Posts for xebra


Experienced Forum User
Joined: 5/3/2004
Posts: 1203
Ouzo: You should try to replicate Sonic's path with Knuckles on GH3, if you can do it, it seems likely you can land the 8th hit on the boss much faster than Sonic by gliding after the 7th hit.
Experienced Forum User
Joined: 5/3/2004
Posts: 1203
It's interesting you should bring up the halting problem, there is a closely related problem that more or less asks, "What is the most number of 1's an n-state Turing machine can spit out before halting?" This function is usually denoted Σ(n), and Σ is an interesting function. With a few clever twists, you can show that Σ grows faster than any computable function. What this means is that for any computable function or combination of computable functions (which is essentially what you guys are trying to come up with), the value of Σ will always be greater, after a point. The first few values of Σ are known, or have had examples constructed to give a lower boundary: Σ(1) = 1 Σ(2) = 4 Σ(3) = 6 Σ(4) = 13 Σ(5) >= 4098 Σ(6) >= 1.29 * 10^865
Experienced Forum User
Joined: 5/3/2004
Posts: 1203
First let it be said that I've never played a Final Fantasy game, and don't know what's going on in the community. That aside, I think you were looking at the FFXI (11) box and reading the roman numerals backwards. FFXI (11) is an MMORPG that's been out for a few years, and no doubt has had the two expansions of which you spoke. FFIX (9) is an old PS2/PC game.
Experienced Forum User
Joined: 5/3/2004
Posts: 1203
samurai goroh wrote:
Warp wrote:
Actually it's not really my route in that it was not me who first came up with it.
I foud that path w/o the kicks & xebra added them to it...
Well it's not the same path if you don't know when and when not to kick, now is it? Besides which, my path was substantially different from yours. As I recall, your path was 162/22/9, with just the two kick modifications that became 158/20/11, but my path was 154/20/11.
Experienced Forum User
Joined: 5/3/2004
Posts: 1203
As incomprehensibly huge 4^4^4^4!!!!!!!!! is, 4*4↑↑↑↑↑↑↑↑↑↑↑44 is so much bigger that the ratio of the first to the second is smaller than the ratio of the size of an electron to the size of the entire universe. Furthermore, the number that I mentioned in my previous post, 4↑↑↑↑↑↑↑↑↑↑↑↑444, is so much bigger than your number, 4*4↑↑↑↑↑↑↑↑↑↑↑44, that if every particle in the unverse were counting by 4*4↑↑↑↑↑↑↑↑↑↑↑44's every 1/4*4↑↑↑↑↑↑↑↑↑↑↑44th of a second, the universe would be a uniform temperature a fraction above absolute zero before you ever reached 4↑↑↑↑↑↑↑↑↑↑↑↑444. Remember, 4↑↑↑↑↑↑↑↑↑↑↑↑444= 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑... 4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4↑↑↑↑↑↑↑↑↑↑↑4
Experienced Forum User
Joined: 5/3/2004
Posts: 1203
I don't know everything about statistics, but I feel confident when I say there isn't a single formula to do this. In general, the way to solve these sorts of things is to examine the probability distribution. The expected value for nDs with damage reduction r would be: Sum[0*P(x); x:n->r] + Sum[(x-r)*P(x); x:r->n*s] Where P(x) is the probability of rolling an x. The problem is that the probability function changes if you change n or s. For example, P(x) for 1D6 is a horizontal line, because the probabilities of getting any of 1, 2, 3, 4, 5, or 6 are all the same. P(x) for 2D6 is a positively sloped line from 2 to 7, and a negatively sloped line from 7 to 12. As you increase the number of dice, P(x) slowly converges to a "normal" probability density curve. I don't really know the best way to calculate these values that you want, but this is what I would do: For nDs, there are s^n possible outcomes, and the number of ways to get m is the coefficient of x^m in the generating function (x + x^2 + ... + x^s)^n. I don't know of any simple way to find such a coefficient, but there is a recursive formula given by: a(<0,<0)=0 a(0,0)=1 a(n,k) = Sum[a(n-1, k-j); j:0->s-1] Where a(n,k) is the coefficient of the x^k in (x + x^2 + ... + x^s)^n. Thus, P(m) = a(n,m)/s^n. Hopefully you or someone else can use this information to write a reasonably efficient computer program to calculate the values you need.
Experienced Forum User
Joined: 5/3/2004
Posts: 1203
Randil: ↑ is a binary operator, your statement makes no sense. Besides which, if you are going to use hyperpowers, 4↑↑↑↑↑↑↑↑↑↑↑↑444 is probably the biggest. Furthermore, (4+4)/(4-4) is not a number, so it's true there can be no number bigger than it, but then again, there can be no number smaller than it, either. (Because no comparison can be made.)
