And for that, you can use this: http://tasvideos.org/Bisqwit/LuaFunctions.html#FunctionExplainInput (makes especially long sequences of input more manageable)
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For multi-bot contests... I suggest a rerecording netplay mechanism which allows for the bot to 1) play a few frames ahead guessing what kind of input the opposite player(s) will provide 2) redo, and this time, wait until the recipient provides input, then go ahead synchronously It would use a centralized server for netplay. The synchronization goes like this (pseudocode):
main_loop:
my_input = generate_my_input()
server::submit(gameno, my_input)
input_array = server::get_frame(gameno)
for i=0,3 do joypads.set(i, input_array) end
emulator.frameadvance()
goto main_loop</pre> The server would respond to the following kinds of messages:
Message   Input                   Output
REGISTER gameno,ctrlno errno
SUBMIT gameno,ctrlno,input errno (stalls until all clients have issued and returned from the GETFRAME query of the previous frame)
GETFRAME gameno inputarray (waits until all ctrls have been submitted)
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Tub wrote:
that looks short and sweet until you realize that φⁿ doesn't compute in constant time either.
It does calculate in a constant number of cycles on a system equipped with a floating point (co)processor.
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OmnipotentEntity wrote:
Use this one: F(n) = (φⁿ - (1-φ)ⁿ) / √5 = (φⁿ - (-1/φ)ⁿ) / √5
Not good enough. Considering that the function only is supposed to handle integer values, this works faster and gives the same results:
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Cpadolf wrote:
So it will not be added to published movies until later?
Yes, not now but later.
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Warp wrote:
http://gcc.gnu.org/onlinedocs/gcc/Nested-Functions.html
Ah, so GCC supports them for C but not C++. In any case, they're not standard C, and such, should be avoided unless you're writing a GCC-specific program for a good reason.
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Decimal fraction rating added... (Javascript only). I apologize for the fact that it doesn't exactly follow the same style as the rest of the forums. (Also, it doesn't support dragging the cursor; I couldn't get it working on Firefox in my short available time. If someone wants to take a stab at it, go ahead.) Also, IE7 seems to be flabbergasted with the code as usual, so it doesn't work on IE -- but it still allows inputting a fractional vote value though.
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Swedishmartin wrote:
Original code:
#include <stdio.h>

int main()
{
   int fib(int x)
   {
      if(x<2)
       return 1;
      
      else
       return fib(x-1)+fib(x-2);
   }
   
   int n;
   printf("Integer goes here, yo: ");
   scanf("%i", n);
   printf("\nThe Fibbonacci number of %i is %i\n", n, fib(n)); //I really believe that this line is faulty in the "...\n", n, fib(n))" declaration.
   
   return 0;
}
That cannot be the original code either -- because nested functions are not supported in C. If your compiler supports it, weird. I thought you said you used GCC, and to my knowledge, GCC doesn't support them. In any case, you should move the fib(){} function body out from the enclosing main(){} function body. Function definitions cannot be nested in C. Assuming that was really just another transcription error, the real crash cause is the missing & as FractalFusion pointed out.
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Swedishmartin wrote:
More troubles! I was surfing the internet when I came upon this little thing: <snip> I borrowed it for use in my own code. And this is how my code looks at the moment: <snip> The program fails when trying to print the numbers. Why? (Because %i signifies an integer, right? So I have to use %i two times, right?) And would it be possible to put the \n line break in the scanf, to make the code neater? And what's up with signed/unsigned integers? What does it mean?
In printf, instead of %i, I usually use %d, but that is really a matter of taste. However, in scanf there is a difference between %i and %d: %i can read hexadecimals (written as 0x7F for example) whereas %d can only read normal base-10 integers. Your code has a syntax error. The if clause should have parentheses in it. Other than that, it looks okay. unsigned/signed controls the matter of whether the values can be negative or not. For ease of thinking, let's demonstrate with a 4-bit integer:
Binary  SignedValue  UnsignedValue
0000 0 0
0001 1 1
0010 2 2
0011 3 3
0100 4 4
0101 5 5
0110 6 6
0111 7 7
1000 -8 8
1001 -7 9
1010 -6 10
1011 -5 11
1100 -4 12
1101 -3 13
1110 -2 14
1111 -1 15
So you see, if an integer is "signed", it sacrifices half of its range (i.e. one bit) to represent negative values; whereas if it is "unsigned", it uses the full range (i.e. all bits) for positive values. "int" is generally 32 bits, so its unsigned range is 0..(2^32-1) and its signed range is -(2^31)..(2^31-1)
Post subject: Re: I'll bite.
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Warp wrote:
jimsfriend wrote:
It can be helpful to point out to people where their theology is wrong
You see, it's exactly that kind of *attitude* which makes any type of actual conversation moot and pointless.
Uh-oh, really?
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eternaljwh wrote:
Have you read John Milton's Paradise Lost, if so, what do you think of its portrayal of Lucifer?
No I haven't.