Posts for Cactuar


Joined: 6/25/2006
Posts: 2
I imagine the Chessmaster one could be interesting, as it would really just be an analysis of any weaknesses the AI has at any given skill level. Against a basic difficulty level, it may even be possible to do 2 or three move checkmate, but against a Grand Master, it would be extremely difficult to obtain the fastest possible time (I'm assuming the AI would completely ignore any bad moves, not just decrease the probability of doing them). Really, to achieve the best time at this would be similar in theory to obtaining an 'always win' strategy for Chess, although obviously much easier. (That is, you would have to analayse literally billions of possible outcomes at every move).
Post subject: Speed Running article
Joined: 6/25/2006
Posts: 2
Hi speedy people, I'm currently writing an article for a local games magazine about Speed Running (in the hopes that it gets printed, don't think I'm some professional journalist). I'm probably about 3/4 of the way through the first draft at present, and I just wanted to ask for anybody who wants to see my WIP, to either post here or pm me. The article focuses on 'traditional' speedrunning, but includes info on TAS running as well. As such I would like to make sure that you guys agree with what I have said, and to point out any factual innaccuracies, areas that should be focussed on etc you see. Any help you guys could give me would be very much appreciated. I'm not posting the WIP online on the off chance that the editors of the magazine see it, which would sort of lower the chances of me getting paid for the article. (If anyone's interested, the magazine in question is an Australian publication by the name of Hyper. Obviously this means the potential circulation for the article is somewhat small, but hey, any help is good right?)