Experienced Forum User
Joined: 5/3/2004
Posts: 1203
I was pretty bored watching this video. It just doesn't compare to the existing SMW minimal exits run in terms of accuracy and entertainment. Plus, the autoscrollers were really boring.
Experienced Forum User
Joined: 5/3/2004
Posts: 1203
Well, we were at least restricted to functions or operators that have a (presumably widely accepted) symbolic representation. Though that disallows logarithms (which I disagree with), it also eliminates arbitrary functions that make the exercise trivial.
Experienced Forum User
Joined: 5/3/2004
Posts: 1203
Some proposals for the levels of purity: Most pure: + - * / () concatenate Less pure: ^ √ . vinculum Less pure: x! Less pure: ? !x ‼ ↑ Less pure: floor cieling
Experienced Forum User
Joined: 5/3/2004
Posts: 1203
Gorash wrote:
Well the challenge was to do it with the set of functions given. As some people poited out before there are hundreds of weird functions out there.
As I recall, that was not the challenge at all:
FODA wrote:
Any math symbol is accepted, even those which have implicit "2" like square root, as long as you don't write any other [algorithm], you can use any symbol.
Floor and ceiling are incredibly common, easy to understand, and have widely accepted symbolic representations. If you would like to limit yourself to a few smybols/functions, then so be it. But since you guys are already cheating according to the rules of the "normal" game, I figured the sky was the limit. If you so desire, here are some other widely accepted symbols that might extend "the barrier" : Double factorial: ‼ 5‼ = 5*3*1 6‼ = 6*4*2 Hyperpower: ↑ 2↑2 = 2^2 3↑3 = 3^3^3 4↑4 = 4^4^4^4 2↑5 = 2^2^2^2^2 Extended hyperpowers: ↑↑, ↑↑↑, ↑↑↑↑ ... n↑↑m = n↑n↑...↑n (m times) n↑↑↑m = n↑↑n↑↑..↑↑n (m times) etc. Perhaps you should group operations according to their desirability, and have your script come up with a purity factor based on how low it has to stoop to come up with a solution.
Experienced Forum User
Joined: 5/3/2004
Posts: 1203
That's easy enough, Dacicus, here you go: (4 * 4)? + !4 = 145 (Note that I didn't actually use subfactorials in my solution. There are a whole bunch of operators you guys are neglecting that, though they perhaps remove some of the challenge, extend the boundaries of what's possible by leaps and bounds. For example, the decimal point, floor, cieling, the bar over repeating decimals, nth roots, subfactorials, etc. Floor and cieling are particularly good. To find 3527, for example, all you have to do is find a way to generate a number between (3526^4 + 1) and (3528^4 - 1) with three 4's, take the 4th root of it, and round it in the appropriate direction.)
Experienced Forum User
Joined: 5/3/2004
Posts: 1203
3527 is cake, even by hand ;) .
Experienced Forum User
Joined: 5/3/2004
Posts: 1203
Wow, I must have more wishes than anyone on this site :P .
Experienced Forum User
Joined: 5/3/2004
Posts: 1203
Gorash wrote:
Thou shalt not provoke us.
I'm not sure how I was provoking you, but you did precisely what I was hoping Samurai Goroh would do -- actually find a better path on a level we knew to be improvable, rather than just taking the record by more accurately executing an imperfect strategy he didn't even come up with. Good job on finding the optimal strategy, now what about 2-3?
Experienced Forum User
Joined: 5/3/2004
Posts: 1203
Samurai Phil: I came up with a new strat on 2-2 you can steal. I purposefully left in a frame of error so that you can improve upon my time without having to do any actual thinking of your own. Bisqwit: WOW! Love the new mousing "guess where you probably meant to click" AI.
Experienced Forum User
Joined: 5/3/2004
Posts: 1203
There is never any reason to click in the middle of a square, I request that you remove the "middle" of squares entirely. Furthermore, it would be nice if you could make it so that if we click on an unwalkable target, the game is intelligent about guessing where we really wanted to click. For example: I want to be able to click anywhere in that blue diamond and end up in the square to the right of the block, facing left. Obviously the clickable area is only extended for spaces next to unnavigable squares.
Experienced Forum User
Joined: 5/3/2004
Posts: 1203
Can you make it so that mouse commands are uninterruptible, except by another mouse command? (So that I may hold down the direction I want to go on the keyboard when I get where I clicked, but I can click a different spot if I want to modify my path on the way.)
Experienced Forum User
Joined: 5/3/2004
Posts: 1203
Gorash, even if you don't think you are capable of high levels of precision, you can improve your time on 1-3 by a bit. Note that you go around the very last block in the wrong direction, and that you should kick the top middle block up when Bisqbot does, because pushing another block immediately after a kick is hard for a human to do without delay. EDIT: On my first try I was considerably faster than you as I approached the last kick ... then again I've had lots of practice perfecting kick timing since I only play the early levels. Do you mind if I pull a Phil on you?
