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Balancer broken?

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Date Editor Before After
5/10/2016 8:58:10 AMGBrankTheEloIsALie before revert after revert
5/10/2016 8:57:03 AMGBrankTheEloIsALie before revert after revert
5/10/2016 8:55:45 AMGBrankTheEloIsALie before revert after revert
5/10/2016 8:54:58 AMGBrankTheEloIsALie before revert after revert
Before After
1 I did forget to mention that the brute force is going to be less of a hassle for smaller games where the amount of combinations is still manageable. 1 I did forget to mention that the brute force is going to be less of a hassle for smaller games where the amount of combinations is still manageable.
2 \n 2 \n
3 [quote]Is the objective function slow?[/quote] 3 [quote]Is the objective function slow?[/quote]
4 Slow enough that the current ([i]much[/i] easier one) runs into its limits for brute forcing higher player numbers, as @Sprung said. 4 Slow enough that the current ([i]much[/i] easier one) runs into its limits for brute forcing higher player numbers, as @Sprung said.
5 \n 5 \n
6 [quote]In larger games [the objective function] starts to become slow enough for the hard cap to kick in but that's not a problem.[/quote] 6 [quote]In larger games [the objective function] starts to become slow enough for the hard cap to kick in but that's not a problem.[/quote]
7 Are you talking about the current one or the proposed one? There's a difference of about one to two orders of magnitude in flops between them. . . 7 Are you talking about the current one or the proposed one? There's a difference of about one to two orders of magnitude in flops between them. . . Again, keep in mind that currently you have a low fixed cost per combination tried, whereas the new formula takes longer the more players there are. . .