Experienced Forum User
Joined: 5/3/2004
Posts: 1203
Bisqwit wrote:
> Btw. could you make the half second kick preparation uninterruptible? I originally intended to make the second half of it uninterruptible, but I think it was xebra who objected, saying it's better now as it gives a wider skill gradient.
I did no such thing. I would actually prefer a mode where kicks are not interruptible, and mouse commands can only be interrupted by other mouse commands, so that you can in effect queue up your next command. Despite the fact that at times I can play almost perfectly, it's not fun to maintain that level of concentration.
Hope that you didn't mastered it, as I discover that path (You just played it 0.09 secs faster :( ). Oh well, as least I did the same to you on the next level :P
No, reread my comment. The point of my comment was that I did not just play your path faster, I found an actual improvement -- while on 2-3 you found no improvement, you just pulled a Phil.
Experienced Forum User
Joined: 5/3/2004
Posts: 1203
No, it does make sense. When you want an LLD, and the game gives sometimes LDL and sometimes LLD, you now have a 50% chance of getting that LLD you wanted for. With the non-random code, it's possible that there's a 0% chance of you getting a LLD in that situation.
It's also possible to get it right 100% of the time if you would just code it thusly. I don't understand why you have the desire to needlessly add an element of pure chance to a skill based game ...
Experienced Forum User
Joined: 5/3/2004
Posts: 1203
PS - Goroh, don't fret, your path is not optimal. PPS - You didn't modify my path on 2-3 at all. Considering the level isn't at the stage where we are competing for frames, I shall henceforth call you Samurai Phil. PPPS - And yes, I did modify your path on 2-2.
Post subject: Re: A mouse aiming finetuning feature
Experienced Forum User
Joined: 5/3/2004
Posts: 1203
Bisqwit wrote:
xebra wrote:
you could go LDL and end up facing the right direction, but you'd have only 0.033 seconds in which you could press D without experiencing delay. If you do LLD, then you have 0.2 seconds in which you can press D without experiencing delay.
With the change I did, instead of never getting that chance, you actually might get that chance occassionally.
Your response makes absolutely no sense. The point of my complaint is that you should maximize the length of time you spend walking in the appropriate direction, so that you have more than a single frame with which to initiate the push without delay. This is not always possible, but when it is the approach should be done correctly. Additionally, since it appears you don't recover the single frame lost in the LDL case, you never get that "chance" of which I think you are speaking.
Post subject: Re: A mouse aiming finetuning feature
Experienced Forum User
Joined: 5/3/2004
Posts: 1203
Bisqwit wrote:
> PPPPS - Can you eliminate the randomness from the mouse pathfinding algorithm? For example, after the first click on 1-4, > sometimes Peter will go LLD and sometimes he will go LDL. It would be convenient if when traversing a completely > unobstructed rectangle he would minimize the number of turns, and make the straight approach > to the target square in the target direction be as long as possible. (So in my example Peter would go LLD.) Why would I do that? As Warp pointed out, it has no effect to the time. I added it deliberately for fun.
Well, if you had eliminated the 1-frame turning delay (which I don't think you did, so it doesn't really matter at this point), then on 1-4, you could go LDL and end up facing the right direction, but you'd have only 0.033 seconds in which you could press D without experiencing delay. If you do LLD, then you have 0.2 seconds in which you can press D without experiencing delay. Do you see what I mean when I say "make the approach in the direction you want to be going as long as possible" ?
Post subject: Re: A mouse aiming finetuning feature
Experienced Forum User
Joined: 5/3/2004
Posts: 1203
Bisqwit wrote:
I added a finetuning feature to the mouse aiming. When you click the left side of a square, Peter will walk to that square and face left. When you click the top side of the square, Peter will walk to that square and face up. And so on. Clicking near the middle of the square will act as it did before. Skillful players can use this feature to avoid the 1-frame facing-change-lag that often occurs between mouse-aiming and pushing. In fact, all facing delays can technically be eliminated with this trick.
Damn you! (This is virtually impossible for a human to profit from.) PS - Did you do this to eliminate the pathing bug in your bot? PPS - Please eliminate clicking in the middle of the square, just make it turn to the side we clicked closest to. PPPS - Are you sure you eliminated the delay? I've been trying unsuccesfully for 30 minutes now to shave a frame off of 1-4, and I just keep getting 5:70 over and over again. PPPPS - Can you eliminate the randomness from the mouse pathfinding algorithm? For example, after the first click on 1-4, sometimes Peter will go LLD and sometimes he will go LDL. It would be convenient if when traversing a completely unobstructed rectangle he would minimize the number of turns, and make the straight approach to the target square in the target direction be as long as possible. (So in my example Peter would go LLD.)